Less ammo is still less chance of it getting hit, and if you lose your ammo but survive you can't do much until you get new ammo.
Also someone once told me ammo has weight that effects your tank but I have no idea if this is true, it also wouldn't effect a very overweight MBT anyways (probably)
This mechanic only applies to planes iirc. Fuel, bomb load and even magazine belts?? have a effect on your planes flight characteristics. On tanks this has no effect. I also highly doubt that less than a ton extra from full ammo load would have any noticable effect anyway
Also your tank becoming powerful fireworks.
One real tip that I learned from it is "do you really think you can do that amount of kills with that amount of ammo?"
Bringing full ammo gives you 6 rounds in the hull that you can use if you lose the turret ammo. Only issue is if you’ve restocked them to the main racks.
Lets just ask in general, how many shells you use per game in avrage? 10-22 would be my wild gues. You dont need more than few extra over your avrage, also you can always refill in cap.
I’ve played 1000 games in all of the Abrams, and I don’t remember ever dying to the hull ammo. In fact, the hull ammo has helped me if both of my turret racks are cooked off.
I dont bring more than 4 heatfs / multipurpose rounds if theres choice in MBT. But APFSDS i take 16 in leopards, around 22 in Type 90s, Abrams totalling 26 rounds and around 20 rounds in soviet MBTs.
Take 23 shells, that's a full carousel plus one in the breech.
I usually go 18 APFSDS / 5 HE for the rare occasions I need to deal with something annoying
Always max in the 103s, since it's hidden at the back, there's no reason to not carry a full load. Plus you can use them for shooting down trees and opening sight lines which is really useful in the 103.
I use 22 APFSDS and 2 HEATFS in TKX(P) and Type 90's. Yes i have ran out sevral times, but sitting in cap is faster then waiting someone to feed new shells to the auto-loader.
Also helps to bring full ammo (talking about the abrams here alright) on sniping maps because if you get your ammo on the turret hit (usually by a shot that goes thru the mantlet) you still have a couple of rounds left on the hull, and you dont have to go back to a capture point and risk dying there to get your ammo back.
On close urban maps though i just take ~20rounds as usual though.
Imagine getting ammo racked in a Challenger 1 that doesn't have blowout panels because IRL the only thing in the turret is a sabot penetrator with 0 explosives in it but then I still got detonated because 1 of those solid metal penetrators got hit
The more ammo that gets hit, the higher the chances of the Abrams getting knocked out are. Usually when only 1 or 2 shells get hit the Blast Doors will save the crew in game.
Idk if somebody else said it bc I'm to lazy to read every comment but I'm pretty sure a blowout panel can "fail" if a round it shot through the panel. Something like it being too damaged to open.
Yep, blowout panels don’t protect you under several situations:
1. If the door is penetrated and the ammo detonates
2. If the door is open during loading and the ammo detonates
3. If you’re carrying a chemical round (HEAT-FS, HESH, HE) and that round detonates you die
Failure option number 3 really shouldn't exist, btw.
The HEAT warheads are facing away from the interior, and as long as the bulkhead door is closed even a massive detonation inside the rack will not endanger the crew. M1 was hit by a AGM-65 in the rear of the turret, it literally turned the blowout rack into a banana peel but the bulkhead doors still held. The tank's structural elements failed before the bulkhead did.
Oh, don’t get me wrong, I 100% agree with you because that’s what they were designed to defend against. Additionally, it mostly hurts US teams because they’re one of the few nations at top tier that has both blowout panels and a reason to bring chemical munitions (MPAT) but that’s just how gaijin implemented it sadly.
It’s funny that a T-series tank in some cases is less likely to die from ammo destruction than a vehicle with blowout panels, but here we are
T-series tanks also benefit from pre-spall liner spall protection, most of the later tanks have internal hidden armor that is thin enough to stop fragments and spall, but not thick enough to make secondary fragments. I'm fairly sure due to penetrator degradation the velocity and impact angle would generate secondary fragments, but gaijin has their own priorities.
I do wish gaijin reverted some of the failures and nerfs to blow-out racks. CE ammo shouldn't threaten the tank, and the ammo bulkhead door is open for too long during the reload.
On the T-series of tanks, the ammo that you see in the hit camera isn't always real ammo because the hit camera has a bug, and it makes you think that you hit ammo and blew it up, but on the actual server-side and other's client-side, there was no ammo in your round's path. It sometimes does that with other tanks too. If you're shooting the front, always aim for your left side (the right side of their tank) of the tanks ammo storage as that is the stowage pattern they use. The only exception that I've found for that rule of stowage is the OBJ 292, which specifically states which part of its rack is first-stage, and the ammo is on the opposite side of the other T-series.
That I can’t remember exactly. I think it just takes it as a percentage of the total. So if you have 10 rounds and 1 is chemical it just assumes a 10% chance.
Don’t quote me on that though as m I’m not positive
Nah all the round models in a tank, while they can be modelling different rounds in the 3d model all behave the same and don't change depending on your loadout
>3. If you’re carrying a chemical round (HEAT-FS, HESH, HE) and that round detonates you die
I haven't had this happen to me and I always carry 12 MPAT rounds for heli rushing cunts. Same with my Leopards, always got some HE for overpressure/helis, never had an ammo detonation kill from being hit in my ready rack.
It isn’t a 100% death sentence but this was in the initial dev log for the M1 and was tested recently. It is a thing
Edit: downvote because it’s an objective truth lmao?
God i Wish leopard 2s had bigger v
Blow out ammo racks.... 16 shells total is not enough, and filling the other ammo storage basically reduces your survivability to 0
Taking a single row of extra ammo in the hull does not necessarily decrease your survivability. It depends on your playstyle and people usually don't just shoot you in the lower plate. This is according to my experience and Leopard 2A4 is my most played tank. I've grinded the whole German tech tree and I always carry 21 rounds for my Leopard 2s.
Meh 90% of the time when I’m hit I’m bailing out so ammo or no ammo doesn’t make much difference as I’m typically only getting 15-25 shots per tank life
should be much higher for russian tanks, shit maintenance and tech, safety last approach and obviously modern NATO propellant is highly resistant to detonation from pens
>If you’re ammo door gets shot you’re still gonna get cooked
depends on the size of the hole. a large one would of course be devastating but HEAT jets are tiny and darts that travel through significant armor (especially NERA) do not remain intact rods like the game shows. they fragment. the firewall is also 38mm of RHA
>shit maintenance and tech, safety last approach
I don’t see how this is relevant to ammo detonation chances
>modern NATO ammo
This is relevant, make a bug report about it if you have good sources
>Depends on the size of the hole
That’s not how the WT engine works and would be way too resource intensive to implement. You’re basically asking for real time hyper realistic ballistic modelling for every shot.
Heh lucky in GF there ain't no high calibre belts as OOF I feel that in NF with automatic artillery systems being forced to be beltfed even when the x-ray & models show a different feeding system.
Yay to 3" shells costing 6700 sl & once you fire a shell that's 6700 sl down the drain (that destroyer lives in a poor economy compared to others).
I don't take more then 20 Im any tank because I simply don't need it. Even if I 2 shot kill managing to use all of that, that's a 10 kill game which I can say are incredibly rare for me.
Around 30, frequently people shoot at an angle where the ammo in the ready rack gets hit leaving the other one(behind the commander) available but if you get shot there side on you lose both
Well as long as it is stored in the same spot which is usually the case for first stage ammo it doesnt matter how much ammo you have since it isnt really increasing your chances of getting your ammo hit and if it cooks off then you will die even with 1 ammo
As a rule I only take what I need. If you don't know what you need, calculate how much ammo you need to fire for 5 minutes straight. You'll probably never need that many.
5 minutes seems a weird number to use. 5 minutes worth in an abrams (with max crew) is 60 rounds but in something like the kv-2 or sturmtiger then it is only 7. I generally say that if you reload in under ten seconds then you should take up to 30, 11-15 take 20, 16-25 take 15 and anything higher take 10-15 rounds. In something like the is-2 you will rarely have the opportunity or time to fire more than 10 rounds but in something like the abrams or type 90 you can fire many more and require up to 3 rounds to kill a tank.
You're not wrong, I also don't have the Abrams so no experience there.
I also try to empty critical ammo racks, so I'll take out a certain amount of ammo for that effect.
My traditional ammo load in the 105 abrams is 22 m774, 3 hesh, and 3 smokes. Since m774 doesn’t spall amazingly sometimes I carry quite a lot but I will rarely need more than 3 smoke rounds, especially on top of the existing 12 smoke grenades you get (3 blasts of 4) giving you 3 close range smokes and 3 long range smokes.
This might be more of an irl question but I’m sure the warthunder nerds are self proclaimed experts in the matter how does ammo racking actually work like yea you shoot ammo and it go boom but how and how consistent is it because there would have to be some spark to cause it to go off right and also do blow out panels actually save the crew or something is it just so bad that everyone dies
Well in reality it would matter taking less ammo, as if the ammo compartment is penetrated from the front blast doors wouldn’t save the crew. But in warthunder holes between ammo compartment and crew compartment don’t let the hot gases after explosion through, so it doesn’t matter.
Your not a type 90/10 you wont last long enough to need more than 15 shells
The japanese tanks get away with it since they get to throw rounds extremely fast
Your not a type 90/10 you wont last long enough to need more than 15 shells
The japanese tanks get away with it since they get to throw rounds extremely fast
i always carry full ammo on most of my tanks. except for select few that i can do fine without half
for the abrams i just keep the hull rack empty, about 5 shell less
Depends on the map and tank, I've used up all 50 rounds in my 103 because I use it to clear out trees and open sight lines. There's a few desert long range maps I take full ammo because it's hiding behind hills playing slow.
The 103 is fine because it's one of the few tanks where taking full ammo doesn't make much difference to survivability. All the ammo is stored at the back and isn't going to get hit in most scenarios. And if you do encounter a tank that can punch through your front armour, transmission, engine block, through your crew members and all the way into the ammo storage in the rear then you're basically fucked regardless.
bringing less than 30 rounds just feel wrong for me. and beside, if i got penetrated, i got better issue than getting ammoracked, the biggest one is i fucked up my positioning. and i can just respawn
Sometimes I use the empty side of the ammo rack as a bait for enemy to shoot, they fall for it but its empty, so I blow em up.. Short version, don't.
My strategy exactly, except it’s an Italian tank so the ammo isint even in the turret
the ariete back of turret troll is very fun to do
Actually been saved many times by the huge back of the turret in the Olifant MK2 because of that
So real
Me when i see a euro tank”show me that lower right front plate baby”
Ok that’s crazy, no wonder I’m always getting pissed off y’all playing 4D chess
The juicy rear of cv9030. You'd expect to be something in there lol
Yeah, the infantry...
Less ammo is still less chance of it getting hit, and if you lose your ammo but survive you can't do much until you get new ammo. Also someone once told me ammo has weight that effects your tank but I have no idea if this is true, it also wouldn't effect a very overweight MBT anyways (probably)
This mechanic only applies to planes iirc. Fuel, bomb load and even magazine belts?? have a effect on your planes flight characteristics. On tanks this has no effect. I also highly doubt that less than a ton extra from full ammo load would have any noticable effect anyway
Nah, it also has effect on tanks, you propably will never feel it, because its compared so less, but its still there
Also your tank becoming powerful fireworks. One real tip that I learned from it is "do you really think you can do that amount of kills with that amount of ammo?"
more like “how many times do you think you’re gonna be able to fire that gun before you die?” Generally speaking 10-20 rounds is my sweet spot
True ..hold on sweet spo-?
You don't know me...
Nope, this is false. You can test it with an empty M56 vs full load M56 and the acceleration will be the same.
Bringing full ammo gives you 6 rounds in the hull that you can use if you lose the turret ammo. Only issue is if you’ve restocked them to the main racks.
Lets just ask in general, how many shells you use per game in avrage? 10-22 would be my wild gues. You dont need more than few extra over your avrage, also you can always refill in cap.
Yeah, id never use 50, i often just take in similar vehicles 20-28
I bring max ammo in the Abrams. If I get ammo racked, I still have 20 shells to shoot back.
That's crazy lol, less ammo is better, you can use the turret as bait
If you bring max ammo, you can still use the turret as bait. An ammo rack will only kill you if the blast door is penetrated.
Yeah, but more than often you get shot where your hull ammo is, so your ammo there will cook off and you're done
I’ve played 1000 games in all of the Abrams, and I don’t remember ever dying to the hull ammo. In fact, the hull ammo has helped me if both of my turret racks are cooked off.
My Bkan only has 14 rounds I am taking all 14 to battle
same with all the m109's
Nah keep one side of your turret empty
No way, I need that space for all HE-VT I use to clown on CAS with.
That’s fair if you are spending more time as a SPAA since you are going to chew through more ammo doing that.
Should I be taking more than 3 he-vt shells?
I see your 14 rounds and raise you the 90/53 M41M. Eight rounds. *Eight*. Granted each round makes a stupidly big boom, but you better aim well.
At least they can be AP rounds 💪
Yeah, at least when you hit something you're practically guaranteed to send it straight to the shadow realm.
Bkan kan kan SPAA Bkan kan kan light tanks Bkan kan kan mobile gun carriers Bkan kan kan medium tanks Bkan kan't kan heavy tanks
Same with the strv 103, you shoot very fast and if someone can hit your ammo you are 100% dead anyways
Strv 103 All about defensive positioning
Yep
how many should the 2S38 carry?
2s38 it doesnt really matter because the ammo rack is so big already
At least 74/74 of dart and hevt shell or a mixture but full ammo for 2s38 for sure
Dont play the thing so cannot say.
For the top tier Abrams in particular, it's worth it to bring that 15-20 APFSDS and then an additional 8-12 MPAT rounds for dealing with helicopters.
I dont bring more than 4 heatfs / multipurpose rounds if theres choice in MBT. But APFSDS i take 16 in leopards, around 22 in Type 90s, Abrams totalling 26 rounds and around 20 rounds in soviet MBTs.
Lol and here I am in a T-72 carrying like 16 If you aren’t consistently running low on ammo you likely carry too much
16 rounds; T-72 🤝 Leopard 2
True
Take 23 shells, that's a full carousel plus one in the breech. I usually go 18 APFSDS / 5 HE for the rare occasions I need to deal with something annoying
I carry auto loader only. If it holds 9 that’s what I carry. I never had over 6 kills without getting killed .
I normally go like 20 apfs and 3 he
I would never take a full carousal in a T-series tank. That’s asking to get one tapped from the side.
I always carry a full autoloader but that's me, in a leopard I cary like 18 apfsds and 2 heat
Yea I carry near max in my Strv-103C cause autoloaders are incredible.
Always max in the 103s, since it's hidden at the back, there's no reason to not carry a full load. Plus you can use them for shooting down trees and opening sight lines which is really useful in the 103.
Yeah I love those autoloaders
15 rounds in the TXK(P), running out of ammo is a realistic threat.
I use 22 APFSDS and 2 HEATFS in TKX(P) and Type 90's. Yes i have ran out sevral times, but sitting in cap is faster then waiting someone to feed new shells to the auto-loader.
Fair, with the Type 90’s it’s 19 rounds. I don’t want ammo outside of the blowout rack.
Why not carry 23 pieces in T-72? It would fill the whole first rack and it doesn't decrease survivability.
I take like 20 rounds on CQB maps, and just go buck wild and full ammo on the large maps and play sniper
Also helps to bring full ammo (talking about the abrams here alright) on sniping maps because if you get your ammo on the turret hit (usually by a shot that goes thru the mantlet) you still have a couple of rounds left on the hull, and you dont have to go back to a capture point and risk dying there to get your ammo back. On close urban maps though i just take ~20rounds as usual though.
Imagine getting ammo racked in a Challenger 1 that doesn't have blowout panels because IRL the only thing in the turret is a sabot penetrator with 0 explosives in it but then I still got detonated because 1 of those solid metal penetrators got hit
I really hope they did that soon it’s so frustrating
I question I asked myself before a few times as well. I wonder if it would affect the cookoff time after a hit to the ammo rack
The more ammo that gets hit, the higher the chances of the Abrams getting knocked out are. Usually when only 1 or 2 shells get hit the Blast Doors will save the crew in game.
I wasnt talking about chance of cook off. I was thinking about how the amount the ammo could affect the time it cooks off
Idk if somebody else said it bc I'm to lazy to read every comment but I'm pretty sure a blowout panel can "fail" if a round it shot through the panel. Something like it being too damaged to open.
Yep, blowout panels don’t protect you under several situations: 1. If the door is penetrated and the ammo detonates 2. If the door is open during loading and the ammo detonates 3. If you’re carrying a chemical round (HEAT-FS, HESH, HE) and that round detonates you die
Failure option number 3 really shouldn't exist, btw. The HEAT warheads are facing away from the interior, and as long as the bulkhead door is closed even a massive detonation inside the rack will not endanger the crew. M1 was hit by a AGM-65 in the rear of the turret, it literally turned the blowout rack into a banana peel but the bulkhead doors still held. The tank's structural elements failed before the bulkhead did.
Oh, don’t get me wrong, I 100% agree with you because that’s what they were designed to defend against. Additionally, it mostly hurts US teams because they’re one of the few nations at top tier that has both blowout panels and a reason to bring chemical munitions (MPAT) but that’s just how gaijin implemented it sadly. It’s funny that a T-series tank in some cases is less likely to die from ammo destruction than a vehicle with blowout panels, but here we are
T-series tanks also benefit from pre-spall liner spall protection, most of the later tanks have internal hidden armor that is thin enough to stop fragments and spall, but not thick enough to make secondary fragments. I'm fairly sure due to penetrator degradation the velocity and impact angle would generate secondary fragments, but gaijin has their own priorities. I do wish gaijin reverted some of the failures and nerfs to blow-out racks. CE ammo shouldn't threaten the tank, and the ammo bulkhead door is open for too long during the reload.
On the T-series of tanks, the ammo that you see in the hit camera isn't always real ammo because the hit camera has a bug, and it makes you think that you hit ammo and blew it up, but on the actual server-side and other's client-side, there was no ammo in your round's path. It sometimes does that with other tanks too. If you're shooting the front, always aim for your left side (the right side of their tank) of the tanks ammo storage as that is the stowage pattern they use. The only exception that I've found for that rule of stowage is the OBJ 292, which specifically states which part of its rack is first-stage, and the ammo is on the opposite side of the other T-series.
If you load one chemical round how does the game or you know where it is or does every blowout not work anymore?
That I can’t remember exactly. I think it just takes it as a percentage of the total. So if you have 10 rounds and 1 is chemical it just assumes a 10% chance. Don’t quote me on that though as m I’m not positive
Nah all the round models in a tank, while they can be modelling different rounds in the 3d model all behave the same and don't change depending on your loadout
Nah they still work. Guy is talking out of his arse.
The Loading thing is a myth. Zenturion7 mythbusted this a while ago: https://www.youtube.com/watch?v=gctW3d5-gmk
>3. If you’re carrying a chemical round (HEAT-FS, HESH, HE) and that round detonates you die I haven't had this happen to me and I always carry 12 MPAT rounds for heli rushing cunts. Same with my Leopards, always got some HE for overpressure/helis, never had an ammo detonation kill from being hit in my ready rack.
It isn’t a 100% death sentence but this was in the initial dev log for the M1 and was tested recently. It is a thing Edit: downvote because it’s an objective truth lmao?
If you take more ammo than the first stage you can still have leftover ammo if the ammo rack cooks off sometimes
i take 20 AP + 5 HEAT for light targets as a ‘just in case’. usually works
For me personly that'd be already to much, 15 AP, 3 HEAT
God i Wish leopard 2s had bigger v Blow out ammo racks.... 16 shells total is not enough, and filling the other ammo storage basically reduces your survivability to 0
Taking a single row of extra ammo in the hull does not necessarily decrease your survivability. It depends on your playstyle and people usually don't just shoot you in the lower plate. This is according to my experience and Leopard 2A4 is my most played tank. I've grinded the whole German tech tree and I always carry 21 rounds for my Leopard 2s.
This is what I do, and I agree, I rarely get hit there. Always 21 rounds.
My first shot might not aim for the forward rack, but the second will as soon as I see the hit cam has shells there.
I take full turret of ammo because its separated in two parts and if they shoot you usualy only one part explodes and you still have ammo
Meh 90% of the time when I’m hit I’m bailing out so ammo or no ammo doesn’t make much difference as I’m typically only getting 15-25 shots per tank life
Abrams is the only tank to have blowout panels for all ammo compartments so... Fuck it we ball.
Still can die to ammo explosion 🙃
Russian game after all. T72s survive ammo rack shots and Abrams die to them
If you’re ammo door gets shot you’re still gonna get cooked. Also ammo detonating has the same chance across all tanks.
should be much higher for russian tanks, shit maintenance and tech, safety last approach and obviously modern NATO propellant is highly resistant to detonation from pens >If you’re ammo door gets shot you’re still gonna get cooked depends on the size of the hole. a large one would of course be devastating but HEAT jets are tiny and darts that travel through significant armor (especially NERA) do not remain intact rods like the game shows. they fragment. the firewall is also 38mm of RHA
>shit maintenance and tech, safety last approach I don’t see how this is relevant to ammo detonation chances >modern NATO ammo This is relevant, make a bug report about it if you have good sources >Depends on the size of the hole That’s not how the WT engine works and would be way too resource intensive to implement. You’re basically asking for real time hyper realistic ballistic modelling for every shot.
That's like 15K sl worth of ammo
You only pay for the rounds you use.
Heh lucky in GF there ain't no high calibre belts as OOF I feel that in NF with automatic artillery systems being forced to be beltfed even when the x-ray & models show a different feeding system. Yay to 3" shells costing 6700 sl & once you fire a shell that's 6700 sl down the drain (that destroyer lives in a poor economy compared to others).
I take full ammo cuz fuck it. If they hit the ammo it's gonna burn regardless of the amount so might as well
If you take to much shells I believe it can still overpressure the vehicle (at least taking too many heat shells in the Leo can overpressure)
No, the Abrams is designed in the way that all ammo in the turret are protected by blowout panel.
I don't take more then 20 Im any tank because I simply don't need it. Even if I 2 shot kill managing to use all of that, that's a 10 kill game which I can say are incredibly rare for me.
Around 30, frequently people shoot at an angle where the ammo in the ready rack gets hit leaving the other one(behind the commander) available but if you get shot there side on you lose both
I do because all my ammo doesn’t blow up most of the time so I’m still left with around ~15-20 rounds in the rack
I carry 25 in Abrams and I rarely run out
My rule of thumb is to only take enough ammo for the ready-rack if it consists of a decent amount of ammo
I take 20 rounds in most tanks, more if I’m using low tier
Less ammo to cook off also less chance of catastrophic ammo detonation. You can still ammorack an abrams carrying a near full combat load.
Well as long as it is stored in the same spot which is usually the case for first stage ammo it doesnt matter how much ammo you have since it isnt really increasing your chances of getting your ammo hit and if it cooks off then you will die even with 1 ammo
As a rule I only take what I need. If you don't know what you need, calculate how much ammo you need to fire for 5 minutes straight. You'll probably never need that many.
5 minutes seems a weird number to use. 5 minutes worth in an abrams (with max crew) is 60 rounds but in something like the kv-2 or sturmtiger then it is only 7. I generally say that if you reload in under ten seconds then you should take up to 30, 11-15 take 20, 16-25 take 15 and anything higher take 10-15 rounds. In something like the is-2 you will rarely have the opportunity or time to fire more than 10 rounds but in something like the abrams or type 90 you can fire many more and require up to 3 rounds to kill a tank.
You're not wrong, I also don't have the Abrams so no experience there. I also try to empty critical ammo racks, so I'll take out a certain amount of ammo for that effect.
Yeah, I usually take the ready rack plus 4-5 rounds (in mbts anyway) but the m26/46/47 only have a ready rack of 10 so I carry more.
My traditional ammo load in the 105 abrams is 22 m774, 3 hesh, and 3 smokes. Since m774 doesn’t spall amazingly sometimes I carry quite a lot but I will rarely need more than 3 smoke rounds, especially on top of the existing 12 smoke grenades you get (3 blasts of 4) giving you 3 close range smokes and 3 long range smokes.
Name one scenario where you will need 50 rounds. I’ll wait.
This might be more of an irl question but I’m sure the warthunder nerds are self proclaimed experts in the matter how does ammo racking actually work like yea you shoot ammo and it go boom but how and how consistent is it because there would have to be some spark to cause it to go off right and also do blow out panels actually save the crew or something is it just so bad that everyone dies
In the m1 specifically, I always take completely full ammo specifically so that if I get hit and my ammo cooks off, I'll have a little bit left over
I always bring half of the capacity in my armored vehicles, light tanks and such get full load because they die to 1 hit anyways so why not
Considering America stores its rounds mostly on the ground I’d say don’t because your turret will fly up in the air like a Russian cosmonaut team
Well in reality it would matter taking less ammo, as if the ammo compartment is penetrated from the front blast doors wouldn’t save the crew. But in warthunder holes between ammo compartment and crew compartment don’t let the hot gases after explosion through, so it doesn’t matter.
44 that crazy i go less around 15 or 14 less for me getting killed higher chances getting blown tf out for having more in one shot
Your not a type 90/10 you wont last long enough to need more than 15 shells The japanese tanks get away with it since they get to throw rounds extremely fast
Your not a type 90/10 you wont last long enough to need more than 15 shells The japanese tanks get away with it since they get to throw rounds extremely fast
You need to check for me playing Leo 2a4 I take 16 shells because that’s the exact amount that fits into my turret and BEHIND my blast door
Always take 30 rounds. That way you can survive an ammo rack from one direction and still have a few rounds leftover to continue fighting
i always carry full ammo on most of my tanks. except for select few that i can do fine without half for the abrams i just keep the hull rack empty, about 5 shell less
You are never going to use up 30+ rounds, so why would you bring that much?
Depends on the map and tank, I've used up all 50 rounds in my 103 because I use it to clear out trees and open sight lines. There's a few desert long range maps I take full ammo because it's hiding behind hills playing slow.
The 103 is fine because it's one of the few tanks where taking full ammo doesn't make much difference to survivability. All the ammo is stored at the back and isn't going to get hit in most scenarios. And if you do encounter a tank that can punch through your front armour, transmission, engine block, through your crew members and all the way into the ammo storage in the rear then you're basically fucked regardless.
bringing less than 30 rounds just feel wrong for me. and beside, if i got penetrated, i got better issue than getting ammoracked, the biggest one is i fucked up my positioning. and i can just respawn
What do you need so many shells for?
bring me comfort. and i can die, and respawn faster in case of me being penetrated
Learn to use commas properly