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Object 261

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Object 261

AnnoR52_Object_261.png
Battle Tier
1234567891011
Overview
Mouse over "
Well, the ones further down, of course.
" for more information
[Client Values; Actual values in
Specifically, the mismatch in crew values caused by commander's 10% crew skill bonus. Outside of a crew of 1 commander only, 100% crew is a fiction. The client values, given for 100% crew, will normally be taken into battle with 110% crew skill members aside from specific functions, causing their actual performance to deviate from the expected client value. These differences are taken into account in tooltip boxes.
]
6,100,000  Credits Cost
510102 HP Hit Points
59.1/62.240.53/62.2 t Weight Limit
Crew
  1. Commander (Radio Operator)
  2. Gunner
  3. Driver
  4. Loader
  5. Loader
Mobility
10501050 hp Engine Power
50/12 km/h Speed Limit
2020 deg/s Traverse
17.7725.91 hp/t Power/Wt Ratio
YesYes Pivot
Armor
// mm Hull Armor
Armament







{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||



{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||


HE/HE







{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||



{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||


HE/HE
Shells




















1980/2260/2140




















1980/2260/2140
Shell Cost
800/1000/520800/1000/520 HP Damage
45/56/33445/56/334 mm Penetration



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1.88 r/m 

Standard Gun

Reload Times
Nominal: 32 s
50% Crew: 39.64 s
75% Crew: 34.61 s
100% Crew: 30.68 s
Rammer: 27.61 s
Vents: 30 s
Both: 27 s
Both and BiA: 26.42 s
Both and Max Crew %: 25.32 s

See Crew, Consumables, or Equipment for more information.



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1.88 r/m 

Standard Gun

Reload Times
Nominal: 32 s
50% Crew: 39.64 s
75% Crew: 34.61 s
100% Crew: 30.68 s
Rammer: 27.61 s
Vents: 30 s
Both: 27 s
Both and BiA: 26.42 s
Both and Max Crew %: 25.32 s

See Crew, Consumables, or Equipment for more information.
Rate of Fire






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1504

Standard Gun

Using Shell Type 1 (800 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 1504
50% Crew: 1216
75% Crew: 1392
100% Crew: 1568
100% Crew
Vents: 1600
Rammer: 1744
Both: 1784
Both and BiA: 1824
Both and Max Crew %: 1896

Advantageous Damage Per Minute
First-shot DPM: 2304
50% Crew: 2016
75% Crew: 2192
100% Crew: 2368
100% Crew
Rammer: 2544
Vents: 2400
Both: 2584
Both and BiA: 2624
Both and Max Crew %: 2696

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (1000 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 1880
50% Crew: 1520
75% Crew: 1740
100% Crew: 1960
100% Crew
Vents: 2000
Rammer: 2180
Both: 2230
Both and BiA: 2280
Both and Max Crew %: 2370

Advantageous Damage Per Minute
First-shot DPM: 2880
50% Crew: 2520
75% Crew: 2740
100% Crew: 2960
100% Crew
Rammer: 3180
Vents: 3000
Both: 3230
Both and BiA: 3280
Both and Max Crew %: 3370

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (520 Damage):


Theoretical Damage Per Minute
Nominal DPM: 977.6
50% Crew: 790.4
75% Crew: 904.8
100% Crew: 1019.2
100% Crew
Vents: 1040
Rammer: 1133.6
Both: 1159.6
Both and BiA: 1185.6
Both and Max Crew %: 1232.4

Advantageous Damage Per Minute
First-shot DPM: 1497.6
50% Crew: 1310.4
75% Crew: 1424.8
100% Crew: 1539.2
100% Crew
Rammer: 1653.6
Vents: 1560
Both: 1679.6
Both and BiA: 1705.6
Both and Max Crew %: 1752.4

See here, here, or here for more information.






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1504

Standard Gun

Using Shell Type 1 (800 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 1504
50% Crew: 1216
75% Crew: 1392
100% Crew: 1568
100% Crew
Vents: 1600
Rammer: 1744
Both: 1784
Both and BiA: 1824
Both and Max Crew %: 1896

Advantageous Damage Per Minute
First-shot DPM: 2304
50% Crew: 2016
75% Crew: 2192
100% Crew: 2368
100% Crew
Rammer: 2544
Vents: 2400
Both: 2584
Both and BiA: 2624
Both and Max Crew %: 2696

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (1000 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 1880
50% Crew: 1520
75% Crew: 1740
100% Crew: 1960
100% Crew
Vents: 2000
Rammer: 2180
Both: 2230
Both and BiA: 2280
Both and Max Crew %: 2370

Advantageous Damage Per Minute
First-shot DPM: 2880
50% Crew: 2520
75% Crew: 2740
100% Crew: 2960
100% Crew
Rammer: 3180
Vents: 3000
Both: 3230
Both and BiA: 3280
Both and Max Crew %: 3370

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (520 Damage):


Theoretical Damage Per Minute
Nominal DPM: 977.6
50% Crew: 790.4
75% Crew: 904.8
100% Crew: 1019.2
100% Crew
Vents: 1040
Rammer: 1133.6
Both: 1159.6
Both and BiA: 1185.6
Both and Max Crew %: 1232.4

Advantageous Damage Per Minute
First-shot DPM: 1497.6
50% Crew: 1310.4
75% Crew: 1424.8
100% Crew: 1539.2
100% Crew
Rammer: 1653.6
Vents: 1560
Both: 1679.6
Both and BiA: 1705.6
Both and Max Crew %: 1752.4

See here, here, or here for more information.
Damage Per Minute


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0.59 m 

With 50% Crew: 0.731 m
With 75% Crew: 0.638 m
With 100% Crew: 0.566 m
With BiA: 0.553 m
With BiA and Vents: 0.541 m
Maximum possible: 0.519 m

For more details, see Crew


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0.59 m 

With 50% Crew: 0.731 m
With 75% Crew: 0.638 m
With 100% Crew: 0.566 m
With BiA: 0.553 m
With BiA and Vents: 0.541 m
Maximum possible: 0.519 m

For more details, see Crew
Accuracy


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4.5 s 

With 50% Crew: 5.575 s
With 75% Crew: 4.867 s
With 100% Crew: 4.315 s
With GLD: 3.923 s
With BiA: 4.22 s
With BiA and Vents: 4.128 s
With both and GLD: 3.753 s
Maximum possible: 3.597 s

For more details, see Crew or Equipment


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4.5 s 

With 50% Crew: 5.575 s
With 75% Crew: 4.867 s
With 100% Crew: 4.315 s
With GLD: 3.923 s
With BiA: 4.22 s
With BiA and Vents: 4.128 s
With both and GLD: 3.753 s
Maximum possible: 3.597 s

For more details, see Crew or Equipment
Aim time
1212 deg/s Gun Traverse Speed
10° Gun Arc
-3°/+45°-3°/+45° Elevation Arc
2020 rounds Ammo Capacity
General
1515 % Chance of Fire






300 m 

With 50% Crew: 235.7 m
With 75% Crew: 267.9 m
With 100% Crew: 300 m
With Recon and Situational Awareness: 315.2 m
With Coated Optics: 330 m
With Binocular Telescope: 375 m
Maximum possible: 429.5 m

For more details, see Skills or Equipment






300 m 

With 50% Crew: 235.7 m
With 75% Crew: 267.9 m
With 100% Crew: 300 m
With Recon and Situational Awareness: 315.2 m
With Coated Optics: 330 m
With Binocular Telescope: 375 m
Maximum possible: 429.5 m

For more details, see Skills or Equipment
View Range


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720 m 

With 50% Crew: 565.7 m
With 75% Crew: 642.9 m
With 100% Crew: 720 m
With 100% Signal Boost: 864 m
When affected by 100% Relaying: 792 m
Maximum possible: 1036 m

For more details, see Skills or Equipment


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720 m 

With 50% Crew: 565.7 m
With 75% Crew: 642.9 m
With 100% Crew: 720 m
With 100% Signal Boost: 864 m
When affected by 100% Relaying: 792 m
Maximum possible: 1036 m

For more details, see Skills or Equipment
Signal Range
Values are Stock - click for Top
Object 261

Additional Statistics
(Top Configuration)

Camouflage

  • Stationary: 3.71%
  • When Moving: 2%
  • When Firing: 0.31%


Terrain Resistance

  • On Hard Ground: 1.25
  • On Medium Ground: 1.44
  • On Soft Ground: 2.4


Dispersion Change Values

  • Turret Contribution
  • Rotation: 0.58
  • Shot Recoil: 5.75
  • Suspension Contribution
  • Acceleration: 0.33
  • Turning: 0.33


With 100% Crew

X

AnnoR52_Object_261.png

6100000

The Object 261 is a Soviet tier 10 self-propelled gun.

Developed on the basis of the IS-7 in 1947. The vehicle was supposed to feature a 180-mm naval gun. However, the project was discontinued.

Rather than using the 203mm gun from the the 212A, it mounts the 180mm which may turn some people off with its lack of damage. It does compensate with a higher rate of fire, and has good accuracy which makes some players would use Armor Piercing shells for more consistent damage and better penetration. Unfortunately it only carries 18 rounds as opposed to 40 rounds on the 212A. It is quite mobile for its size, having the second highest top speed of the five Tier 10 SPG's. Also, Update 9.18 removed AP and HEAT rounds from SPG's that aren't premium, leaving HE sitting in dust on this arty. Damage and pen per shell is on par with M40/M43 (T8) and American SPG's have the best firepower. However, these drawbacks doesn't setback it against its competitors.

The Object 261 marks the end of its Soviet self-propelled gun line.

Modules / Available Equipment and Consumables

Modules

Ico_gun_alpha.png

Guns

Tier Gun Penetration
(mm)
Damage
(HP)
Rate of fire
(rounds/minute)
Dispersion
(m/100m)
Aiming time
(s)
Weight
(kg)
Price
(Credits)

X 180 mm B-1-P 45/56/334 800/1000/520 1.88 0.59 4.5 17225 235000

Ico_engine_alpha.png

Engines

Tier Engine Engine Power
(hp)
Chance of Fire on Impact
(%)
Weight
(kg)
Price
(Credits)

X M-50T 1050 15 700 132000

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(gr/sec)
Rmin Weight
(kg)
Price
(Credits)

X Object 261 62.2 20 0 22000 36000

Ico_radio_alpha.png

Radios

Tier Radio Signal Range
(m)
Weight
(kg)
Price
(Credits)

X 10RK-26 720 160 51600

Compatible Equipment

Low Noise Exhaust System Class 1 Heavy Spall Liner Camouflage Net Class 2 Coated Optics Class 1 Experimental Optics Wear-Resistant Gun Laying Drive Improved Configuration Innovative Loading System Enhanced Gun Laying Drive Class 1 Modified Configuration Class 1 Improved Rotation Mechanism Class 1 Binocular Telescope Class 1 Gun Rammer Class 1 Turbocharger Class 1 

Compatible Consumables

Automatic Fire Extinguisher Natural Cover Optical Calibration Aim Tuning Experienced Firefighters Manual Fire Extinguisher Pre-Battle Maintenance Large First Aid Kit Large Repair Kit Duty Comes First Lend-Lease Oil Shell Organizer Orderly Ammo Rack Focus on Target Extra Combat Rations Removed Speed Governor Increased Focus Small First Aid Kit Small Repair Kit Gearbox Intricacy Steady Hand Combat Course 


Player Opinion

Pros and Cons

Pros:

- Longest Gun range in the game at 1470m

- Most accurate artillery in the game

- Very fast shell travel time for artillery. Combined with high accuracy means hitting targets is easy

- Artillery is fairly mobile, being only slightly slower than many mediums


Cons:

- Shells travel on an extremely flat trajectory, making it difficult to hit targets behind cover

- Horrible gun traverse

- Horrible gun arc, albeit 2 degrees larger than its predecessors

- Low trajectory somewhat negates the high accuracy, although it is still very accurate

- Somewhat low damage per shot for Tier 10 SPG's (although it's still better than the B-C 155 58)


Performance

The Object 261 has the lowest arc of any artillery piece in the game, meaning it has almost no ability to shoot over cover. However, this low arc combined with a high shell velocity means this SPG has the lowest shell travel times, making it easier to lead moving targets. However, the narrow gun arc means that if you do not pre-aim, you will have to re-position often to keep targets in your reticle. Due to it's narrow arc, "TD mode" can be difficult against enemies who force you to aim laterally, meaning you need to aim ahead of said enemy. However, the low shell arc does come a bit in handy here, as the shells go towards the approaching enemy much faster.

This arty plays a lot like the French B-C 155 58 but without the autoloader. The DPM is only 200 damage lower than BC 155, but if this arty uses Innovative Loading System, this arty is only behind 70 DPM (26 second reload time. B-C 155 58 with no rammer, as it has only an autoloader, and autoloader only tanks cannot use rammers. As such, it can't use Innovative Loading System, either.).

Penetration value is the lowest of all arty given that it has more flat trajectory. This makes the arty easier to hit the sides and rooftops of tanks which could do the same amount of damage as "1k damage per shot" artys when they hit. Use your expertise and aim for weak spots on tanks (like FV4005 turret).

Using a Wear-Resistant Gun Laying Drive (or just the normal one) would speed up the aim time to 3.84 seconds which is only about a second longer the IS-7 and Type 5 Heavy. They think that popping out to use their armor to ricochet or to bait shots to do damage is safe but your short aim time (and even when you just have to re-aim for an even better shot) will prove them wrong. Also dispersion values are on par with the Type 5 Heavy while moving (especially when turning the vehicle which is 0.19)!


Suggested Equipment


Large-Caliber Artillery-Shell Rammer Enhanced Gun Laying Drive Camouflage Net 


External Reviews and Opinions

Gallery

Historical Info

During work on perfecting the IS-7 design in 1947, OGK LKZ and Experimental Factory #100 developed projects for high power heavy SPGs.


  • Object 261-1, closed type, with a forward fighting compartment and a 152 mm M-31 gun with a 880 m/s muzzle velocity (later re-designated Object 261)
  • Object 261-2, half-open type, rear fighting compartment, 152 mm M-48 gun with 1000 m/s muzzle velocity (later re-designated Object 262)
  • Object 261-3, half-open type, rear fighting compartment, with a 180 mm naval MU-1 gun with a muzzle velocity of 920 m/s. This gun is also known as the 180mm B-1-P


Historical Gallery

Historical Accuracy Errata

The following are consensus errors or inconsistencies which have been identified with the configuration of the vehicle in question and conflict with information available on the public record. The causes for these divergences in the game are normally not disclosed and may be rooted in game balance.

* As the Object 261 in game only has the MU-1, the correct designation would be the Object 261-3
  • The Object 261 has less armor than it would have had in real life, being based off of the IS-7 chassis, with between 150mm-215mm of frontal armor.


Sources and External Links

USSR
Light Tanks IMS-1 IIBT-2 IIT-45 IIT-26 IIT-60 IITetrarch IIIBT-SV IIILTP IIIM3 Light IIIBT-7 artillery IIIT-116 IIIBT-5 IIIT-127 IIIT-46 IIIT-70 IVBT-7 IVT-80 IVValentine II VA-20 VT-50 VIMT-25 VIT-50-2 VIILTG VIIILTTB VIIILT-432 IXT-54 ltwt. XT-100 LT
Medium Tanks IIIT-29 IVA-32 IVT-28E with F-30 IVT-34 with L-11 IVT-28 VMatilda IV VT-34 shielded VM4-85 VT-34 VIA-43 VIT-34-85M VIT-34-85 Rudy VILoza's M4-A2 Sherman VIT-34-85 VIIA-44 VIIKV-13 VIIT-43 VIIT-44-122 VIIIObject 416 VIIIT-54 first prototype VIIIT-44-100 Igrovoy VIIIT-44-100 (R) VIIISTG VIIISTG Guard VIIIObject 274a VIIIT-44 IXObject 430 Version II IXObject 430 IXT-54 XObject 140 XObject 907 XT-22 medium XK-91 XObject 430U XT-62A
Heavy Tanks VChurchill III VKV-220-2 VKV-220-2 Beta Test VKV-1 VKV-1 shielded VIKV-1S VIKV-2 VIKV-2 (R) VIKV-85 VIObject 244 VIT-150 VIIIS VIIKV-3 VIIKV-122 VIIIS-2M VIIIS-2 shielded VIIIS-2 VIIIIS-3 VIIIIS-6 VIIIIS-6 B VIIIKV-5 VIIIKV-4 VIIIIS-5 (Object 730) VIIIIS-3A VIIIIS-3A Peregrine VIIIKirovets-1 VIIIKV-4 Kreslavskiy VIIIObject 252U Defender VIIIObject 252U VIIIIS-M VIIIObject 703 Version II VIIIIS-2-II IXT-10 IXObject 777 Version II IXObject 257 IXObject 705 IXIS-3-II IXST-I XIS-4 XIS-7 XObject 260 XObject 705A XObject 277 XObject 279 early XST-II XObject 780
Tank Destroyers IIAT-1 IIISU-76I IVSU-85A IVSU-76M VSU-85 VSU-85I VISU-100 VISU-100Y VIIISU-122S VIISU-152 VIISU-100M1 VIISU-122-44 VIIIISU-152 VIIIISU-130 VIIIKV-4 KTTS VIIIT-103 VIIISU-130PM VIIIISU-152K VIIISU-101 IXK-91-PT IXObject 704 IXObject 263 XObject 268 XObject 268 Version V XObject 268 Version 4
Self-Propelled Artillery IISU-18 IIISU-26 IVSU-5 VSU-122A VISU-8 VIIS-51 VIISU-14-1 VIIISU-14-2 IX212A XObject 261
Self-Propelled Guns
USA IIT1 HMC IIIT18 HMC IIIM7 Priest IVT82 HMC IVM37 VM41 HMC VIM44 VIIM12 VIIIM40/M43 IXM53/M55 XT92 HMC
UK IILoyd Gun Carriage IIISexton II IIISexton I IVBirch Gun VBishop VIFV304 VIICrusader 5.5-in. SP VIIIFV207 IXFV3805 XConqueror Gun Carriage
Germany IIG.Pz. Mk. VI (e) IIISturmpanzer I Bison IIIWespe IVPz.Sfl. IVb IVSturmpanzer II VGrille VIHummel VIIG.W. Panther VIIIG.W. Tiger (P) IXG.W. Tiger XG.W. E 100
France IIRenault FT 75 BS IIILorraine 39L AM IVAMX 105 AM mle. 47 VAMX 13 105 AM mle. 50 V105 leFH18B2 VIAMX 13 F3 AM VIILorraine 155 mle. 50 VIIILorraine 155 mle. 51 IXBat.-Châtillon 155 55 XBat.-Châtillon 155 58
USSR IISU-18 IIISU-26 IVSU-5 VSU-122A VISU-8 VIIS-51 VIISU-14-1 VIIISU-14-2 IX212A XObject 261
China
Japan
Czechoslovakia
Sweden
Italy
Poland
ja:Tank:R52 Object 261