T54E1
Revision as of 16:00, 11 July 2017 added guidance on suspension upgrade requirement for top gun | Revision as of 16:38, 9 October 2018 Updated. | |||
3 intermediate revisions by 2 users not shown | ||||
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{{TankData|Tank=T54E1 | {{TankData|Tank=T54E1 | |||
? | |Although | + | |Although a pretty challenging vehicle to play due to its huge size, sluggish speed, weak armor, and poor gun handling, the T54E1 is made an effective tank by the power of its autoloading guns. The T54E1 is able to bring focused damage to a firefight and is not crippled by a long reload time like many other autoloading tanks. The T54E1 is capable of devastating an enemy force at the opening of hostilities, withdrawing, and then sweeping back in shortly after with a fresh clip to crush the remaining resistance. Effective timing and good support tactics allow a T54E1 driver to achieve victory. | |
|Sidebar_Camostop=10.00 | |Sidebar_Camostop=10.00 | |||
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|InTheGame_pros= | |InTheGame_pros= | |||
? | * Powerful top gun. High burst | + | * Powerful top 105mm gun. High burst and fast interdrum cycle rate comparable to the next vehicle, [[T57 Heavy Tank|T57 Heavy]] | |
* Bouncy turret if angled right; many odd angles that can cause ricochets | * Bouncy turret if angled right; many odd angles that can cause ricochets | |||
* Fairly maneuverable with good traverse speed | * Fairly maneuverable with good traverse speed | |||
? | * It's heavy enough to ram, allowing to finish enemies if they survive a full clip | + | * It's heavy enough to ram, allowing it to finish enemies if they survive a full clip | |
+ | * 2nd highest HP pool for meds in tier, tied with the [[E 50]], can afford to trade shots | |||
|InTheGame_cons= | |InTheGame_cons= | |||
? | * | + | * The worst gun penetration, both AP and premium APCR, of all tier 9 mediums after the Soviet meds rebalance; | |
* Poor gun handling in dispersion and aimed accuracy. Fires faster than it can aim. | * Poor gun handling in dispersion and aimed accuracy. Fires faster than it can aim. | |||
* Large size with poor armor and crew protection; frontal half section of hull is made out of pure ammo racks. | * Large size with poor armor and crew protection; frontal half section of hull is made out of pure ammo racks. | |||
* Top speed and acceleration is abysmal for a medium tank | * Top speed and acceleration is abysmal for a medium tank | |||
? | * Rather painful stock grind | + | * Rather painful stock grind and can be extremely underwhelming in tier 10. | |
|InTheGame_performance= | |InTheGame_performance= | |||
? | You can carry a total of 36 rounds with the 105mm gun, in clips of four. The reload time between round is 2.22 seconds with a 35 second drum reload, which is fast enough to not remove the tank | + | You can carry a total of 36 rounds with the 105mm gun, in clips of four. The reload time between each round is 2.22 seconds with a 35 second drum reload, which is fast enough to not completely remove the tank from participation after the first burst during a heated firefight. The vehicle lacks HE rounds with top gun, limiting you to AP and APCR, which can be troublesome for damaging or de-tracking certain heavy targets. The penetration is 255mm for the APCR, which is roughly workable, being only on par with some if not most other meds' regular rounds. In addition, the aim time and accuracy are sadly terrible, both being 2nd worst in tier. Yet with 4 shots of 390 damage in check, you are still an effective second row tank, a flanking, lurking, spam-damage machine. | |
? | Again though, just like the T69, you need to operate either well out of the field, out on a flank, or lurk with a couple of big boys. Never go it alone somewhere that a flanking medium can pick you | + | Again though, just like the T69, you need to operate either well out of the field, out on a flank, or lurk with a couple of big boys. Never go it alone somewhere that a flanking medium or mobile heavy can pick you off. A Obj. 430U for example, will eat you for breakfast in a head-to-head. Sometimes you'll be heckled for not 'playing like a normal medium' - just ignore it - you're not a 'normal medium' at all. The significant height and size, coupled with 2nd-rated mobility will make your scouting or spearheading effort mostly suicidal! Play it like a pocket heavy tank due to its synergetic effect with other brawlers. | |
? | One thing that you might consider, if you have some pals with the same tank, is to mass-platoon three of them and stagger-fire, covering each other on the magazine reloads. The amount of metal coming out of a platoon of three that works closely together is insane | + | One thing that you might consider, if you have some pals with the same tank, is to mass-platoon three of them and stagger-fire, covering each other on the magazine reloads. The amount of metal coming out of a platoon of three that works closely together is insane. Arty will be all over you like a rash though, so keep mobile, use that agility well and listen to that sweet sound of three 105mm cannons firing in rapid succession. | |
|InTheGame_research= | |InTheGame_research= | |||
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* The Continental AV-1790-5B engine can be used if the [[M103]] is unlocked. | * The Continental AV-1790-5B engine can be used if the [[M103]] is unlocked. | |||
* The AN/GRC-7 radio transfers over if you have the [[M103]] elited. | * The AN/GRC-7 radio transfers over if you have the [[M103]] elited. | |||
? | * You'll need the upgraded suspension before mounting the top gun. | + | * You'll need the upgraded suspension before mounting the top gun. However, this can be avoided by installing the enhanced suspension module. | |
? | |InTheGame_equipment= Vertical Stabilizer, Vents, Coated Optics, | + | |InTheGame_equipment= Vertical Stabilizer, Vents, GLD, Coated Optics, | |
Revision as of 16:38, 9 October 2018
T54E1
Mouse over "
[Client Values; Actual values in
3,600,000 Cost |
1850450 HP Hit Points |
53.33/54.526.67/57.5 t Weight Limit |
- Commander (Radio Operator)
- Gunner
- Driver
- Loader
704810 hp Engine Power |
35/20 km/h Speed Limit |
3840 deg/s Traverse |
13.230.37 hp/t Power/Wt Ratio |
YesYes Pivot |
// mm Hull Armor |
127/69.9/50.8127/69.9/50.8 mm Turret Armor |
AP/HEAT/HE
AP/APCR Shells |
255/4000/255
1000/4000/255 Shell Cost |
240/240/320390/390/320 HP Damage |
181/250/45248/310/45 mm Penetration |
r/m ▲
9.09 r/m Magazine-fed Gun ▲
5.63 Rate of Fire Magazine-fed Gun |
▲
Magazine-fed Gun
▼
Magazine-fed Gun
▲
2028 Magazine-fed Gun ▲
Magazine-fed Gun
▼
Magazine-fed Gun
▲
2488.2 Damage Per Minute Magazine-fed Gun
|
m ▲
0.38 m With 50% Crew: 0.471 m ▲
0.4 Accuracy With 50% Crew: 0.496 m |
s 2.6 s 2.9 Aim time |
3636 deg/s Turret Traverse |
360° Gun Arc |
-8°/+13°-8°/+13° Elevation Arc |
4536 rounds Ammo Capacity |
2020 % Chance of Fire |
m 400 m 400 View Range |
m 410 m 745 Signal Range |
Additional Statistics
(Top Configuration)
Camouflage
- Stationary: 10%
- When Moving: 7.7%
- When Firing: 2%
Terrain Resistance
- On Hard Ground: 1.06
- On Medium Ground: 1.15
- On Soft Ground: 2.21
Dispersion Change Values
- Turret Contribution
- Rotation: 0.13
- Shot Recoil: 3.84
- Suspension Contribution
- Acceleration: 0.19
- Turning: 0.19
Detailed Elevation/Depression
There are 2 major gun arcs with unique values:
- From -160 to 160 degrees, -8°/+13°
- From 160 to 200 degrees, -5°/+13°
With 100% Crew
IX
3600000
The T54E1 is an American tier 9 heavy tank.
A heavy tank with an oscillating turret and magazine loading system, it was developed from the M48 tank in the mid-50s. Two prototypes were built. However, during trials, the magazine loading system proved faulty and development was discontinued in 1957.
Although a pretty challenging vehicle to play due to its huge size, sluggish speed, weak armor, and poor gun handling, the T54E1 is made an effective tank by the power of its autoloading guns. The T54E1 is able to bring focused damage to a firefight and is not crippled by a long reload time like many other autoloading tanks. The T54E1 is capable of devastating an enemy force at the opening of hostilities, withdrawing, and then sweeping back in shortly after with a fresh clip to crush the remaining resistance. Effective timing and good support tactics allow a T54E1 driver to achieve victory.
The T54E1 leads to the T57 Heavy Tank.
Modules / Available Equipment and Consumables
Modules
Tier | Suspension | Load Limit (т) |
Traverse Speed (gr/sec) |
Rmin | Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|
VIII | T54E1 | 54.5 | 38 | 0 | 10000 | 31700 | |
IX | T54E1M2 | 57.5 | 40 | 0 | 10000 | 61000 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- Powerful top 105mm gun. High burst and fast interdrum cycle rate comparable to the next vehicle, T57 Heavy
- Bouncy turret if angled right; many odd angles that can cause ricochets
- Fairly maneuverable with good traverse speed
- It's heavy enough to ram, allowing it to finish enemies if they survive a full clip
- 2nd highest HP pool for meds in tier, tied with the E 50, can afford to trade shots
Cons:
- The worst gun penetration, both AP and premium APCR, of all tier 9 mediums after the Soviet meds rebalance;
- Poor gun handling in dispersion and aimed accuracy. Fires faster than it can aim.
- Large size with poor armor and crew protection; frontal half section of hull is made out of pure ammo racks.
- Top speed and acceleration is abysmal for a medium tank
- Rather painful stock grind and can be extremely underwhelming in tier 10.
Performance
You can carry a total of 36 rounds with the 105mm gun, in clips of four. The reload time between each round is 2.22 seconds with a 35 second drum reload, which is fast enough to not completely remove the tank from participation after the first burst during a heated firefight. The vehicle lacks HE rounds with top gun, limiting you to AP and APCR, which can be troublesome for damaging or de-tracking certain heavy targets. The penetration is 255mm for the APCR, which is roughly workable, being only on par with some if not most other meds' regular rounds. In addition, the aim time and accuracy are sadly terrible, both being 2nd worst in tier. Yet with 4 shots of 390 damage in check, you are still an effective second row tank, a flanking, lurking, spam-damage machine.
Again though, just like the T69, you need to operate either well out of the field, out on a flank, or lurk with a couple of big boys. Never go it alone somewhere that a flanking medium or mobile heavy can pick you off. A Obj. 430U for example, will eat you for breakfast in a head-to-head. Sometimes you'll be heckled for not 'playing like a normal medium' - just ignore it - you're not a 'normal medium' at all. The significant height and size, coupled with 2nd-rated mobility will make your scouting or spearheading effort mostly suicidal! Play it like a pocket heavy tank due to its synergetic effect with other brawlers.
One thing that you might consider, if you have some pals with the same tank, is to mass-platoon three of them and stagger-fire, covering each other on the magazine reloads. The amount of metal coming out of a platoon of three that works closely together is insane. Arty will be all over you like a rash though, so keep mobile, use that agility well and listen to that sweet sound of three 105mm cannons firing in rapid succession.
Early Research
- The AN/GRC-7 radio carries over from the T71 (not the T69) and should be installed immediately.
- The Continental AV-1790-3 engine carries over from the T29 if you played it previously.
- The Continental AV-1790-5B engine can be used if the M103 is unlocked.
- The AN/GRC-7 radio transfers over if you have the M103 elited.
- You'll need the upgraded suspension before mounting the top gun. However, this can be avoided by installing the enhanced suspension module.
Suggested Equipment
Gallery
Historical Info