FCM 50 t
Revision as of 21:23, 4 December 2016 | Revision as of 15:00, 21 February 2019 | |||
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{{TankData|Tank= | {{TankData|Tank= | |||
? | |The FCM 50t is | + | |The FCM 50t is a French tier 8 premium heavy tank. It boasts preferential matchmaking that mostly sees T9 battles. | |
+ | ||||
+ | While a heavy tank in class, gun handling and size, the FCM 50t is more akin to a medium tank in terms of gun, armor and speed. This may not be to everyone's liking, and is arguably a challenging combination. It may prove particularly challenging considering how, as of 9.2 and later, the FCM gets matched against ''proper'' heavy tanks such as the IS-3 and IS-6. | |||
+ | ||||
+ | Suffice to say, the FCM do not have the means to compete with these tanks in a traditional heavy tank role. Instead, you are forced to rely on mobility and an accurate gun to contribute to the battle. It would be up to the player to ensure that this mismatch in team balance is compensated by performing good in battle. | |||
+ | ||||
+ | This is not news to the veteran 50t player. The FCM 'traditionally' was a tank preferred by players of above-average skill levels. In other words it was challenging but rewarding to play. Nowadays, due to changes to matchmaking, general powercreep and meta shifts, it will likely be particulary challenging except in certain circumstances. It will be up to the player to figure out a way to contribute in every match, as the tank certainly will not do so on its own. | |||
+ | ||||
+ | The FCM was, alongside other PMM tanks, buffed in 1.2. This buff encompassed 25% extra horsepower, better gun depression (up to -10) and shorter reload. It's definitely a matter of personal opinion whether this corrects the abovementioned challenging role of the FCM 50t. | |||
+ | Not all is bad, however. It's quick to get around, you will never run out of ammo, it looks really cool, and doing well leaves you with the feeling of having done particularly well. | |||
+ | This is likely among ''the'' best tanks at pushing others uphill. It's also rather decent at using its bulk and speed to inflict damage on the enemy, unless they get a chance to track you. | |||
+ | ||||
+ | Objectively, this tank may be worth it if you have the skills needed to play it, if you reckon it'll get buffed again or if the matchmaker were to change in a manner favourable to this 'reverse-heavium' hybrid. | |||
+ | ||||
+ | The FCM was removed from the shop in patch 1.2, but is somewhat likely be sold again. | |||
|Gallery= | |Gallery= | |||
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|InTheGame_pros= | |InTheGame_pros= | |||
? | + | <br />- Received a welcome boost with WoT version 1.2: mobility (23 hp/t) , reload time & gun depression of -10<br /> | ||
? | + | |||
? | + | - Excellent view range | ||
? | + | |||
? | + | - Very good mobility and speed | ||
? | + | |||
+ | - Can snipe, but only from afar (you don't have cammo, so have to rely on range) and with careful aiming | |||
+ | ||||
+ | - Large tracks. They look cool, and people sometimes shoot them instead of your hull. | |||
+ | ||||
+ | - Preferential matchmaking (tier 9 mostly) | |||
+ | ||||
+ | - Large ammo capacity. | |||
|InTheGame_cons= | |InTheGame_cons= | |||
? | + | - Very weak armor overall; some random bounces do occur | ||
? | + | |||
? | + | - It is HUGE, with bad camo and as such a juicy target for SPG's and HE shells in general. | ||
? | + | |||
+ | - Low alpha damage, and average gun handling. | |||
+ | ||||
+ | - Prone to module and crew damage, especially turret ring and ammo rack | |||
|InTheGame_equipment= | |InTheGame_equipment= | |||
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|InTheGame_performance= | |InTheGame_performance= | |||
? | For all intents and purposes, the FCM 50 t is a medium tank labeled as a heavy tank, with all the | + | For all intents and purposes, the FCM 50 t is a medium tank labeled as a heavy tank, with all the cons that come with it. Pros include T7 MT-style armor, a 90mm gun, decent top speed and OK acceleration. It's best to play this tank reversing into cover, reverse flanking tactics and "aiming for weak spots" to annoy the enemy and allow your teammates to gain the upper hand and run circles around your target. Indeed, the FCM's status as a giant HP piñata enables it to catch the attention of your enemies. | |
+ | ||||
+ | The FCM 50 t is a mobile sniper that is quickly able to relocate and a become a viable support tank. It unfortunately cannot wolfpack well with other mediums due to its massive size, especially from the sides, and disturbing lack of camouflage. One should equip Coated Optics in order to spot targets as far away as possible and stay out of enemy view ranges while using the gun's penetration, rate of fire, and accuracy to slowly cut down enemy HP. You can not go anywhere near the frontlines with this tank due to its large size, lack of camo, and lack of armor, not to mention a gun that doesn't offer much at close range. You should stay at a vantage point around 350-400 meters from the enemy and give support to your allies by spotting targets from a safe distance. So remember you are just a support tank a little bit like a medium T8 and not a brawler. The contrary of an IS3 by example! | |||
? | ||||
+ | The gun equipped on the tank is the same gun as the top tier gun of the ARL 44. The main differences include higher ammo capacity, higher rate of fire, better accuracy, faster aim time, and overall better gun handling. It also has better gun elevation and the same excellent gun depression of -10 than the ARL 44 (thanks to v 1.2 upgrade). | |||
+ | You can so use the hull down tactic on hilly ground but be careful after firing to drive back immediately and be always careful of the arty!<br /> | |||
? | + | It can be difficult to take advantage of the high rate of fire of this tank due to its weak armor, (unloading shells keeps it exposed for a period of time) but it is possible to get into a position with good cover where you can poke out at an enemy, fire at him before he can aim, due to the excellent gun handling, and pull back to reload. As a bonus, the gun's rate of fire is often fast enough to take an opening shot at a high tier, slow-to-reload target and follow it up with a second shot before the enemy can reload a second time, although trading your health in this way is often not a good idea, especially in early game, as you do not have much health, and you do not have the armor to bounce incoming fire. | ||
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|HistoricalGallery= | |HistoricalGallery= | |||
image:FCM 50t 1.jpg{{!}}FCM 50t Side View, Interior Drawing | image:FCM 50t 1.jpg{{!}}FCM 50t Side View, Interior Drawing | |||
+ | File:Fcm50-2.jpeg{{!}}Top-down blueprint | |||
+ | File:Fcm50-3.jpeg{{!}}Rear blueprint | |||
|Ref_references= | |Ref_references= |
Revision as of 15:00, 21 February 2019
FCM 50 t
Mouse over "
[Client Values; Actual values in
10,700 Cost |
1500300 HP Hit Points |
54.24/57.522.88/57.5 t Weight Limit |
- Commander
- Gunner
- Driver
- Radio Operator
- Loader
12501250 hp Engine Power |
51/20 km/h Speed Limit |
4040 deg/s Traverse |
23.0554.63 hp/t Power/Wt Ratio |
YesYes Pivot |
// mm Hull Armor |
120/80/60120/80/60 mm Turret Armor |
AP/APCR/HE
AP/APCR/HE Shells |
255/4800/255
255/4800/255 Shell Cost |
240/240/320240/240/320 HP Damage |
212/259/45212/259/45 mm Penetration |
r/m ▲
8.82 r/m Standard Gun ▲
8.82 Rate of Fire Standard Gun |
▲
Standard Gun
▼
Standard Gun
▲
2116.8 Standard Gun ▲
Standard Gun
▼
Standard Gun
▲
2116.8 Damage Per Minute Standard Gun |
m ▲
0.36 m With 50% Crew: 0.446 m ▲
0.36 Accuracy With 50% Crew: 0.446 m |
s 2.3 s 2.3 Aim time |
3636 deg/s Turret Traverse |
360° Gun Arc |
-10°/+17°-10°/+17° Elevation Arc |
9191 rounds Ammo Capacity |
2020 % Chance of Fire |
m 400 m 400 View Range |
m 750 m 750 Signal Range |
Additional Statistics
(Top Configuration)
Camouflage
- Stationary: 4.6%
- When Moving: 2.3%
- When Firing: 1.1%
Terrain Resistance
- On Hard Ground: 1.16
- On Medium Ground: 1.15
- On Soft Ground: 2.3
Dispersion Change Values
- Turret Contribution
- Rotation: 0.12
- Shot Recoil: 3.84
- Suspension Contribution
- Acceleration: 0.19
- Turning: 0.19
With 100% Crew
VIII
10700
The FCM 50 t is a French tier 8 premium heavy tank.
Development was started in December 1945. The vehicle was conceived as an alternative for the AMX 50t and combined archaic features typical of the pre-war French tank-construction industry as well as German innovations. The vehicle was to be equipped with an additional container trailer, equipment for underwater driving, and a demountable mine clearer.
The FCM 50t is a French tier 8 premium heavy tank. It boasts preferential matchmaking that mostly sees T9 battles.
While a heavy tank in class, gun handling and size, the FCM 50t is more akin to a medium tank in terms of gun, armor and speed. This may not be to everyone's liking, and is arguably a challenging combination. It may prove particularly challenging considering how, as of 9.2 and later, the FCM gets matched against proper heavy tanks such as the IS-3 and IS-6.
Suffice to say, the FCM do not have the means to compete with these tanks in a traditional heavy tank role. Instead, you are forced to rely on mobility and an accurate gun to contribute to the battle. It would be up to the player to ensure that this mismatch in team balance is compensated by performing good in battle.
This is not news to the veteran 50t player. The FCM 'traditionally' was a tank preferred by players of above-average skill levels. In other words it was challenging but rewarding to play. Nowadays, due to changes to matchmaking, general powercreep and meta shifts, it will likely be particulary challenging except in certain circumstances. It will be up to the player to figure out a way to contribute in every match, as the tank certainly will not do so on its own.
The FCM was, alongside other PMM tanks, buffed in 1.2. This buff encompassed 25% extra horsepower, better gun depression (up to -10) and shorter reload. It's definitely a matter of personal opinion whether this corrects the abovementioned challenging role of the FCM 50t. Not all is bad, however. It's quick to get around, you will never run out of ammo, it looks really cool, and doing well leaves you with the feeling of having done particularly well. This is likely among the best tanks at pushing others uphill. It's also rather decent at using its bulk and speed to inflict damage on the enemy, unless they get a chance to track you.
Objectively, this tank may be worth it if you have the skills needed to play it, if you reckon it'll get buffed again or if the matchmaker were to change in a manner favourable to this 'reverse-heavium' hybrid.
The FCM was removed from the shop in patch 1.2, but is somewhat likely be sold again.
Modules / Available Equipment and Consumables
Modules
Tier | Gun | Penetration (mm) |
Damage (HP) |
Rate of fire (rounds/minute) |
Dispersion (m/100m) |
Aiming time (s) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|---|---|
VIII | 90 mm DCA 45 | 212/259/45 | 240/240/320 | 8.82 | 0.36 | 2.3 | 2750 | 121250 |
Tier | Engine | Engine Power (hp) |
Chance of Fire on Impact (%) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|
IX | Maybach HL 295 (1250) | 1250 | 20 | 750 | 98730 |
Tier | Suspension | Load Limit (т) |
Traverse Speed (gr/sec) |
Rmin | Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|
VIII | FCM 50 t | 57.5 | 40 | 0 | 10000 | 37520 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- Received a welcome boost with WoT version 1.2: mobility (23 hp/t) , reload time & gun depression of -10
- Excellent view range
- Very good mobility and speed
- Can snipe, but only from afar (you don't have cammo, so have to rely on range) and with careful aiming
- Large tracks. They look cool, and people sometimes shoot them instead of your hull.
- Preferential matchmaking (tier 9 mostly)
- Large ammo capacity.
Cons:
- Very weak armor overall; some random bounces do occur
- It is HUGE, with bad camo and as such a juicy target for SPG's and HE shells in general.
- Low alpha damage, and average gun handling.
- Prone to module and crew damage, especially turret ring and ammo rack
Performance
For all intents and purposes, the FCM 50 t is a medium tank labeled as a heavy tank, with all the cons that come with it. Pros include T7 MT-style armor, a 90mm gun, decent top speed and OK acceleration. It's best to play this tank reversing into cover, reverse flanking tactics and "aiming for weak spots" to annoy the enemy and allow your teammates to gain the upper hand and run circles around your target. Indeed, the FCM's status as a giant HP piñata enables it to catch the attention of your enemies.
The FCM 50 t is a mobile sniper that is quickly able to relocate and a become a viable support tank. It unfortunately cannot wolfpack well with other mediums due to its massive size, especially from the sides, and disturbing lack of camouflage. One should equip Coated Optics in order to spot targets as far away as possible and stay out of enemy view ranges while using the gun's penetration, rate of fire, and accuracy to slowly cut down enemy HP. You can not go anywhere near the frontlines with this tank due to its large size, lack of camo, and lack of armor, not to mention a gun that doesn't offer much at close range. You should stay at a vantage point around 350-400 meters from the enemy and give support to your allies by spotting targets from a safe distance. So remember you are just a support tank a little bit like a medium T8 and not a brawler. The contrary of an IS3 by example!
The gun equipped on the tank is the same gun as the top tier gun of the ARL 44. The main differences include higher ammo capacity, higher rate of fire, better accuracy, faster aim time, and overall better gun handling. It also has better gun elevation and the same excellent gun depression of -10 than the ARL 44 (thanks to v 1.2 upgrade).
You can so use the hull down tactic on hilly ground but be careful after firing to drive back immediately and be always careful of the arty!
It can be difficult to take advantage of the high rate of fire of this tank due to its weak armor, (unloading shells keeps it exposed for a period of time) but it is possible to get into a position with good cover where you can poke out at an enemy, fire at him before he can aim, due to the excellent gun handling, and pull back to reload. As a bonus, the gun's rate of fire is often fast enough to take an opening shot at a high tier, slow-to-reload target and follow it up with a second shot before the enemy can reload a second time, although trading your health in this way is often not a good idea, especially in early game, as you do not have much health, and you do not have the armor to bounce incoming fire.
The FCM 50 t is an excellent crew trainer for the other French heavy tanks, and the credit income won't disappoint. However, since it lacks an autoloader, it plays very differently from tier 8 and above French heavies.
There are two mandatory equipment choices for this tank. They are the Tank Gun Rammer to reduce reload time and the Vertical Stabilizer to drastically improve gun performance, allowing the already quite accurate gun to shoot on the move. The third equipment choice is preferential; a Gun Laying Drive will reduce aim time when stopped and help snipe more quickly, Coated Optics increases view range by 10% (which brings you close to the 445 meter maximum), and Vents to help all stats - with the additional benefit of making Brothers in Arms perk even more effective. Also, due to the giant tracks, getting a Toolbox might be recommended, as you can use your tracks to soak damage, and continually repair them. The choice is yours, however, it should be noted that having a crew with the repair skill is good enough to not have to run a Toolbox, freeing up an equipment slot which can be used for other less redundant things.
Early Research
None required, premium tank
Suggested Equipment
External Reviews and Opinions
Gallery
Historical Info