KV-2
Revision as of 04:19, 17 October 2014 | Revision as of 11:56, 13 November 2014 | |||
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|InTheGame_performance= | |InTheGame_performance= | |||
? | The KV-2 is the most fun | + | The KV-2 is still the undisputed king of "derp", and remains amongst the most fun tanks to play in the game. In hands of the skilled player it's a vehicle to be feared by all tiers that come across it. to new players it can be a difficult tank to take advantage of. it has a very tall profile, a huge turret and the hull and armour rating of the KV-1, which makes bouncing shots from many other tanks difficult to say the least. however clever use of side scraping and angling of the square turret when not taking shots can enhance the armour enough to bounce the odd shell. some players may want to use the 107mm which has consistent penetration, decent alpha and a good rate of fire. However, it seems wasted on this tank when the t-150 can mount the same gun and has much better armour. | |
+ | ||||
+ | Which brings us onto excellent 152mm and the reason why people go out there way to research and purchase this tank, it has the highest alpha damage (except artillery) of its tier (700/700/910) however the penetration is weedy with the AP shells (110/136) meaning you'll have to aim for weak spots and be reasonably close to punch through enemy tanks. this makes the use of HE a good option, as just hitting a tank will cause considerable damage even if the shot does not penetrate. a non penetrating shot yields on average a 330 roll, but this is massively inconsistent and depends hugely on the thickness of armour hit, the mantle of the T29 for example will probably only do around 80hp, with 86mm of penetration going through the sides and rears of enemy tanks is pretty easy, try to avoid spaced armour and tracks if you want to guarantee the full 910hp average damage, a good hit will remove more than half of the hit points kill crew and damage multiple modules of any tank if it doesn't just out right kill them. | |||
+ | once you've fired find some cover as you wait the 20+ seconds for your gun to reload. you'll be largely vulnerable at this point and the enemy knows this, so use your team mates to cover for you whilst you reload. The long reload is annoying, but worth it, its important to make sure you place your shots well as you may not get another opportunity. | |||
+ | Try to avoid getting to close to the enemy as your turret is tall and you may not be able to gain the depression required to hit the softer parts of their tanks. | |||
+ | avoid open ground unless you know its clear, the KV-2 will be easily spotted and due to its size easily hit. its a city fighter and the view range is poor. play this tank wisely and you can punch through enemy tanks and help your team to victory | |||
|InTheGame_research= | |InTheGame_research= | |||
+ | the 10RK radio and V2-K engine are already researched from the KV-1. the stock turret can mount the meaty 152mm and the tracks can take the weight to research that first, then go and get the turret to for better view range, hit points and travers speed. the engine should follow for a boost in power and finally the tracks to ensure your you can turn a little better. | |||
|InTheGame_equipment=GLD, Vents, Large-Caliber Tank Gun Rammer | |InTheGame_equipment=GLD, Vents, Large-Caliber Tank Gun Rammer |
Revision as of 11:56, 13 November 2014
KV-2
Mouse over "
[Client Values; Actual values in
920,000 Cost |
910192 HP Hit Points |
51.16/56.826.15/60.8 t Weight Limit |
- Commander
- Gunner
- Radio Operator
- Driver
- Loader
- Loader
500640 hp Engine Power |
35/11 km/h Speed Limit |
1620 deg/s Traverse |
9.7724.47 hp/t Power/Wt Ratio |
NoNo Pivot |
// mm Hull Armor |
75/75/7075/75/70 mm Turret Armor |
HE/HEAT
AP/APCR/HE Shells |
257/4800
270/4400/280 Shell Cost |
450/370/300/300/360 HP Damage |
61/140/167/219/54 mm Penetration |
r/m ▲
5.45 r/m Standard Gun ▲
6.19 Rate of Fire Standard Gun |
▲
Standard Gun ▼
2452.5 Standard Gun
▲
Standard Gun
▼
Standard Gun
▲
1857 Damage Per Minute Standard Gun |
m ▲
0.57 m With 50% Crew: 0.706 m ▲
0.45 Accuracy With 50% Crew: 0.557 m |
s 2.9 s 3.4 Aim time |
1417 deg/s Turret Traverse |
360° Gun Arc |
-5°/+18°-7°/+18° Elevation Arc |
9550 rounds Ammo Capacity |
2015 % Chance of Fire |
m 320 m 330 View Range |
m 360 m 440 Signal Range |
VI
920000
The KV-2 is a Soviet tier 6 heavy tank.
Heavy assault tank. Developed on the basis of the KV-1 in January 1940, with a total of 334 vehicles manufactured from 1940 through 1941. The KV-2 tanks were used in action in 1941, with most of the vehicles lost the same year.
The KV-2 leads to the SU-152.
Modules / Available Equipment and Consumables
Modules
Tier | Engine | Engine Power (hp) |
Chance of Fire on Impact (%) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|
IV | M-17T | 500 | 20 | 610 | 13460 | |
VI | V-5 | 640 | 15 | 750 | 27860 | |
VI | V-2K | 500 | 15 | 750 | 23050 |
Tier | Suspension | Load Limit (т) |
Traverse Speed (gr/sec) |
Rmin | Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|
IV | KV-2 mod. 1940 | 56.8 | 16 | B/2 | 10600 | 4020 | |
VI | KV-2 mod. 1941 | 60.8 | 20 | B/2 | 10600 | 15900 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- Extremely high alpha damage with 152mm howitzer and HE shells
- Decent frontal armor and side armor
- The turret may bounce some shots
- The 107mm has a higher rate of fire than the identical gun on the T-150 and will catch enemies by surprise, expecting you to
- This tank can strike fear even within some Tier 8s
Cons:
- Long reload time
- Long aim time
- Slow turret and hull traverse
- Low shell velocity with 152mm
- 152mm HE damage is rather inconsistent
Performance
The KV-2 is still the undisputed king of "derp", and remains amongst the most fun tanks to play in the game. In hands of the skilled player it's a vehicle to be feared by all tiers that come across it. to new players it can be a difficult tank to take advantage of. it has a very tall profile, a huge turret and the hull and armour rating of the KV-1, which makes bouncing shots from many other tanks difficult to say the least. however clever use of side scraping and angling of the square turret when not taking shots can enhance the armour enough to bounce the odd shell. some players may want to use the 107mm which has consistent penetration, decent alpha and a good rate of fire. However, it seems wasted on this tank when the t-150 can mount the same gun and has much better armour.
Which brings us onto excellent 152mm and the reason why people go out there way to research and purchase this tank, it has the highest alpha damage (except artillery) of its tier (700/700/910) however the penetration is weedy with the AP shells (110/136) meaning you'll have to aim for weak spots and be reasonably close to punch through enemy tanks. this makes the use of HE a good option, as just hitting a tank will cause considerable damage even if the shot does not penetrate. a non penetrating shot yields on average a 330 roll, but this is massively inconsistent and depends hugely on the thickness of armour hit, the mantle of the T29 for example will probably only do around 80hp, with 86mm of penetration going through the sides and rears of enemy tanks is pretty easy, try to avoid spaced armour and tracks if you want to guarantee the full 910hp average damage, a good hit will remove more than half of the hit points kill crew and damage multiple modules of any tank if it doesn't just out right kill them. once you've fired find some cover as you wait the 20+ seconds for your gun to reload. you'll be largely vulnerable at this point and the enemy knows this, so use your team mates to cover for you whilst you reload. The long reload is annoying, but worth it, its important to make sure you place your shots well as you may not get another opportunity. Try to avoid getting to close to the enemy as your turret is tall and you may not be able to gain the depression required to hit the softer parts of their tanks. avoid open ground unless you know its clear, the KV-2 will be easily spotted and due to its size easily hit. its a city fighter and the view range is poor. play this tank wisely and you can punch through enemy tanks and help your team to victory
Early Research
the 10RK radio and V2-K engine are already researched from the KV-1. the stock turret can mount the meaty 152mm and the tracks can take the weight to research that first, then go and get the turret to for better view range, hit points and travers speed. the engine should follow for a boost in power and finally the tracks to ensure your you can turn a little better.
Suggested Equipment
Gallery
Historical Info
During the Battle of Raseiniai (23–27 June 1941)German forces encountered a unit equipped with the Soviet KV heavy tanks for the first time. The Germans' Panzer 35(t) tanks and antitank weapons were practically ineffective against the Soviet heavy tanks—some of them were out of ammunition, but closed with and destroyed German antitank guns by literally driving over them. Attempts to destroy these armoured giants concentrated on first immobilising them by firing at their tracks and then by tackling them with artillery, AA Guns, or by blowing them up at close range by high explosive charges of the Sticky Bomb type
On June 24, a single KV-2 heavy tank, at a crossroads in front of Raseiniai, managed to cut off elements of the 6th Panzer Division which had established bridgeheads on the Dubysa. It stalled the Division's advance for a full day while being attacked by a variety of antitank weapons, until it finally ran out of ammunition.
When production shifted to the Ural Mountains 'Tankograd' complex, the KV-2 was dropped. While impressive on paper, it had been designed as a slow-moving bunker-buster. It was less useful in highly mobile, fluid warfare that developed in World War II. The turret was so heavy it was difficult to traverse on uneven terrain. Finally, it was expensive to produce. Only about 300 KV-2s were made, all in 1940-41.