Just to add: This is obviously completely different for Light Tanks. You should always drop the rammer for your pure spotting build! 📽 Watch me live on Twitch: twitch.tv/MaxGamingFPS 💬 Join the community on Discord: maxgamingfps.com/discord 👑 Consider becoming a member here to support the channel & gain benefits: th-cam.com/users/maxgamingfpsjoin
That was my first thought. Like to drop something, you have to have it first as a default. For LTs you can't drop a rammer, because you don't have it first place :) In that sense, the scout is most rigid in it's configuration. If you aim to be a competitive scout, BiA + food + optics + commanders vision system + exhaust is a must, every deviation from that already impacts view rage/camo relation too much. Exception may be Himmelsdorf where you can trade vision system for turbo on certain tanks. And no, EBR is not much of a scout anyway. Nor is Sheridan.
The problem of drop rammer idea is that allies will steal dmg from you. Although I will consider dropping rammer on maus and try improved rotation.(and hardening, bond turbo).
Something like this will happen with a rammer too. It's relative. With a rammer you'll just barely miss hots you wouldn't have ever been close to before. The consistent benefit of another module vs these one off occasions is arguable
The only tanks I drop rammer are for tanks that have such terrible gun handling that I'd rather actually hit my shots than put out more shots. The WZ114 or FV4005 for example.
exactly, that's why I almost never use rammer. I only put it on tanks with 15+ seconds because there is actually a time difference of 2++ seconds if you have crew skills. But I don't really like 15+ seconds reloading tanks except from german sniping tds
@haihhididhndsj no, I don't, I always select strategically my position, usually a peak a boom one, where I don't need to reload faster because I have hard cover and usually some teammates with me. Even if I had gun rammer, I need time to aim carefully at weak spots, so those 0.5 or 1.5 seconds are useless because I never fire on reload. Aiming is not the only reason I am not firing on reload, but also the staring of the enemy at me when he knows my reloading is over, so I wait until he gets distracted to peak again and shoot him. If he is a noob, I don't worry too much, bc I am capable of peaking cautiously, but if he knows what he's doing, and usually he does, then whatever peaking I do 3/4 times I get pened.
Yeah this is how I'm starting to think, too. I'm not good at recognizing opportunities where I can trade two for one anyway, unless they're super obvious and I get far better results when I'm able to actually make my shots count.
It's not always about firing on reload. Where it truly matters is for making trades. Being able to get two shots off for every one you take is where it excels. Take it off and now you're potentially trading one for one.
I just dropped the rammer on my Churchill III. I found that every time my aiming was not done when I had finished loading, The difference was in reload was just tenths of a second, but with Vents and IRD, my dispersion after firing was dropped by a second
Dropping rammer is really easy in some cases: - Poor consistency rendering your ability to deal damage moot (your FV4005 example) - Playstyle where the focus is not dealing damage directly (scouting lights, meme builds like ram trains or max defense T95) - Tanks with such blazing fast reloads the cumulative weight of all benefits from vents exceeds the extra .25 seconds or less of reload speed rammer gives Other cases it's mandatory: - Brawlers DPM-maxing to do their job effectively - Arty; the sooner the shot is ready the sooner the arty can click to support its team, and the reload is usually always long enough to move to and aim the shot before releasing - Taking those more mobile sniper TDs into the mid-field where that reload being a second faster is the difference between overexposing and dying or winning peeks (or winning trades, though...trading isn't the best in these vehicles cause no armor/HP) The "just one more shot and I would've lived" idea is a tightrope; typically these situations are avoidable (you positioned/played poorly) or wholly unavoidable (for some reason, your team was steamrolled in 120 seconds). There are definitely tanks in that 8-11ish second reload range where increasing DPM is the preferable choice even for the best players regardless of if it's almost negligible compared to vents. My first thought is that extra few tenths of a second or more might be enough to give top players the edge to push for more damage to hit a gun mark or snatch a carry victory from the jaws of defeat.
My school of thought has always been that the higher the alpha and longer the reload, the more you want to make sure you hit each shot, rather than firing more shots.
So I dropped rammer on JagePanzer E100 for one reason. I like Bond Rotation, Experimental Turbo, and Hardening for city maps. It lets me traverse a bad traverse tank quickly around a corner (hardening prevents tracking mid turn), snap a shot in, and then quickly back around the corner to reload. I believe it is a smaller window to get a shot off as well as exposer time vs rammer. Let me know about this!
As a 1600+ Jagdpanzer games player you'll HATE when your heavies are getting yoloed/pressurred because your reload isnt AS fast as it COULD have been. This is a very big difference when it comes to getting 1 more shot off before getting overrun especially during blowout games in order to save ur mark from dropping. It can also be a decisive factor when it comes to securing a full dmg shot (1k hp left on enemy before your ally takes 400 hp away from it) or when it comes to winning a flank solely because you were able to punish the enemy heavies which were pushing your allies. Overall IRM is a very good equipment and i'd like to use it as well but im afraid theres nothing you can really drop because everything else is more important. Rammer especially because your optimal playstyle is being on the edge of the attack and applying pressure that way. Sniping is possible but isnt something you'd do unless you HAD to. In case you'd REALLY like the IRM i'd make a secondary configuration where i drop the turbo but only if its a bond IRM.
there are very few tanks I can think of, that would justify dropping a rammer, the only tanks I wouldn't put one on, are tanks that can't mount them in the first place :P
A huge talking point here is Raw vs Effective DPM. You only damage what you can penetrate. You could have 10,000 DPM, but if you have 5 penetration you're effective DPM is 0. Brawlers need maximized Raw DPM. They need to fire on reload as mentioned. But other tanks that aren't in that position have other considerations. Does your playstyle and tank require extra accuracy to ensure you penetrate at typical combat ranges? Then take accuracy boosting equipment instead of a rammer. Two other questions that influence this are "what weakness do I need to mitigate?" and "what strengths do I want to exploit?" FV4005 is a prime example. The reload sucks already so you might as well do everything to ensure the shots hit. It needs maximized accuracy for long range combat. Redline snipers may lean towards accuracy over a rammer. Or take the ELC Even 90 (yes I know it's not rammer eligible, but if it was the concept still applies). It doesn't need more camo, but maximized camo and view range exploit the already great camo values it has. Slightly more DPM isn't making that thing better. A Rammer isn't always the best choice for tanks that can take it. I'm leaning more and more against DPM buffs unless the tank is already great in other areas. The Leo line is super accurate so boosting the slower rate of fire is definitely worth it. More mobile mediums that rely on surprising the enemy and relocating don't get a rammer as often anymore. But it really comes down to play style. If you find you are constantly dying thinking "I was so close to reloading" take a rammer. Or if you were saying that with a rammer, it might be time to drop the rammer for something else. If you find yourself firing more slowly or needing better positioning a rammer may not be your best option. It takes figuring out the specific tank and how it works for you. PS. The T95 Troll build will all defensive equipment (spall liner and hardening) is a prime example of a play style that avoids the rammer. Put everything into speed and defense and charge. Reloading is second to protecting yourself while driving out in front.
Firing on reload mainly happens 1) if you're playing a hull-down meta tank that can pretty much just sit in the line of fire without worrying, 2) in a high rate-of-fire tank when you catch someone moving out in the open, 3) gangbang brawling end-game scenarios, 4) in rare cases, sniper tanks positioned to shoot enemies without being spotted. In most of the tanks I play, I'm either baiting shots (therefore waiting for the enemy to shoot), waiting for a safe opportunity to peak (therefore waiting for the enemy to shoot someone else), outright trading 1-for-1, or waiting to go despotted. Or these days just playing autoloaders where you can't have a rammer.
Thats about the only tank I can think of that really shoudl drop rammer for improving the gun handling. sicne what u want is to actually hit that big ass shot.
XM 57 doesn't get too much out of it either and considering the gun handling is atrocious I'd rather use aiming device or irm. Then again, maybe my thinking is flawed, hit me with an argument for the rammer.
@JillerKiller yeah, that's a good idea for the long range setup, I wouldn't want to miss the experimental hardening and the turbo on close range fights because this thing gets ammo racked all the time.
I don't play heavies all that much but I do tend to always use a rammer on them just because you're often face to face with who you're fighting and most tend to have mid to high reload times. With everything else I often drop the rammer on tanks that may need something else more. If it has really high dpm then taking off a small fraction of a second isn't going to make much difference the vast majority of the time and if it's got a derpy gun I'd rather hit my shots than fire more shots that don't hit. However, there are some high DPM tanks I do have a rammer on just because they really don't need anything else, they may already have good guns, mobility or VR and if they don't have armour and I happen to have to brawl I want to kill the other tank as fast as possible.
gun rammer only works if either your tank have super good accuracy to profit from the rate of fire buff or the gun reload time is so good, increasing it even more will make your tank borderline unstoppable. use a tank track repair time (9-10 secs -/+) as a baseline, if its less, then its worth it to bump the rate of fire better, if its more, then u gonna fire slow anyway, might as well put EQ that maximise the accuracy so it dont miss often when u do fire then gun or increase the stat on something else (HP, camo, etc).
agreed, before skills didnt matter much other then BIA and camo, now skills are much more useful even with DPM vents will outdo rammer if you meet all the crew skill criteria
I learned.. the bad way.. i had a t-103 with gun rammer and it went horrible, every shot was a miss, or, at least, 50% or more, i changed the gun rammer and centered the tank on it being precise and my wr improved a lot, so, shooting faster isnt good if you are gonna miss every shot.
Buddy my configuration on T 103 has a rammer, vents and aiming device yet i still miss a LOT even with a 0.3 accuracy. Vents dont do sh*t except slightly improve that dpm which is why i use them in the first place.
I was a competitive player, you see, you need to pay attention to the hidden stats and improve that, i mean the hidden dispersions, im not right now but i was and i tended to never use rammer, more dpm is nothing if you cant land 1 shot, i would use rammer if the strong point of the tank is indeed dpm or if the gun is so precise that you dont need to improve it and almost never use rammer, never, ever, just, land your shots first.
Thank you Max! Sometimes I just want to see your purely talking theoretical videos about certain builds and mechanics, because I don't think this side of game is covered as much as it should be and it's always nice listening to you talking (or yapping) about different stuff 😄
DPM is a very situational stat. My rule of thumb is to play a tank without ANY equipment for 10-20 games and feel for what I'm lacking. You'd be surprised how many odd setups actually work
Rammer is good if you play a brawler, nothing else. Well, there are a few other variations on that theme, unseen snipers and "invulnerable" tanks that can just sit there and bounce nearly everything while focusing on shooting. But those are not the majority. When you play anything else, most of the time you are trying to shoot and then get behind cover, meaning that you're not going to shoot again until you've reloaded, regardless if that takes 9 seconds or 10 seconds.
Honestly great point with the combo of vents and food, I have only just started using food recently and it really helped me understand how big of a thing crew skill is once you put it and vents on a stacked crew
Dropping grammar is most definitely the exception rather than the rule, but a case can certainly be made for it with specific tanks. I yeeted the rammer from my 122TM, at least for my primary loadout. Everything about the gun except for the reload time and the dispersion values is quite nice, and of the two, you can really only make the latter competitive. Missing shots is just too costly to not improve the gun handling as much as possible, so I now I use IRM/Optics/BStab on most maps. The gun is much more consistent and I land more shots, and just have to accept that sometimes the frustration will come from not having the gun reload quick enough rather than missing. But the tank is more enjoyable and effective this way, at least for me. I do have the secondary loadout with Turbo/Rammer/Stab for Mines and city maps where view range doesn't matter and brawling is kind of inevitable.
The way I see it: The longer your reload, the less likely that you're still going to have a shot on the enemy upon reloading. Whenever you shoot someone, they are incentivized to to go to cover. And if they are in the open with no cover, your allies will likely be shooting them as well, increasing the chance the enemy is already dead when you're done reloading your slow gun. So for me, fast reloading tanks benefit the most, since they have the biggest chance to still have a shot on an enemy after reloading. Thus increasing the amount of times you're firing on reload. As mentioned in the video of course, I do agree that brawlers or tanks with armor that can afford exposing themselves a lot are a very big exception, and should definitely be taking a rammer. Provided the gun handles okay and doesn't miss a lot. If that's the case, I would first prioritize actually hitting my shells. Same kinda goes with very fast tanks. They can reposition very well, and are more likely to out position an enemy by flanking and the like, to be able to get multiple shots on reload. This game is mostly about opportunities. When you see a target gets lit up, you have to take the chance to shoot them. If you're too late, they'll likely be despotted and in cover, or already dead. Especially considering that high alpha is popular, and therefore king in WoT. If a tank with 2000 HP gets spotted, it only takes like 3 high alpha shots of 700+ to kill it from full. Imagine you have a team with an E-100, 60TP, some TD's like an E3 or a Ho-Ro, and anything will simply die when they get spotted. Especially by the time you're reloading your slow gun with your rammer. Most importantly is, I would just recommend analyzing your own gameplay with tanks, and simply look how often you're firing on reload, and if you can improve your gameplay to do so, and if not, decide to drop the rammer if you're convinced that you're really never getting any use out of it.
U have a point. After many games and testing i droped rammer out of ISU152K. Because i had hight DPM on paper, but in reality: I had more then 3 sec. aim time which holding me from firing after reload and locking on targets. So, kinda i had unused time on reload with rammer. So i droped rammer and increased aim time with exp. aiming unit and GLD. So, instead of rammer i shawed my firing time less with less aim time.
For most light tanks I tend to drop the rammer for a scout build but have it as the second option to turn it into a light attack tank on maps like Himmelsdorf. I still have a lot of tanks setup more for fire power probably because I've played the game on and off for years.
Lights and everything that has so few shoots per game (FV for example) where it's more important to me to actually hit the shot. Everything else, it's a no-brainer for me to take the rammer. It's not about firing on reload 24/7, maximizing the dpm. It's about situations where you have a 2 shot on reload streak. Situations where the ally kills him just before you were able to. Situations where I have a small reload advantage over the enemy and I kill him in a facehug instead of him killing me. Situations where I can give a second shot to a guy trying to drive behind a corner, where without a rammer I wouldn't have gotten that second shot on him. For these situations, and they occur way more often than one may think, it's absolutely worth taking the rammer.
I don’t brawl like I used to. Plus with the introduction with all the new equipment to improve accuracy and dispersion why pick rammer if you can’t hit accurately.
Fascinating video. I'd like to share a different point of view. You mentioned that so long as you are brawling, meaning that you fire on reload, a rammer is non-negotiable, especially for guns with long reload. I would like to disagree. Shooting faster only matters if the gun, map, tank, player skill, team, matchup and hardware allow for it to be useful. The IS7 the the perfect rammer-candidate. It's got amazing turret movement dispersion, can peek hulldown without exposing a weakspot and is amazingly mobile. Chances are you can get into your desired position and then peek without much risk. The PzVII? not so much. Soft stats are dramatically worse. Additionally, some weakspot is always exposed while peeking. The JP E100 is an especially strong disagreement from my side. JP peeks when it is loaded, and 3 seconds sooner rarely means anything when compared to actually hitting stuff consistenty with rotational mechanism and aiming device.
Dropping the rammer on long reload/low dpm tanks was one of the most liberating and beneficial changes i made to my gameplay. Embrace the slow reload and adjust gameplay and enjoy the benefits of added mobility or accuracy.
Most of the time when I use vents is to buff the tanks ground rezistance, especialy when it can't reach top speed on hard ground and a skill is not enough
If you have a big gun like JP E100 with bad reload and accuracy, think about sometimes switching rammer for aiming device, reload doesn’t mean much if you miss
I quite like dropping the rammer, HP from hardening, max view range in case you can get it with optics, turbo on everything, grousers if you need it, CVS in alt configurations Rammer is cool and I wouldn’t drop it on high alpha mid DPM tanks but that aside I’m starting to let go of it if any other equipment can work (my 274a doesn’t have a rammer notably, HP OR Optics/Vstabs/grousers)
I ended up dropping it on Lis while doing 2nd mark since the gun handling on that tank with 5 skills crew and food is beyond horrid. Games with less than 1/3 hits were quite common.
If you want to know if DPM means anything in current meta, play AT 15 with 20pdr, it means nothing most of the time, if you are not on the top MM bullying tier VI and VII. Utilisation of DPM are completely incidental in battles. Gameplay looks like this: u either most of the battle exchange shots (vehicles with armor and HP) or you wait for windows of opportunity to give any shots at all (in case of most meds and snipers). In both cases alpha is preferable (and DPM is handy only if alpha becomes tolerable like Turtle, or is even greatest like Grom), or burst in case of autoloaders etc. though rammer cannot be mounted on them (except Chi-Ri). Thats why high alpha and high burst vehicles are among the most OP and appreciated vehicles in normal random environment, which might not translate into CW, Onslaught and other modes. Gameplay in random looks like this: you go to the position, you shoot once and you hide, change position, wait for enemy to be spotted or make mistake and be aggressive, you have plenty of time to reload. Autoloaders/autoreloaders with few exceptions have low DPM yet are not bad at all, because they actually dmg when it is possible, and its singular moments. So yeah, get rammer on brawlers, that is the only group that can fire at reload more often than not.
I use purple rammer, rammer directive, vents and optics on my obj140... puts me at 5.01 second reload time. If I use food, it goes to 4.48, or something like that. That is brutally fast, and has won me many 1v1's. The only tank I come against that even comes close to that and survives my obj140, is that tier 10 british rear turret mounted heavy. It's turn rate is so fast, it's the reason I lose. I just can't get behind him. The obj907 is very similar too.
When you drop vertical stabilizers from s.conq, or some tank like E5 that is borderline a vstab must, you just have to aim a bit longer. When you drop the rammer you just have to reload a bit longer. But without vstabs you can shoot without fully aiming and not wait the entire max reduction of the aim circle size (better aim circle mod helps) Without rammer there is nothing you can do.
Drop rammer can be, and is a formidable option to any vehicle where U technically can't use your DPM, or U can use other options with a higher outcome. Any spotter can choose better options. High alpha paper TD-s has offten also better choices (as after a shot usually either U or the enemy goes to cover makes pure DPM rarely useful). For some medium range supporters there can be also issues which limits the performance in their role more than the DPM. I dropped it in some rare case but mostly for full camo/view range, or gun accuracy setups as i found them more important sometimes.
With crew skills it's vents meta. People just don't realise it yet. If you have a jacked crew and food using a big vents is a huge increase to your tank.
This is interesting, I feel like your philosophy on gun rammer is actually quite different from Quickybaby which the steam had a discussion about this about 2-3 weeks ago
I rarely use rammer outside of DPM tanks. All my crews have max skill levels so vents is invaluable. Also 7.5% Vs. 6% is a 25% gain, same as on rammer. If the tank has to commit to a fight rather than move between shots then rammer works, or if you're sniping from the back and can get out several shells when someone makes a mistake. Oh, regarding dpm, you need to hit your shots to count, a miss makes a big difference to dpm and vents/aiming do help a fair amount on certain tanks.
i drop the rammer mostly on light tanks, or tanks that have very bad gunhandling, or abysmal dpm. For example I dropped the rammer on the vk 100 and I have almost three marked it, i m at 93%. for me it works because it has long aim time and in late game you can t chase damage, so you wanna have improved accuracy to hit targets from a far. in brawls, you already have a long reload compared to other tier 8 heavies so it s better be sure every shot counts.
This is my 2 cents on rammer. What are you replacing the rammer with? Obviously for a tank like the FV4005, you can replace the rammer with something that allows you to hit more accurately, which matters more than a few seconds of reload. Also it’s based on personal experience, does it happen in every game that you could’ve landed another shot had you reloaded a few seconds faster? Do you get to fire on reload a lot? Keep in mind higher dpm (aka rammer) only becomes useful when you use it, so having a loaded gun but not firing means you don’t need the rammer.
This was great, a lot of food for thought, especially with regards to TDs which I almost always put a rammer on, but apparently shouldn't, and almost all tanks in general that are brand new to me and have crew with little or no perks - why bother using vents?
This is actually the right answer. Fieong on reload is something i do with autoloaders and very very sneaky mobile snipers like leo 1. But most of the time there is very little to no firing on reload because either there is nothing to shoot at or its a bad idea to leave cover. And nothing to shoot at also means having multiple targets but cant hit anything that penetrates. Espeically with the IS-7 where even premium rounds struggle to pen t10 heavy fronts.
The number of rounds you fire is less important than the number if rounds you hit with, and the number of hits is not as important as the number of pens. To get hits you need to be able to see the target, aim and fire. If you brawl a lot you want the rammer. If you usually fire at medium or longer range then i think the question more open.
You cant afford to drop rammer on Obj 140 because you then lose the ability to reliably permatrack. That's often the only way to get 320 to work on a tank that can't brawl as well as the 907
Rammer is overused but very relevant. If you're in a close range flanking battle, you want reload speed. This is why reloaders and autoloaders excel at flanking.. shells in the air. If you're in a arty, you want a rammer because the it takes sooooo damn long to reload.
Grille and fv4005, i dropped the rammer. Neither tank i put it in situations i require max dpm, would rather the handling over rammer and make my DPM count instead of thumbling an extra round down the range everyone once in a while
I realised that i dont need rammer in with my e50m :D propably the worst dpm of all meds, but i hit every shot so the dpm in the end is the same. And i rather hit shots than be realoaded with no enemy in view :D (i play rammer on e50m but not on tanks that need to hit shots first) often im in situations not brawling. Sometimes you have to run and hit shots out of a long distance and damn.. e50m is king!
I think rammer is 95% must have for "ideal" play. But many of us are not that skilled to get a leverage from that extra dpm so by choosing another equipment we can actually improve our results. Hardening device comes my mind for example. Extra HP most of the time enables us to shoot one more round before going down.
Usualy if the accurasy is really bad i drop rammer for aiming unit. Not sure if it matters on stats but works for me. I will rather try to improve the amount of ahots i hit over the shots i fire.
Shooting and dealing damage are different things, many people complain that tanks have low DPM, but can everyone boast of effectively dealing 2000 damage per minute? I still think that the rammer is needed first of all by tanks that have a fast reload since this is their main function, and tanks that play from positions need to improve their accuracy first of all.
Imo Vents is often the 4th best equipment. For heavys youd want rammer turbo stabs or hardening, same for meds with maybe optics or cvs Lights have cvs low noise and optics Only TD and arty remain and artys usually cant use Vents that leaves us with some TDs and low tier vehicles that dont get cvs or stabs
Why even use the K-91 if you aren't shooting on reload? You should be a support tank from medium ranges (maybe even close range if you're really good). That still leaves you firing on reload sometimes.
I drop the rammer in my FV4005 cos the increases to gun handling and the nature of its playstyle means that the extra DPM isn't needed for it to perform well. Since on EU, it doesn't get vstabs, I use Improved Rotation, Turbo, and Improved Aiming Mechanism V3, since the the shitbarn is obvs for peaking.
Also if you're playing the IS 7 in a platoon and are doing a ramming speed build, dropping the rammer in that case is something a lot of people do, as more mobility can be better in some situations, but I guess thats what the alternate equipment slots are for,
its like war thunder or dead by daylight imaging a tree, a tree is the problem and then you want by magic to get rid off with your hands cause i dunno your a god but then there's the root and you see that..this root connect to all the other tree you wanna remove the rammer in world of tank great...good idea seems fine for everyone but then come the second guy saying "hey check out about that french vehicle that can spot you from anywhere and you cannot spot him but 10 meter range what about removing/fix the spot thing from this game good..but then something else happen and its that now the competitive people would be angry because they had they're game like that they"re whole life and begginer will have easier time playing this game like goober but then a third guy came and say's hey you all..check out that op tank everyone is playing and then your a devlopper, everyone say "fix that tank" then you fix it, and then they will say the second tank is op then you would fix every tank and the begginer will come to say this game is boring so uhh..i said it very badly with horrible english but my point is, you can't fix shit when a game is badly made to begin with; especially if devlopper won't listen which happen too often..
I'm with you. Brawling tanks need gun rammers. When you play smth with big gun and long reload that has to be more careful aswell (T30, XM, JP) I think it's not mandatory. I don't know about the K91 example. If rof is my greatest strength I wouldn't want to sacrifice smth in that department.
I dropped the rammer on BZ-176 Yes the theoretical dpm goes down but in reality i just hit almost every single shot. I can snap on targets 400m away from me while going 53km/h on the rockets and i have similar chance of hitting as for example leopard 1 with no stab. No kidding, with my setup i have these dispersion: 0.12 moving 0.13 tank traverse 0.09 turret traverse 2.10 after firing I can literally snap enemy BZ cupola while on rockets. Once my friend argued with me that i am stupid because i dont use rammer and hardening on my bz. I dared hit to 1v1 me. He got shot in cupola on move and then died and didn't even land a single shot at me until i went close to finish him because I didn't give him a chance to fully aim and i just didn't have to aim... Amd the one hit he scored az the end... He splashed me for like 90 or something cause he didn't hit the lower plate on like 50 meters. Sure at close combat id rather have the hardening and rammer so i have these in my secondary setup but i hardly ever use it as i am used to the gun behaving very good. + I very much enjoy sniping other BZs or defenders cupolas ehile they struggle even hitting my tank
Just trust me on this one, you can drop the rammer on high alpha tanks like ISU-152, that's how I marked it, though, I am aware, it's a rather easy tank to mark. But never drop the rammer on low alpha tanks like Centurion 5/1 or other mediums with 240-250 alpha damage. There should be a few exceptions to this golden rule, like WZ-114 and 122 TM for example, they have good alpha, but DPM is exceptionally low and rammer is a must on these kind of tanks.
Depends on the tank, do they reload slow but hit really hard but their gun handling is ass? Then yea just go ahead and drop it and improve it's accuracy. Does it reload in 6 seconds or less? That's pretty good dpm and a rammer won't reduce it any lower than that so may as well get something else. Is the tank middle of the road with okay gun handling, and okay dpm? Slap a rammer on there it'd pay for itself.
In almost all cases the rammer is the best piece of equipment when it comes to firepower. But you could drop it for very bad gun handling tanks to improve gun handling and make sure more shots land. As for vents it's highly overrated imo, but to each his own, that's why we have different equipment options
I have an updated bounty rammer (+3mio Cr.) on my KV-1, 57mm single gun. Not the well deserved RewardTank i demand since years, KV-1 double barrel 57mm. Not to be taken from my hands until my demise.
Am i the only one who thinks exactly the opposite? Here what i think: 1) With every tank with high fire rate / high dpm (k91, obj140, comet ecc) they shot so fast you simply don't have time to shot, get in cover, peek again and shoot because you lose so much time and usually these tanks have less alpha damage so it's not efficient. You better stay out of cover and shoot 2 - 3 times to trade with tanks with higher damage so it's very important to fire as soon as possible. 2) With every tank with >10 sec of reload, usually they have big alpha damage and bad gun handling. So you have plenty of time to shoot, get back in cover and wait for the next opportunity... And the more alpha is the more gun handling is bad (usually) so it's very important to make the shot count, boosting gun handling and not reload time. Does this make sense for anyone?
The second applies to the FV4005 example he showed. I wouldnt say every >10 sec reload vehicle tho. The first really depends imo on the map, if you have corridory map, then yeah, you dont need VR, you dont need that much speed (you are not going anywhere, you cant hit any early shots), you dont need that much accuracy. So what you need is HP. You dont need DPM that much but it is still the second thing you may happen to use if its one-sided win/lose in which enemy will be pushed or pushing and will be exposed to you for a prolonged moment, so you can utilise DPM. But if its open map? You are either a sniper or spotter and less of a brawler in medium, so you need accuracy, speed and VR/camo. If you already have good accuracy or speed then mybe you should take rammer. Or vents to boost everything a little.
Rammers are a honey pot for new-ish players. Damage is important but it’s completely useless if you miss every shot and can’t reposition in time. The real kings in this game are mobility and gun handling. The idea of “brawling” in WoT is non-existent in 2025. “Brawling” now means “you’re about to be gang banged from 3 directions unless you move away”, you’re never going to shoot on reload 1v1 with someone, so trying to rely on reload time is a guaranteed loss. Also, think about why are you even playing the game? I try to play it to enjoy my time, for example. And I find that playing on a more comfortable tank (with good gun handling and more mobile) is waaaay more fun than with barely moving piece of RNG junk that misses every shot but which has 200 more dpm! If you can fit it on something that doesn’t mind compromising some other characteristics (like Soviet heavies don’t need optics), then for sure it makes sense. Otherwise, try dropping it for something else and you’ll see that you actually enjoy the game more when being able to apply your tank more often and more consistently than trying to hunt down the elusive opportunity to land 2-3 shots on reload
Just to add: This is obviously completely different for Light Tanks. You should always drop the rammer for your pure spotting build!
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Laughs in ebr
That was my first thought.
Like to drop something, you have to have it first as a default.
For LTs you can't drop a rammer, because you don't have it first place :)
In that sense, the scout is most rigid in it's configuration. If you aim to be a competitive scout, BiA + food + optics + commanders vision system + exhaust is a must, every deviation from that already impacts view rage/camo relation too much. Exception may be Himmelsdorf where you can trade vision system for turbo on certain tanks.
And no, EBR is not much of a scout anyway. Nor is Sheridan.
The problem of drop rammer idea is that allies will steal dmg from you. Although I will consider dropping rammer on maus and try improved rotation.(and hardening, bond turbo).
11:01 you will when someone is trying to get into cover and you couldn't quite reload in time
It's chems
I feel like rammer is made to balance out new F2P's in WOT economy (aka instead of adding bots)
Something like this will happen with a rammer too. It's relative. With a rammer you'll just barely miss hots you wouldn't have ever been close to before. The consistent benefit of another module vs these one off occasions is arguable
"If you're not firing on re-load with a Jadgpanzer E100, I really don't know what you're doing." -Still driving to position.
lol, this was funny xD
The only tanks I drop rammer are for tanks that have such terrible gun handling that I'd rather actually hit my shots than put out more shots. The WZ114 or FV4005 for example.
Felice is one I dropped it on too
That and on tanks that have bad pen that need to hit weakspots to do damage.
Dpm means nothing if you don't hit.
exactly, that's why I almost never use rammer. I only put it on tanks with 15+ seconds because there is actually a time difference of 2++ seconds if you have crew skills. But I don't really like 15+ seconds reloading tanks except from german sniping tds
@Filipas-el9spYou want to reload faster than the enemy
@haihhididhndsj no, I don't, I always select strategically my position, usually a peak a boom one, where I don't need to reload faster because I have hard cover and usually some teammates with me. Even if I had gun rammer, I need time to aim carefully at weak spots, so those 0.5 or 1.5 seconds are useless because I never fire on reload. Aiming is not the only reason I am not firing on reload, but also the staring of the enemy at me when he knows my reloading is over, so I wait until he gets distracted to peak again and shoot him. If he is a noob, I don't worry too much, bc I am capable of peaking cautiously, but if he knows what he's doing, and usually he does, then whatever peaking I do 3/4 times I get pened.
Yeah this is how I'm starting to think, too. I'm not good at recognizing opportunities where I can trade two for one anyway, unless they're super obvious and I get far better results when I'm able to actually make my shots count.
It's not always about firing on reload. Where it truly matters is for making trades. Being able to get two shots off for every one you take is where it excels. Take it off and now you're potentially trading one for one.
I just dropped the rammer on my Churchill III. I found that every time my aiming was not done when I had finished loading, The difference was in reload was just tenths of a second, but with Vents and IRD, my dispersion after firing was dropped by a second
you can drop the vents and install something actually good too
@@supershid464vents boost perks a lot it is good
Ok but that's not a 8+ tier tank
@@supershid464normie hater.
@NordicIron-r6p yeah 5% stats are just cope, install a useful module please
Should you drop the soap in prison? Same thing
Underrated comment 😂
What is bro talking about??💀
Dropping rammer is really easy in some cases:
- Poor consistency rendering your ability to deal damage moot (your FV4005 example)
- Playstyle where the focus is not dealing damage directly (scouting lights, meme builds like ram trains or max defense T95)
- Tanks with such blazing fast reloads the cumulative weight of all benefits from vents exceeds the extra .25 seconds or less of reload speed rammer gives
Other cases it's mandatory:
- Brawlers DPM-maxing to do their job effectively
- Arty; the sooner the shot is ready the sooner the arty can click to support its team, and the reload is usually always long enough to move to and aim the shot before releasing
- Taking those more mobile sniper TDs into the mid-field where that reload being a second faster is the difference between overexposing and dying or winning peeks (or winning trades, though...trading isn't the best in these vehicles cause no armor/HP)
The "just one more shot and I would've lived" idea is a tightrope; typically these situations are avoidable (you positioned/played poorly) or wholly unavoidable (for some reason, your team was steamrolled in 120 seconds). There are definitely tanks in that 8-11ish second reload range where increasing DPM is the preferable choice even for the best players regardless of if it's almost negligible compared to vents. My first thought is that extra few tenths of a second or more might be enough to give top players the edge to push for more damage to hit a gun mark or snatch a carry victory from the jaws of defeat.
My school of thought has always been that the higher the alpha and longer the reload, the more you want to make sure you hit each shot, rather than firing more shots.
So I dropped rammer on JagePanzer E100 for one reason. I like Bond Rotation, Experimental Turbo, and Hardening for city maps. It lets me traverse a bad traverse tank quickly around a corner (hardening prevents tracking mid turn), snap a shot in, and then quickly back around the corner to reload. I believe it is a smaller window to get a shot off as well as exposer time vs rammer. Let me know about this!
As a 1600+ Jagdpanzer games player you'll HATE when your heavies are getting yoloed/pressurred because your reload isnt AS fast as it COULD have been. This is a very big difference when it comes to getting 1 more shot off before getting overrun especially during blowout games in order to save ur mark from dropping. It can also be a decisive factor when it comes to securing a full dmg shot (1k hp left on enemy before your ally takes 400 hp away from it) or when it comes to winning a flank solely because you were able to punish the enemy heavies which were pushing your allies.
Overall IRM is a very good equipment and i'd like to use it as well but im afraid theres nothing you can really drop because everything else is more important. Rammer especially because your optimal playstyle is being on the edge of the attack and applying pressure that way. Sniping is possible but isnt something you'd do unless you HAD to.
In case you'd REALLY like the IRM i'd make a secondary configuration where i drop the turbo but only if its a bond IRM.
@generalknez3942 Thank you. So maybe a set up like
- Hardening_Rammer_Experimental Turbo
And
-Bond IRM_Hardening_Rammer
You make a good point
there are very few tanks I can think of, that would justify dropping a rammer, the only tanks I wouldn't put one on, are tanks that can't mount them in the first place :P
A huge talking point here is Raw vs Effective DPM. You only damage what you can penetrate. You could have 10,000 DPM, but if you have 5 penetration you're effective DPM is 0. Brawlers need maximized Raw DPM. They need to fire on reload as mentioned. But other tanks that aren't in that position have other considerations. Does your playstyle and tank require extra accuracy to ensure you penetrate at typical combat ranges? Then take accuracy boosting equipment instead of a rammer.
Two other questions that influence this are "what weakness do I need to mitigate?" and "what strengths do I want to exploit?" FV4005 is a prime example. The reload sucks already so you might as well do everything to ensure the shots hit. It needs maximized accuracy for long range combat. Redline snipers may lean towards accuracy over a rammer. Or take the ELC Even 90 (yes I know it's not rammer eligible, but if it was the concept still applies). It doesn't need more camo, but maximized camo and view range exploit the already great camo values it has. Slightly more DPM isn't making that thing better. A Rammer isn't always the best choice for tanks that can take it.
I'm leaning more and more against DPM buffs unless the tank is already great in other areas. The Leo line is super accurate so boosting the slower rate of fire is definitely worth it. More mobile mediums that rely on surprising the enemy and relocating don't get a rammer as often anymore.
But it really comes down to play style. If you find you are constantly dying thinking "I was so close to reloading" take a rammer. Or if you were saying that with a rammer, it might be time to drop the rammer for something else. If you find yourself firing more slowly or needing better positioning a rammer may not be your best option. It takes figuring out the specific tank and how it works for you.
PS. The T95 Troll build will all defensive equipment (spall liner and hardening) is a prime example of a play style that avoids the rammer. Put everything into speed and defense and charge. Reloading is second to protecting yourself while driving out in front.
Firing on reload mainly happens 1) if you're playing a hull-down meta tank that can pretty much just sit in the line of fire without worrying, 2) in a high rate-of-fire tank when you catch someone moving out in the open, 3) gangbang brawling end-game scenarios, 4) in rare cases, sniper tanks positioned to shoot enemies without being spotted. In most of the tanks I play, I'm either baiting shots (therefore waiting for the enemy to shoot), waiting for a safe opportunity to peak (therefore waiting for the enemy to shoot someone else), outright trading 1-for-1, or waiting to go despotted. Or these days just playing autoloaders where you can't have a rammer.
Dropped rammer on FV. Never looked back.
That makes sense to drop it for gun handling. If you miss your shout you have 0 dpm lol
Thats about the only tank I can think of that really shoudl drop rammer for improving the gun handling. sicne what u want is to actually hit that big ass shot.
now with the new experimantel equipment you could use it with gun rammer and turbo
XM 57 doesn't get too much out of it either and considering the gun handling is atrocious I'd rather use aiming device or irm.
Then again, maybe my thinking is flawed, hit me with an argument for the rammer.
@JillerKiller yeah, that's a good idea for the long range setup, I wouldn't want to miss the experimental hardening and the turbo on close range fights because this thing gets ammo racked all the time.
If you play something with a horrific gun handling like the Defender you can drop the rammer for iau.
I don't play heavies all that much but I do tend to always use a rammer on them just because you're often face to face with who you're fighting and most tend to have mid to high reload times. With everything else I often drop the rammer on tanks that may need something else more. If it has really high dpm then taking off a small fraction of a second isn't going to make much difference the vast majority of the time and if it's got a derpy gun I'd rather hit my shots than fire more shots that don't hit. However, there are some high DPM tanks I do have a rammer on just because they really don't need anything else, they may already have good guns, mobility or VR and if they don't have armour and I happen to have to brawl I want to kill the other tank as fast as possible.
gun rammer only works if either your tank have super good accuracy to profit from the rate of fire buff or the gun reload time is so good, increasing it even more will make your tank borderline unstoppable.
use a tank track repair time (9-10 secs -/+) as a baseline, if its less, then its worth it to bump the rate of fire better, if its more, then u gonna fire slow anyway, might as well put EQ that maximise the accuracy so it dont miss often when u do fire then gun or increase the stat on something else (HP, camo, etc).
Rammer should be removed from game
I agree kajzoo
ikr!
@@Major_Boredom and also 200hp buff across the board
Would absolutely alleviate the speed run games
Vents too !
Since vents boosts so many skills now, I'm pretty much running it on everything.
agreed, before skills didnt matter much other then BIA and camo, now skills are much more useful even with DPM vents will outdo rammer if you meet all the crew skill criteria
I like to try different builds and see what suits me best
I learned.. the bad way.. i had a t-103 with gun rammer and it went horrible, every shot was a miss, or, at least, 50% or more, i changed the gun rammer and centered the tank on it being precise and my wr improved a lot, so, shooting faster isnt good if you are gonna miss every shot.
Don’t tell me u dropped rammer for improved aming 😂
Lol. True men play t103 with hardening turbo rammer.
Buddy my configuration on T 103 has a rammer, vents and aiming device yet i still miss a LOT even with a 0.3 accuracy.
Vents dont do sh*t except slightly improve that dpm which is why i use them in the first place.
@@pistonzulecki2137i'd literally drop my other 2 equipment pieces if it means i keep my rammer lmao
I was a competitive player, you see, you need to pay attention to the hidden stats and improve that, i mean the hidden dispersions, im not right now but i was and i tended to never use rammer, more dpm is nothing if you cant land 1 shot, i would use rammer if the strong point of the tank is indeed dpm or if the gun is so precise that you dont need to improve it and almost never use rammer, never, ever, just, land your shots first.
Thank you Max! Sometimes I just want to see your purely talking theoretical videos about certain builds and mechanics, because I don't think this side of game is covered as much as it should be and it's always nice listening to you talking (or yapping) about different stuff 😄
Me ending up doing more damage in a yolo hold W build on my IS-7 (grousers, hardening, turbo) than with regular heavy tank equipment trio:
If you're doing more damage, that's all that matters.
That's an awesome take, it really depends on how you will play your tank or if it really need one💯
DPM = 0 when your shots don’t hit where you’re aiming. Better to hit and pen than end up wasting the shot you have.
DPM is a very situational stat.
My rule of thumb is to play a tank without ANY equipment for 10-20 games and feel for what I'm lacking.
You'd be surprised how many odd setups actually work
Intentionally castrating yourself lmao
@Night-Rider101 equipment does not make a unicum
For lots of people there is nothing but brawling in this game.
They each and every time go to the same rock and "cracking the armour" is a life.
Rammer is good if you play a brawler, nothing else. Well, there are a few other variations on that theme, unseen snipers and "invulnerable" tanks that can just sit there and bounce nearly everything while focusing on shooting. But those are not the majority.
When you play anything else, most of the time you are trying to shoot and then get behind cover, meaning that you're not going to shoot again until you've reloaded, regardless if that takes 9 seconds or 10 seconds.
Honestly great point with the combo of vents and food, I have only just started using food recently and it really helped me understand how big of a thing crew skill is once you put it and vents on a stacked crew
Problem with food is it’s $20k per meal..
Dropping grammar is most definitely the exception rather than the rule, but a case can certainly be made for it with specific tanks. I yeeted the rammer from my 122TM, at least for my primary loadout. Everything about the gun except for the reload time and the dispersion values is quite nice, and of the two, you can really only make the latter competitive. Missing shots is just too costly to not improve the gun handling as much as possible, so I now I use IRM/Optics/BStab on most maps. The gun is much more consistent and I land more shots, and just have to accept that sometimes the frustration will come from not having the gun reload quick enough rather than missing. But the tank is more enjoyable and effective this way, at least for me.
I do have the secondary loadout with Turbo/Rammer/Stab for Mines and city maps where view range doesn't matter and brawling is kind of inevitable.
The way I see it: The longer your reload, the less likely that you're still going to have a shot on the enemy upon reloading. Whenever you shoot someone, they are incentivized to to go to cover. And if they are in the open with no cover, your allies will likely be shooting them as well, increasing the chance the enemy is already dead when you're done reloading your slow gun.
So for me, fast reloading tanks benefit the most, since they have the biggest chance to still have a shot on an enemy after reloading. Thus increasing the amount of times you're firing on reload.
As mentioned in the video of course, I do agree that brawlers or tanks with armor that can afford exposing themselves a lot are a very big exception, and should definitely be taking a rammer. Provided the gun handles okay and doesn't miss a lot. If that's the case, I would first prioritize actually hitting my shells.
Same kinda goes with very fast tanks. They can reposition very well, and are more likely to out position an enemy by flanking and the like, to be able to get multiple shots on reload.
This game is mostly about opportunities. When you see a target gets lit up, you have to take the chance to shoot them. If you're too late, they'll likely be despotted and in cover, or already dead. Especially considering that high alpha is popular, and therefore king in WoT.
If a tank with 2000 HP gets spotted, it only takes like 3 high alpha shots of 700+ to kill it from full. Imagine you have a team with an E-100, 60TP, some TD's like an E3 or a Ho-Ro, and anything will simply die when they get spotted. Especially by the time you're reloading your slow gun with your rammer.
Most importantly is, I would just recommend analyzing your own gameplay with tanks, and simply look how often you're firing on reload, and if you can improve your gameplay to do so, and if not, decide to drop the rammer if you're convinced that you're really never getting any use out of it.
U have a point. After many games and testing i droped rammer out of ISU152K. Because i had hight DPM on paper, but in reality: I had more then 3 sec. aim time which holding me from firing after reload and locking on targets. So, kinda i had unused time on reload with rammer. So i droped rammer and increased aim time with exp. aiming unit and GLD. So, instead of rammer i shawed my firing time less with less aim time.
For most light tanks I tend to drop the rammer for a scout build but have it as the second option to turn it into a light attack tank on maps like Himmelsdorf. I still have a lot of tanks setup more for fire power probably because I've played the game on and off for years.
Lights and everything that has so few shoots per game (FV for example) where it's more important to me to actually hit the shot. Everything else, it's a no-brainer for me to take the rammer. It's not about firing on reload 24/7, maximizing the dpm. It's about situations where you have a 2 shot on reload streak. Situations where the ally kills him just before you were able to. Situations where I have a small reload advantage over the enemy and I kill him in a facehug instead of him killing me. Situations where I can give a second shot to a guy trying to drive behind a corner, where without a rammer I wouldn't have gotten that second shot on him. For these situations, and they occur way more often than one may think, it's absolutely worth taking the rammer.
If the ally kills him right before you do then is it really necessary to steal the kill?
Jpe100 on open maps may not always fire on reload. I take lose in dpm over not pening because shot goes wide.
Maps pay key role in equipment you use
I don’t brawl like I used to. Plus with the introduction with all the new equipment to improve accuracy and dispersion why pick rammer if you can’t hit accurately.
Next video "Should you drop everything - Its all placebo" nah I'm just goofing around, good video bratha
Fascinating video. I'd like to share a different point of view. You mentioned that so long as you are brawling, meaning that you fire on reload, a rammer is non-negotiable, especially for guns with long reload. I would like to disagree. Shooting faster only matters if the gun, map, tank, player skill, team, matchup and hardware allow for it to be useful.
The IS7 the the perfect rammer-candidate. It's got amazing turret movement dispersion, can peek hulldown without exposing a weakspot and is amazingly mobile. Chances are you can get into your desired position and then peek without much risk. The PzVII? not so much. Soft stats are dramatically worse. Additionally, some weakspot is always exposed while peeking. The JP E100 is an especially strong disagreement from my side. JP peeks when it is loaded, and 3 seconds sooner rarely means anything when compared to actually hitting stuff consistenty with rotational mechanism and aiming device.
Was waiting for this...I drop rammer when is diference in reload is less than 0.5 sec (stb) and where you need to improve gun handling.
Dropping the rammer on long reload/low dpm tanks was one of the most liberating and beneficial changes i made to my gameplay. Embrace the slow reload and adjust gameplay and enjoy the benefits of added mobility or accuracy.
Being able to shoot someone twice for every shot they take is important.
with vents you might have to high of a reload to be able to do that
Most of the time when I use vents is to buff the tanks ground rezistance, especialy when it can't reach top speed on hard ground and a skill is not enough
Thanks, Max! Learned a lot about social animals.
If you have a big gun like JP E100 with bad reload and accuracy, think about sometimes switching rammer for aiming device, reload doesn’t mean much if you miss
I quite like dropping the rammer, HP from hardening, max view range in case you can get it with optics, turbo on everything, grousers if you need it, CVS in alt configurations
Rammer is cool and I wouldn’t drop it on high alpha mid DPM tanks but that aside I’m starting to let go of it if any other equipment can work (my 274a doesn’t have a rammer notably, HP OR Optics/Vstabs/grousers)
I love the background Tarkov music... always so mysterious
I ended up dropping it on Lis while doing 2nd mark since the gun handling on that tank with 5 skills crew and food is beyond horrid. Games with less than 1/3 hits were quite common.
Tried it on a couple tanks and I liked how it worked out.
If you want to know if DPM means anything in current meta, play AT 15 with 20pdr, it means nothing most of the time, if you are not on the top MM bullying tier VI and VII. Utilisation of DPM are completely incidental in battles. Gameplay looks like this: u either most of the battle exchange shots (vehicles with armor and HP) or you wait for windows of opportunity to give any shots at all (in case of most meds and snipers). In both cases alpha is preferable (and DPM is handy only if alpha becomes tolerable like Turtle, or is even greatest like Grom), or burst in case of autoloaders etc. though rammer cannot be mounted on them (except Chi-Ri). Thats why high alpha and high burst vehicles are among the most OP and appreciated vehicles in normal random environment, which might not translate into CW, Onslaught and other modes. Gameplay in random looks like this: you go to the position, you shoot once and you hide, change position, wait for enemy to be spotted or make mistake and be aggressive, you have plenty of time to reload. Autoloaders/autoreloaders with few exceptions have low DPM yet are not bad at all, because they actually dmg when it is possible, and its singular moments. So yeah, get rammer on brawlers, that is the only group that can fire at reload more often than not.
I use purple rammer, rammer directive, vents and optics on my obj140... puts me at 5.01 second reload time. If I use food, it goes to 4.48, or something like that. That is brutally fast, and has won me many 1v1's. The only tank I come against that even comes close to that and survives my obj140, is that tier 10 british rear turret mounted heavy. It's turn rate is so fast, it's the reason I lose. I just can't get behind him. The obj907 is very similar too.
When you drop vertical stabilizers from s.conq, or some tank like E5 that is borderline a vstab must, you just have to aim a bit longer. When you drop the rammer you just have to reload a bit longer. But without vstabs you can shoot without fully aiming and not wait the entire max reduction of the aim circle size (better aim circle mod helps) Without rammer there is nothing you can do.
Drop rammer can be, and is a formidable option to any vehicle where U technically can't use your DPM, or U can use other options with a higher outcome. Any spotter can choose better options. High alpha paper TD-s has offten also better choices (as after a shot usually either U or the enemy goes to cover makes pure DPM rarely useful). For some medium range supporters there can be also issues which limits the performance in their role more than the DPM.
I dropped it in some rare case but mostly for full camo/view range, or gun accuracy setups as i found them more important sometimes.
With crew skills it's vents meta. People just don't realise it yet. If you have a jacked crew and food using a big vents is a huge increase to your tank.
Again, the in-balance that premium consumables like food provide are downright obvious. Good video
i run no rammer on my jag e100 just like fv its more important to hit your shots than to have 2s less on 24s reload
This is interesting, I feel like your philosophy on gun rammer is actually quite different from Quickybaby which the steam had a discussion about this about 2-3 weeks ago
I rarely use rammer outside of DPM tanks. All my crews have max skill levels so vents is invaluable. Also 7.5% Vs. 6% is a 25% gain, same as on rammer. If the tank has to commit to a fight rather than move between shots then rammer works, or if you're sniping from the back and can get out several shells when someone makes a mistake. Oh, regarding dpm, you need to hit your shots to count, a miss makes a big difference to dpm and vents/aiming do help a fair amount on certain tanks.
i drop the rammer mostly on light tanks, or tanks that have very bad gunhandling, or abysmal dpm. For example I dropped the rammer on the vk 100 and I have almost three marked it, i m at 93%. for me it works because it has long aim time and in late game you can t chase damage, so you wanna have improved accuracy to hit targets from a far. in brawls, you already have a long reload compared to other tier 8 heavies so it s better be sure every shot counts.
3 gunmarked the grille with optics, rammer, and binos; but when the grille was still good. i was playing it often as a brawler
8:28 IS-7?
This is my 2 cents on rammer. What are you replacing the rammer with? Obviously for a tank like the FV4005, you can replace the rammer with something that allows you to hit more accurately, which matters more than a few seconds of reload. Also it’s based on personal experience, does it happen in every game that you could’ve landed another shot had you reloaded a few seconds faster? Do you get to fire on reload a lot? Keep in mind higher dpm (aka rammer) only becomes useful when you use it, so having a loaded gun but not firing means you don’t need the rammer.
This was great, a lot of food for thought, especially with regards to TDs which I almost always put a rammer on, but apparently shouldn't, and almost all tanks in general that are brand new to me and have crew with little or no perks - why bother using vents?
Max is the best CC for WoT. Nice job and thx for the advice.
imo the worse you are, more sense it makes to drop rammer, better you are more important is dpm.
This is actually the right answer. Fieong on reload is something i do with autoloaders and very very sneaky mobile snipers like leo 1. But most of the time there is very little to no firing on reload because either there is nothing to shoot at or its a bad idea to leave cover. And nothing to shoot at also means having multiple targets but cant hit anything that penetrates. Espeically with the IS-7 where even premium rounds struggle to pen t10 heavy fronts.
The number of rounds you fire is less important than the number if rounds you hit with, and the number of hits is not as important as the number of pens.
To get hits you need to be able to see the target, aim and fire.
If you brawl a lot you want the rammer.
If you usually fire at medium or longer range then i think the question more open.
You cant afford to drop rammer on Obj 140 because you then lose the ability to reliably permatrack. That's often the only way to get 320 to work on a tank that can't brawl as well as the 907
Feeling like ive moved up on the spectrum just by watching this video
Max, love your channel. Keep up the great work. Or, as you chaps would say, "good show!"
i'm a vent enjoyer now after the crew change..
thank you for the information...sometime's it is a game of millie secound's.
Just a question if anyone knows.
What does it cost to demount experimental equipment?
Does it cost the same if you sell a tank?
Thanks
im a 3500 wn8 player and i drop rammer for gun handling all the time, turbo is my most used piece of equipment followed by vertical stabilizers
Rammer is overused but very relevant. If you're in a close range flanking battle, you want reload speed. This is why reloaders and autoloaders excel at flanking.. shells in the air. If you're in a arty, you want a rammer because the it takes sooooo damn long to reload.
I would never drop a rammer for vents, but for vstab, turbo, hardening, maybe AIU/IRM - could be viable.
Grille and fv4005, i dropped the rammer. Neither tank i put it in situations i require max dpm, would rather the handling over rammer and make my DPM count instead of thumbling an extra round down the range everyone once in a while
answer: only in certain tanks, almost every tank benefits from rammer the most
I realised that i dont need rammer in with my e50m :D propably the worst dpm of all meds, but i hit every shot so the dpm in the end is the same. And i rather hit shots than be realoaded with no enemy in view :D (i play rammer on e50m but not on tanks that need to hit shots first) often im in situations not brawling. Sometimes you have to run and hit shots out of a long distance and damn.. e50m is king!
I do drop the rammer on tanks where eaven if u reload faster u cant hit jack ####
I think rammer is 95% must have for "ideal" play. But many of us are not that skilled to get a leverage from that extra dpm so by choosing another equipment we can actually improve our results. Hardening device comes my mind for example. Extra HP most of the time enables us to shoot one more round before going down.
Usualy if the accurasy is really bad i drop rammer for aiming unit. Not sure if it matters on stats but works for me. I will rather try to improve the amount of ahots i hit over the shots i fire.
W vid I love and agree with all your opinions. I really appreciate how you are not as extreme as Chems, but aren’t ridiculous like Qb 🙄.
Shooting and dealing damage are different things, many people complain that tanks have low DPM, but can everyone boast of effectively dealing 2000 damage per minute? I still think that the rammer is needed first of all by tanks that have a fast reload since this is their main function, and tanks that play from positions need to improve their accuracy first of all.
Imo Vents is often the 4th best equipment.
For heavys youd want rammer turbo stabs or hardening, same for meds with maybe optics or cvs
Lights have cvs low noise and optics
Only TD and arty remain and artys usually cant use Vents
that leaves us with some TDs and low tier vehicles that dont get cvs or stabs
Why even use the K-91 if you aren't shooting on reload? You should be a support tank from medium ranges (maybe even close range if you're really good). That still leaves you firing on reload sometimes.
I drop the rammer in my FV4005 cos the increases to gun handling and the nature of its playstyle means that the extra DPM isn't needed for it to perform well.
Since on EU, it doesn't get vstabs, I use Improved Rotation, Turbo, and Improved Aiming Mechanism V3, since the the shitbarn is obvs for peaking.
Also if you're playing the IS 7 in a platoon and are doing a ramming speed build, dropping the rammer in that case is something a lot of people do, as more mobility can be better in some situations, but I guess thats what the alternate equipment slots are for,
its like war thunder or dead by daylight
imaging a tree, a tree is the problem
and then you want by magic to get rid off with your hands cause i dunno your a god
but then there's the root
and you see that..this root connect to all the other tree
you wanna remove the rammer in world of tank
great...good idea seems fine for everyone
but then come the second guy saying "hey check out about that french vehicle that can spot you from anywhere and you cannot spot him but 10 meter range
what about removing/fix the spot thing from this game
good..but then something else happen and its that now the competitive people would be angry because they had they're game like that they"re whole life
and begginer will have easier time playing this game like goober
but then a third guy came and say's
hey you all..check out that op tank everyone is playing
and then your a devlopper, everyone say "fix that tank"
then you fix it, and then they will say the second tank is op
then you would fix every tank and the begginer will come to say this game is boring
so uhh..i said it very badly with horrible english
but my point is, you can't fix shit when a game is badly made to begin with; especially if devlopper won't listen
which happen too often..
I'm with you. Brawling tanks need gun rammers. When you play smth with big gun and long reload that has to be more careful aswell (T30, XM, JP) I think it's not mandatory. I don't know about the K91 example. If rof is my greatest strength I wouldn't want to sacrifice smth in that department.
I dropped the rammer on BZ-176
Yes the theoretical dpm goes down but in reality i just hit almost every single shot. I can snap on targets 400m away from me while going 53km/h on the rockets and i have similar chance of hitting as for example leopard 1 with no stab.
No kidding, with my setup i have these dispersion:
0.12 moving
0.13 tank traverse
0.09 turret traverse
2.10 after firing
I can literally snap enemy BZ cupola while on rockets. Once my friend argued with me that i am stupid because i dont use rammer and hardening on my bz. I dared hit to 1v1 me. He got shot in cupola on move and then died and didn't even land a single shot at me until i went close to finish him because I didn't give him a chance to fully aim and i just didn't have to aim... Amd the one hit he scored az the end... He splashed me for like 90 or something cause he didn't hit the lower plate on like 50 meters. Sure at close combat id rather have the hardening and rammer so i have these in my secondary setup but i hardly ever use it as i am used to the gun behaving very good. + I very much enjoy sniping other BZs or defenders cupolas ehile they struggle even hitting my tank
Just trust me on this one, you can drop the rammer on high alpha tanks like ISU-152, that's how I marked it, though, I am aware, it's a rather easy tank to mark. But never drop the rammer on low alpha tanks like Centurion 5/1 or other mediums with 240-250 alpha damage. There should be a few exceptions to this golden rule, like WZ-114 and 122 TM for example, they have good alpha, but DPM is exceptionally low and rammer is a must on these kind of tanks.
Time for me to sit back, grab some popcorn, and enjoy the comments (both good and bad)
Nice concept vid.
5:47 I citate Chems: ,,The vents are the cope equipment‘‘ It’s the rations and brothers and arms. So yeah
Quote him also and say the ñword
Depends on the tank, do they reload slow but hit really hard but their gun handling is ass? Then yea just go ahead and drop it and improve it's accuracy. Does it reload in 6 seconds or less? That's pretty good dpm and a rammer won't reduce it any lower than that so may as well get something else. Is the tank middle of the road with okay gun handling, and okay dpm? Slap a rammer on there it'd pay for itself.
In almost all cases the rammer is the best piece of equipment when it comes to firepower. But you could drop it for very bad gun handling tanks to improve gun handling and make sure more shots land. As for vents it's highly overrated imo, but to each his own, that's why we have different equipment options
I mean vents and rammer will maximize dpm along with food and bia
but its nto always optimal. When second markign my E75 and IS7, I went for Rammer and V stabs, Fuck them vents.
I have an updated bounty rammer (+3mio Cr.) on my KV-1, 57mm single gun.
Not the well deserved RewardTank i demand since years, KV-1 double barrel 57mm.
Not to be taken from my hands until my demise.
Am i the only one who thinks exactly the opposite? Here what i think:
1) With every tank with high fire rate / high dpm (k91, obj140, comet ecc) they shot so fast you simply don't have time to shot, get in cover, peek again and shoot because you lose so much time and usually these tanks have less alpha damage so it's not efficient. You better stay out of cover and shoot 2 - 3 times to trade with tanks with higher damage so it's very important to fire as soon as possible.
2) With every tank with >10 sec of reload, usually they have big alpha damage and bad gun handling. So you have plenty of time to shoot, get back in cover and wait for the next opportunity... And the more alpha is the more gun handling is bad (usually) so it's very important to make the shot count, boosting gun handling and not reload time.
Does this make sense for anyone?
The second applies to the FV4005 example he showed. I wouldnt say every >10 sec reload vehicle tho.
The first really depends imo on the map, if you have corridory map, then yeah, you dont need VR, you dont need that much speed (you are not going anywhere, you cant hit any early shots), you dont need that much accuracy. So what you need is HP. You dont need DPM that much but it is still the second thing you may happen to use if its one-sided win/lose in which enemy will be pushed or pushing and will be exposed to you for a prolonged moment, so you can utilise DPM. But if its open map? You are either a sniper or spotter and less of a brawler in medium, so you need accuracy, speed and VR/camo. If you already have good accuracy or speed then mybe you should take rammer. Or vents to boost everything a little.
But, I need to fire quickly I NEED the speed.. ugh..
I drop it on tanks with long reload times. FV, 122tm,wz114 etc
I droped the rammer on my KV-5 but not on the KV-4. KV5 i focus on ram and survivability. KV-4 on standard gameplay
Rammers are a honey pot for new-ish players. Damage is important but it’s completely useless if you miss every shot and can’t reposition in time. The real kings in this game are mobility and gun handling. The idea of “brawling” in WoT is non-existent in 2025. “Brawling” now means “you’re about to be gang banged from 3 directions unless you move away”, you’re never going to shoot on reload 1v1 with someone, so trying to rely on reload time is a guaranteed loss. Also, think about why are you even playing the game? I try to play it to enjoy my time, for example. And I find that playing on a more comfortable tank (with good gun handling and more mobile) is waaaay more fun than with barely moving piece of RNG junk that misses every shot but which has 200 more dpm!
If you can fit it on something that doesn’t mind compromising some other characteristics (like Soviet heavies don’t need optics), then for sure it makes sense. Otherwise, try dropping it for something else and you’ll see that you actually enjoy the game more when being able to apply your tank more often and more consistently than trying to hunt down the elusive opportunity to land 2-3 shots on reload