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The M37 [Need Assistance]

American SPG M37 Tier 3 Help Guide Tutorials 105mm HE Rounds

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gremlin181 #21 Posted Jul 23 2012 - 11:10

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reformat the text and end up with 2 posts maybe I should have a coffee and wake up before posting more

sorry

Edited by gremlin181, Jul 23 2012 - 11:17.


gremlin181 #22 Posted Jul 23 2012 - 11:13

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View PostDarkishWolfy, on Jul 23 2012 - 04:35, said:

So basically SPG suppressed a targeted tank so basically a Tank Destroyer or Heavy Tank or Medium Tank can come in for the kill and steal your kill. Then how in the world will you gain experience for your research center?

Playing arty is a frustrating experience at times but at least you don't have to worry about all the high tier tanks on the other side.
Bigger and badder the better because I seem to get more points damaging them.
In fact a nightmare line up for me is a low tier game, loads of fast scouts they are difficult to kil with an spg and they come over and kill me.

Don't care about people stealing kills because the kill is worth just a few points.
How are you supposed to gain research points ? slowly I would say, unless your really good and lucky the battles where you will get lots of damage done and or kills will be few and far between.

Grinding 50,000 points is easier with tanks than with arty imo as tanks go out and find targets and spgs wait for their team to find them and keep them spotted while you get ready to fire.
You do that and they go from 100% to maybe 85%, you appear to be just slowly grinding them down, you don't seem to detrack or get messages about crew killed or fires ammo lost etc as you do with tanks.

Personally I think they should reduce the points needed to research parts and new spgs since its a lot harder to grind them imo.

Suggestion

Do what many others do and grind the tank line to research the next spg As an american only Player go down the medium line to the Lee and then earn points on that to research the Priest. Keep playing your current SPG to get the crew up towards 100%. With a near 100% crew and rammer gun laying drive etc you should have a much more pleasant time.

DarkishWolfy #23 Posted Jul 26 2012 - 04:49

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View Postsctank, on Jul 23 2012 - 05:40, said:

With the upgraded gun it is very good for tier 3.....except it gets to fight up to tier 7!
Yeah I been there. And I also noticed its very hard to grind. This is not Final Fantasy series you know what I mean ha. How can you fix the grinding issue? Other then just keep playing for 5 hours straight.

Edited by DarkishWolfy, Jul 26 2012 - 04:50.


Niels_76 #24 Posted Jul 26 2012 - 15:36

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The downside of having to 'grind' to get to the next level has a positive side as well, it gives you experience in driving/using an spg.
Know where to set up shop for covering different areas of the map, know where NOT to be because it is a known arty spot where you will get counterbatteried quickly, knowing the favourite spots for artillery means you can find the enemy arty by their tracers when they fire and nuke them instead :)
Aiming/pre-aiming where your scouts are headed, the lay of the land / hills / dips in terrain, etc., etc.

Crew experience is usually not such a big issue on low tier tanks, it is however a big issue for artillery, even with a fully constricted aiming circle and 100% trained crew you will still miss your intended target sometimes, don't start me on the 50% crews...

Use your firing arc to your advantage: setup shop a bit behind a solid object like a rock or building but not something that is very high => you cannot be fired upon by direct fire from that direction (no LOS) but you can arc your shots up and over and land shells on them ;-)

.........__________>incoming!!<___________
......../..............................................................\
......./................................................................\
....../..................................................................\
you.......[_rock_].........................................enemy tank

Poor attempt at ascii art but the best I can do :Smile_veryhappy:
When you climb the tree to higher level artillery the bigger your splash damage will be so you do damage even if you miss your shot.
Be sure to announce when and where you will shoot by pressing t before you release your shell so your teammates will know not to get too close or risk getting splashed (friendly fire dmg = you pay in exp and credits after battle on top of pissing of your buddies and assisting the enemy team).

DarkishWolfy #25 Posted Jul 28 2012 - 03:29

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View PostNiels_76, on Jul 26 2012 - 15:36, said:

The downside of having to 'grind' to get to the next level has a positive side as well, it gives you experience in driving/using an spg.
Know where to set up shop for covering different areas of the map, know where NOT to be because it is a known arty spot where you will get counterbatteried quickly, knowing the favourite spots for artillery means you can find the enemy arty by their tracers when they fire and nuke them instead :)
Aiming/pre-aiming where your scouts are headed, the lay of the land / hills / dips in terrain, etc., etc.

Crew experience is usually not such a big issue on low tier tanks, it is however a big issue for artillery, even with a fully constricted aiming circle and 100% trained crew you will still miss your intended target sometimes, don't start me on the 50% crews...

Use your firing arc to your advantage: setup shop a bit behind a solid object like a rock or building but not something that is very high => you cannot be fired upon by direct fire from that direction (no LOS) but you can arc your shots up and over and land shells on them ;-)

.........__________>incoming!!<___________
......../..............................................................\
......./................................................................\
....../..................................................................\
you.......[_rock_].........................................enemy tank

Poor attempt at ascii art but the best I can do :Smile_veryhappy:
When you climb the tree to higher level artillery the bigger your splash damage will be so you do damage even if you miss your shot.
Be sure to announce when and where you will shoot by pressing t before you release your shell so your teammates will know not to get too close or risk getting splashed (friendly fire dmg = you pay in exp and credits after battle on top of pissing of your buddies and assisting the enemy team).
Basically you mean "Counter Battery" Which is where if the enemy artillery opens fire and your team mate, or you sees the tracer you fire back at them to respond to your second paragraph. The first you mentioned you mean to just sit in a tree or bush or something and just stay there and hopefully don't die? I heard you have to move around after each shot which I actually did one time and it was so fail. This SPG moves like a turtle and reloads like a sloth. I read on the wiki that a circle means your shell directly hits your target from above. While a reticulated circle means its coming from an angle. To get this to work, you have to have that circle (the edge of it) around the tank so it does not go over. Tried and failed. Im just trying to get to the M7 Priest but the grinding is pain staking. Its to a point were you want to quit basically.

Edited by DarkishWolfy, Jul 28 2012 - 03:29.


DeadlyTreadly #26 Posted Jul 31 2012 - 23:46

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Arty without a good crew is a nightmare. I've taken my little M37 from 50% crew up to 100% and the accuracy, aim and reload is utterly different.

The M37 is quick, has heaps of ammo at 167 rounds (the Grille has 18 rounds) and accurate with a  good crew. Never judge a tank when you start with it; 'Stock Tanks Suck'.

PassoLiati #27 Posted Aug 05 2012 - 18:15

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I have a Priest and am in the process of grinding to the M41 (27000/40000) ish. I did start at 75% for both crews and plan on doing the same for the M41. None of my crew hit 100% so far, though I think the crew on my Priest will. The grind is too much I think, once I get the M41 I will stop playing this series, even though I much prefer the play style of the artillery. The inaccruacy of the guns is just ridiculously painfull. Even though I patiently wait for the box to narrow down to the smallest it can get, and the target is stationary it still misses quite a bit, or because they are always putting you in in matches with tanks 3 tiers about you, you barely do any damage to them. A grind is do able if you feel like there is value, like you are improving but I don't see that happening,

DeadlyTreadly #28 Posted Aug 05 2012 - 19:44

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The jump from the M7 Priest (aka 'Just More M73') to M41 (aka 'The Hammer of God') is huge, the guns do almost twice as much damage. Get the second gun on the M41 and re-evaluate, you may find its now wha you were looking for.

PassoLiati #29 Posted Aug 11 2012 - 17:26

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So now that I did get the second gun onthe M41, and played it for a bunch of games, The inaccruacy of the gun remains an issue, however the damage and the splash damage has noticeably increased, the reload time and the aiming time seems to have noticably increased way more than the advertised numbers of 7.4 or somehting its more like 12 lol but now I do feel like i am putting some hurt on on tanks I am not a total waste of time. The other problem though is the cost of shells have gone up so much.

The M7Priest allows for a play style where you can take more pot shots or guess shots, and you can cb better. I did not appreciate this when I played the Priest.

Dinkus21 #30 Posted Aug 27 2012 - 17:57

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I currently play an M41, French AMX tier 5 and a Wespe. Arty like anything else needs a trained crew and upgraded gun to be useful. I have found I have to aim the M41 a little differently than the other arties or I overshoot a lot. When playing arty try to anticipate where you think the enemy will be and have your aiming circle shrunk down, don't rush your shots or it is an almost guaranteed miss, have patience. When I do Counter battery I sight on the likely places an arty would sit and extend my view range out to max. Once I see his tracer if he doesn't move 8 times out of 10 he will be a smoking wreck 3 seconds later. The M41 seems to excel at this. Try to position your arty with a least a little cover and if possible only one path of attack for any scout, I was able to kill 2 scouts that got through the lines by using this method.
  The lower tier arty have enough rounds that you can drop them on positions where you just think someone might be, but later on you will be running with 18 -20 rounds and you have to make these count, that's where you learn patience. Hopefully some of these ramblings will help.