Deciding what equipment to put on your tanks in World of Tanks is a very important decision since it can greatly change how a tank performs and allows you to cater to your own personal style of play. This World of Tanks equipment guide will touch on what each piece of equipment in World of Tanks does and whether or not it is worth putting on your tank. To find specific equipment load-outs for a certain tank hop over to the tank guide/review section which will cover equipment for specific tanks listed there.
There are two types of equipment, removable equipment and complex equipment. Removable equipment sounds what the title suggests since it is able to be removed from a tank and moved to another with no cost. Complex equipment however requires you to demount it for 10 gold.
The camouflage net gives a tank a boost to it’s camouflage value and varies depending on your tank class. Light and medium tanks receive a 10% increase, heavy tanks and SPGs receive a 5% increase, and tank destroyers get a 15% camouflage increase. Being that the camouflage net is cheap when it comes to equipment(100,000 credits) and weighs 100 kg it is easily equipped on tanks and is equipment newer players can move from tank to tank to give some bonus on their tanks early on.
However, for the camouflage bonus to work a tank’s hull must be stationary for 3 seconds for the bonus to kick in. This delay limits the usage of the camouflage net since it only works when you are stationary for 3 seconds and not when you are moving around out of cover and vulnerable. It’s best equipped on tank destroyers since they get a 15% boost(especially ones with turrets so they keep the bonus with their hull not moving as much) and tanks that will be passive scouting(light tanks mainly). In the grand scheme of things it isn’t that great use of an equipment spot especially at higher tiers.
The 25% bonus to view range the binocular telescope gives is a huge boost over coated optics that only gives 10%. Like the camouflage net the binocular telescope requires the tank hull to be stationary for 3 seconds before activating it’s 25% view range bonus. The cost of the equipment is 500,000 credits and it weighs 50 kg. This piece of equipment is good for tank destroyers that play well at long range since it allows them to see enemies at a longer range before they are spotted themselves. It also is suited for passive scouting since a light tank(or medium) with already good camouflage and a 25% view range bonus stacked on can be a deadly combination.
Much like the camouflage net the binocular telescope is hampered by the 3 second stationary hull requirement that limits what tanks you should use it on. Since it only works when you are not moving it also won’t be there to help you on maps where you cannot set up and let the bonus come into effect which will put you at a disadvantage against enemies running equipment that gives them bonuses while moving.
A great piece of equipment for newer players and/or new tanks where your crew does not have repair leveled up is the toolbox. The toolbox grants a 25% repair speed increase that helps you repair modules at a faster rate. It’s price is 500,000 credits and it weighs 100 kg. Since it is removable it is a good piece of equipment to start with on a tank where you have a new crew or on a tank where you can’t afford to buy a new piece of equipment on. When you have an experienced crew ready or the right equipment then you can simply take it off and move it to the next tank. The 25% repair speed increase is very useful, especially on heavy tanks, but once you have the repair skill on your crew leveled the toolbox becomes redundant.
Overall the toolbox is a good piece of equipment to use as a temporary equipment piece until you either have the repair skill leveled or a more specific piece of equipment ready to equip on a tank you will be keeping.
Additional grousers provide better terrain resistance on soft and average ground. They give modify the terrain resistance for soft ground by 9.1% and 4.8% for average ground. The cost for additional grousers is 250,000 credits and they weigh a whopping 1000 kg. Since they weigh a lot they actually do not improve the mobility on some lighter tanks by that much and even so aren’t that useful.
There are better options as far as equipment goes then putting on additional grousers that make your tank heavier and only improve mobility in soft/average terrain.
One of the more useful equipment options is coated optics that provide a 10% view range bonus that is active at all times unlike the binocular telescope. The cost is 500,000 credits and they do not weigh anything which is a nice bonus.
Since coated optics is always active it is great on pretty much every tank since if you cannot see an enemy then you can’t shoot them! It is also always active which is nice since you are always receiving a boost from it unlike binocular telescopes which only work if you aren’t moving. Overall this will be one of your most used pieces of equipment and works well on any type of tank.
The cyclone filter adds 50% of your engine’s hit points to that module to make it harder to damage/set on fire. This is good for tanks that have difficulties with engine damage since it gives a large boost to the engine’s durability. It is only available for Russian and Chinese tanks(some premium tanks are excluded though if they are lend-lease). The cyclone filter costs 500,000 credits and weighs 10 kg.
While the cyclone filter does it’s role well in making the engine more durable it is a waste of an equipment slot. In most cases you can a) not show the enemy your engine or b) train crew skills to prevent engine fires. More importantly it is more important to equip equipment that boosts areas such as vision or firepower than engine durability since you can cover up your engine in most cases.
Enhanced Gun Laying Drive
Reducing your aim time helps get your shot off faster and more accurate and the enhanced gun laying drive does just that. It provides a 10% reduction in aim-time and is great for tanks with a long aim-time. It costs 500,000 credits and weighs 100 kg.
For self-propelled guns this is a must as far as equipment goes since it helps offset the very long aim-times most SPGs have. For other tanks the enhanced gun laying drive is useful for tanks with a 3 second or longer aim-time and/or a tank that cannot equip a vertical stabilizer. For tanks that have aim-times in the mid 2 second range or lower it is always better to use the vertical stabilizer over the enhanced gun laying drive. For tanks around the 3 second mark or above then it is better to use the enhanced gun laying drive and in most cases the vertical stabilizer is recommended as the second equipment piece as well.
Enhanced springs come in several variations with different names depending on which tank you are looking at. However, they all provide the same bonus which is a 10% suspension load limit increase, 30% hit point increase to suspension hit points, and 50% reduction in damage to the suspension from falling. The cost of enhanced springs varies from tank to tank and ranges from 20,00 credits to 600,000 credits. All enhanced springs do not add any additional weight to the tank.
The primary use of enhanced springs is for a temporary piece of equipment(remember it costs 10 gold to demount) since it allows you to sometimes skip unlocking the upgraded tracks on a tank to begin a new tank. This allows you to add on other equipment and also equip the upgraded turret, engine, gun, etc. before the tracks. Other than that it does help with making your tank harder to de-track and to mitigate most damage from falling. However, in the grand scheme of things it isn’t that useful as far as equipment goes and doesn’t help you to justify using it often.
Fill Tanks with CO2
Costing a whopping 500,000 credits and weighing 50kg fill tanks with CO2 adds 50% to your tank’s fuel tank hit points. While some tanks do suffer from fuel tank damage this equipment isn’t that useful in the long run. Learn where your fuel tanks are if you having problems and/or train crew skills to help avoid fires. This equipment is expensive and doesn’t provide boosts that are important(vision/firepower) and is highly situation dependent which limits its usage.
Improved ventilation improves your crew’s skill/level by 5% and influences things such as view range, reload time, aiming time, and other standard aspects of a tank. Although the bonus is 5% it doesn’t actually boost specific values such as reload time by 5% and is a lesser amount due to how World of Tanks calculates performance based on your crew level/skills. Although it isn’t 5% the added boost across virtually all aspects of your tank is huge since it gives you a slight boost across the board. Improved ventilation comes in three classes depending on the size and class of your tank. Class 1 costs 50,000 credits, weighs 100 kg and usually can be found on lighter tanks. Class 2 costs 150,000 credits, weighs 150 kg, and is usually found on medium tanks. Finally, class 3 costs a staggering 600,000 credits, weighs 200 kg, and is found generally on heavier tanks.
Open topped vehicles do not have the improved ventilation equipment as you might expect because there is no need for it due to the lack of an enclosed turret. The bonus of improved ventilation is added to open topped vehicles even without the option of having it capable of being equipped. Since improved ventilation doesn’t provide a significant boost in one area it sometimes is overlooked. Typically it is best used on tanks that do not have access to a vertical stabilizer, gun rammer(some auto-loaders), and/or need increased view range. If you are looking for the best possible reload time then having improved ventilation, a gun rammer, and brothers in arms will allow you to never be at a disadvantage firepower wise against an opponent in the same tank.
A spall liner reduces damage from non-penetrating high explosive shells, damage taken from ramming another tank, and also reduces damage dealt to your crew. Depending on your tank you can equip a different level of spall liner that range from a light spall liner to a super heavyspall liner. The light spall liner adds 250 kg and costs 50,000 credits and the medium spall liner adds 500 kg and costs 200,000 credits. Moving up to the heavy spall liner you will be adding 1000 kg to the weight and it costs 500,000 credits, and finally the superheavy spall liner weighs a whopping 1,500 kg and costs 750,000 credits. Starting from light the amount of damage the spall liner reduces starts at 20%, and increases to 25%, 30%, and then 50% with the superheavy spall liner.
Generally the spall liner is suited best for tanks that can equip the superheavy spall liner since the tanks that can equip it usually benefit from it the most(due to the 50% damage reduction). Since the spall liner also adds a large amount of weight it will make any tank that equips it lose mobility, especially if the tank’s engine isn’t that great to begin with. Since the spall liner only comes into effect when HE doesn’t penetrate or ramming damage is taken into account it means that it benefits heavily armored tanks the most that will be getting hit by many HE shells(while also not letting them penetrate).
To a lesser extent a spall liner can be equipped on tanks that excel at ramming but personally I feel like it is a waste since it hampers your mobility. There are some exceptions with heavier tanks like the KV-5 that are still surprisingly mobile and adding in a spall liner to assist with ramming is appropriate. However, adding a spall liner to a light/medium tank in most cases doesn’t give you enough of an incentive to decrease your ability to move around and lose an equipment slot for something else.
Tank Gun Rammer
The tank gun rammer is one of the most used and important pieces of equipment in World of Tanks. That is because it reduces the reload time in a tank by 10% which as you might expect helps you do a hell of a lot more damage compared to a tank without one. It’s recommended that all tanks use one if available(most auto-loaders cannot equip one) and only scout tanks should think about not equipping one. Gun rammers come in two different classes which are tank or artillery. Medium-caliber tank gun rammers weigh 200 kg and cost 200,000 credits while heavy-caliber tank gun rammers weigh 400 kg and cost 500,000 credits. Medium-caliber artillery shell rammers weigh 300 kg and cost 300,000 credits while heavy-caliber artillery shell rammers weigh 500 kg and cost 600,000 credits.
The gun rammer should be one of the most used equipment pieces on your tanks since it influences your ability to inflict damage on your enemies.
Vertical stabilizers help with the nagging issue of poor accuracy while your tank is in motion. A vertical stabilizer provides a 20% reduction in accuracy penalties and significantly helps with accuracy while moving and after your tank stops. It does not change the size of your aiming circle after fully aiming in and does not make that aiming circle aim in any faster. What a vertical stabilizer does is make the aiming circle 20% smaller when it is affected by accuracy penalties from moving your tank. This makes it easier to hit enemies from the get-go and allows you to get to the point where your aiming circle is small enough to hit what you want to.
The vertical stabilizer comes in a mk. 1 and mk.2 variant based on what type of vehicle you are driving. A vertical stabilizer mk. 1 is reserved for light and medium tanks while a vertical stabilizer mk. 2 is for heavy tanks. Typically lower tier tanks do not have access to vertical stabilizers and most tanks gain access at tier 8, although some tanks do gain access as early as tier 5. The mk. 1 variant costs 500,000 credits and weighs in at 100 kg, while the mk. 2 variant costs 600,000 credits and weighs in at 200 kg.
Wet Ammo Rack
A wet ammo rack weighs 1% of a tank’s weight and either costs 200,000 or 600,000 credits depending whether it is class 1 or class 2. What a wet ammo rack does is add 50% to the health point pool of the ammo rack in a tank. For some tanks the ammo rack is either very weak as far as module health goes or the ammo rack is located in a place where it is hit often. For tanks that fall into either category it makes sense to use wet ammo rack if you do not have the proper crew skills trained or cannot cover the ammo rack up.
Overall it does its job well since it makes it difficult to take out the ammo rack module. On the other hand it is something that can be accounted for if you try to prevent enemies from shooting the ammo rack and/or training crew skills to help the ammo rack out.
Below are some standard loadouts to use for a general tank type. Keep in mind that some tanks will perform better with a different equipment set up and also that your style of play might want a different setup. This is primarily a guideline to reference and to build off of and you should experiment if your own equipment builds to suit your own personal playstyle.
Light Tank (Active Scout)
Gun Rammer | Coated Optics | Improved Ventilation/Vertical Stabilizer
As an active scout you want to be able to move around the map with good view range and also still be able to do damage without stopping. The coated optics gives you better view range while moving and the gun rammer reduces your reload time. If your light tank has a vertical stabilizer available then equip that to help with accuracy and if it doesn’t then go with improved ventilation.
Light Tank (Passive Scout)
Binocular Telescope | Camouflage Net | Gun Rammer/Improved Ventilation
Unlike an active scout a passive scout tries to set up in key locations and remains hidden by camouflage values and view range. A binocular telescope gives you a huge boost to view range while stationary and the camouflage net helps you remain hidden while stationary as well. For your last slot you can pick a rammer for more damage or improved ventilation to maximize your view range while also reducing your reload somewhat.
Medium Tank (Vision)
Gun Rammer | Coated Optics | Vertical Stabilizer/Improved Ventilation
For medium tanks that will be moving around towards the front lines often and also scouting to an extent you will follow something similar to an active light tank scout. The gun rammer and coated optics work well together since you will be moving around a lot near enemies. A vertical stabilizer is crucial and a lot of medium tanks have access to it, but if you do not then improved ventilation is your next best choice.
Medium Tank (Damage)
Gun Rammer | Improved Ventilation | Vertical Stabilizer/Coated Optics
Mediums that are focused on dealing damage either from far range or close range follow a similar set up but improved ventilation becomes more important. The gun rammer/improved ventilation will give you the shortest reload time possible and is a must. For your third slot you should equip a vertical stabilizer unless your tank has great accuracy while moving in which case coated optics is the better choice.
Heavy Tank (Short Aim Time)
Gun Rammer | Vertical Stabilizer/Coated Optics/Improved Ventilation/Spall Liner
Heavy tanks should always be equipped with a gun rammer to reduce its reload time as much as possible. After that it is a toss up depending on whether you have access to a vertical stabilizer, in which case then equip it. Coated optics help because you will be mobile and will want to see incoming enemies and improved ventilation will help your tank all around. A spall liner is useful on heavier heavy tanks that have access to a superheavy spall liner since it provides the best boost and personally if the only useful variant of the spall liner. Heavy tanks are the hardest to suggest an equipment load out since they vary by a lot compared to other tanks.
Heavy Tank (Long Aim Time)
Gun Rammer | Vertical Stabilizer | Enhanced Gun Laying Drive/Coated Optics/Improved Ventilation/Spall Liner
The only change with a long aim time heavy compared to a short aim time is that you should factor in an enhanced gun laying drive. If you can equip a vertical stabilizer then do that before an enhanced gun laying drive and if you do not then grab the gun laying drive. After that it comes down to the specific heavy tank and what areas you want to focus on.
Tank Destroyer (Good Armor)
Gun Rammer | Coated Optics | Improved Ventilation/Toolbox/Enhanced Gun Laying Drive
Being a tank destroyer you want to have a gun rammer to maximize your damage capability. For tank destroyers with good armor you will hopefully be fighting closer to enemies and thus coated optics will help you maintain good view range while advancing towards the enemy. For you final slot improved ventilation and an enhanced gun laying drive are your best choices. A toolbox is also a good option if you do not have the repair skill on your crew at a high level to prevent being flanked without having a turret.
Tank Destroyer(Poor Armor)
Gun Rammer | Coated Optics/Binocular Telescope | Improved Ventilation/Enhanced Gun Laying Drive/Camouflage Net
Having poor armor a tank destroyer usually plays further back from the main fight and stays safe through view range and camouflage values. A gun rammer is still your number one equipment since it helps reduce your reload time. After the gun rammer you need to choose between coated optics and a binocular telescope depending on how you will be playing your tank destroyer. Finally, for the third slot it boils down to whether your tank destroyer has a long reload time(gun laying drive), good camouflage values(camouflage net), or if you want a boost in all areas(ventilation).
Gun Rammer | Enhanced Gun Laying Drive | Improved Ventilation/Coated Optics
Self-Propelled Guns(SPGs) are almost always at long range, do not engage enemies directly, and also have very poor accuracy and aiming times compared to standard tanks. A gun rammer is still the number one equipment option like other tanks on a SPG to maximize damage output. An enhanced gun laying drive will help with the long aiming times found on SPGs and will save you a lot of frustrating. For the third slot improved ventilation should be equipped if you do not have an open topped SPG to further help with the reload time. If you do have an open topped SPG then coated optics will help much more than a camouflage net. This is because if an enemy scout is closing in on you a camouflage net is useless since it does not work if you move your hull to try to engage them. It is better to have a higher view range to see incoming tanks faster so that you can react faster before they get to close and destroy you.
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