Lets Talk About The Object 279 Issue. Currently 5.8+ KDR on Average

@FlipAllTheTables @Zephoid Watch this video from about 4 mins: https://youtu.be/hPWw6sMaCOI?feature=shared&t=237

Rounds are loaded into a ready rack on the side of the breach. As you can see, it only holds about 6 rounds. In game it holds 13 rounds… So starting off there, its wrong in game.

Secondly as you can see it takes 2 loaders to utilize the entire system, one on the left and one on the right. So in game if you kill one half, the loading time should double. (it doesn’t).

Thirdly it is a semi-autonomous system. It is noted that it fired around 5 shots per minute or 12 second reload with a fully trained crew. It is also noted its very cramped inside. https://youtu.be/rAJdE3fN-Jo?feature=shared&t=282

Drivers Compartment:
image

Drivers instruments :
image

Fuel Supply System:
image

Loading Mechanism:
image

Charge supplied to loading mechanism:
image

Loader rolls charge onto the tray:
image

Charge is pushed in:
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Official design drawings:
image

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So as you can see, they got a lot wrong in game. Reload times, how it works, and how easy it should be to detonate. Should be able to shoot the back of the turret and its gone. But nope, special russian protection.

The video you’ve shown is about the IS-7. This IS-7 uses an entirely different loading system when compared to the Object 279. The very blueprints you’ve provided show this.

On the IS-7, both the projectile and charge sit horizontally in the bustle of the turret at the rear. On the Object 279, the projectiles sit horizontally in the rear of the turret, while the charges are vertical, below the projectiles. It’s an entirely different system and it allows the Object 279 to have 13 ready rounds.

The projectiles on the Object 279 are automatically rammed into the breech. The charges are picked up by a lifting device and provided to the loader, all he has to do put the charge in line with the breech and then the automatic rammer pushes it inside the breech.

The reload rate that is generally quoted for the Object 279 is 7 to 5 RPM. WarThunder has the reload at exactly 7.002 RPM with a fully maxed out crew, and 5.386 with a fully stock crew.

Thank you for pointing this out. In game the IS-7 has a 10 second reload, and the 279 has an 8 second reload. Further showing the 279 have been given unrealistic buffs.

This is incorrect. The shells are picked up and placed into the rear ready rack which are dropped onto the back of the belt then moved forward and in. Then the charges are hand picked up and rolled onto the belt (as stated in the official documents). So its essentially hand loaded with a minor assist.

Further if you read the documents you will see the shells had to be moved from the body and side of the tank all the way into the ready rack. By the way, each one weighed about 600lbs. So the time it takes to reload the ready rack should be MUCH MUCH longer. In the neighborhood of 1 min per round.

Again, this is how the IS-7 works, not the Object 279.

The Object 279 has no belt that moves the projectiles further in. There’s an automatic chain ramming arm that pushes the rounds into the breech, as shown in the blueprint and images you’ve given.

Ramming arm

Rammer in function

Chain arm blueprint

additional blueprint

The projectiles themselves are automatically loaded, the charges simply have to be placed in front of the breech by the loader and are then pushed into the breech by this arm.

600 lbs is 272.155 kg, so absolutely not. The projectiles weight 33.4 kg, or 73.6344 lb.

Belt/chain used interchangeably in this case. We use belts now where we used to use chains so I use the term the same. Its a belt drive with a ram block on it. Most motorcycles have been converted to belts on the chain drive, but the distinction is used interchangeably a lot. Semantics.

Anyways. The atomic round was 600lbs, the other rounds still have the incorrect weight on them.

Specifications of shell OF-482M
Shell data:
General length - 670.06 mm
Shell weight:
Full load - 59.1 kg
Small load – 51.8 kg
Overall projectile weight – 33.24 kg
High explosives weight – 3.64 kg
High explosives type – TNT

“simply” again these things are not super light weight and it adds to the time.

The reload rate should be 12 - 16 seconds. 12 Seconds fully maxed crew. But she is buffed.

Also the penetration is way too high. It should be lowered. But again she is buffed. Here is the technical data:

Imgur

Secondly the rounds and charges have to be moved from the lower hull to the racks after depleted.

And lets talk about how the filler used is TNT yet these rounds don’t detonate (thanks to russian bias). Any of these rounds that get hit should be instant explosion and dead tank.

I’ve already addressed this.

The reload rate that is generally quoted for the Object 279 is 7 to 5 RPM. WarThunder has the reload at exactly 7.002 RPM with a fully maxed out crew, and 5.386 with a fully stock crew.

The YouTube video you posted only makes mention of the 5 RPM reload rate, so that value is a bit cherry picked.

What atomic round?

You see the thing is, its a problem that only seems to benefit russian tanks. Many other nations have tanks that are actually slowed down. Panthers, the 114 and others were given slower than real life reload rates for balance, but yet this abomination was given faster because its russian. See how one sided that is.

You ignored that the rounds are overperforming.

The reloading rate should be much slower, and no it isn’t cherry picked. Its a statement from russians.

The armor is also over performing.

But you can keep defending this nonsense.

It just goes to show russian bias does exist and some people will go to extreme lengths to defend it before they admit their is a problem.

No, 5 RPM is a statement from Wargaming, the creators of World of Tanks and other games.

The website FirearmCentral gives the Object 279 a reload rate of 6 to 7 RPM. I am also pretty sure that you used this website to obtain some of the images you’ve shown as you nearly copied their descriptions.

Information on FirearmCentral about Object 279

FirearmCentral images

Reloading

You are cherry picking, by definition.

Also, whether the other tanks have faster or slower reload rates is an entirely different matter on its own, and one that I am not defending or debating. The only point I’ve made is that most sources say a 5 to 7 RPM reload rate for the Object 279, and it has exactly this reload rate in WarThunder.

I did, as it cannot actually be determined if the round are underperforming or overperforming with the data you have provided.

The Russians inherently used different methods to determine what is and isn’t a penetration on an armor plate, which differs from the methods generally used by the allies (even then, the US has 3 different criterion, each one having their own definition for what is a complete penetration). One cannot simply translate the 280 mm value you’ve given to the game. It does not work like that.

Not to mention that real life penetration simply does not actually matter for WarThunder. Gaijin has decided to use a calculator to automatically calculate the penetration of a round using weight, caliber and velocity. The only way to change the penetration value of the BR-482B round is by changing these basic characteristics.

On another note, as I’ve seen someone else argue with you specifically on the penetration of the round, it overperforms against flat plates, but underperforms at 60º. It does not strictly overperform like you are claiming.

I do not know what the armor of the Object 279 is exactly like, nor did I argue about it a single time. I did not defend anything about this once.

The only things I have defended are that the Object 279 has:

  • a semi-autoloader system in real life;
  • a reload rate of 5 to 7 RPM in real life.

Do not attempt to demonize me for things I have outright not done.

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It does not. Multiple russian sources have it at 5 rounds per minute (12 seconds) as a high end. In game the slowest it get is 11 seconds (still wrong by nearly all sources).

Not cherry picking, and in game it should reflect the higher end not the lower end, especially with the known issues of russian tanks already being buffed and over performing.

I provided the source data for the M-65 and its ammunition from russian documentation. That should be good enough. Lets see the snails documentation… if they have any or they didn’t just make more up like they tend to do with russian vehicles.

Only because the snail uses a known flawed and wrong method that doesn’t give NATO and many other nations their proper performance but favors russian ammunition giving it overperformance in game. This has been documented countless times and isn’t even a discussion.

One that has been proven wrong time and time again yet isn’t fixed because it would harm russian vehicles.

I made a statement not an accusation on your part on the armor. I could make many more statements about how wrong the 279 is but this beating a dead horse. You shouldn’t think so highly of yourself to misinterpret a comment. I said the amor “is also” meaning adding to the list of issues.

At this point it is silly to even continue to address you people. You clearly need to defend this abominations position for whatever reason. You know its performance wrong, the snail knows its performance is wrong.

I would love to see why the object 279s code shows only a 15% detonation chance when the rounds are loaded with TNT.

I don’t even know why I bother really, it clearly isn’t going to get fixed and the russian vehicles will continue to over perform, not spall, and not detonate regardless of how science fiction russian vehicles perform.

I am not going to waste anymore of my time on this fruitless effort. I have shown you the flaws in the snails design, you can do what you want with them or artificially defend them despite multiple sources on multiple threads proving the snail and you guys wrong. I think it is better if I simply block anyone who defends the nonsense.

Oooh your a russian main according to your player stats. That figures. Bye.

Just searching “Объект 279” in Google and the top 3 results will mention 5 to 7, those results being Wikipedia (Russian Wikipedia makes no mention, English Wikipedia says 5-7 RPM), “pakpatriot.ru”, which says 5-7 RPM, and “armedman.ru”, which says “up to 7 rounds per minute”.

So multiple sources state 5-7 or just 7 RPM. On top of that, of your multiple sources, you’ve only shown Wargaming, which is perhaps the least important source out of them all.

As stated, you very clearly used the website I mentioned for information, yet also disregard that same website when it states an RPM of 6 to 7 RPM. By definition that is cherry picking.

Sure, never said that couldn’t be the case. My whole argument is about real life characteristics, and not how it behaves in-game. Zephoid said the Object 279 does not have any autoloader or semi-autoloader, I disagreed and provided proof. And now, my whole argument is that the Object 279 in real life did have an RPM from 5 to 7 seconds.

Again, that the Object 279 should or could have a slower reload rate for balancing purposes is an argument that I have not made nor will enter. I am purely talking about real life characteristics.

And here you’ve shown to completely not understand what I said.

Different nations use different methods to determine the penetration of their rounds. For example, lets just look at the methods that the US used.

US penetration criterion

Each one of these criterion will give different penetration values with the same exact projectile, in the exact same conditions, yet each and every single one had its own completely valid definition for “complete penetration”. And the Russians have their own methods and “criterion” for determining if a round goes through or not.

WarThunder pen values are roughly “Navy criterion” when it comes to performance. What I mean by this is that a projectile with 100 mm of penetration at a given distance will have a 50% chance of going through a 100 mm thick flat armor plate at said specific distance.

One cannot take values from one penetration criteria and simply copy the penetration to a system that uses a completely different penetration criteria. That is the problem with the source you’ve given, precisely that it is Russian documentation that uses Russian methodology which would not correspond to other testing methodology.

One of the easiest examples of rounds that overperform with the current calculator are US APCBC-HE rounds. They all overperform, from the 75 mm M61 to the 90 mm M82.

You also said, and I quote:

But you can keep defending this nonsense.

It just goes to show russian bias does exist and some people will go to extreme lengths to defend it before they admit their is a problem.

As if I have been defending the performance of the Object 279 in the game to begin with. That is a misinterpretation on your end, because I have not. In fact, I do think it should be 9.0. My only problem is when people misrepresent or outright spread misinformation on real life characteristics of a vehicle.

Excuse me?

My most played vehicles are American. My favorite vehicles are all American. I have more total games in US vehicles that any other nation. I have played Russian vehicles but I consider myself most definitely a US main. Hell, every single topic I’ve made in this forum and the old forum except one is about a US vehicle in one way or another.

What a sad attempt to deflect the argument. Not to mention that it is completely off-topic.

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Source for the 12 second reload with a fully trained crew? You’re spreading misinformation again or what? Also posting misinformation about the Obj. 279’s shell again… wtf is wrong with you?

I have posted more than one source for this in the past. I have also posted documentation, in russian. If you can’t manage to read it, that is your issue not mine. Interesting that you are hiding behind a freshly made account. Wonder why. Adding you to the list. You can go back and read the documentation that has been posted over and over again.

You’re comparing the real data at 1000m while in game at 10m…

This is what we should be comparing.

           IRL   In Game

0º / 1000m | 280mm | 321mm

30º/1000m | 240mm | 244mm

60º/1000m | 114mm | 109mm

It’s better at 0º but worse at 60º

And now the most surprising fact… you’re showing data about the wrong ammunition, which is the earlier 130mm shell that weighs 30,7kg and has a muzzle velocity of 1030m/s, while in game we have the late 130mm ammo which weighs 33,4kg and has a muzzle velocity of 1000m/s, if anything it is underperforming at 60º.

You should research more before speaking nonsense. You’re trying so hard to hate on the Obj. 279 while making yourself a clown, also how is it a freshly made account (Lvl 38)? And what it has to do with the topic? You think because i’m level 38 i’m dumb or what? What it feels to be level 100 while having negative K/D in most of your vehicles? You’re not that smart right?

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My experience facing this monster in GFAB, you have two kinds of 279 players:

  • YOLO kind with the insight of a turnip, which mostly ODL and die to the first chap with a sufficiently powerful round to kill it;

  • one who actually knows what he is doing, the highest i’ve seen was 13 kills;

if anything the 279 is an ultra forgiving vehicle, for a heavy tank it has the ultimate in the big three: Protection, Mobility and Firepower.
Protection: I’ve seen this thing shrug off 105 DM23 or 120 DM13 without much issue, you have to aim for rather small weakspots;
Mobility: for a Heavy tanks its god tier, comparing it to the MAUS is like comparing a Ferrari to a Tractor;
Firepower: this APCBC round rivals most APDS and starter APFSDS in penetration with a vastly superior post pen effect.

Also about rarity is see far more 279 when i play in that bracket then a MAUS.

The MAUS was removed because of balance issues, while still retaining a 15-20k SL repair cost, changed only recently with the economy changes.

The 279 has the same problem, godlike in a down tier and while in an uptier it can be killed, there is not really a single vehicle which it cant pen from the front and take out in a snap shot. that is the real power of the 279, it can and is mostly used in a very aggressive way. it can take the hit and almost always has a guaranteed kill in return.

What also doesn’t really help is before the latest changes in the economy (aka no loss of SL with premium, unless teamkill). when i was spading my ISR then 8.7-9.0 which start of with HEAT-FS, i faced 279 a lot and was destroyed without problem, even when people state load HEAT-FS to kill 279. This resulted in a huge loss in SL per battle since most vehicles back then even stock 5k Sl or higher, losses of 15 k SL per battle were common.

the 279 is not a rare occurrence in GFAB and seeing two of them wipe an entire flank and get kills in the double digits is some thing rarely seen in other vehicles, unless you count the BMP-2M or 2S38.

Lets not forget it is one the few vehicles that did not get moved up in BR in the last update. So it got a reduction of 0.3 in BR.

How is it “useless”? Just because night battles were temporarily disabled - very recently too.

Permanently disabled for nearly all players as it’ll be an opt-in feature in the future.