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T28 HTC
VII
Configuration
Provisions
Equipment
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1000
HP
5 / 16
266.1
View range
4 / 16
Firepower
Shell
1841
DPM
16 / 16
181
Penetration
8 / 16
310
Damage
7 / 16
150
Devices/crew damage
7 / 16
Burst damage
— / —
872
Velocity
10 / 16
12.71%
Penetration loss over distance
11 / 15
Explosion radius
— / —
1544
DPM
15 / 15
224
Penetration
10 / 15
260
Damage
6 / 15
150
Devices/crew damage
6 / 15
Burst damage
— / —
1075
Velocity
7 / 15
10.71%
Penetration loss over distance
11 / 12
Explosion radius
— / —
2375
DPM
16 / 16
53
Penetration
8 / 16
400
Damage
9 / 16
150
Devices/crew damage
7 / 16
Burst damage
— / —
901
Velocity
7 / 16
%
Penetration loss over distance
— / —
1.91
Explosion radius
7 / 16
DPM
— / —
Penetration
— / —
Damage
— / —
Devices/crew damage
— / —
Burst damage
— / —
Velocity
— / —
%
Penetration loss over distance
— / —
Explosion radius
— / —
105.0
Caliber
7 / 16
5.94
Rate of fire
13 / 16
10.10
Reload time
12 / 15
0.00
Magazin reload time
— / —
Magazine size
— / —
Shell reload time
— / —
Gun handling
2.08
Base aim time
11 / 16
0.362
Dispersion
11 / 16
Dispersion factors
0.21
When moving
9 / 16
0.21
When rotating
10 / 16
0.16
When rotating turret
11 / 16
4.00
After shot
11 / 16
Gun angles
4.4°
Depression
13 / 16
15°
Elevation
7 / 16
30°/30°
Aiming arc (left / right)
4 / 16
21.87
Turret traverse speed
14 / 16
Mobility
70.00
Weight
1 / 16
Speed
29
Forward
13 / 16
10
Backward
14 / 16
Effective Power / Weight ratio
10.78
On hard terrain
13 / 16
8.87
On medium terrain
13 / 16
7.02
On soft terrain
11 / 16
Traverse speed
21.87
On hard terrain
16 / 16
18.01
On medium terrain
16 / 16
14.24
On soft terrain
16 / 16
7.04m×3.71m×2.35m
Size
15 / 16
Armor profile
Click or tap on the image to see 3D model
Primary armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
Spaced armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
Weak
Strong
Chances of getting penetrated from 100m distance by average tank of given type:
  • — less than 30%
  • — between 30% and 70%
  • — more than 70%
Armor performance
Based on tank position, enemy tank type and shells
In battle vs:
Head on
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the side
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the back
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
Score is a recommendation whether tank is suitable for given tactic:
  • Good— perfect fit
  • Average— can perform quite good
  • Not recommended— result is not guaranteed
Click on the score to get more information.
Tactics
Tank's sutability for commonly used tactics based on tank's top stats and compared to others in the battle. Personal expirience is not considered
In:
Peek-A-Boo Not recommended Not recommended
You hide behind a cover, fully reload your gun, pre-aim and sneak out just for a second to make one damaging shot. Before enemy realizes you are hidden again. Decent mobility and aiming stabilization and you surely can pull this one off.
Long range sniping Average Average
Hiding in the bush on the hill and shooting at enemies on the other side of the map. If you don't mind all the hate that comes with it then you just need good dispersion and penetration to make every shot count.
Front Line Average Average
Forget rocks, hills, buildings and all other cover. Make youself a cover for your teammates. Of course, this works only if you have very good armor and know how to use it or… well if you're already dead.
Circle Of Death Not recommended Not recommended
Drive behind slow tank destoyers and heavy tanks and keep circling around them to avoid being hit while making easy shots into the back of the enemy. Good traverse speed and acceleration is required.
Hit & Run Not recommended Not recommended
Hide in the bush, spot the enemy without being seen. Take a shot and start running. Fast. Repeat until no enemies left. Master this technique and there are many masteries coming your way.
1 vs 1 brawl Not recommended Not recommended
Who would win in 1 on 1 brawl depends on too many variables. Armor, guns, mobility, tanks sizes and many others. One thing for sure: without good DPM it's better to stay in the group or keep your distance.