The ZIT-76 is the primary tank found in Multicrew Tank Combat 1 and 2, primarily meant to be crewed by 5 players and is the main form of transportation and combat. It is likely based on many tank designs, namely Soviet ones.
Controls[ ]
Open/Close hatches and interacting with objects: Left Click
Driving: WASD, with W to apply power, S to reduce power. A and D to steer. Q to shift down gears, E to shift up gears
Lights: L for exterior, K for interior
Launch Flare: J
Launch Smoke Grenade: G
Use vision blocks or aim(on equipped stations): F
Features[ ]
The tank has quite a few internal features.
- One drivers station, with a smoke/flare launcher.
- One radio station with a working radio and a LMG.
- One gunner's station, with one HMG and the main cannon. A non-functioning fire extinguisher is mounted to the floor.
- One loader's station, with several racks of ammunition for a total of 30 rounds worth of shells and one LMG, alongside more ammunition on the back wall of the turret.
- One commander's station, with a cupola and a HMG.
- The engine, the most critical component of the tank, while technically being an external feature, it is enclosed internally.
- Flare and smoke holders and their launchers.
- A stock of magazines for the machine guns
- Unusable fire extinguisher
- The rest of the racks contains some medical kits which are unusable.
Externally, the tank has:
- 6 doors/hatches
- A unditching log
- Two Repair Kits on both sides of the tank
- Two seats next to the Repair Kits on both sides of the tank
- Two fuel caps for refueling
The ZIT-76 has decent terrain handling capabilities, but can be sluggish to move at times.
Armament[ ]
x2 LMGs
x2 HMGs
x1 85mm Main Cannon
Combat[ ]
With the open nature of the map, no doubt a crew will see combat rather quickly, even if they are new.
The bread and butter of all combat is the Main Cannon. Generally effective at dispatching most targets, but has a hard limit of 30 rounds of ammunition. Avoid using it against players and use it only for attacking other tanks. Even with it鈥檚 decent damage, damage to enemy vehicles is still relatively minor if shots are not aimed towards the engine or the general engine compartment area. The cannon can be controlled by a gunner or the driver if no gunner is present. For suppresive fire, players can use the HMG. Two HMG鈥檚 are present in the tank, and is meant to provide suppressive fire and/or removal of enemy players. While it does an excellent job with it鈥檚 primary two roles, it fails to be meaningful in a tank on tank scenario. For smaller quarry, or if HMG's cannot hit a specific target, use LMG's. Two LMG鈥檚 are present in the tank, and are meant to provide suppressive fire or for removing other players. Again, like the HMG, it does a decent job with the latter, but against tanks is completely useless.
Even with a formidable armament, it is very common nowadays to have a extremely undercrewed tank. If there is one thing to take away from all of this, is that you must absolutely understand how to manuever your tank and your surroundings. The ZIT-76 is tough to manuever, and poor positioning, lack of geographical knowledge, and/or no strategy will result in outright destruction of the tank and everyone inside, or lead to heavy damage that forces a retreat. When manuvering, always seek the best form of cover available. If that means a tree or a telephone pole is the only option, use it.
During cannon gunnery, use the extra lines on your crosshairs! Centering all shots in the middle does not account for any changes in range or elevation, wasting ammo in the long run. Don't bring a mentality of "Eh, I've hit close enough! I'll let gravity do the rest." Such a mentality works in baseball, but not armored warfare.