Difference between pages "Update 1.33" and "Type 16"

From War Thunder Wiki
(Difference between pages)
Jump to: navigation, search
m
 
(top tier -> competition)
 
Line 1: Line 1:
{{DISPLAYTITLE:Update 1.33}}
+
{{Specs-Card|code=jp_type_16}}
[[File:Wallpaper Update1.33.jpg|x400px|border|right]]
 
  
[https://warthunder.com/en/news/226--en Update 1.33] ([https://forum.warthunder.com/index.php?/topic/53226-war-thunder-update-133/ changelog]) was introduced on 7 August 2013. It is most notable for adding [https://warthunder.com/en/news/221/current/ Modifications and Consumables] to the game, along with a wide range of new armament options for aircraft.
+
== Description ==
 +
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 +
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 +
{{break}}
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
  
__TOC__
+
== General info ==
 +
=== Survivability and armour ===
 +
''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.''
  
=New Vehicles=
+
=== Mobility ===
==Aircraft==
+
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
===USA===
 
  
* [[F9F-5|F9F-5 Panther]]
+
{{tankMobility|abMinHp= 810|rbMinHp= 504}}
* [[BTD-1|BTD-1 Destroyer]] (Premium)
 
* [[F-80C-10|F-80C Shooting Star]]
 
* [[F8F-1|F8F-1 Bearcat]]
 
* [[F8F-1B|F8F-1B Bearcat]]
 
* [[P-47D-28|P-47D-28 Thunderbolt]]
 
  
===USSR===
+
== Armaments ==
 +
=== Main armament ===
 +
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Advise about how to use them and how to fill the ammunition storage.'' -->
 +
{{main|JSW (105 mm)}}
  
* [[LaGG-3-8]]
+
The primary armament of the Type 16 MCV is a 105 mm JSW cannon, derived from the L7A3 much like many other NATO/BLUFOR vehicles. It features the standard selection of APFSDS, HESH, HEAT-FS, and smoke, in addition to the Type 93 shell, one of the better APFSDS at this tier. While you will struggle against 10.0 and 10.3 main battle tanks from the front, your gun is very effective against everything else. The HEAT-FS is especially effective against lightly armoured vehicles - it will often hull break where the APFSDS will not deal sufficient damage.
* [[LaGG-3-11]]
 
* [[Yak-9K]]
 
* [[Yak-17]]
 
  
===Great Britain===
+
When fighting MBTs, you should try to get side on shots. Type 93 will struggle against most 10.0s and 10.3s from the front, but from the side it will act like any other fin round. This is especially effective against "T series" tanks like the T-64, T-72, and T-80.
  
* [[Vampire FB 5]]
+
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="6" | [[JSW (105 mm)|105 mm JSW]]
 +
|-
 +
! colspan="3" | Capacity
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 +
! Stabilizer
 +
|-
 +
| colspan="3" | 40 || -6°/+15° || ±180° || Two-plane
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! Mode
 +
! Stock
 +
! Upgraded
 +
! Prior +<br>Full crew
 +
! Prior +<br>Expert qualif.
 +
! Prior +<br>Ace qualif.
 +
|-
 +
| ''Arcade'' || ??.?? || ??.?? || ??.?? || ??.?? || ??.??
 +
|-
 +
| ''Realistic'' || ??.?? || ??.?? || ??.?? || ??.?? || ??.??
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! Stock
 +
! Prior +<br>Full crew
 +
! Prior +<br>Expert qualif.
 +
! Prior +<br>Ace qualif.
 +
|-
 +
| ??.?? || ??.?? || ??.?? || ??.??
 +
|-
 +
|}
  
=Game Changes=
+
==== Ammunition ====
==Interface==
+
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 +
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| M735 || APFSDS || 353 || 350 || 342 || 333 || 322 || 312
 +
|-
 +
| Type 75 || HESH || 127 || 127 || 127 || 127 || 127 || 127
 +
|-
 +
| Type 91 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
 +
|-
 +
| Type 93 || APFSDS || 405 || 403 || 396 || 388 || 378 || 370
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="11" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
 +
! rowspan="2" | Fuse delay<br>(m)
 +
! rowspan="2" | Fuse sensitivity<br>(mm)
 +
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 +
! rowspan="2" | Normalisation at 30°<br>from horizontal
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 +
|-
 +
| M735 || APFSDS || 1,501 || 3.7 || N/A || N/A || N/A || +1.5° || 76° || 77° || 78°
 +
|-
 +
| Type 75 || HESH || 760 || 10.8 || 0.4 || 0.1 || 2700 || +0.0° || 73° || ??° || 80°
 +
|-
 +
| Type 91 || HEATFS || 1,150 || 10.5 || N/A || 0.1 || 1270.7 || +0.0° || 65° || 72° || 75°
 +
|-
 +
| Type 93 || APFSDS || 1,501 || 3.4 || N/A || N/A || N/A || 1.5° || 78° || 80° || 81°
 +
|-
 +
|}
  
* Completely new tab for modifications
+
{| class="wikitable sortable" style="text-align:center"
* Clear display of influence of modifications on aircraft performance
+
! colspan="7" | Smoke shell characteristics
* Added selection of colour for the crosshair and several interchangeable crosshairs (colour selection and crosshair selection wil be updated)
+
|-
* with approaching of flutter speed instrumental speed will appear
+
! Ammunition
* During display of Speed and altitude, units of measurement have been added
+
! Velocity<br>(m/s)
* Added display of negative influence of externally carried armament
+
! Projectile<br>Mass (kg)
 +
! Screen radius<br>(m)
 +
! Screen deploy time<br>(s)
 +
! Screen hold time<br>(s)
 +
! Explosive Mass<br>(TNT equivalent) (g)
 +
|-
 +
| M416 || 730 || 11.4 || 20 || 5 || 25 || 50
 +
|-
 +
|}
  
==Graphics==
+
==== [[Ammo racks]] ====
 +
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Full<br>ammo
 +
! 1st<br>rack empty
 +
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! 4th<br>rack empty
 +
! 5th<br>rack empty
 +
! 6th<br>rack empty
 +
! Visual<br>discrepancy
 +
|-
 +
| '''40''' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ??
 +
|-
 +
|}
  
* New metal shading.
+
<!--==== [[Optics]] ====
* “Cloud quality” option will affect the quality of their reflections in the water as well
+
{| class="wikitable" style="text-align:center"
* Cloud rendering in 3d mode is fixed
+
! colspan="3" | {{PAGENAME}} Optics
* Propeller Disappearance has been fixed
+
|-
* The whole rendering system has been optimized, the whole rendering process has been made faster as well as rendering for grass.
+
!
 +
! Default magnification
 +
! Maximum magnification
 +
|-
 +
! Main Gun optics
 +
| X8.0 || X16.1
 +
|-
 +
! Comparable optics
 +
| colspan="2" | ???
 +
|-
 +
|}
 +
-->
 +
=== Machine guns ===
 +
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 +
{{main|M2HB (12.7 mm)|Type 74 (7.62 mm)}}
  
==Audio==
+
The Type 16 has an additional 7.62mm coaxial MG, like most tanks at this tier. It also retains the roof mounted .50 calibre HMG in the American style; this can be extremely effective against light tanks, especially Soviet light tanks like the BMP-1, BMP-2, Object 906, and Object 685. It will easily penetrate them from the side, allowing you to secure a kill if you've only knocked out their mobility.
  
* Added new sound effects for Browning M3 MG
+
{| class="wikitable" style="text-align:center"
* Added new sound effects for Hispano MK II cannon
+
|-
* Added new sound effects for Hispano MK V cannon
+
! colspan="4" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
* Added new sound effects for NS-45 cannon
+
|-
 +
! colspan="4" | ''Commander pintle mount''
 +
|-
 +
! Capacity<br>(Belt capacity)
 +
! Fire rate<br>(shots/minute)
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 +
|-
 +
| 1,000 (200) || 576 || -8°/+20° || ±120°
 +
|-
 +
|}
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="4" | [[Type 74 (7.62 mm)|7.62 mm Type 74]]
 +
|-
 +
! colspan="4" | ''Coaxial mount''
 +
|-
 +
! Capacity<br>(Belt capacity)
 +
! Fire rate<br>(shots/minute)
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 +
|-
 +
| 3,000 (250) || 500 || N/A || N/A
 +
|-
 +
|}
  
==Gameplay==
+
== Usage in battles ==
 +
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''
  
* Lots of new modifications for different planes. Almost all the modifications are upgrades for the planes, replacing old, worn parts with new ones ….. Some modifications are different, but they are the minority of what is planned (eg lendlease fuel, rear armor plate replacement).
+
=== Modules ===
* New modifications added that will allow installation of gun and rocket pods
+
{| class="wikitable"
* New approach to modifications' and armamament's research
+
! Tier
* Crew that took part in the battle are now blocked in the game for five minutes after quitting the battle. (or until the battle ends if it ends earlier). 5 minutes lock for all who leave in first 5 minutes in AB and HB, no lock for FRB
+
! colspan="2" | Mobility
* Players can now buy camo and decals with Golden Eagles (without achieving the needed requirements for unlock)
+
! Protection
* Shell racks are now consumables and should be replenished.
+
! colspan="3" | Firepower
* Ammo, rockets, torpedoes and bombs are spent after they are used in battle, not after the battle is over.
+
|-
* Weapons won't reload if there are no more purchased shell racks left. (except for “default” shell racks – they are free and unlimited but not that efficient)
+
| I
* When hitting with no damage – player won't receive rewards, but will get the message that no damage was done.
+
| Tires
* If your premium is over, after the battle is over in a debriefing window you will have an opportunity to buy premium for a week and thus get all the rewards you should receive if you were playing with premium.
+
|
* You have an opportunity to buy modifications with golden eagles.
+
| Parts
* Healing speed Skill is replaced with weapon maintenance skill
+
| Horizontal Drive
* Rockets for German and American planes added.
+
| Type 75
* No air kills will be awarded with air collisions.
+
| NVD
* Requirements for unlocking skins and decals have been changed, option to buy any skin/decal with Golden Eagles added.
+
|-
 +
| II
 +
| Suspension
 +
| Brake System
 +
| FPE
 +
| Adjustment of Fire
 +
| Type 91
 +
| Airstrike
 +
|-
 +
| III
 +
| Filters
 +
|
 +
| Crew Replenishment
 +
| Elevation Mechanism
 +
| M416
 +
| Improved optics
 +
|-
 +
| IV
 +
| Transmission
 +
| Engine
 +
| Smoke grenade
 +
| Artillery Support
 +
| Laser rangefinder
 +
| Type 93
 +
|-
 +
|}
  
==Economy==
+
=== Pros and cons ===
 +
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
* Aircraft Purchase Price lowered by 30%
+
'''Pros:'''
* Modification purchase price lowered
 
* Cost of the repair now depends on the installed modifications (Cost of repair of un-modified planes will be even lower, by 10-20%)
 
* Reduction of repair cost of un-modified planes by about 10%
 
* Experience requirements for unlocking new modules have been lowered
 
* Repair Cost of Aircraft tier 11 to 18, have been lowered even further
 
  
==FM changes==
+
* Excellent mobility
 +
* Potent top ammunition
 +
* Commander and gunner have thermal sights
 +
* 105 mm similar to the Type 74
 +
* Possess the highest quality thermals in-game (1200 x 800)
 +
* Thermals available early on as a tier-one firepower modification
 +
* Has the best thermal sights in the game so far
  
* MiG-15 bis WEP is fixed
+
'''Cons:'''
* La-5FN and LA7 performance at critical angles is fixed
 
* Plane performance will be negatively affected by cannon pods
 
* All externally carried armament (rockets, bombs, torpedoes and cannon pods) has been adjusted so that they affect aircraft performance more historically correct.
 
* F4U Corsair's climb and turn rates have been fixed
 
* P-47 FM has been fixed
 
  
==DM changes==
+
* Thin armour
 +
* Limited machine gun elevation
 +
* Can be penetrated by machine-gun fire from the side
 +
* No hydropneumatic suspension unlike other Japanese tanks of the rank
 +
* Wheels can be damaged, reducing mobility
 +
* Can be hull broken by most rounds used by its competition
  
* Damage of Mg’s and cannon shells increased, damage caused by the real kinetic energy of a shell is more accurate.
+
== History ==
* For the planes that have 1st and 2nd pilot DM is changed, so both pilots should be knocked out in order to lose the plane. That applies to:
+
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
** B-17E
+
In the early 2000’s, Japan sought to develop a new combat vehicle to extend the operational mobility of their armored units. Furthermore, the new vehicle was supposed to counter the limitations of existing tracked vehicles, be able to rapidly respond to emerging threats in the event of an outbreak of hostilities and possess the ability to be airlifted or ocean transferred to more distant areas of operations, such as the Japanese island of Okinawa.
** B-17E late
 
** B-17G
 
** B-24D
 
** B-25
 
** YeR-2 ACh30B
 
** G4M1
 
** G5N1
 
** G8N1
 
** PBY-5
 
** PBY-5a
 
** SM-79
 
** А-26С
 
* Flame protection modelling/simulation is added. After a fire outbreak in the engine area, the pilot is not injured while the fire seal is whole (20 seconds).
 
  
==Armament==
+
Thus, in 2007, engineers at Mitsubishi began development on what would become the Type 16 MCV. To satisfy all the requirements, it was clear from the onset that a lightly armored, yet highly mobile and well-armed wheeled vehicle would need to be developed. Already, by 2008, the order for four prototypes was issued, with deliveries going on until 2013.
  
* New bomb load options for Ju-87B2, Ju-87R2 , Ju-87D3, Ju-87D5.
+
Army trials of the vehicle went on until 2016, when after successfully passing them, it officially entered service with the JSDF under the designation “Type 16 MCV”. Production began in the same year (2016), and is still ongoing today. Presently, around 100 Type 16 MCVs have been built and commissioned into service, with no units seeing combat action thus far.
* New bomb load options for Ju-88A4.
 
* New bomb load options for IL-4 including external load. Overall bomb load can reach up to 2 tons.
 
* Load-out of the “default” shell racks for ShVAK and B-20 cannons is changed to HI-T/AP-I (in 1 to 1 proportion)
 
* Load-out of the “default” shell racks for МК-108 has been changed to historically accurate - HEF-T/ I(in 1 to 1 proportion)
 
* Fuse for incendiary shells for МК-108 and МК-103 has been fixed. When hitting oil tank shell has a good chance to cause denotaion of the tank and aircraft explosion as a result.
 
* USA Browning 12.7 mm Mgs have new shell types, the old ones got their own names:
 
** M1 – incendiary bullet
 
** M23 - incendiary bullet (appeared in 1945, has starting speed of 1000 m/s, incendiary material's weight is 5 g)
 
** M2 – armor piercing bullet
 
** M20 – armor piercing incendiary tracer bullet
 
** M8 – armor piercing incendiary bullet
 
** M1 – tracer bullet
 
* M23 and M20 bullets are available for the aircraft that served during the end of WWII and after.
 
* BR-21 rocket added for German planes
 
* "Tiny Tim" anti-ship rocket added for US planes
 
  
==Additional weapons added==
+
''- From [[wt:en/news/6218-development-type-16-mcv-elite-marksman-en|Devblog]]''
  
* Ruestzustand 1 ( R 1) for Bf .109 F -4 (2 x 20 mm MG .151/20 gun with ammo load of 125 rounds per each gun)
+
== Media ==
* Ruestzustand 6 ( R 6)) for Bf .109 G -2, G -6, G -10 (2 x 20 mm MG .151/20 gun with ammo load of 125 rounds per each gun)
+
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.-->
* MG.151/20 with 125 rounds ammo load for Fw-190A-5
+
{{Youtube-gallery|07oqg8OOJ2M|'''Type 16 vs Centauro ROMOR''' - ''War Thunder Official Channel''|jjanlLrycGo|'''The Shooting Range #156''' - ''Metal Beasts'' section at 00:39 discusses the Type 16.}}
* Rüstsatz 3 (R3) for Fw-190F-8 ( 2 x 30-mm MK -103 gun with ammo load of 35 rounds per each gun)
 
* BR20 Rockets for Bf .109 G -6 / W - 2 rails under the wing panels
 
* Ruestzustand 6 (R6) rockets for Fw-190A-5 - 2 rails under the wing panels.
 
  
==Bug fixes==
+
== See also ==
 +
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
  
* Penetration issue for 20mm AP-I shells for ShVAK fixed. For 50 m distance it is increased from 20m to 30 mm.
+
* ''reference to the series of the vehicles;''
* Guidance angle for IL-4 turrets fixed
+
* ''links to approximate analogues of other nations and research trees.''
* Default bomb load for IL-4 is changed from 2x250 kg bombs to 10x100 kg or 10x50
 
* Damage model of TBF-1C fixed. (ailerons durability is increased )
 
  
==New features==
+
== External links ==
 +
<!-- ''Paste links to sources and external resources, such as:''
 +
* ''topic on the official game forum;''
 +
* ''encyclopedia page on the tank;''
 +
* ''other literature.'' -->
  
* You can select the shell racks for all planes that have defensive/turret armament
+
* [[wt:en/news/6218-development-type-16-mcv-elite-marksman-en|[Devblog] Type 16 MCV: Elite Marksman]]
* For all gun and rocket pods armament (rockets, bombs torpedoes and cannon pods) - their aerodynamic resistance affects performance of the aircraft.
 
* New pilot models are added for the following aircraft:
 
** a-20g
 
** a-26c
 
** b-17e
 
** b-17e_late
 
** b-17g
 
** b_24d
 
** b_25
 
** beaufighter mk21
 
** beaufort mkviii
 
** boomerang mki
 
** boomerang mkii
 
** wirraway
 
** f-86a-5
 
** f9f-5
 
  
==Maps and missions==
+
{{Japan tank destroyers}}
===Domination===
 
 
 
* Stalingrad winter: 3rd airfield is added, amount of tickets for both teams is increased.
 
* Zhengzhou. 3rd airfield is added, amount of tickets for both teams is increased.
 
* Peleliu. Ticket loss speed is reduced if both teams have captured airfields.
 
* Mozdok. Ticket loss speed is reduced if both teams have captured airfields.
 
* Krymsk. Time to capture airfield on this map is the same as for other maps
 
 
 
===Ground Strike===
 
 
 
* Cliffed coast - spawning points for the teams is changed to improve balance.
 
* Stalingrad - spawning points for the teams is changed to improve balance.
 
* Ground units are now divided into 2 groups – attacking and supporting, The victory comes after destroying the attacking group, support units are not required to be destroyed (but it still brings income). That means that “gremlins” will hardly affect the battle – ground units kill each other only on the line of contact.[/spoiler]
 
 
 
=Smaller updates that came afterwards=
 
 
 
{{Updates}}
 
 
 
[[Category:Updates]]
 

Revision as of 06:34, 1 July 2020

Type 16
jp_type_16.png
Type 16
AB RB SB
9.7 9.7 9.7
Class:
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Type 16.jpg


The Type 16 is a rank VII Japanese tank destroyer with a battle rating of 9.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 111 41 26 810 1,088 31.15 41.85
Realistic 100 37 504 570 19.38 21.92

Armaments

Main armament

Main article: JSW (105 mm)

The primary armament of the Type 16 MCV is a 105 mm JSW cannon, derived from the L7A3 much like many other NATO/BLUFOR vehicles. It features the standard selection of APFSDS, HESH, HEAT-FS, and smoke, in addition to the Type 93 shell, one of the better APFSDS at this tier. While you will struggle against 10.0 and 10.3 main battle tanks from the front, your gun is very effective against everything else. The HEAT-FS is especially effective against lightly armoured vehicles - it will often hull break where the APFSDS will not deal sufficient damage.

When fighting MBTs, you should try to get side on shots. Type 93 will struggle against most 10.0s and 10.3s from the front, but from the side it will act like any other fin round. This is especially effective against "T series" tanks like the T-64, T-72, and T-80.

105 mm JSW
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
40 -6°/+15° ±180° Two-plane
Turret rotation speed (°/s)
Mode Stock Upgraded Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
Arcade  ??.??  ??.??  ??.??  ??.??  ??.??
Realistic  ??.??  ??.??  ??.??  ??.??  ??.??
Reloading rate (seconds)
Stock Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
 ??.??  ??.??  ??.??  ??.??

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M735 APFSDS 353 350 342 333 322 312
Type 75 HESH 127 127 127 127 127 127
Type 91 HEATFS 400 400 400 400 400 400
Type 93 APFSDS 405 403 396 388 378 370
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Normalisation at 30°
from horizontal
Ricochet
0% 50% 100%
M735 APFSDS 1,501 3.7 N/A N/A N/A +1.5° 76° 77° 78°
Type 75 HESH 760 10.8 0.4 0.1 2700 +0.0° 73°  ??° 80°
Type 91 HEATFS 1,150 10.5 N/A 0.1 1270.7 +0.0° 65° 72° 75°
Type 93 APFSDS 1,501 3.4 N/A N/A N/A 1.5° 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
M416 730 11.4 20 5 25 50

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
40  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ??

Machine guns

The Type 16 has an additional 7.62mm coaxial MG, like most tanks at this tier. It also retains the roof mounted .50 calibre HMG in the American style; this can be extremely effective against light tanks, especially Soviet light tanks like the BMP-1, BMP-2, Object 906, and Object 685. It will easily penetrate them from the side, allowing you to secure a kill if you've only knocked out their mobility.

12.7 mm M2HB
Commander pintle mount
Capacity
(Belt capacity)
Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
1,000 (200) 576 -8°/+20° ±120°
7.62 mm Type 74
Coaxial mount
Capacity
(Belt capacity)
Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
3,000 (250) 500 N/A N/A

Usage in battles

Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).

Modules

Tier Mobility Protection Firepower
I Tires Parts Horizontal Drive Type 75 NVD
II Suspension Brake System FPE Adjustment of Fire Type 91 Airstrike
III Filters Crew Replenishment Elevation Mechanism M416 Improved optics
IV Transmission Engine Smoke grenade Artillery Support Laser rangefinder Type 93

Pros and cons

Pros:

  • Excellent mobility
  • Potent top ammunition
  • Commander and gunner have thermal sights
  • 105 mm similar to the Type 74
  • Possess the highest quality thermals in-game (1200 x 800)
  • Thermals available early on as a tier-one firepower modification
  • Has the best thermal sights in the game so far

Cons:

  • Thin armour
  • Limited machine gun elevation
  • Can be penetrated by machine-gun fire from the side
  • No hydropneumatic suspension unlike other Japanese tanks of the rank
  • Wheels can be damaged, reducing mobility
  • Can be hull broken by most rounds used by its competition

History

In the early 2000’s, Japan sought to develop a new combat vehicle to extend the operational mobility of their armored units. Furthermore, the new vehicle was supposed to counter the limitations of existing tracked vehicles, be able to rapidly respond to emerging threats in the event of an outbreak of hostilities and possess the ability to be airlifted or ocean transferred to more distant areas of operations, such as the Japanese island of Okinawa.

Thus, in 2007, engineers at Mitsubishi began development on what would become the Type 16 MCV. To satisfy all the requirements, it was clear from the onset that a lightly armored, yet highly mobile and well-armed wheeled vehicle would need to be developed. Already, by 2008, the order for four prototypes was issued, with deliveries going on until 2013.

Army trials of the vehicle went on until 2016, when after successfully passing them, it officially entered service with the JSDF under the designation “Type 16 MCV”. Production began in the same year (2016), and is still ongoing today. Presently, around 100 Type 16 MCVs have been built and commissioned into service, with no units seeing combat action thus far.

- From Devblog

Media

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links


Japan tank destroyers
Ro-Go Derivatives  Ro-Go Exp.
Chi-Ha Derivatives  Ho-Ni I · Ho-Ni III · Ho-Ro · Chi-Ha LG
Ho-Ri  Ho-Ri Prototype · Ho-Ri Production
Other  Na-To
JGSDF 
SPRG  Type 60 (C)
SPH  Type 75 · Type 99
ATGM  Type 60 ATM
Rocket  Type 75 MLRS
USA  ▅M36