Hello commanders! The performance of the CC 3 Minotaur in the 1.24.1 Tank Balancing Plan has caused a lot of discussion among commanders, and the armor protection has been weakened, and the gun control performance and tank agility have been slightly optimized. And how does the current version of this tank perform?
Tank features
The CC 3 Minotaur is characterized by two things: armor protection and a magazine gun, and few tanks can combine these two characteristics perfectly, but the CC 3 Minotaur does it, so let's start with its characteristics.
Excellent armor protection: The CC 3 Minotaur has excellent armor protection, and even though it was nerfed in version 1.24.1, you can't deny the advantage of its heavy armor in combat.
The current version of the CC 3 Minotaur has two frontal weaknesses, one is the lower "crotch" and the other is the two "head packs" raised on the turret that were added in Update 1.24.1. The absolute armor value of these two weaknesses is only 190-200 mm, and even if the armor has a certain angle of inclination, the equivalent armor value will fluctuate around 250 mm, which is not hard for a Tier X tank, and there is almost no shell penetration depth that cannot be penetrated. It is not difficult for the CC 3 "Minotaur" to hide his head, and the weakness of the "head bag" is indeed a problem that cannot be ignored, which is also the fundamental reason why the current version of the CC 3 "Minotaur" cannot sell as brainless as before.
Long reload time and short reload time: The CC 3 Minotaur does not use the drum reloading mechanism of the I series heavy and medium tanks, but instead shortens the long reload time and increases the short reload time on the basis of the traditional magazine gun. There are pros and cons to doing this, the pros are that the firepower vacuum period is shortened and there is enough time to aim, and the disadvantage is that the high-explosive characteristics of the magazine gun are almost lost.
To put it another way, the CC 3 "Minotaur" is a single-shot tank, which is equivalent to a "hormone" at full magazine, and reloads very quickly. At most, five shells will "wilt", and it will take a short time to slow down. This way of understanding the CC 3 "Minotaur"'s magazine cannon, the burst output is greedy, and you can play steadily as a single shot, so that you can understand and get started with this special magazine gun faster!
CC 3 "Minotaur" gameplay changes
The balance adjustment of CC 3 "Minotaur" in version 1.24.1 has a great impact on the gameplay of this tank, and even its core gameplay has changed a lot, so we will analyze the impact on the core gameplay from the attributes of the balance adjustment one by one.
- Reduced shell dispersion by 25% when the tank is moving, and 50% longer when the tank hull is rotated. (Moving triple expansion coefficient 0.20/0.10/0.04→0.15/0.15/0.04)
The adjustment of the triple expansion coefficient mainly optimizes the circle expansion performance of the CC 3 "Minotaur" when moving, and now the output performance of the CC 3 "Minotaur" when attacking will be significantly improved!
● Engine power adjusted from 700 hp to 780 hp and tank hull rotation speed from 24 deg/s to 30 deg/s.
Increasing engine power means increasing thrust-to-weight ratio, making the CC 3 Minotaur more comfortable to maneuver, and the increased speed of the tank hull rotation makes the CC 3 Minotaur more agile and able to quickly rotate the hull to adjust the firing boundary. Now the mobility performance of the CC 3 "Minotaur" is somewhat similar to that of the Super Conqueror, and the difference in forward speed is slightly larger, but the difference in other aspects is not big, so the mobility performance of the CC 3 "Minotaur" is one of the few tanks with good armor and some mobility!
- Weakened the armor of the CC 3 turret and adjusted tank health from 2100 to 2000.
Optimizing the movement and expanding the circle and increasing the mobility and agility of the tank were considered enhancements, but the survivability of the corresponding CC 3 "Minotaur" was at the expense of the "Dragon Slayer". A new weak point on the turret is the "head pack", although the hit area is not large, but the equivalent armor is about 250 mm, and it is unceremonious to say that most Tier IX tanks have a high probability of direct damage as long as the shell can hit the "head pack".
CC 3 "Minotaur" can no longer find a cover to hide the crotch of his pants like before, "brainless selling", and has reduced his health by 100 points, and CC 3 "Minotaur"'s resistance to lane pressure has been greatly weakened. In the past, most of the enemies who saw the "brainless sellout" CC 3 "Minotaur" would consider changing their lines and avoid it. Now tanks with slightly better gun control are willing to line up with the CC 3 "Minotaur", after all, the shell "lottery" can cause damage to it by touching the "head bag", and it will not be as bad as before.
All in all, the squat defense is no longer suitable for the CC 3 Minotaur, which now has much more offensive power than before. Now the CC 3 "Minotaur" is more of a "stormer", with excellent protection allowing it to withstand enemy shells on the way to attack and break through, while the existence of the "headbag" weakness makes this tank not "invincible". Increased mobility and agility allow the CC 3 Minotaur to transition in time and seize more maneuver or output opportunities.
Before version 1.24.1, CC 3 "Minotaur" is easy to play, and the easiest way to play is to find a cover to hide the crotch to resist a line, but the upper limit is not so high; After Update 1.24.1, the CC 3 Minotaur has become more difficult to pick up, and the maximum combat performance of this tank has been increased.
Commanders, did you find the CC 3 Minotaur fun with the rebalancing? You are welcome to leave a message in the comment area below to let us know what you think. Good luck with your best of luck!