ZPT99
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Details
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Weapon class | Autocannon |
Users | People’s Liberation Army PLA Navy Marine Corps PLA Amphibious Ground Force |
Capacity | AP: 200/160; HE: 300 |
Cartridge | 30×165 mm |
Fire Mode | Fully Automatic |
The ZPT99 is an autocannon featured in Squad as vehicle armament for various vehicles.
General Information[]
The ZPT99 is the Chinese derivative of the Soviet 2A72 rifled autocannon, which China licensed in the early 1990s. The 2A72 was developed in the late Cold War as a less complex and lighter alternative to the 2A42 autocannon. Soon it started to see wide-range adoption within the PLA on many infantry fighting vehicles, including on the ZBD03, ZBL08, the ZBD04A, and the ZBD05. Compared to the original design, Chinese modification included newer APFSDS ammunition and strengthened construction.
Statistics[]
DTC10 AP
Details | |
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Weapon Name | DTC10-30 APDS-T |
Weapon Class | Autocannon |
Damage Type | Kinetic |
Magazine Size | 200 |
Ammo Cost | ? |
Damage Model | |
Base Damage | 300 |
Min. Damage | 120 |
Base Damage Distance | 200 m |
Min. Damage Distance | 2000 m |
Penetration | 70 mm |
Penetration Loss | 65 mm at 120 m 60 mm at 200 m 46 mm at 500 m 32.5 mm at 910 m 24 mm at 1500 m 19 mm at 2000 m 15 mm at 3000 m |
Splash Damage | N/A |
Post-Pen Reach | 10 m |
Rate of Fire | 333 |
Ballistics | |
Muzzle Velocity | 970 m/s |
Acceleration | N/A |
Gravity Modifier | 2 |
MOA | 1.35 |
Max. Range | 3000 m |
Miscellaneous | |
Reload Tactical | |
Reload Empty | |
Lethal Damage Ø | N/A |
2-hit Kill Max Distance | All range; |
Damage Per Second | 166 |
DTC041A AP
Details | |
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Weapon Name | DTC041A-30 APFSDS-T |
Weapon Class | Autocannon |
Damage Type | Kinetic |
Magazine Size | 160 |
Ammo Cost | ? |
Damage Model | |
Base Damage | 300 |
Min. Damage | 120 |
Base Damage Distance | 300 m |
Min. Damage Distance | 2000 m |
Penetration | 105 mm |
Penetration Loss | 40 mm at 4000 m |
Splash Damage | N/A |
Post-Pen Reach | 10 m |
Rate of Fire | 333 |
Ballistics | |
Muzzle Velocity | 1360 m/s |
Acceleration | N/A |
Gravity Modifier | 2 |
MOA | 2.5 |
Max. Range | 4000 m |
Miscellaneous | |
Reload Tactical | |
Reload Empty | |
Lethal Damage Ø | N/A |
2-hit Kill Max Distance | All range; |
Damage Per Second | 333 |
DTB02 HE (ZBD04A)
Details | |
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Weapon Name | DTB02-30 HEI-T |
Weapon Class | Autocannon |
Damage Type | Fragmentation |
Magazine Size | 300 |
Ammo Cost | ? |
Damage Model | |
Base Damage | 100 |
Max. Splash Damage | 125 |
Min. Splash Damage | 0 |
Max. Splash Damage Ø | 7.5 m |
Min. Splash Damage Ø | 1 m |
Splash Damage Fall-Off | 2 |
Penetration | 9 mm |
Penetration Loss | N/A |
Post-Pen Reach | 10 m |
Rate of Fire | 333 |
Ballistics | |
Muzzle Velocity | 970 m/s |
Acceleration | N/A |
Gravity Modifier | 2 |
MOA | 1.69 |
Max. Range | 2200 m |
Miscellaneous | |
Reload Tactical | |
Reload Empty | |
Lethal Damage Ø | 1.5 m |
Damage Per Second |
DTB02 HE (ZBL08)
Details | |
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Weapon Name | DTB02-30 HEI-T |
Weapon Class | Autocannon |
Damage Type | Fragmentation |
Magazine Size | 300 |
Ammo Cost | ? |
Damage Model | |
Base Damage | 100 |
Max. Splash Damage | 125 |
Min. Splash Damage | 0 |
Max. Splash Damage Ø | 7.5 m |
Min. Splash Damage Ø | 1 m |
Splash Damage Fall-Off | 2 |
Penetration | 9 mm |
Penetration Loss | N/A |
Post-Pen Reach | 10 m |
Rate of Fire | 333 |
Ballistics | |
Muzzle Velocity | 950 m/s |
Acceleration | N/A |
Gravity Modifier | 2 |
MOA | 1.69 |
Max. Range | 2200 m |
Miscellaneous | |
Reload Tactical | |
Reload Empty | |
Lethal Damage Ø | 1.5 m |
Damage Per Second |
Variants[]
- The ZPT99 is available to multiple factions: The People’s Liberation Army, the PLA Navy Marine Corps and the PLA Amphibious Ground Force.
- These vehicles are equipped with ZPT99:
Gameplay[]
- The effective range of the ZPT99 is 3 kilometers with HE and 3 kilometers with AP.
- The ZPT99 has three types of ammunition available: DTC10-30, DTC041A-30 AP round and DTB02-30 HE round.
- AP round is effective for anti-vehicles, while HE round is used for anti-infantry engagements.
- Do note that the DTB02-30 HE round has different properties on different vehicles.
- DTC041A-30 AP is available for ZBL08 and ZBD05, while DTC10-30 is available for ZBD04A.
- The rate of fire of the ZPT99 is 333 RPM, sitting at the average position of all autocannons. For DTC10-30, it makes up for the lower damage for the round. For the DTC041A-30, it brings devastating firepower to the battlefield.
- The DTC041A-30 and DTC10-30 AP rounds can penetrate every vehicle in-game, including main battle tanks, if shot from the side and rear.
- The gun can destroy lightly armored vehicles extremely effectively.
- DTC10-30 is the weaker one of the twins, which has considerably lower base damage and range than the M242 M919 APFSDS round but shares a similar amount of penetration, and they are vastly inferior to the British RARDEN/CTAS and Chinese DTC041A-30 APFSDS,
- DTC041A-30, on the contrary, is a high-performance APFSDS round with one of the highest penetration at 105 mm, which is only beaten by Britain's CTAS40 and equal to L21A1 RARDEN.
- The DTC041A-30 AP has the third-highest muzzle velocity out of all autocannons, significantly faster than Soviet ammunition. While DTC10-30 has one of the slowest muzzle velocities in-game, even slower than the Soviet 3UBR6 APCPC on Middle Eastern Alliance BMP-2.
- The DTB02 HE shares its damage model and penetration with other vehicle autocannons, specifically to the Soviet 3UOR6 round.
- The only difference between the two DTB02 variants is the accuracy. The round is much more accurate on ZBD04A.
- It has a slower muzzle velocity and accuracy than American/British HE rounds.
- Armour calculation involves many factors that are not limited to simple base damage and penetration. The slope of the armor, its thickness, the angle of hit, all of that matter when the game engine decides if damage has been dealt to the target.
- Prioritizing areas such as flat armor angles, side, tracks, turret, and rear areas, which are less effective against the autocannon AP.
- Do not use HE round to engage vehicles unless for last resort, as it has only 9 mm penetration, which cannot damage the vast majority of the armored vehicle in-game.
- In a skirmish, opening your fight with a disability attack is advised. Shooting the tracks or wheels of your enemy can severely disable their mobility. The disabled enemy vehicle will come to a halt and remain stationary, becoming an easy target for you to finish off. They are also more prone to flanking, allowing you to circle around and target their areas with thin armor.
- The enemy crew may attempt to leave the disabled vehicle and perform battlefield repair, leaving them vulnerable to fire from you and friendly infantry.
- It's also a great practice to disable the turret first, especially for heavier vehicles such as infantry fighting vehicles and main battle tanks. The disabled turret will lose the stabilizer function, turret traverse, and block their HUD with glass cracks.
- Aside from penetration, vehicle health is another crucial factor to consider. Consider the damage output of your vehicle and plan out the engagement with the tactical maneuvers. It's highly advised to engage the enemy while they're unaware of your position.
- Typically, American/British vehicles have more health than PAC/REDFOR vehicles. But their autocannons have a slower fire rate.
Trivia[]
- ZPT stands for "Armor - Cannon - Tank (?)" in the Chinese military designation system.
See Also[]
External links[]
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