I’ve flipped through all the posts/ titles under dev server and seen one for just about every vehicle, munition, and mechanic. Except one. That is, the Badger 8x8 IFV. So I thought I’d attempt to make one myself.
First disclaimer. I know it’s still the dev server and like the MSC and practically all the new SAMs, is very likely to change. I’ll still bring to attention missing things and bugs, at least presumed to be.
First is the turret traverse. It’s painfully slow especially for something that solely relies on its auto cannon to even have a chance to survive. It takes an ace crew to get a mere 28 degrees per second and that’s still not terribly fast.
It didn’t change in the dev server update even when the vehicle did have a change so I find it somewhat unlikely to change.
Second is the ammo mechanic. Not only does it have 40 round ‘clips/ boxes’ but it also has a 40 round ready rack (RR) in an autoloader. The ‘clip’ reloads instantly so it’s more like a full rack. The real limiting supply is the RR of 40 rounds. It replenishes 1 shell at a time at an ok speed. But I see no need for both. Just have it be the full rack instead of clips and the ready rack be the mag. Especially cause replenishing on a base fills the RR and the RR is manually filled 1 at a time.
A weird behavior is if the clip and ready rack empty at the same time it actually does take longer/ a proper reload to replace the 40 round clip (while having 0 in the RR). But after that happens you can shoot once even with 0 shells in the RR. But if you shoot some of the 40 (from both the clip and RR) and have some shells replenish manually this doesn’t happen.
A bug I found is during the longer clip reload when RR is empty simultaneously is the barrel heat. During the reload it heats up rapidly and maxes out, even lasting a few seconds, making it impossible to fire even with a shell or 2 in the RR, because it initiates the overheat mechanism which is the long reload again which does the same thing so you just have to wait. (Manually fed auto cannons like the marvelous RARDEN don’t have this because you have to manually load another 3 round clip anyway so you never have to worry about heat with it.)
Typically with it’s GI-30 you don’t have to worry about heat. (Even before the nerf)
Third is the fire rate. In the original Devblog post ([Development] Badger IFV: A Beast Yet To Come - News - War Thunder) it says ‘fast firing 30mm’. The Badger initially had 200RPM but was since nerfed to half. (100 RPM) This is not fast by basically any standard as the amazing Warrior/ the RARDEN has 80 RPM which everyone touts as slow. (I love all the RARDENs and will take them over stabilized 25mm Bushmaster any day and any BR. I also adore the Warrior and will die on both these hills.) This sorta feels like false advertisement and would want to see some documents or something. !!! I know it’s still the dev server and everything is subject to change. !!!
Another thing is mobility. Like the Rooikat MTTD and Mk.1D, the former seems more mobile than the latter despite being heavier. I haven’t ran courses or timers but in my many battles MTTD seems more mobile. Same case with the CT-CV 105HP which is 2 tons lighter with a slightly more powerful engine. (Negligibly, it’s 7 horsepower) In my test drives the Badger does get going faster, turn better, and better hill performance just like MTTD over Mk.1D. I’m not complaining but maybe this should be looked into.
Last thing I’ll bring up is ammunition. It has IRST gunner optics just like the Puma. You know what that also has? AHEAD rounds. (Time fuse airburst anti air programmable munitions) M3A3 Bradley, which also has IRST gunner optics, doesn’t have programmable ammo because it’s caliber (That is 25mm) is too small for programmable munitions. The Puma of course is and so too is the badger. I’m not saying it should and this should be researched, but considering it has IRST it would make sense.