You get three guesses…
I guess that would require effort and actual work I guess, can’t ask too much, it’s only been 6 months after all.
Pretty much. I’d guess the mods were told by the devs to do that, as the devs have no intention of even balancing the 38MTs, much less removing them since they’re fictional, likely cause it benefits Russia.
Gotta love how they gave Kh-38s go faster than any other missile, while governing every NATO missile to go below 0.9 Mach.
It will lol
I’m giving this thread at max 2 months more.
They genuinely lied to our faces about BMPT somehow not dying when ammo chutes explodes…
Nah two reasons this will keep going
Followed by this BS ThunderWar posts still LOL
nuke with only 3 kills
https://youtube.com/shorts/RuaGdE2yMoM?si=u8NXnjMaziGe_7bR
My favourite was this little gem - talk about Reddit Posts that age really well…
Why BMPT is not gonna be an OP ‘russian bias’ : r/Warthunder
Timmy never stops grinding

Oh hey, you watch paralympic too. Such a great sport with good faith. (👉゚ヮ゚)👉
The assertion that “only 1 APDS belt” aged very well is, in fact, not accurate if scrutinized through the lens of comprehensive military armament evaluations and real-world combat scenarios. Firstly, it’s imperative to understand that APDS (Armor-Piercing Discarding Sabot) ammunition, while effective, is only one component in a complex arsenal designed to address various threat levels and combat environments. Limiting a vehicle or weapon system to relying solely on a single APDS belt overlooks critical tactical flexibilities provided by alternative munitions, such as HEAT (High-Explosive Anti-Tank) rounds or multiple-purpose shells. Besides, advancements in defensive technologies, such as active protection systems and reactive armors, have diversified the requirements for effective munitions. Such systems have challenged the efficacy of APDS as the all-encompassing solution. Furthermore, simulators and wargame analyses have consistently shown that adaptation, resource rotation, and varied loadouts are crucial for realistic and effective deployment, especially in engagements demanding prolonged sustainability and adaptability across changing battlefield dynamics. The proposition that a singular strategy revolving around ‘only 1 APDS belt’ would suffice reflects a limited understanding or an oversimplification of modern armaments’ strategic requirements. Therefore, it’s crucial to acknowledge that diversified and strategic ammunition planning remains a tenet of sound military tactics.
Thank you ChatGPT
This is claude, Chat GPT is kinda arcade with words
and Gemini sounds like “pick me girl”
I disagree on the whole Spike thing.
Spikes are so hard to balance because you have to account for being able to fire them very quickly and going back into cover, or just firing them behind cover where you can’t be shot.
If they become even semi-competent missiles, they will be absolutely nasty. Unfortunately, it is probably best for balance that they stay how they are.
I would not mind a small buff, but anything slightly too much can really hurt balance.
- Vast majority of spike vehicles have at the most 4 of them
- they are unreliable to even connect with the vehicle they have been fired at
- their damage is based on the super position of planetary bodies
- the ability to fire on the move is not unique to them
- often a LOS TOW would literally be more reliable than a spike due to the ability to actually hit vital parts of a tank instead of “rooftop” “machinegun” “turret cheek”
- not a single spike vehicle has access to ammo box yet other vehicles that depend on ATGMs to kill tanks do
- they are completely improperly modeled with their impact angle being extremely shallow despite the fact they literally have high or low loft capability AND the inability to guide center mass
Im getting really tired of people saying “oh but it would be so powerful” when every single one of the spike vehicles are easy to kill like they are made out of butter, dont have a competent main gun armament (the closest you can get to competency is freccia or Jaguar) and are so extremely limited in the number of shots they can fire using their Anti-Armor weaponry in a game based around fighting armored targets.
Unlike in real life you dont have a crew of six to eight crunchies in the hull that can hop out with their own anti tank weaponry. You are using extremely limited, extremely nerfed or incorrectly modelled weaponry thats a lottery with every release.
How about we drop this extremely idiotic double standard of choosing when realism fits us.
Especially given what thread were in, magical 30mm belts connected to hull being external ammo magazines? yea thats fine.
However a vehicle capable of being killed by a shilka via overpressure (hitting inbetween of the turret and the hull of Puma) having its 4 anti tank missiles be not RNG guided but actually hit center mass of what its been fired at? Nah, that is a step too far i think, muh realism
Oh and if in fact the vehicles finally begin to be effective that everyone seems to be deathly afraid off, imagine this… the Battle Rating system exists there to mediate this. What a novel idea!
I hear you, a while I would love for Spikes to be as good as they are IRL, I don’t see how that could be implemented without breaking balances.
Spikes are meant to be top down attack, which means no amount of armor can realistically save you. Vehicles with them like the PUMA and Namer are also able to for them without LOS, which kind of nullified the whole argument that they are made of paper, which while true, won’t matter when you can’t be seen behind a hill and such.
Now, here’s what I think they should do. Spikes need to have their seeker buffed so that they have at least a 90% hit rate. Right now, it’s a solid 50% and I think that if they at least disabled vehicles more often, it would help a lot.
They also need to give all Spike vehicles ammo boxes. Every single tank with Spikes besides the Freccia only gets 4, which is ridiculous if you ask me. Giving them an ammo box would make it significantly better because sometimes, your turret gets shot and blows up 2 of your Spikes in your launcher, wasting half of your missiles.
I would love nothing more than for the PUMA VJTF and other Spike vehicles to be good, but it had to be within reason.
Like LMURS yet somehow LMUR is the only missile that has proper lofting angles and one shots 95 percent of the time.
Not to mention the amount of LMUR missile is also fictional thus it increases capabilities even more.
I know this thread seems to keeping going down the route of talking about BRs (and CAS lol)
I think its pointless when this absurd survivability is still the biggest issue
If that front lower plate was covered, I really dont think I would of been able to kill him
There were five BMPTs at the respawn point. That machine gun fire is driving me crazy—please, just go away.

