BMPT/72 BR Topic

just make it wobbly like IRL while allowing firing from both cannons for faster overheat proc that should be enough to balance the autocannon

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Are the BMPT’s anti-air vehicles?

No, it is infantry support vehicle in real life I believe, but in WT it is classified as tank destroyer.

So then there’s no comparison to AA

Like asking to remove APFSDS from top tier MBT’s.

I don’t think War Thunder will ever be realistic, is a thing I have with this game and Gaijin as a company by advertising the game as the “vehicular combat simulator” while being a bare bones of what they tell the outside world. How tanks fight in matches are truly unrealistic, I know that, Gaijin knows that but they just don’t do nothing to carry the name as a realistic combat game specially and specifically on the ground battles area.

The only thing I can truly thank the game direction is the fact that hardly any ahistorical change is made, at most temporary removal of the vehicle from the game which is the scenario most people with minds that the BMPT and BMPT-72 is overpowered has; I haven’t readed most of topics with this title and this content but I might be sure that is just another complaint rant promoting an absurd scenario that can instead be fixed without messing with the entire experience.

As I’ve mentioned the BMPT and BMPT-72 battle rating change was something positive torwards a more balanced and fair experience, i’ve had great moments playing battle rating 10.3 range. I personally never had issues with the BMPT specifically, and HEAT seems to do the job quite well on my end specially when hit in the turret, I was fortunate enough to experience a ammorack explosion against a BMPT-72 early today in contrast to other players’ experiences that it’s hard to destroy, in my opinion is the overwhelming factor of good armored platform combined with annoying firepower that dispict this image of overpowered.

My point of making the BMPT and BMPT-72 as medium tanks is mostly focused on balancing reasons, they’re tank support vehicles, being labeled as medium tank has nothing to do with historical reasons in this case is just to increase the cost of spawning one vehicle from 100 to 150 spawn points compared to from 90 to 130 spawn points currently.

That’s a suggestion to make game more fair to play. Or players just got cannon breached and trucked all day even before they could have a chance to aim at bmpt

And they did remove apds from falcon earlier this year.

Anti-air

Thank your for your reply but I don’t see how the classification is relevant or you are missing my point.

Yeah… but how many people actually used it that way?
But APDS was removed from it and the DCA because APDS was not available for their cannon, no other reason.

You want to remove the main weapon of BMPT’s by comparing them to Anti-air

Only let one gun have APDS and remove its ammo box. Plenty of vehicles need the ammo box to be useful.

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Blockquote The only thing I can truly thank the game direction is the fact that hardly any ahistorical change is made

As you said, and I agree with you, that it is truly great that Gaijin didn’t do major ahistorical changes to the game, and they actually removed vehicles that was not made in history, like Tiger II 105 and Panther II. But the removal of those vehicles are not for balancing reasons.

BMPT is what it is , and I agree with your point that vehicles should stay as close as to what it is in real life. But if such a vehicle is put into a wrong scenario that would never happen in real life, is it still a “realistic” gaming experience or a good one? If we agree on that point that this game is more about arcade style playing than serious military simulation, then more weight should be put on balancing considerations. Upgrading BMPT’s BR does help the situation but I don’t see it is enough. Make it 12.7 it won’t change very much on how the vehicle performs and how battle will change. Actually in almost every top tier battle I will see BMPT, not one, not two, but maybe half a team of BMPT. People are using it as a quick rammer to crash into enemy lines.

Blockquote HEAT seems to do the job quite well on my end

HEAT does not usually used in top tier and but maybe I should try to use it more.

Blockquote in my opinion is the overwhelming factor of good armored platform combined with annoying firepower that dispict this image of overpowered.

You are right on this, and it is why it altered the top tier environment so much. BMP-2 and other vehicles with auto cannons have existed in the game for a long time, but since they are all very vulnerable players need to play with caution. But BMPT is touch, it will blind you and you can’t aim your gun at the weak spots that you would aim on a T-90 or T-72 tank.

Making it cost more spawn points is a good suggestion. But I think it is certainly not an MBT. I mean, it has two auto cannons but not a main gun. And, if the label can be changed, why not the ammo count, just for balancing reason?

Not really, they all worked fine before they got the ammo boxes, the only ones that had issues where SPAA that could not push onto points when they where out of ammo.

They just need to remove the quantum tunneling belt mechanism and let hits to the ammo belt actually cook off the ammo. It’s already a hard shot to hit, doubly so when the BMPT is pressuring you with full auto fire and/or ATGMs, so it’d hardly render the tank unplayable. Just means they can’t just sit in the open, assuming (mostly correctly) that they’re not going to be punished for it.

And it is, to really hammer the point home, nonsense. We have pictures from inside BMPTs to compare to. It’s just a standard, contiguous autocannon belt feed, with a floor mounted ammo drum, the exact same as many SPAA. There is no magical firewall that can somehow block off the “internal” ammo from the “external” ammo.

This is the only vehicle that behaves this way in game, too. Every other tank with a belt feed like this (With the notable exception of truely external belts where the entire thing is outside the tank, like many 30mm Bushmaster tanks) will cook off when the ammo belt is hit. As they would IRL.

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Personally i think a lot of the ATGM vehicles should keep the ammo box. Especially earlier tow variants as the missiles are quite unreliable.

Not exactly. My point is to limit the ammo count for its APDS round not to cancel them. Now one cannon can shoot 450 rounds, thats 900 rounds for both cannons, and if you switch between cannons you can literally shoot non stop until ammo runs out.

I didn’t mention anti air to compare it with BMPT. I mentioned anti air for the sake to suggest a possible mechanism that could be applied to BMPT to make game more bearable, in which APDS rounds are limited.

Most BMPT players are running HE-TF in the 2nd autocannon for drones

Not really.

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Yes please! just like they did to Finnish BMP-2, it cannot take much APDS, only one belt.

Yes, really