I think 11.0/11.3 would be more than fine because Spikes are tempromental at best and the high speed speed beamrider that can be fired on the move is probably better overall. Besides the new Boxer is getting FnF at 10.7. Doesnt mean the BMPT needs a BR drop
This game will end the same way as similar ones. Only a handful of players will remain. And as soon as a competing game comes out, maybe they’ll wake up, and sooner or later, a game like this will come out.
The HSTVL isn’t meant to be included in that logic since it’s a different type of vehicle while the BMPT are Namer are pretty much Heavy IFVs
Eitherway, i would rather fight the HSTVL’s since i can actually kill that thing with ease
Hell, the HSTVL has a high chance of not penning the BMPT’s LFP point blank
After facing them a bit more, I’d put the BMPT-72 (premium) at 11.0 because of it’s worse survivability and fewer crew, and the BMPT at 11.3/11.7, or 12.0 with Kornet ATGMs. The premium one isn’t that hard to kill, but it’s the TT one that I have the most issues with.
There’s already a T-80 in the TT at 10.7 with worse armor. The engine is slightly less powerful but that doesn’t exactly justify it being in the range to get downtiered to 9.3 with kontakt-5
2S38 is on the level of RDFLT/OTOMATIC but larger profile than RD. No radar and less pen than OTO.
BMPT is just a 12.7 chassis with spall liners at 10.7. A 11.0 BR should be fine and APFSDS on the newer version would just be nice to have.
TT BMPT with 5 crew can easily survive direct hits. Premium one atleast usually dies if the round pens
But they really need to fix the ammo dets not doing damage, even if it doesnt kill, should do what it does in naval and delete all the ammo, force them to retreat and rearm on a cap point.
T-80B at 10.7 is criminal after the 7.1 → 6.0s reload buff.
It should be 11.0.
The 2S38 might be fine at 10.7.
All the 30mm bushmaster and / or 4 spike combo should also move down by 0.3 and/or be given an ammo box just like how ammo crates are given to the Magach Hydra and Cromwell RP3.
I’ve been one-tapped, while playing the BMPT quite often - Honestly, while its really good in the right hands, it seems very overrated to me personally - things like BMP-2M are still more enjoyable (Kornets are also much better tbh).
I can’t speak for the premium version, but hitting the turret ammo on TT BMPT does deal damage; often taking out the FCS and (in case of longer fire) even one or both turret crew members.
Hitting the ammo in the hull has been a quarantined death sentence in my experience.
Ah right, that is true, but still. At least forces them to stop firing at least for a little bit and then you could hit them again when they resume firing. So even if you cant kill them due to being hulldown, you can make them a non-threat for a little while