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skill issue
It already got multiple nerfs, its not that bad now
nah is not… before i no have it i have same oponopn but now i have it is not op yeah some time is good but in bmpt i have most unreal death… after sale bmpt side armor not same…
BMPT gets fiddled by almost every vehicle at its br now
and most 10.7 MBTs should be capable of dealing with it.
The BMPT has a K/D of 2.4 … continue glazing.
that doesnt really help illustrate youre point the way you want. It just goes to show how stupid the armor design is. death by machine gun to missile tubes while being invulnerable to sabbot…
this is the same game that puts the btr-40 against tiger II’s… lets just be real here.
It isn’t invulnerable to sabot
aim for weakspots in the hull if you can see them, if not then either disengage or smack the turret with HE
The only reason I MG’d him in the first clip was to see if I could blow the ATGM up or not

Actual skill issue at this point. It’s been nerfed and can actually be oneshot. This is not January 2026 anymore.
Haven’t had the need to post this in a while. All clips are up until:
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After which it got more nerfs.
BMPT it’s not pay-to-win, it’s win-by-deserving since you need to research the vehicle and its modules to play in full capability in comparison to a premium vehicle or the BMPT-72—which is technically, and in practice, inferior to its research tree variant is also not pay-to-win since not only it’s not a top tier vehicle, it’s not guaranteed win vehicle since that doesn’t exist either. You can’t simply win with a vehicle, you have to play with it first.
post this 8 months ago and id agree, now however, its honestly fine. i do think it should be 11.0 just to avoid being downtiered to 10.7 lobbies, but it doesnt need any nerfs to its model
nice shot there, lol
Aint gonna lie this post is literal bait, this guy doesn’t have a single positive k/d to his name there’s no way he’s killing bmpt. That’s just a crazy skill issue and this post is a waste of time.
what sound mod is this?
RCSM, some OPEX mixed in later in the compilation.
The only thing that makes me believe complaining about it is reasonable is the damage model and the like 50 artificial buffs it has, which makes disabling it virtually impossible (unless its intentionally trying to die ofc and this is WT playerbase afterall) and makes oneshotting it as reliable as gaijin saying “we only changed visual appereance in this map rework, no gameplay changes”
It would instantly become a non-issue if they did stuff like;
[ ] Make the frontal parts of the vertical-drive actually disable something (they dont currently)
[ ] Make the belts reach into the guns so if it can shoot you, you can actually shoot L/R of the respective breech and destroy the belt. They’re currently feeding the guns via bluetooth or something, idk.
[ ] Make the missiles and fake external partition of the belt guaranteed to disable the vehicle (i.e. destruction of atgm launcher, AT LEAST both barrels, if not breech aswell & vertical-drive module as its’ in the superstructure.
[ ] Make the 6mm RHA casing on TT BMPT around the fuel-tanks create spall (its intentionally disabled currently)
[ ] Make the double-standards regarding modules less obvious by adding a turret-basket it has…
(this picture doesnt even show the floor the crew sits on btw, that’d ofc also be part of it)Could be modelled like this for example:
[ ] Re-label the grenade-launcher operators to machine-gunners so its’ actually possible to tell whether the actual gunner died when hitcam decides to go on vacation again
[ ] Model the support-bars around the belts as part of the autoloader (like is done on SPz Puma)
…plus probs like another 50 artificial buffs that I forgot over the time… It’s been way too many and I have honestly lost track.
Last time I’ve played against a BMPT, it took 3 shells (DM-33’s) to amorack; first take off the spall liner, second the autoloader (?!) and third one the amo.
The main problem here is the perforation calculator, It focuses on the initial impact while attaching far less importance to subsequent hits, thereby ignoring a significant portion of the spalling and causing issues—or glitches—with component collisions, which are so densely packed that they exacerbate the problem.
So the problem as I see it is the implementation and (in)compatibility of spall-liner, detailed modules, and the obsolete spall calculator; BMPT, T-90M are especially subject to this bug, with a lot of superposed module (autoloader/amo, other modules, crew, …).


