In the past players actually had a reason to bring 20mm gun pods for Bf 109s because planes required a lot more hits to bring down.
Especially strategic bombers, which you could only tickle with a single 20mm.
But P-47 and IL-2s also were much harder to kill because planes didn’t had their wings and tails blown off constantly.
But guess what? The 30mm also didn’t do that.
Which actually made it still worse against fighters than the MG 151/20.
Instead they had huge fragmentation blasts and were very effective with setting B-17s on fire.
I would run a G-6 with three MK 108s and had a blast intercepting B-17s.
Going head-on or turning around for an attack from behind, blasting their cockpits from the front of wings from behind with 30mm salvos.
Back then you wouldn’t even think about targeting a B-17s tail.
Instead you wanted to hit engines and fuel tanks.
For 20mm cannons, players would use AP shells for going after bombers, to be able to hit their engines from behind.
Not blowing their wings or tails off by landing just a couple of explosive shells.
Of course the damage system then and now is still flawed because many shells don’t have the effect they should have.
Kinetic shells should cause more serious damage to fuel tanks and cannon HEFI and especially Incendiary shells should be a lot more effective in setting fuel fires.
Fragmentation damage and behavior in all game modes is severely lacking, and has been mostly replaced by blast-damage/overpressure.
Instead we have tails getting blown off by 1-2 explosive shells and spars breaking from a single 20mm AP round.
The Yak-3 was only recently moved to 4.7, while the La-7 still remains at 4.7.
The Bearcat doesn’t turn all that well but loses a lot of speed doing so.
It’s got speed but it’s difficult to use as an advantage other than running away.
So other planes in the BR range can be a lot more active and aggressive.
It’s the perfect counter for Bf 109s and Fw 190s that you can chase down and that have no way of defending themself against it but when others can evade you and you have to bleed a lot of speed to even get a high deflection shot it becomes a problem.
A P-47 has twice the firepower, can go fast and has very good energy retention. So you can simply BnZ good turning planes but also every attempt puts out twice the damage.
A Zero might have zero performance but it can always swoop in and clean up people too busy to notice them.
You can pull inhuman deflection shots and destroy every fighter with your 20mm cannons that are actually 30mm Mineshells.
Meanwhile the Bearcat dishes out far less damage, can’t pull as much and when you bleed your speed you’re quite vulnerable.
So you can’t trade energy for massive damage.
So Bearcat can’t influence a RB match in the way as other fighters can.
And using it correctly requires a lot of skill.
How exactly would mouse aim play a role for range vs reality?
The 50mm was designed to require on shot to bring down a four engined bomber but in WT a 37mm will damage a bomber in the exact same way.
So it makes no difference whether you try to open fire from long range with a NS-37 or a MK 214A.
It’s written black on white that it requires 20 20mm Mineshell hits to bring down a bomber like the B-17, but just 4-5 with 30mm Mineshells.
That isn’t the case in the game.
Mouse aim affects all guns equally and allows you to be more accurate, even from long range.
But it doesn’t make 20mm guns hit like 30mm.
And is completely irrelevant for sim mode anyway.