EBRC Jaguar

Now that I know you can make graphs and I have your discord, just know I’ll be annoying you more often :))

1 Like

Yes without moving, from spawn point of test drive and all hit from relatively the front since the T-64 is a bit angled off from the front.

I suspect most of the time if you fire at MBTs ingame it’ll reasonably be from their front aspect since you’d most likely be shooting from the direction of your side of the map.

3 Likes

Screenshot 2025-10-30 205109
Long range is a little better but why nerf the close range
🥀

1 Like

Stunning vehicle. I don’t care if it’s gonna be horrible or great. I just want it because of how good it looks.

1 Like

Velocity is still too slow no?

Did some limited testing with @DirectSupport to compare in game loft with IRL testing on the AMX 30. Full side on, IRL it hits center of mass, almost vertical.
In game, it hits at a very shallow (10-20º) angle, and the kill rate is even worse than from the front. It usually hits the side of the tank (driver, engine, top of the turret) without killing more than 1 crew or putting the tank on fire. It even managed to miss once, going over the commander cupola.
It looks like the RNG dispersion is distributed along the entire width of the target the missile is seeing.
From my limited experience the best angle usually is front aspect, about 10-10º to the side. This allows :

  • to limit the risks of a barrel strike
  • to limit the dispersion of the missile to hit only non critical areas (from front aspect, aside from track shots, you are more likely to kill crew members or cripple vital components).

This is the case for all FnF missiles overall. Front aspect 0º is a bit worse, while side aspect is the worse aspect to shoot FnF missiles at the target

3 Likes

According to a dataminer, the MMP got reworked.

We’ll see what they did with once datamine is out.

Edit:

1 Like
1 Like

the shell is still to light but oh well…

I made a small graph regarding MMP efficiency following @DirectSupport 's idea:

Rules :

  • The test is done after MMP buff (version 2.0.50.28)
  • To avoid any weird behavior, i respawn when T-64 turret pops off, to avoid false lock or hitting a raised barrel in the way
  • 1125m from T-64 in test drive, on resupply point
  • Firing on target until it dies
  • 100 Destructions in total
  • each shot is going to one category :
    • Destruction (blue)
    • Critical hit : crew or module destroyed (orange)
    • Hit : no crew, no module destroyed compared to the previous shot, or at all if it’s the first shot (red)

How to read the results : each step from left to right represents a shot. Once the vehicle is destroyed (blue), the sequence stops. If the vehicle is just critically damaged (orange) or hit (red), a following shot is made. Each time a shot is made, there is a smaller chance the T-64 survives, and on a 100 shots sample, the sequence never ended after more than 6 shots (2 occurences, as can be seen on the graph)

  • Ratio of one shot : 49%. This ratio seems to remain somewhat consistant on the following shot (25/51) although it of course increases as the T-64 is more and more damaged as shots are made
  • On Average : 2.01 missiles are necessary to kill the T-64
  • On 100 shot, worst case scenario requires 6 shots

I might do the same thing on the T-90A if i have some time

4 Likes

The long range penetration has now been fixed it seems, anybody able to send the stat card?

This is accurate, all they need to do now is decrease the shel diameter(and thus penetration slightly at all angles and distances).

No it needs more pen
That thing will faces 12.0 it needs the pen on its 40 mm
Literally the strf 9040c has better pen than that rn and its sitting at 10.3
slpprj m/01 has 170mm of pen
While the ofl t should have around the same but gaijin lowered it

Akeron MP should have a range of atleast 5km // Gaijin.net // Issues

Another report since the developers didn’t fix the range properly the first time around.

Campaign to CTAI mate

shot 2025.10.30 21.22.27

A few millimeters too much here and there, but overall it seems OK

1 Like

Last range report for Akeron got shut down by someone who couldn’t figure out what horizontal range is, but luckily this time around it got accepted.

Akeron MP should have a range of over 5km in horizontal distance // Gaijin.net // Issues

The MMP missile is overperforming though in terms of speed by nearly 20%, and thus has to be fixed in this regard.

MMP missile overperforming in speed by about 18% // Gaijin.net // Issues

You said it should have a top speed of 200 km/h
You meant 200m/s right

Yes, thanks for that, fixed.