Flakpanzer 341

The issue is that APHE wouldn’t penetrate that much armor without shattering.
So the penetration shouldn’t be that high in the first place.

Then there’s also no reason for it to have a 0.3s reload, allowing it to fire continuously.

It only has three crew in the turret which is low compared to a lot of twin AA guns.

They could just give it a 2-3s reload, which would already reduce it’s effectiveness.

Or reduce the turret traverse, if one guy has to fire the guns and command the vehicle at the same time.

The traverse is simply made up, since it was never produced.

They are actively fed as they fire, so that’s why they have that reload.

If you did that, then they’d also have to do that to the Ostwind II and I and also double-down on all SPAA that are fed in similar fashion.

But like the Bofors, they are fed by clips, so it’s not far fetched that have that reload. Just slide in the next slip as it fires.

The Ostwind II has two loaders per gun and it’s open top.

Maybe the 341 has also two loaders but then it’s only one commander who also needs to aim aim and fire the gun.

All inside a turret with little visibility.

So there has to be some downsides somewhere.

You can not have two guns but only three guys inside the turret without any downside.

The clips need constant changing, unlike a Kugelblitz where the guns are only reloaded when the mag is empty.

That would be applying the logic of the Skink, but the Skink uses magazines that have to be taken out and replaced.

The Ostwinds and Flakpanzer use the bofors logic of loading clips that allow continous fire. Just because it’s closed top doesn’t mean it’s viability was suddenly reduced because of “limited visibility”.

The fact it has a faster traverse than newer and lighter SPAAs has never made sense to me, and it only makes it by far the best non radar SPAA.

I wouldn’t be against increasing it’s reload or removing APHE too.

2 Likes

Increasing it’s reload and making it’s traverse take longer is counterintuitive, as this was never a topic brought up to begin with before it was given APHE.

These ideas are only brought to light because it’s given powerful rounds when it was never needed.

This isn’t a vehicle that’s obtainable anymore and not a lot of people have it to begin with.

There’s no reason to nerf it into a state thats worse than before it got APHE

It’s literally the best performing German WW2 vehicle at the moment.

The APHE is just what the guns would have fired but their performance doesn’t make sense.

And since the vehicle was never built, the large armored turret doesn’t need to have the traverse rate of post-war SPAA.

Nerfing the vehicle in some form makes a lot of sense.

3 Likes

Removing all APHE rounds from all AA would be best solution !
AA is ruin ground RB play in all BR and mostly 8.0+ it’s so bad everyone using AA with APHE round !
removing APHE would balance these AA and make player use them for AA but gajin need to make cost only 50 SP to spawn or remove the SP cost if they do that !
What’s the point of playing heavy tanks / medium tanks / if you can get 2 shot by AA.

They just need to turn down the damage by a whole lot.

40mm SAPHEI deals more damage than 40mm HEFI and deals more damage than a lot of larger APHE shells.

But even rounds with way less explosive, like 37mm APHE, are just so lethal thats it’s almost comical.

It’s good when SPAA can kill some light armored vehicles but it’s pointless when a SPAA has its BR because of its ability to kill ground vehicles and you can’t use it at lower BRs.

Wouldn’t be a problem, if we had dynamic BRs.
But the idea that players can play a vehicle at lower BR when it doesn’t use the ammo that gave the vehicle its BR in the first place, is just too advanced for Gaijin.

God forbid players don’t suffer through their stock grind enough.

Imagine you could have a freaking SPAA at 7.3/7.7 that wasn’t a 5.3 Skink.
Like a Falcon without APDS.

4 Likes

I wouldn’t be against increasing it’s reload or removing APHE too.

There is also another ‘historical’ way:

Then turret traverse speed would make alot more sense at least XD

2 Likes

No one’s nerfing the 341. Good news for you guys is that I’ve been taking a break from 341 to use the BMPT, though.

Also, it needs to be said - a lot of the 341 doing so well is from skill issues of USA players, like so:

(Turn resolution up if YT tries playing at 480p)

So many rushed shots, no situational awareness. Hopefully the 341 has been a wake up call to USA players.

Except it isnt, since the modeled turret isnt the one featured on the mock up.

1 Like

Just like the Falcon. They bump it up in BR because it already had APDS. Now it’s even WORSE at shooting down the more capable CAS in he higher BR. (well crap - KillaKiwi beat me to it)

It’s just dumb game logic.

1 Like

ixyyto6m78u51
add this as a tech tree variant and everyone can stop whining

But youre bringing up a non-issue that was never an issue until APHE got added.

The turret traverse was almost never a topic on this vehicle when it was first added, and compared to the Skinks turret traverse, i dont think its all far-fetched.

This is most likely to keep it consistent with other SPAAS.

Youre asking to nerf something without accounting for how overwhelming CAS already is at these brs.

Yeah and then everyone would be happy they can lol pen ot because playing CAS is so “hard”.

The turret traverse again was NOT an issue when the vehicle was added and was almost never brought up.

The turret and reload rate is only being factored because of the current state the vehicle is in.

Nobody cared about the vehicle in its previous state because there was nothing “broken” about it.

They’re clutching at straws because the community voted against changes to APHE damage, which is the actual issue at hand. Messing with turret traverse or anything else is going to lead to nothing against ground units. And we should not be trying to impact its SPAA abilities at all, since destroying CAS = good.

It’s 7.0. Most of the planes you face in Flakpanzer 341 are still props. Most jets are on your team (262). The guns never need to cool down and you can spam them to your hearts content. It’s really an enjoyable SPAA to use for its so-called ‘designated purpose’, as well as donking ground units. And I’ll note that I always stop what I’m doing to engage air targets. The fact I have a ton more ground kills than air is because I see way more ground targets.

Even then it shouldnt allow Constant Fire. As with the L/60 bofors and especially the L/70 the crew couldnt keep up with the fire-rate. So really it would be ca. 3-7 seconds of sustained fire even with ideal conditions before the gun starts having to wait for the loaders to insert the new clip.


This isnt in war thunder for the german 37mm but the French L/70 has it kinda- and the Rest of the L/60s and L/70 vehicles (apart from the Sgt. york and VEAK 40 that have autoloaded racks) doesent feature this and just has a set “magasine” that the crew reloads when its fully out and its very dumb lol

They won’t stop. It’s still a Panther, therefore “unkillable”…