Heavy IFV Buff proposals

Proposal 1: Implementation of the “Ammo Box” Mechanic for Heavy IFVs

Heavy IFVs like the Namers and PUMAs are significantly larger than many (if not all) Main Battle Tanks currently in-game, however they currently suffer from a critical lack of endurance because all their ammunition is concentrated entirely within an unmanned turret (which is also their least armored part). A single hit from machine-gun fire, fragmentation or artillery torches their entire ammo rack, leaving a 60+ ton vehicle completely helpless for the duration of the match until they reach a cap point (which is not always possible for certain modes).

I propose adding the Ammo Box mechanic for these specific (and future Heavy IFV) platforms. Since the “Ammo Box” reload time is already balanced enough to take over a minute per charge, it prevents camping without any additonal changes while providing a necessary, albeit time-consuming option to restore combat capability without being forced to reach a capture point. This balances their massive silhouettes with the staying power expected of a Rank VIII heavy support vehicle.


Proposal 2: Automated Retraction of ATGM Launchers

Vehicles equipped with Spike and MELLS launchers (such as the Namer series and EBRC Jaguar) feature tall, non-retractable launcher units that significantly increase the vehicle’s vertical profile. These launchers act as massive HE-traps and ammo-rack vulnerabilities that trigger crew overpressure or aforementioned ammunition cook-off even when the hull is fully protected behind cover.

I propose that these launchers be made retractable/closeable as they are in real life, with the retraction and deployment being manual on a keybind.


Proposal 3: Implementation of Mk310 PABM for Israeli Namers

The Samson RCWS-30 utilized on both Namer variants is explicitly marketed by Rafael as a dedicated Counter-UAV (C-UAV) platform. In the current game meta, especially following changes to missile seeker logic, where spikes are no longer able to lock onto drones, these vehicles now lack the tools to fulfill this advertised role.

To reflect the specialized nature of the RCWS, the Mk310 Programmable Air Burst Munition (PABM) should be implemented for both the Namer 30 and Tsrikhon. This ammunition is a native component of the system’s C-UAV suite, allowing the 30mm autocannon to effectively engage small, high-speed aerial threats and drones as the turret was designed to do.


Technical Correction: Trophy APS Charge Coloration

The Trophy APS charges on the Namer Tsrikhon are currently modeled in Light Blue (Deep Saxe Blue, HEX: #396975). Per international ammunition standards (STANAG 2321 and MIL-STD-709C), this specific shade of blue is the mandatory identifier for Inert/Practice/Training components which contain NO high explosives.

Frontline combat vehicles do not utilize practice-colored charges in active service. This visual discrepancy should be corrected to the operational Black or Olive Drab standard schemes—already present on the Merkava Mk 4M.


Remember: As these two changes do benefit these vehicles greatly, BR adjustments will be inevitable.

Would you like to see these changes in game?
  • Yes
  • No
0 voters

One thing is reload animation, and I mean, who cares. It will be nice to watch and wont affect the playability of affected vehicles much.

But not in million years I want the Spike launcher to deploy/retract automatically like it does on Bradley.

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Additional fixes:

  1. Make the German APS systems actually work because they don’t currently, even on the new event boxer, and it is honestly pathetic gaijin cares so little about non russian vehicles.

  2. Make the Pumas front armor more realistic i.e. thicker

  3. why are the terminators still at a lower br than the worse (implemented) puma at 11.0?

  4. Fix spikes. They should turn russian tanks into crematoriums instead of just yellowing the breech…

  5. Fix the MUSS system already it has been years. And turn it OFF by default on night maps…

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For PUMA and Namer 30 reload animations wouldn’t do much, but for any with retractable systems? I.E. EBRC Jaguar or Namer Tsirikhon whose launchers basically DOUBLE their turret sillhouette and act as shot traps to take the entire vehicle out of the game by torching all of its ammo or outright kill it if it didn’t launch all its spikes? It may be a game charger.

sure, but launcher retracting for reload wont help Jaguar and such that much moving around map since you wont be driving around without ATGM in tube most of the time.

should retractable launcher be added, im perfectly fine with it - but deploy/retract function needs to be player controlled, not automatic like it is on Bradley.

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