It’s fine as it as, maybe give it M900 but otherwise it ain’t good or bad. It’s cheesed me when in
the hull down, and it literally could not be killed (even with HEAT overpressure).
both ags and ccvl should’ve got m900 while ago
The Puma VJTF beeing 11.0 is bullshit too. Like 4 spikes with a 30mm gets you 11.0 but 6 Six spikes with 30mm like the new CV is 10.7 together with Freccia that even gets 10 Spikes and is also 10.7. What did the Puma do to get one BR more? The Armor may help better against things like BMP cannon but if we be real the Puma armor wont help in a lot of cases against MBT’s or even the BMP missles. At least give it 6 Spikes then 11.0 is ok. But out of 4 spikes 1-2 hits and that doenst mean it even gonna kill the enemy because spikes are very stupid in this game.
All im asking for. Give it M900 and everything is in the right position.
Very, very good. Its quite mobile, has a 5s autoloader, and in a hull-down position is a genuine menace. Especially if you bush it up.
It cannot go to 10.7. Its whole playstyle revolves around hull-down combat, play it that way. Its fine as is with M833.
CCVL is 10.0, giving it M900 would be overkill tbh.
I agree with that. On 10.0 having almost 400mm pen in a 105mm gun is okay. On 11.3 not so much.
And it would only lead to CCVL going up, but its nice on 10.0.
I don’t have too many matches in the PUMA but these days due to the amount of modules in the turret, I find the gameplay literally unbearable because of the number of times I have to sit and repair from just playing the game, in order to see anything you have to expose your turret, now any hits taken will result in ammo cook off or FCS system out of service, I can repair as many as 20 times in three matches alone, the good thing is near impossible to kill when hit in the turret. Spikes is actually good because its fnf and initial rush to get into position you will score some kill easily because you can continue to drive to cover while the computer leads your missiles to the enemy’s hitbox, it’s also extremely effective against helicopters and the range is great. Very few things in that br PUMA faced can reliably intercept the Spike, the T-80UM2 can do with the hard-kill APS but it has to look in the direction and its an exclusive marketplace vehicle. I personally find Spike is much more effective than ATGM because you don’t have to stay exposed to lead the missile thus improves its overall survivability. Only issue is damage is like rolling a dice, and that’s every ATGM vs composite/spaced armor.
Yea. But at least give it 6 Spikes ffs. Like come on. Its not like that would break the game to have 2 more chances to get a kill. Your right fnf is great for some quick missle yeeets, but i find Spikes to be very very annoying to use. With 4 spikes most times i do 1-2 hits. With the CV90 Mk.IV having 6 missles i get at least 3 hits. More i dont want. At least 3 Hits.
And in many cases Spikes hit the most armored part of the enemy. Like do your job and attack from above but in this game it comes in like any other missle. A Top Down missle that doesnt come from the top down has a fatal flaw in its design.
Or give us the feature the Spikes have irl and have us choose between fnf and guiding it by hand. i would rater do it myself than to get screwed over by this game all the time. Its not that much to ask for.
Spike is not very effective against vehicles with great reverse speed, so if you engaging enemies that are aware of your presence then they most likely be able to dodge it by simply reverse back into the cover the spike more often can’t hit them to do critical damage, but you will hit those T-72s/T-90s every time regardless of they see you or not, the APS of T-90A at 11.0 is completely useless against it and it doesn’t stop most types of missiles it faced in that br lol it’s only there for aesthetic purposes. There were some other APS from vehicles I hadn’t researched so I don’t know, but I can hit up the custom battles to test them out.
Yea. But in most cases it hits the ufp and doesnt penetrate because of bs. If they want to keep their sytem with the spikes doing whatever they want to then at least give us more chances to make the missle do a kill. Even on very long ranges the missle hits but as it hits a part that cant be penetrated the missle just wasted my ammo (the one i HAVE to go to a cap to replenish it) and did litterally nothing to help me. If the missle are that stupid, then at least let me guide it myself and hit the enemy on a good spot. Just beacuse the code doesnt work i dont see why i should get punished for it.
In that br you sure don’t want to guide the missile lol because in order to lead it, you stay exposed to enemy fire, buying them time to acknowledge your position and shoot you, ATGM generally becoming less effective the higher br we go because everything becomes faster, better FCS system especially good sight zoom, allows the player to make very accurate shot in the shortest amount of time, PUMA is in a br where milliseconds matter, I can even feel I’m at disadvantage with 200+ ping because in cqc situation I know I will not be quick enough against someone with 45 ping. You can find a target that weren’t looking at your direction, you fire your ATGM then .7 second later he aware of it, turn his turret, hit the range find and kill you with apfsds before your ATGM could reach him.
I dont get seen with BMP2M either. You have to hide and get the missle into targets that are unaware of you. if they know whwre you’re at then you did something wrong. But if i dont get seen and launch a missle and that doesnt do damage and THEN the enemy know where im am. Then i have a personal problem with the spike system. Maybe sounds stupid. But if i am able play better than gaijins code does, then let ME play MY Tank.
Or give it more ammo to compensate the fact that the code doesnt work.
Why would the CCVL receive it over the XM8? If anything the XM8 should get M900, its lvl 2 armor package, and its blowout panels. Obviously it would need to go up in BR but I’d rather the XM8 finally get fixed and it’s proper round over its prototype.
AGS with M900 is 11.7-12.0 material.
Having that amount of depression and the lowest profile turret means nothing? How that works, like you have an SPAA with -9° of gun depression and still is a huge target and even it struggles to penetrate main battle tanks on the side at point blank, comparing an SPAA to a tank destroyer makes no sense.
When I mean it’s empty I’m referring to the turret exclusively, the breech and cannon damage model are incredibly small compared to the visual nodel which can cause penetration with low or no damage, the ammunition the TCM AGS currently has is enough for a tank that doesn’t need to constantly fear being shot easily compared to others and the M900 being added is a matter of time it having its battle rating increased.
Even, I forgot to mention, the roof is flat enough to deflecf chemical warhead ammunition and has enough armor to sustain overpressure if hit on the turret.
Then put it on 11.7 if you think it to op. But at least give it pen. this thing is nothing half and nothing whole.
T90M, Leo 2A7V, the Strv’s vs a 105mm cannon with not even 400mm pen. No. Just no. Idgaf if it got good gun depression or if it got only a cannon and a breach on top. Its not making sense in any way.
This thing is an easy kill. Not hitting the breach is a skill issue on your part. And as many maps are flat af your gun depression is turned to dust when you meet a T90M in the city and even hit its lower plate just so your low af pen and the spaghetti code doesnt let it go in OR only kill drivers because it is still only a 105mm. Like Typ90. That thing got 480mmpen with a 120mm cannon, got better armor, can also be depressed very well and has good mobility. Not having a turret is not enought to be on the same BR as this. Never had a problem killing it EVEN with it having no real turret but i had it so often that i myself or the enemy TCM just bounces off because of that weak ahhh round.
Then if “you don’t give a fuck” use a tank that satisfies you, there are plenty of tanks with a proper crewed turret, higher caliber, slower, less depression values at lower battle rating. I don’t know why you still comparing a tank destroyer to a main battle tank. It’s like comparing cows to cars, it doesn’t make sense and the two things doesn’t relate to each other. I’m just saying that the TCM AGS at its current battle rating will do better than at higher if it gets the missing ammunition.
The AGS is like a vehicle where you invest all your points in one stat
I literally killed 100 enemy tanks and only die 10 times to them, because 70% of the deaths was by CAS, it’s even do a bunch of killing in sun city because I found some spot to sit around where only my turret is expose, its impossible to get negative KD in this thing even if you fight 12.0s bro