My ideas for good BMPT nerfs

Hello!
As EVERYONE knows, the BMPT/BMPT-72 are stomping right now. I don’t think they just need to be completely removed, nerfed into the ground, or ruined. However, I think that there are a few other options that Gaijin can implement to keep most people happy due to BR changes not affecting it.
For my first idea, a system similar to the one we have in game could be implemented. The difference would be shooting the missiles would take out the modules like shooting the ammo. I don’t think this would be a true fix due to how fast the 30 millimeter cannons on the BMPT can take out barrels, tracks, or just cheese your tank.
For my second idea, the hitbox of the ammo belts could be increased that way players aren’t pixel hunting for their life. This is the least realistic one, but I think combined with the first option this would be a nice nerf to the BMPT’s, while also keeping them fun to play!
For my final idea, the ammo belt would perform like it does in real life and kill the tank when detonated. This may be hard to believe, but the ammo belt isn’t actually connected to the ammo stowage via Bluetooth! Pair this with the fact that the ammo belts aren’t separated from the crew by much armor, so this would lead the crew to have a bad day…
I want to clarify that this post isn’t written while raging, or mad at the BMPT, I genuinely want to discuss different ways we could nerf the BMPT/BMPT-72 without making the vehicle bad, or not nerfing it enough.
Thank you guys for reading, and GLHF on the battlefield!

7 Likes

Half time you’re shooting the other half you’re repairing, I wouldn’t mind a realistic damage be dealt if the missiles are damaged so causing explosion consequently to the rest of the combat module. This could be implemented if improved shrapnel expansion is worked on; considering shrapnel, obstacles and final point of impact of the shock wave and so on which I doubt it’s ever modelled, HESH wouldn’t be this double-edged sword and so high caliber HE wouldn’t be this unrealistic.

The belts size are realistic unless you also take in account increasing the size of all other 30 mm belts which I wouldn’t mind (be fair and unbiased), vehicles like italian Freccia OWS 30 has noticeable empty space in its combat module majority occupied by the 30 mm belts which is not much of a thing considering that you can’t take out the vehicle by cooking-off the ammo in the turret unlike BMPT and BMPT-72 which you can either by directly hitting and dealing enough damage to cook off the ammo,

Seems unrealistic for me that <30 mm belts are able to do that amount of damage even without external reasons like explosion from an projectile hit (e.g. HEAT and HE) which on my end I had success dealing with the Terminators with by directly hitting the belt or indirectly causing its explosion, this issue of not being able to destroy a Terminator by ammo cook-off has been fixed a few months ago.

2 Likes

I think they should just drop it back to 10.3 give it apfsds and add the T90M2 and put it at 10.3 too to russia so they can fully embrace the bias

4 Likes

It was already too high at 10.3, you NATO mains keep whining about it being too OP or whatever. You could even say with darts, it’s way too overtired, honestly I believe that it should be placed at 6.3 or so, that way it goes against tanks that can’t do any damage against it.

This is complete satire, btw

2 Likes

Actually with all the HE slingers there it might be a better situation, lol. Not to mention APHE.

Oh my god you’re right, it needs to be placed down to reserve, 6.3 is still way to high of a BR to place it in

1 Like

almost got me there…
image

2 Likes

I was advised by my lawyer to do so, they told me comments like that without a warning could result in FAB-5000s being dropped on my home, which they told me was “reasonable force”.

2 Likes

I think it needs an armor rework and thats about it. Rounds like the DM53 can penetrate relict ERA depending on angle but in game they cannot

I like the idea of hitting the ammo kills the tank. A lot of the time the bmpt will be the thing that disables you then another tank is the thing that actually finishes you off. Idk if gaijin takes that into account when reviewing gameplay or if they are just looking at stats of X tank killed Y tank. Bmpt turns the game into repair simulator. At least with a reliable weak spot these tanks wont just drive fearlessly into the enemy spawn.

Move BMPT to reserve

Yes, BMPTS needs a lot of nerfs. I bought them for this reason, and they make playing much easier. It’s very easy to kill tanks by constantly shooting, and it’s also very easy to get assists with these BMPTS. I play very comfortably with these BMPTS, smoking cigarettes, knowing that it’s very difficult to die. I think they need much more nerfs.