Namer's at same br as bmpt

What a surprise it’d be if the devs actually made the carousel spall too… cause people dug thru the files and the CDK and found out that unlike the turret baskets, the carousel’s spall modifier is turned off, and what more, they even added invisible spall shields that catch ~99% of spall, which is why people often see the carousel get damaged, but the tank remaining otherwise undamaged.

Would ya like that that, huh? Ofc not, you’re a rusmain after all lol

Will you advocate for turret baskets to also have their spall turned off, and for them to be given invisible spall shields? Ofc nah heh

2 Likes

Oh another episode of the “T-series ammo has less chance to explode trust me guys”

1 Like

Go and play your Mi-28NM and barely break 1.0 K/D while having the most busted vehicle in the game )))

Should remind you that Gaijin still refuses to model T-series baskets too ))))

I wonder why, couldn’t be that it’s a nerf, and they will hold off modelling it for T-series for as long as possible, while also refusing to make the autoloader spall )))))

3 Likes

Owwww did i hurt your feelings poor baby ?

And they give pretty valid explanation for.

Yeah holding off by my self the whole dev team asked me should it be added and i said no.

the ploblem is spikes that do now damage, skipes should top attack as they where made to do not like the game, gaijinneeds to make the spikes were ever they hhit to one shot the enemy, BMPTs too

also all merkavas are mising 20 tons of armor pls gaijin fix it

That being none. They never gave a ‘real’ nor ‘valid’ explanation.

Owwww did i hurt your feelings poor baby ?

Guess ya showed your true colours now. No argument, no nothing, just pure cope ))

1 Like

This post was flagged by the community and is temporarily hidden.

You mean the thing that’s modeled in the damage model by the entire bottom of the turret basket as well as the hydraulic tank?

HEAT ATGMs are hit and miss. I got one tapped last night in my T90A by a spike but the next match ate 4 to the front.

they should always be one tap, sorry but spikes are made to top attack not attack on the front and no tank can or should withstand a top attack missile in their forehead

1 Like

Agreed. Gaijin has HE as the priority of damage, hence why Russian ATMs/ATGMs do better in game. They also artificially nerf things like the TOW-2B to be a chemical penetrator instead of an EFP (kinetic) and the area of detonation is 3m, even to the side which shouldn’t be the case as the warhead seeker is looking straight ahead of the missile

Well not always, because of low TNT it may not be able to kill all the crew, especially in bigger tanks as western ones (soviets it more easy because everyone its cramped in the turret).

Anyway, all spikes in-game only use the Spike SR trayectory (flat), when it shouldn’t be like that (at least if its for balancing reasons just fix it for the Spike ER).

imagen

It’s probably more about how it would be more work to program top attack missiles to do top attack. The Hellfire has had this issue for years and has been struck down the entire time.

BMPT just needs to go up to 12.7-12.3 with Dart as its unkillable hull down

Maybe launchers with only the spikes aiming at the sky (like namer trikston or kf41) allowed to do top attack? If they cant hit targets at close with spike, at least let them be more deadlier at long ranges.

Seeing how we can change fuse type for VT-HE, we should be able to select what we want for missile attack profile. If it was about balance, they wouldn’t be giving Russia prototype weapons that don’t exist.

i belive all spikes are spike er 2, and they are top attack (pls corect me if i am wrong)

i found way easier to kill western than soviet tanks with spikes even 2s38 have survived same

Ground use spike LR, helicopters use Spike ER.