Next Major Update - Rumor Round-Up & Discussion

So you literally only care to stomp thats all you had to say. Forget the health of the game I suppose.

And this is a problem across all Russian MBTs not on the BMPT theres a reason we dont want top tier armor at 10.7 and thats not nearly the only reason we call it broken

Not seeing how busted the BMP-T is at this point is purposeful plain ignorance.

Ah i see you missed the part where i said it needs to be fixed immediately because its OP. Well i might be mistaken but im pretty sure its on a T-72 hull so i wouldn’t call that top tier armor. t72s are what? 10.0 through like 11.0? and yea the armor is pretty much why its OP. it only has 4 missiles, no apfsds, and shitty reverse. Unmanned turret def helps with survivability, but alot of that has to do with the inconstant ammo detonations at the moment. Now its main gun can definitely get some meme kills where it should absolutely not be penning, but that is an issue that all fast firing AA guns suffer from. I could see 11.0 if they wanted to

Surely you wouldnt mind me giving you a few options to reduce its absurd survivability;

  • Add the floor of the basket as part of the horizontal-drive module (as on every other tank that was added recently)
  • Add the basket (everything above the ammo-stowage up to the turret-ring) as part of the horizontal-drive module
  • Actually extend the belts to reach the guns (they are currently operating in bluetooth mode or something)
  • Remove the ahistorical separation of the belts into external/internal
  • Make destroying the belts result in the destruction of the vehicle (like on every other belt-fed tank without blowout panels)
  • Make the armour around the fuel-tanks on BMPT create spall (its literally just RHA, there is no valid reason why it shouldnt create spall)
  • Make the front fuel-tanks on BMPT72 internal (theres no armour, nor spall-liners around them, so why are they still external?)
  • Make the detonation of the 30mm grenade launcher ammo destroy the power-system (only on the side its’ on ofc - it’s literally 300 grenades going off in a closed compartment and yet it doesnt even damage it)
  • Increase the 30mm 2A42’s maximum dispersion (it’s identical to Puma but at 550 instead of 200 rpm, which is just ridiculous)
  • Reduce the destabilization-effect of the side-era (it’s currently 5x as high as duplet, despite having the same protection equivalent against KE)
References

Internal/External belts:
Community Bug Reporting System

Basket-Floor:

Basket:
{4B7767D9-FB15-49E6-B2A4-55EF95C5BE7D}
{665FA20D-9871-42D5-8216-13020C6EFDE7}
{68A1ACC1-FE75-4CC0-A441-F39165EE9500}

“External Fuel-Tanks”



They’re internal on all other T-72’s, which BMPT72 is based on…

Where spall, spall where?
grafik

Bluetooth feed
{A1725F1A-CE10-41C1-AAB3-2BB7A9C121AD}

Just 300 30mm grenades, surely not a scratch to the PSU in the same compartment…

I am not saying that all of these need to be applied, but then again I dont think any of them are unreasonable

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Evidently I did lmfao.

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Hey. This would be something that needs deeper investigation. If you haven’t been able to seek assistance from a GM, please try a Senior GM and explain the situation:Who is who and Reporting Procedure

They would be able to advise better than I can.

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Which is funny because afaik it should only be that accurate in “slow fire rate mode” if you will

The 2A42 I mean

TOW-2A penetration isn’t “infinite”, and ammo box is 1 reload.
BMPT is OP, but that doesn’t mean it should be overly exaggerated.

11.3 BMPT would be precedent with heavy tanks having same weapons over weaker tanks.

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If the Namer is 11.3 why cant the BMPT be 11.3?

And you mean Ataka right? 1000mm is pretty close to infinite in WT

no one said the bmpt cant be 11.3.
its suppose to be 11.3.

also using namer is just stupid, it got fire & forget missile and apfsds with a better gun

Id rather have the 2A42 with APDS over the Bushmaster personally the fire rate alone makes it superior imo not to mention the accuracy difference and having Spikes is a detriment if anything lmao.

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spikes work perfect with me. but i didnt play it long enough to judge it

Spikes are garbage tbh, theres a 1/5 if even that that the missle actually does good damage even less for a 1 shot kill unless its a helicopter

The post you responded to said 11.3 for BMPT.

TOW-2A and BMPT’s missile are both 800mm.

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Is the Ataka not 1000? Oh well thats fair

The slow RoF (200-300rpm) seems to have decent dispersion, however the second it goes towards the 550rpm figure, it goes downhill very fast - yet in-game it has the same max dispersion as a weapon that had its’ fire-rate downrated to be more accurate (even at 550rpm the MK 30-20/ABM was more accurate than BMPT at the same rpm but still…)

Just as a comparison, BMP-2M (Which has better dispersion than BMPT irl btw) has a max dispersion of circa >1.5m (visible impact, it’s possible that some missed the target area entirely) at 1100m, which is approx. 0.0785° (ingame-disp is 0.08°).

Reference

grafik
Distance: 1100m
Target-Area: 3x3m
RoF: Standard, 550rds/min
Vehicle: BMP-2M

Puma is rated at =/< 0.5mil (NATO), which is 0.028125° - ingame it’s 0.08°
(0.028125° corresponds to ca. <= 0.54m at 1100m)

Reference

Community Bug Reporting System

Fun fact, initially the 2A42 and 2A72 cannons (specifically caused by the muzzle-brakes) had severe issues with firing the 3UBR8 (APDS-T) sub-calibre projectile, which resulted in the max dispersion going from ca. 0.28m to >1m at a distance of just 100m.

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tbh in game the bmpt doesnt have that much difference in low Rpm compare to the hight Rpm


@SilentTracker i dare you to play it in low rpm

@Smin1080p_WT

Is the fireworks effect of the fireworks decorator planned to be disabled soon?
If not, is it at least planned to be turned into a fictional decorator?

If you are referring to the dispersion then you are right, as the maxDeltaAngles (i.e. maximum angular deviation from aim-point) is set for the gun at any rpm and not for individual RoF modes.

But otherwise uuh
200 vs 550 rpm is a massive difference lol
200 rpm := 3.33 rounds per second (ingame-value)
550 rpm := 9.16 rounds per second (ingame-value, otherwise it’d be 9.167)

(low RoF mode is 200rpm and high RoF mode is 550rpm ingame)

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Can we ban FnF helis from heli PvE just like modern planes are banned from the Air Assault mode?

Or at least use some BR matchmaking in that mode…
How are people supposed to grind helis and heli modules in that mode if some Z-10ME or AH-64E just hovers in the middle of the map and instantly sends a full barrage to every new AI spawn?

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