Planned Battle Rating Changes (August 2026)

So you are badddddddd

1 Like

Tis the Gaijin way after all.

2 Likes

Vehicle: Puma VJTF & Puma VJTF but they put junk on it
Mode: GRB
BR-Change: 11.0 → 10.7

Justification:
Currently, the Puma VJTF has essentially nothing going for it. Unlike the regular Puma (which is 10.3) it has no lineup and sits at 0.7BR higher than the regular Puma solely for having 4 spikes.
Other spike-carriers, such as CV 90 MK IV, Freccia & Freccia OWS-30, which sit at the same or lower BR’s all carry 6-10 spikes in total, which helps with the consistency as Spikes tend to miss the majority of the time.

The survivability is also virtually nonexistent the moment people glance at the turret, which will get obliterated by shells as sad as 20mm HVAP frontally at >1.5km (only 13mm of KE protection!).
Any hit to the turret is guaranteed to send you to 30s of repair-simulator due to vertical-drive, autoloader & ammo all being basically guaranteed to be nuked.

The hull is only tanky against bad players that keep shooting the engine and cba to open protection analysis to realise that any shot using 25mm APDS or better between radiator and drivers hatch will obliterate the crew instantly (after you have already crippled the tank with <=2x 20mm hvap or better to the turret ofc).

Spoiler: Reference for the above

Turret-Shot with 20mm HVAP at 1500m:

v-drive (aim a bit further right for ammo + autoloader)

Hull-Shot with 25mm APDS at 1km:

Gunner, FCS, H-Drive

Driver, H-Drive, possibly gunner

Unlike on the e.g. CV90 MK IV, the commander-sight on Puma is also quite abysmal, since at maximum depression, the entire vision is blocked by the roofs’ composite screen, rendering it useless for hull-down observation.

AHEAD is essentially useless as the shell is still missing 130/162 total fragments, which results in the hit-probability & effect being so abysmal that you might aswell just shoot darts at the target.

While these are, generally speaking, also issues the regular Puma faces, I do not believe that the addition of 4 spikes (that will most likely all miss or do nothing if they accidently hit) justifies the increase in BR to 11.0, especially considering that it has no lineup at that br but would do so at 10.7.

A lot may come down to compression here and a VJTF at 10.7 may be slightly stronger than other 30mm slop + 4 spike combo vehicles at the br, however I still believe that it’d be a better place than it being useless/unviable at 11.0

10 Likes

Vehicle :F-16CM Block 52 POBIT Fighting Falcon/F-16V Block 70 Fighting Falcon
Game Mode :Air Realistic
Battle Rating "14.3 -->14.0
Reason : lack of missile count it only has 6 at max, Radar Gimbal limit of 60 Degrees,

12 Likes

Softstat change suggestions:

Give the He grenades to Rank I and II, with Overpressure and many unarmored or thinnly armored vehicles, especially if your tank doesnt have a coax (P.204 (f) for example) and most can be effective. Especially the Pz III Ausf.F and J which have the 5 cm KwK 38 L/42, the Sprgr.38 has 200g Fp.02 and Np.10 with an TnT aquivalent of 256g thats more than enough to Overpressure enemys.

Air RB
Yak-3U, Yak-3 (VK-107)

5.7 → 6.0

These two aircraft are so extremely strong, they should be moved up

7 Likes

It was the only 4th gen aircraft on introduction.

The environment air rb was back then
It not the same as now

So it doesn’t mean anything with regards to how it performs in the modern environment

Softstat change suggestions:

5 cm KwK 38 L/42 Aced Max Crew Reload Speed of currently 4.0 Sec lowering to 3.0 or 3.3 Seconds (the fastest). It is a good/mediocre gun, with good Penetration (80mm) at relatively low Velocity (685m/s), but even the fastest reload is 4.0 Seconds.

For comparisson the other guns of similar Performance and size have much faster reloads with, including 1 and 2 men turrets, while the 5 cm KwK 38 L/42 (on Pz III Ausf.F and J as well as Pz.Sp.Wg. P204(f) KwK), it also has a Dedicated loader (and on the Pz III Ausf.J even nerfed by a Ready rack):

37mm M3/M5/M6 guns 2.9 Sec
75mm M2 3.3 Sec

45mm 20-K 2.9 sec (on T-80 even 2.5 sec)
76,2 mm 1902/30 4.3 sec
76,2 mm KT-28 4.0 sec

4 cm QF 2 pdr 2.8 sec
4,7 cm QF 3 pdr 3.0 sec

5,7 cm Type 97 3.3 sec
4,7 cm Type 1 3.3 sec

4 cm MAVAG 41.M 40/51 2.8 sec
4,7 cm 47/32 2.9-3.0 sec
4,7 cm 47/40 3.3 sec

4,7 cm SA 35 L/32 3.0 Sec (with Dedicated loader, without 4.0 sec (1 man turret))
4,7 cm SA 37 3.0 sec

4 Likes

Vehicle: L-39ZA/ART
Gamemode: Air Simulator Battles
BR Change: 6.3 —> 7.0
Reason: At 6.3 it is the second fastest aircraft (after the MB-326B which is also undertiered). And the full set of CCIP plays a way more important role in Enduring Confrontation than the other Air modes.

1 Like

Vehicle: HMS Rodney / Nelson
Gamemode: Naval
BR Change: 7.7 → 8.0
Nelson / Rodney
Give these ships their historically correct 30 second reload rate. Move their BRs to 8.0 if necessary. They will make a nice linueup with KGV.
(Bug Report that was disregarded)

Developers considered it unnecessary to further increase the rate of fire.

The situation in Naval has changed since then. Rodney/Nelson are not top ranked ships. If their performance improves from a reload buff then they can go up in br.

heavy disagree tbh
After burner makes VERY good although you lose 2 missiles BUT
big BUT here
I think the BM should move to 11.0

Pbil m/40, 20 mm Pvlvkan M/40 reloadspeed from 1.0 sec to 3 sec (like other Auto cannons or more) it has a 36 rounds drum, in a small turret, barely overheats and can pretty much continuesly fire without stop.

The 2 cm KwK 30/38 L/65 on AA vehicles such as Sd.Kfz.222 (and Chinese), Sd.Kfz.234/1 and Sd.Kfz.140/1 from 6 → 3 sec reload like the 2 cm Flak 38 L/65, These Vehicles are dual Purpose AA vehicles, have a Dedicated loader next to the gun (unlike Pz II Ausf.C and F where he is in the hull and Needs to reach up) and only have 10 round Magazins unlike the 20 round Magazins on the Flaks. Effectively giving it 1/4s effectiveness (compared to the Flakpanzer 38(t))

3 Likes

Yak-3U nerfed… on sim only

also A6M5 to 6.0

Stop overtiering the Zeroes, this is getting ridiculous.

6 Likes

Ask US pilots to stop fighting them

1 Like

Vehicle: F8U-2
Gamemode: Air Simulator Battles
BR Change: 10.0 —> 10.3
Reason: Just like it was overperforming in the other Air modes, in Air Sim its radar becomes an even greater advantage.

1 Like

Turan III - Ammunition change

So far the Turan III was denied its apcr and smoke shells on the grounds of balance, even tho the tank that it most closely resembles and was “inspired by” The Panzer IV had these same very shells forever now, at a lower br.
Now both the Panzer IV H and the Turan III sit at the same battlerating of 4.0, therefore i ask again that the Turan III shall finally receive its historically correct ammunitions!

Yes, the Turan III has better mobility due to its better transmission, but it is also less survivable, as the crew overlaps more compared to the Panzer IV H, which does result in AP shells dealing more damage with the higher chance of frequent critical results. This, together with less frontal armor, which does matter in case of AP even at 400 meters, makes the Turan III not a better tank than the Panzer IV concept, but more of a sidegrade, where it gains more mobility but also loses survivability.

As you can see in-game the Panzer IV crew is better spaced out, which does matter a lot when facing AP. In this aspect, the Turan III is considerably weaker than the Panzer IV H

Screenshots of penetration tests




The Turan III had both of these shells I’m talking about; both were reported and accepted years ago

Missing German APCR shell of the Turan III 1

Missing German smoke shell of the Turan III 1

All in all, the Turan III is NOT a tank that is better than the Panzer IV H that sits at 4.0 with the very apcr and smoke the Turan III was denied. So i struggle to see any reason to further deny the Turan III of its apcr and smoke based on the reasoning of balance. It simply suffers from being used by more experienced players and not by new players of the German tech tree.

Its mobility does not offset the reduced survivability as much as to make it better than its German counterpart and to be a reason for its ammunition choices to be artificially limited.


PS.: The Zrínyi I has the same gun as the Turan III; therefore, if the Turan III finally receives its APCR and smoke the Zrínyi I should also receive them.
Missing German smoke shell of the Zrínyi I
Missing German APCR shell of the Zrínyi I tank

1 Like

image
Thank you. Good change.
Pz.Sfl.Ic GRB Reload Speed: 5,9 Sec → 3,7 sec, like the other vehicles with the same armarment. It still the 5 cm gun, with the reload Speed of a 75mm gun. It already went up from 2.0 to 2.3 to 2.7 but the reload is still slow.

1 Like

just so happened to skip on the Yak-3U on RB too, while spitfire Lf Mk.IX are eatin a second nerf

2 Likes