Reasoning: The KV-7 is pretty much a worse KV-1E and suffers greatly in any kind of uptier above it’s current rank due to it’s very sub par weaponry, lack of mobility and inconsistent armour layout. Especially in Arcade battle even players who do not know it’s armour layout may use the penetration indicator to readily locate it’s many frontal weak points. Even uptiers to 4.7 are already quite catastrophic to it’s performance due to being unable to properly engage common threats due to a lack of penetration, while being unable to angle it’s armour as a KV-1E would.
Increasing it’s battle rating would completely kill it’s viability as a TD and turn it into what is functionally a worse StuG III G and at the same battle rating as the KV-1E/B while being worse in nearly every way.
While it may have a quite high winrate at it’s current BR, a significant factor in that is very likely to be the vehicles relative rarity, being an unbuyable event vehicle, leading to only the most dedicated and likely experienced players having access to it, thereby inflating the it’s statistics.
Killing a vehicle as unique as the KV-7 (U-13) would be a a great shame. Thereby decreasing the diversity of the game.
In conclusion, increasing the BR of the KV-7 (U-13) would put it at the same battle rating as vehicles superior in every way (KV-1E, StuG- III G) while putting it within a range of battle ratings during which the potency of weaponry increases very quickly. Disregarding the fact that uptiers to 5.3 would make the KV-7 (U-13) unplayable, any higher BR environment very quickly degrades it’s only redeeming qualities, making it dead weight for a lineup.
The KV series of tanks and heavy tanks in general are some of my favourite type of vehicle to play and I exclusively play arcade battles, enjoying even the Maus, and I believe that it would be a very bad idea to increase the BR of especially undergunned, inconsistently armoured heavily armoured vehicles, especially in arcade without considering the environment it would put them in, so please reconsider.
I can’t comment on realistic battles but I imagine the lack of an aiming assist in combination with bushes, would make the vehicle far more oppressive, hence I am only suggesting the change be reconsidered for arcade.
I would be very sad and I buy premium always and if all enjoyable things gets removed I would feel as though my premium time is wasted because I am not having fun.
You wanna bet how many people will mention the merkava will smash(insert probably the worst 9.0 tank in game)? In all fairness it should get M426 once it gets to 10.0 then we can talk
Still id prefer the TTD over it for obvious reasons
And anyway, on what basis does this vehicle even go up? I don’t believe it is outperforming other 7.7 CAS by any margin. Sure it is owned nearly exclusively by experienced players, but it’s not a very efficient CAS due to having only 1 missile.
Its the only tracked double 35mm KDA I ever played and probably will ever enjoy, alphas and F-84s are getting swatted like fly, with that being said, you can make a case for other dual KDAs namely the gepard
Vehicle: M60A3TTS(China)
BR: 9.0 to 8.7, RB/AB/SB
Other changes: none
Inferior to the American original in firepower and the lack of ERA. One notch lower should be fine.
I think same! Own it and uptier is catastrophic! Cannon very weak and only feasable on 4.0 or below…many weakspot in front make tank easy target for experienced tanker enthuisiasts and beginner players with aim assist. Please no change from 4.0. Also agree on premium.
Compared to other vehicles with Fire-and-Forget missiles, the QN-506 is sorely lacking in one major feature: mobility. The QN502 missiles are extremely unreliable at killing enemy ground vehicles in most situations on most maps, and are best used as an anti-helicopter weapon, while the QN201 missiles are utterly useless despite their stated penetration. Vehicles like the Freccia and KF41, while not exactly great, can compensate for this with good mobility to complement their autocannon, but the QN506 simply cannot.
Reasoning: The Merkava Mk.1/2B has next to no advantages over even 9.3 tanks and does not have the flexibility to fight 10.7 tanks. The Merkava Mk.1/2B lacks mobility, rate of fire, armor protection, and a potential lineup to be moved into the 9.7 bracket.
Tank: Merkava Mk.2D
Change: 10.0→9.7 (revert)
Reasoning: The Merkava Mk.2D is barely superior to its tech tree counterparts and does not have the capabilities to fight 11.0 tanks.
Tank: Namer RCWS-30
BR: 11.0→10.7 (revert)
Reasoning: The Namer is an IFV with limited ammo capacity, and its armor is already pathetic. It carries very little spike ammunition and has no lineup of its own. Putting the vehicle up makes little sense when the BMP-2M and 2S38 are just as good, if not better, in many aspects and have not seen similar treatment.
Please, Gaijin, as a plea from all Israeli players, do not nerf these already hard-to-use vehicles. Their performance is not based on their capabilities, but rather ours. As Minor Nation players, we perform better than Major Nation players because we have more experience on average. By Nerfing based purely on statistics, you leave Major Nation vehicles untouched because inexperienced players use them more frequently than ours. Please do not kill the Israeli 9.3 and 9.7 lineup. We did not receive a new tank this patch to fill Tech Tree gaps, and we’re already starving for a reason to play the Tech Tree.
KV-1E, KV-1B
RB
4.0 → 4.3
The armor protection on this vehicle makes it incredibly abusive at 4.0. With the KV-1 ZIS-5 having moved up to 4.7, as well as the KV-1S now moving up to 4.3, this should also move up. It has no business facing 3.0 and even some 3.3 tanks, which have essentially no chance of fighting it.
M60A3 TTS (China)
Add M774 APFSDS
It is worse than the American M60A3 TTS and only has access to M735 APFSDS, which is not sufficient at 9.0. Gaijin has previously demonstrated that adding ahistorical ammunition types for balance is an acceptable solution, chiefly with DM33 on the Type 16 MCV. This should be the same case.
One should not only focus on penetration… for example, what good is 800mm of penetration if it takes one minute to reload? The reload time and mobility of the vehicle are crucial factors, and when you look at the current numbers, they speak for themselves. In RB, the vehicle has a 3.0 K/D ratio, and in AB, it even has a 7.0, so an adjustment is necessary
Air RB, Bf 109 Z, 4.7 > 4.0, or add air defense fighter spawn, or add MG 151/20 cannon modified parts.
This plane has good climb rate and speed, but this is only advantage it has. The maneuverability of this aircraft is so poor that even bombers like the B-25 are more agile than it. Although it has four MK108s as weapons, it is very difficult to use due to its poor trajectory and velocity, this gives it no advantage against any fighter at same BR unless your enemy didn’t notice your attack.
In summary, 1. this terrible airplane really needs a lower and more suitable BR to improve its experience;
or
It should have a air defence fighter spawn like Hornt Mk.III in game.
or
MG151/20 cannon modified parts should be added, so the MK108 can be replaced for better shooting experience.