Post about how light tanks with spikes work in Warthunder

After the bmpt spam tanks with spike missiles still useless i gonna talk about some tanks that use spikes wat i think about them and wat should be changed about these tanks, and how the spikes perform in Warthunder in the end.

CRV Block 2 the worst ifv in the game.

nothing special about this one but its a event light recon tank for the British tech tree that was added in the last weeks for the winter games event and the only good thing about this tank is he’s aps system that cam destroy incoming atgms but isn’t strong like a iron fist our a arena-m but still atleast useful against some slow atgms but this tanks comes with a major flaw his turret that is surrounded with 30mm ammo wat makes this thing that already has less than 20mm of armor in his turret able to be 1 shot froom . 50 Cal’s every single match i played with this tank was the same result i got 1 shot in the turret and my ammo explodes and for event tank that people froom console and some others that just want a nice tank to play and takes ages to get this is simple the worst event tank ever added to warthunder not only because his major flaw but also because the spike missile is not good in any aspect.

Changes to it down below-
+Add more Spike-LR to it atleast 10 max
+Change the amount of chance for it to be killed in 1 shot in his ammo

Namer 30 the armored one.

I wont talk about the namer tsrikhon because it only change i simple thing the other namer it has a aps system.

The namer RCWS-30 is a 11.3 ifv for the Israel tech tree and its the best ifv in the game for now not because of the spikes obviously, the namer has a powerful 30mm bushmaster mk44 cannon that cam kill anything in his br bracket and it is almost better armored than the bmpt all because its based on the merkava mk4 chassi wat makes his armor on the front be better than any ifv in game but comes with a major flaw that makes this be a hard tank to play with as CRV Block 2 the namer exposes his ammo on a place without any armor but at least he cant be overpressure by it but only problem that his ammo cooks off froom his tank soo ezly that makes he’s a ez target for any tank close to it and also his ammo cam be cooked by small caliber guns like 762 our 556 wat makes his even more ez to deal with because you cam just cook his ammo and simple run our kill him.

Changes to it down below-
+Add 8 Spike-LR max
+And add atleast 10mm+ more armor for his turret ammo pack

  • Move to 11.7 br

Freccia the 2 worst spike user that actually works more more than any other one.
Freeccia is a 10.7 ifv for the Italian tech tree the Freccia is one of the worst ifvs in the game but atleast it has something that make him work the amount of spikes it has is 10 he’s the only one ho cam carry a good amount of spikes but comes with 2 major down sides his armor is only 35mm to 20mm tick wat make his the most unarmored one and yhe second down side is the cannon the 25mm Oerlikon KBA BO2 that has a max of 90mm of pen with apfsds
Atleast it comes with faster fire rate than any other other nato based cannon but has worst pen compared to any other of them wat makes the Freccia the most difficult tank to balance.

Changes to it down below-
Add more 15mm+ of armor in his front

Now in the end i wanna talk about the spike lr and how its performing in today warthunder.

The spike-lr 2 is the high tier nato atgm for light tanks and comes with simple things that makes him hard to deal with but also makes he’s the worst missile in Warthunder even worst than the type 64 MAT only because this missile manages to miss his target a lot our just go for a part of tank that has nothing in it not a single match that i used one of the spikes and they manage to lost track because the player that i launched at passed by a tree and blocked the spike side of view our it dint pen a low armored plate that it should have pen when it hits, the spikes back in the day when it was added it was the best atgm in Warthunder not only because it cant be dodged in open fields but also because it had a amazing track against helis and since it doesn’t come with a lazer guidance its invisible for lws system and also he cant be disrupted by dircm systems but today warthunder the spikes are literally missing target that are in a complete stop our just by simple movement you cam dodge them pretty ez because the spike is one of the slowest atgms in the game with just 180m/s.

Changes to it down below-
+Change his pen to 1000mm in 0° change his pen in 30° to 800mm and decrease his pen in 60° to 400mm
+Add more speed to it atleast 20 to 30 m/s
+Make him more ez to lock on targets

And BMPT has an ammo box…

We shouldn’t be advocating for more spike missiles to a vehicle, we need to advocate the top down attack fix for the spikes. This will not just fix one or two vehicles, but all the vehicles that uses spikes.

The slow speed could actually be helpful in Gaijin coding an actual top down attack as it needs to go up and down. Should also reduce the chances of missing.

Locking on is fine, most of the issues with spikes are that is’s missing its top down attack.

And either way ATGMs are still bugged against ERA so they need to be fixed as a whole.

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They’ll never buff spike missiles

It would make the Russia winrate go down, it’s a nono

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@SadRIPer Win rate has nothing to do with minor missile changes.

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Actually its not Spike is having some problems to lock in targets in close field if you are in a map with 2 much bushes they can’t shot it stays in locked but when you try to shot it the spike wont let you launch it they need a very hard lock to be launched

Yeah but imagine if they locked really well and had their top down attack fixed. i think that would be too op. I can’t get kills even with hard locks right now.


I think Gaijin is misunderstanding, high hit probability =/= hitting the turret cheeks and UFP 90% of the time and the turret roof 10% of the time.

Yea that spot is reserved for the bradley and desert warrior, not the CRV

Oh man those poor tow missiles. My heart actaully goes out to every bradley I see in game.

M3 at 8.3 is only one you cam use, the 10.0 one is very hard to deal with, they should move the 10.0 to 9.3

I do agree that we need a higher impact angle, but the locking does need a review, they quite often targets the engine and exhausts

They had buffed them in the past, there is no evidence that they will not buffed them anymore.

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As i said in the post they need to lock more ez on targets in maps with 2 much bushes they start to lose soo ez when launched our they even dont launch to the target

mine normally give up and just kiss dirt lol

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Insanely real

i mean they’ve already publicly expressed that at the very least the TOW-2B is artificially nerfed for gameplay reasons. It would reason to believe they take that approach with all top attack, to not have it be a consistent I win button.

If this is real why Russian based atgms are better in any kind of aspects comp to nato based ones

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Never used the namer in his life and prob is premium our even better a russian that loves to use under br t80

Currently they target a module, the issue is that they can target any module. Sometimes it’ll be the autoloader or the fella sitting in front of the ammo, sometimes it’ll be the roof MG or the radiator.
For obvious reasons F&F ATGMs should never be guaranteed OHK in current WT, but I would like to see Gaijin restrict the targeting to crewmembers, control modules, and gun component to raise the probability to get at minimum a crippling hit. And then if needed, raise them higher.

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