Potential changes to rank 4&5 France

Yeah I’ve said to do that a few times.

went n watched his replays, dudes a stat padder so his overall stats and such are largely irrelevant, his latest GRBmatch he dies to a type 90 n just leaves. with an M1 abrams no less.

Also brought mine in as well however i believe the mods have removed a few comments overall.

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Imo, its nowhere near to t92 or m551(76) which are both 7.0. Amx13 has rounds with much less penetration (those arent aphe even) and gun is unstable as hell. Also it doesnt have commander hmg unlike t92 or m551(76) which helps a lot with aircraft or light vehicles which survived your main gun shot.

Not remotely. The T26E5 and King Tiger are significantly better 6.7 vehicles.

I hope you know that the Panther F is the least armored Panther due to the mantlet change.

KD doesn’t win games. Captures and Scouting pull more weight than having 6 kills and 0 deaths because you sit at the rear of the map and do nothing.

Farming KD isn’t an indication of a good player.

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T92 has better shell type.

State some equals maybe, it is more like a G6 than a VIDAR.

have you seen STA-3 or M46 or TIG2, they all can’t deplete their ammo while having similar reload and better ammo or armor or mobility

It isn’t tho that is the problem, it isn’t wheeled so less fast and nimble.

It surely lacks some things compared to some chinese light tanks or low br light tanks with LRF/APDS or APFSDS/HEATFS/Stab. it sure isn’t perfect at 8.0 but with this compression you can’t do anything else.

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T92 has 254mm HEATFS, APDS seen at 6.3, and APCBC seen at 5.3.
It’s not objectively better than AMX-13’s round, it’s different.

G6 is far less mobile than the AuF1 like comparing a Maus vs a Tiger, and VIDAR is 8.0.
AMX M4’s equals are T-44-100, Panther 2, and yes even M46.
All but Panther 2 trade mobility for pen, and all have slower reloads.

As for the 6.7 STAs… there’s a reason they’re 6.7, and it’s not cause they’re OP. They’re as mobile as Tiger 1s, and that’s being generous.

Wheeled vehicles are inherently less mobile, they need to have vastly superior engines to equalize mobility with a tracked vehicle while having reverse gear.

LRF light tanks primarily start at 9.0, same with APFSDS, no compression in that regard.

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Arguably the vidar and pzh2000 aren’t at their appropriate BRs either but till will tell, Vidad aint too bad.

Have you used a sta 3 ? Its the epitome of a glass cannon, it cannot even take a hit from 4.0 tank…

The same chinese lights that are the size of a house? And are near 8.0 br…

Think there is one chinese light tank at 8.0 or 8.3 with a dart and lrf but its one of those gigantic hulled ones and can be 0.50 cal’ed to death

edit: its 7.7 has access to LRF and dart
Edit 2 : name is ZTS63

Exactly DIFFERENT like the amx13, it was fine at 6.7 just different.

Uh yeah sure on the reverse but the profile of the tank is far less “easily killable”

I was just saying between 7.0 and 6.7 it is more close to 6.7 even 6.3 style of Arty than close to 7.0 type of Arty

T44-100, M46 and panther 2 all have a thing in common, no limitation to shell rack or very high, also they all have APCBC not solidshot with more/similar pen and less damage.

Not true at all it just depends on the type of ground of course if it’s dirt they won’t

Have you seen chinese vehicles with LRF/APFSDS they are at 7.7 also chinese lights have heat-fs at 6.7/7.0 that gives them much more potent ammo.

AMX13 can also get 50cal to death, it’s crazy

Since when?

Also the chinese light is gigantic in comparison.

While i believe the amx13 should get its apds or whatever its proven better round is, its not a bad tank tbh for the br

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AMX ELC Bis driver physically cannot reach the controls when the turret is traversed beyond a certain point.

Full traverse mode should be static, with limited traverse in driving mode. If it seems uncomfortable, then it can be like ATGM launchers that retract when moving; the turret will return to frontal sector automatically when trying to move with turret outside of the limited area.

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I agree with the auf and M4 butm the 10P is just not a better R3 in any way. The amx 13 is kinda comparable to the T92 but the instability makes me want it to go back to 6.7. The char 25 has no business at 8.0 unless stuff like the OBJ906 move up

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I don’t think the APDS will be an improvement over the solid shot, and I doubt it’d be added. I’d be completely open to leaving AMX-13 T75 SS.11 at 7.0 though, considering it has 4 ATGMs with 600mm of penetration and decent damage.

I’m aware. I mentioned the Panther F because I was thinking the AMX M4’s mantlet was more than it is.

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Its almost like I mentioned "A good GRB player has a WR of atleast 60". Its implied. Also, scouting at the rear of the map is probs going to get fixed soon.

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No, it’s not implied. Games are heavily impacted by the overall team’s performance. While a single player’s contributions can be important, one person can’t hold 3 points at once or deal with 16 others fighting them.

Win rate is also heavily skewed by the vehicle you play. If you play a blatantly overpowered vehicle or a nation that wins a lot at certain tiers, it will artificially inflate your win rate regardless of your own performance.

Kills are, and will always be, a terrible universal measure of a player’s skill.

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I touched on this.
image
I did not mention it explicitly but I am aware of that. If I see those stats in like a 279 I’m not going to consider you good. Sorry for not being more in depth.

However, If I see a 60% WR on a guy with a negative KD I’m not going to consider him good.

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True

You’re looking at things without considering the vehicle or match’s context. Not everything is about getting kills, either.

I will restate because many of you don’t seem to grasp this, but we’re not playing team-deathmatch unless it’s battle.

The biggest contributing factor to a player’s skill is how successfully they pull their weight in matches. This heavily depends on what the match’s needs are at the moment and what they’re playing. A good player will risk losing his KD if it means he gets the capture point, which results in a victory. A good player knows when to scout and play passively while he’s surrounded. A good player doesn’t kill every time he sees an enemy.

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