It ain’t a lot if all you get is assists, yeah I got someone’s driver a few times from the front but getting kills is much more important
Here are my PUMA activity logs, check out the kills and deaths you will see it could kill things and not trading one vehicle for one kill. I personally think it is in a good position now, it can go down but I don’t really care much
Alr, you made your point, it’s just a skill issue
anything with Explosive mass from cannon around 120mm has a chance to kill hull down PUMA depend on where it hit and angle it not really that hard to kill unless one doesn’t have HEAT or HE with them at all.
Nah, everybody starts somewhere, when I first got it my KD is negative, if you wanna get nuke just camp, trust me it will annoy the enemy and make them quit, and take little to no skills to do it.
I hadn’t played the Spike variants but the 10.3 one, all my 160 deaths I hadn’t been once killed by a shot to the turret, some T-series that I perform barrel/track torture do tried to shot me with HE as soon as he got his FCS back, due to low velocity they can’t hit that turret bit, also when I do get hit nothing happen. I also shot this thing in the turret and tried the 152mm HE from Object 292 iirc it doesn’t kill it, I have never managed to kill a PUMA through the turret, not yet.
There are a lot better vehicles to get a nuke.
You can’t camp, I get nuked by CAS if I stay in one place for 2 minutes
Like i said it depend on angle if you can get turret and crew as possible higher chance to survive HE like hull down and turning turret to the side
try to hit near the crew much as possible that how i usually kill hull down PUMA might not work every time but usually for me not take more than three shot
Sometimes I notice puma had it so much easier compare to something the likes of m3a3 Bradley lol like horeshet bro how do you play this thing? You exposed your turret when you peek the hill with binocular, the view height is unusually low, and taking a hit often spells death because two turret crews sitting in jerkoff distance and we have three crews total. Missile is as slow as Maus and on top of that there is this missiles pod retracting when you drive past certain speed, which means if you running into an enemy then you are not going to be quick enough to use the missile, so that leave you a cannon that is smaller and much worse than PUMA’s in terms of stopping power and firing rate. Can’t camp properly and can’t head-on properly, it’s not good at anything there is a reason why I hadn’t order the M60 AMBT. Not to mention the Bradley also slow as hell you can’t get into position at all. PUMA while being bad at driving around, it definitely one of the best vehicle to play passively lol
Spike one is good too, but the most based camo is on a default one unfortunately.
I got killed a couple of times by soviet magic HE via shot in the MUSS lol.
I could feel it’s a lot harder to play well, because soviet in that br starts getting really good optic at 12x zoom, which makes them less likely to miss your turret, which means more fireworks and sit around reparing, that time you can continue to play mind games with them and bait them into shooting your turret so your teammates could return fire. 10.3 ones are definitely easier to play, its still face enemies with 8x-10x so if you sit far enough they are not going to hit your turret, noticed that >1km only TURMS-T will always hit my turret because it has very good fcs with 12x zoom, where T-72B with 8x just sit there and let me farm the rp and lions while they misses every shots lol
I’m halfway through Ace so once I get there I can shred off another 2-3 seconds of repair time hopefully.
My problem at top tier is soviet APFSDS absorbing side ERA, it’s just ridiculous. You give it like 10 shots and it only becomes a slight tint of red. You can shoot lower, but then autoloader absorbs APFSDS like there’s no tommorow. It’s much harder because TTK is significantly higher. But still, not bad, especially the SPIKE’s. Which are basically early game CAS if map is bad enough (which there’s quite a few, lol).
Unless something with at least 5g of HE filler hist your turret because the PUMA is overpressured by that much filler in every case
Oh and it sometimes just dies anyways against solid AP rounds for no reason
Oh and it can not kill anything from a hull down position because its gun has an effective pen of less than 60mm making it struggle against even BMPs
stop living in a fantasy world please
There is a reaosn why no one plays the thing and its stats are utter garbade. Its a 9.3 vehicle, 9.7 at best
No. 2S38 is 1000% more survivable
Armour is uselss as a metric for a light vehcile. The armiur can not restit anything firing at you. In reality the PUMA is immune to any Autocannon used by both NATO and russia from the front and the side (literally its main design requirement) yet ingame the russian 20mm can pen it from 2km out frontally
I’ve honestly dropped it from my lineup. Just doesn’t feel great.
You definetly lose Pumas to frontal autocannon fire. Even vs. SPAA without high pen ammo. I can confirms that. PUMA armor is a strawman argument, since its simply penned by everything except Heat FS starter shells. Its not very realistic, cause it never would have been adopted like this.
I still use it when I want to play air units.
Its so so at times. Even when fighting and testing against my friend PUMA can win the engagement if the target goes for a hull shot rather than the gun. Having the smaller turret definitely helps, id say positioning and aim are the most decisive factors for the PUMA. The hull armor can be trolly especially on hills which is why its a higher BR than say the RCV with the similar unmanned turret though i attribute the compression of light tanks in general at 9.x to the PUMA being under BR’D on launch which seems to have made gaijin nervous to put more autocannon IFV’s at the 8.x BR


