The Spike IR II Missile on the PUMA VJTF, is really inconsistent ATGM Missile with it locking onto enemies In Top matches on the most armored and not being able to lock onto enemies because of a TINY BUSH blocking its view in some games for players who use the IFV. I’m already one of them because the Spike LR II is really not that good of a missile because whenever it locks onto enemies it locks onto their barrel or sometimes just in the most inconvenient places on enemy tanks in top tier matches as well as it not being able to lock onto an enemy that’s behind a bush that’s not even big of a bush. What are y’all’s opinions on the Spike LR II for the PUMA VJTF?
I once played the BVM, had a PUMA VJTF put 4 spikes into me over the course of a minute, and only took my autoloader, on a wide open map, Ash River. He also died by me. PUMA needs more spikes, and their top down mechanic needs to be fixed. As a Russian main, spikes are ass.
Imo they should give it 10-12 spikes and move it up in br
Needs to go to a BR where it has a lineup, like 10.7. 11.7 is too high for it, and spikes are ass anyways.
Most of ATGMs (9M133 being the exception) are underperforming, despite multiple documents and visual evidence showing e. g. TOWs have way better launch profiles than Ingame.
My asumption is that its deliberate.
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Spike’s damage is like throwing a coin and guessing the face it will land on, basically.
Which itself is not a real problem if every vehicle who has it had like a dozen of them
But ALL vehicles except the Freccia have 4 Spikes maximum (2 inside the launcher+2 on reserve) and i refuse to believe that modular chassis like the Boxer or the Puma can’t have space for more than 2 Spikes
Victim complex as its finest i see,this is all greatly exaggerated
It is not artificial,in the sense that it is not made up. All Leopard 2s’ FCS prevents the gun to depress over a certain turret angle to prevent the barrel from smashing the engine compartment and probably break it. However,Gaijin implemented it bad since the latter half of this mechanic lets you actually depress the gun if you turn off the dual-axis stabilization of the turret (something that you can actually do in the game) as a emergency situation (like being static and needing to fire behind your back)
BeNeLux tree,this unknown thing.
Besides,even tho i don’t quite like copy-pasting,at least they added some valuable vehicles to a tech tree
Said it before and I’ll say it again, my bet is Spikes are unreliable due to their polarising nature. When they work they leave very little to no counterplay, and feel awful to be on the receiving end of.
This also goes for all FnF missiles, I get that it would be extremely annoying if they worked as intended (top attack) but the fact that it targets non vital parts most of the time with pin point accuracy it’s extremely annoying, I’ve had Spikes and PARS target things like machineguns and transmissions for no good reason and only dealing damage to those parts, they should be center mass or engine only to increase their reliability but not so much as to be overpowered.
9M133 are equally bad. I barely use them considering the terrible missile behavior Gaijin made.
May be controversial, but this PUMA is ok, the only things I can complain about are: 1)AHEAD that is still not worth being used 2)Miserable dart damage (and I still believe it’s very incorrect).
Spikes are good, I would want more of them, but having 4 is just a balancing decision. In order to have a better experience with your spikes - lock them from 3rd person view (seeker is better than almost any other FnF missile) and launch them at the max launcher elevation (that causes a great trajectory change and much more bearable damage + this way you can get the peekaboo’ing people)
UPD: Forgot the still existing bug with disintegrating tracks upon ammo detonation.
You can use them while moving, they overpressure most of MBTs. And their launch profile is slighty better due to their speed.
Claiming they’re equally bad it’s just disingenuous.
As if you’ll be able to accurately hit it while both the operator and the target in move, yes it may be good. The few times I use them are stopped, and it doesn’t overpressure.
Mine LOVE hitting the cheeks of abrams
they also bounce off the roof of pantsirs.
Simply not true. But feel free to show us how the launch elevation changes the damage.
I would love to “peekaboo” someone, but if my MUSS gets even LOOKED at, then my tracks are blowing, and can’t do much peekaboo’ing then
and you have to crest over a hill, as the seeker on the Spike its pretty finicky.
I think a simple fix like letting Spike users employ the missile in laser mode would be a good enough buff that wouldn’t warrant any of the BRs to be increased, since all it boils down to is giving them an ability to directly guide the missile within their line-of-sight and basically rids the vehicles of one of their biggest downsides, lack of adequate close range killing potential.
What I am suggesting here, btw, is one of Spike’s operating modes in real life, apart from Man-in-the-Loop and others, and it should have it as as option to make our lifes easier.
They won’t bc that would nerf the russian tanks. Based on that technicality all autoloader tanks must return to their reload position before being able to actually load a new shell
And the Netherlands should have 100% gone to Germany, especially as WE RUN THEIR ARMORED FORCES.
Another big middle finger to Germany