You also forget to add the turret ring protection. The E model’s ring is protected by additional 80mm. But still -0.3 BR is -0.3 BR…at this particular BR its a huge difference in what you face and what not.
Because both the VK 30.02 (M) and Panther D use the HL-210 (like the Tiger H1) not the HL-230 of later tanks.
This also means that while they can go full 3000 RPM unlike later Panthers, they produce only 650 horsepower, not 700 like the HL-230 does at 3000 RPM (and 600 at 2500).
I’ve tested the acceleration, and the Panther A and D are very similar. The only noticeable difference in mobility is the top speeds.
Speed is one of the important core stats. The later Panthers are just too slow. If you manage to handle the slower turret traverse of the D, its just a superior tank. Sometimes I think speed is the most important stat of any vehicle, as long as the gun remains capable enough to kill. To avoid the Wiesel issue :)
Top speed only matters if you reach it consistently.
The M4A2 (76) has a top speed of 47 km/h while the M4A3 (76) is 42 km/h. Despite this, the M4A3 (76) has much better mobility, because of its far greater acceleration. The M4A2 (76) simply doesn’t travel over 42 km/h often enough for its top speed to matter.
Because of the five Panthers available, these can withstand every 76mm outside of 400 meters that doesn’t hit the turret (and some that do), they can tank every 75mm, and they have an incredible gun sight magnification for their BR.
Their only great threat is heavy tanks and tank destroyers.
For tank destroyers (particularly open tops) you bring HE. If you don’t bring a variety of shell types in game, you’re not using every tool in your inventory to succeed.
Panthers A and G have good enough armor to troll a few shots here or there.
Panther F has a rangefinder, great for quick snaps of range when you can’t eyeball it.
There’s only one downside, and that’s the teammates who play too damn passively and will never follow your lead or cover your move. No shocker there.
I would even dare to say that thanks to their thick forward armor, Panthers of the later class are actually a coaching lesson on how modern armor works insofar as ‘front towards enemy’ and anticipating incoming routes of attack. And most importantly, how to be patient and flank enemies.
It really means alot. I know that the higher Panthers have indeed some benefits over the the two early ones. But 5.3 BR is 5.3 BR. You face a complete different range of opponents. Its just alot more easymode to play two BR brackets lower (while beeing alot more mobile). You dictacte most engagements. Especially on open map types. M18 Hellcats and other fast tanks are usually no issue, since they’re farther up the BR ladder. At the end its most likely you, who reach any power position using the two speed Panthers. While the slower ones at 6.0 have to compete the positioning game with some of the fastest light and med tanks. Faster opponents while you’re alot slower than the early Panthers… For me it doesn’t really add up. To reach my preferred, superior fighting positions outweighs almost everything else.
The turret traverse is what makes them usable, instead of being glorified casemate TDs.
I’d say the gun on the Tiger is still better, and so is the armor - its side is good enough that a T-34-85 seeing a smidge of your side armor doesn’t mean you instantly die, and the turret is much stronger. It’s also got a better reverse and is overall much faster to react to an enemy.
Both these points are somewhat irrelevant now 6BR is flooded with one shot kill cold war artillery that bypasses any armour. Doesn’t matter what you are in.I was having a good time in the Panther F trading blows in Vietnam with other WW2 vehicles until the 2S1 fired a single shot and ended my fun.
Erased the immersion and the enjoyment right there.
One of the reasons so many have retreated to play the Panzer IV and T34 etc .Its a BR Gaijin have yet to ruin.
It doesn’t matter if you don’t see them and most of us don’t see what hits us from distance.What does matter is that your WW2 armour does nothing against a 60s beast with huge HE or 400MM pen with AP
That’s a skill issue right there then, instead of an M109 or some other artillery, a Nashorn coulda done the exact same since you never saw what killed you.
Where is this 400mm pen AP meeting Panthers? And the HE will often nonpen if shot at the wrong place - pretty much the entire side of a Tiger is invulnerable to it.
No its not ,being hit from an unknown assassin is standard ,nobody can see everything.That is why you have armour in the first place. Don’t try and pretend you see every enemy on the map 100% of the time.
Camping on the border of feilds of Normandy is normally protecting the C zone right? So either getting 6 kills or non they are still helping the team.Teamwork does not always equate to a high individual score.Most high scorers are out for themselves and that purpose.
Same old boring and pointless arguments.Much more modern and armament makes a mockery of old heavy armour. Its not much better for those facing Jets in props or those in night games with no Night vision vs those who do.
It’s a war Thunder problem and I am not the only one who comments on it.
The 103 has such a huge gun depression that it can fire from places no MG will hit it.One shot most of what it encounters at its BR.
All these cold war artillery pieces mocking WW2 tanks are hilarious, for sure.
I won’t even exclude me. When I play my 6.0 lineup…well…I usually pick my M109 instead of a Tiger or Panther. And no, so far no MG killed me :) Its trolly, you tend to survive WW2 Aphe shells due to the compartimentalization and no-fuse issues. While your 155mm shell kills everything but super heavy tanks frontally. The firepower…you don’t need to worry about penetrations or no penetrations…trajectory is very good…aiming is easy…mobility and gunhandling is good as well. The times as you shot your non-fusing 88mm Panzergranate into an M18 or PT and nothing happens are over…155mm HE kills almost everything without issues.