oh yeah its a common issue for some reason lead indicator its set wrong for ahead by quite a few cm, and to top it off now it seems to be setting the fuze as close to the target as possible instead of as further as possible
@Smin1080p_WT How come none of this has been fixed, despite the vehicle being in game for over 3 years now?Just to shorten the things here, (I would recommend reading each bug report, and their sources, which your bug report managers seem to forget to do, might I add.) the main issue is 3 things; Most of the frontal and rear armor is either flat steel or spaced (when it should be composites or NERA), MUSS is still way too short in detection range, entire parts of the armor are missing, AHEAD dose
Nothing, and The armor itself isn’t modeled properly. (Can’t forget ammo detonation taking out the tracks, because for some reason blowout panels don’t affect the physical characteristics of explosions- they just radiate outward)
Do you have the Puma by any chance?
Because thats fine, the thing itself is written with 40°x10°, BUT the entire thing rotates once it detects an incoming threat, Issue there is that the Threat detection range is to short with just 250m…
Haven’t played it in a while, forgot about that honestly.
It also doesn’t take into account your own movement xd
Man, do you have any papers about the MUSS? I want to know if it in some sense resembles LDIRCM or has anything like that planned. Because it seems like a logical solution (and I wouldn’t mind an energy shield around my beloved puma)
MUSS has norhing to do with LDIRCM, MUSS 2.0 is closest to LDIRCM
it is an LDIRCM or “Laser based countermeasure” as they name it
Gaijin be like: best i can do is 5mm of structural steel, unless you have classified documents, in which case i wouldn’t accept them anyway since they are classified, so better enjoy your ifv with 40 tons of non existent protection.
Rubberbanding issues after the “Spearhead” update, the extent of the damage doesn’t matter, if your Spike launcher is destroyed for example, the handling physics will go bonkers.
Oh, that’s what it was, I thought the hamster was dying again.
The front-most bit you’ve labelled as “composites”, from what we can best tell the layout is:
- ~50mm RHA faceplate
- ~40-50mm composite layer
- fuel system
- ~50mm RHA(?) add-in (likely a quasi-baseplate the fuel system sits on when not inside the Puma so its easier to take in and out as a unit that doubles as additional armor)
- ~20mm backplate
Lets talk about the state of Germany - #1715 by MythicPi
Is it realistic that the turret front can be 50cal’ed? Ingame tanks always disable my turret with cal50.
Does this need to become a bug report in order for devs to actually see this?
not always its just that they have their priorities set to other stuff
What’s the priority?
Spoiler


Currently grinding the last few modules of the first PUMA and my god is it a POS. MUSS not working, APFSDS not working, AHEAD not working, lacking armor and the fact that literally any shot taken to the turret completely disables it; including breach, turretdrive with all your ammo.
Sure I try to use it as a flanker on the few maps that permit it but even if you get on the flank, the damage output is anemic compared to a flank of a 2S38 or 2M.
It’s a CAS getter, nothing more.
Get out in the field → lauch spikes → die → get your plane or whatever
