The Namer IFV series should recieve an Ammo Box to fix its major issue

Doesnt the Namer have a really bad turret rotation speed too?

No. Ammunition boxes shouldn’t be the solution to low ammunition loads. It is incredibly unrealistic and overpowered mechanic that shouldn’t be added in the first place. Players need to learn to CONSERVE ammunition and fire it sparingly! Magically getting twice the amount of ammunition with practically no drawbacks shouldn’t be an acceptable thing for War Thunder to begin with.

And ammunition boxes were added to TDs and SPAA only for a reason. Because Gaijin thought every vehicle class had to be special and have a special power. Light tanks like Namer or other Spike carriers already have scouting and artillery. They don’t need more perks.

You see, the reason why we would like ammo boxes for the Namer is because it’s hard to be conservative with spikes, possibly the most inconsistent weapon in the game. Of course you shouldn’t fire them off at targets that are near corpses, too close for the spike to land, or could be taken out more easily by your 30mm. This doesn’t quiet the fact that, even when given the chance of a lifetime to take something out with a spike, unless it’s a heli or a light tank, you have maybe a 30% chance of taking it out with one spike.

If not ammo boxes, 2-4 more spikes would be an amazing addition to the Namer, and I don’t see why it would be bad to do so unless the spike gets buffed enough to become a free kill machine.

1 Like

The vehicles that needed this mechanic didn’t have the option to fire sparingly. Most notably, missile based SPAAs. You have to fire at every target that gets into range, because allowing them to close the distance gives them more time to locate and guide a standoff range munition right on top of you. You do this knowing that at longer ranges, and against aware opponents, most of your shots will miss, because the alternative is just dying without at least forcing the CAS plane to stay at a distance.

The OSA has 6 missiles, that is at best 6 kills if you’re fortunate enough to go up an entire team of the blind and deaf. You’re then forced to take the massive, slow and defenseless house of a vehicle into a CAP point if any more show up.

What about IR guided SAMs? These just miss of their own volition half the time, there’s nothing you can do to ensure a better shot when the seeker has a mind of it’s own. The Shilka M4 and Antelope only get 4 missiles each, and neither can realistically reach a cap point to rearm.

Switching back to TDs, you have the SPRG, which has 10 shots to make two very difficult to aim and inconsistent chemical effect shells work. It’s all good and well to tell those players “Just don’t miss”. But unless you’re always getting the drop on your enemies in every engagement, you’re going to be forced into making snapshots.

The Sturm also benefits. It has access to proxy-HE missiles which make it a decent counter to helicopters. However, the limited ammo load means you can’t carry many of them, and every time you try to switch you’re wasting ammo. To be clear, this is punishing players for not having the psychic foresight required to know when a helicopter is going to show up, and for not knowing that someone else will kill the helicopter first.

I could go on, but I think my point is clear. Limited ammo is not a fun or interesting restriction to play around. It merely places a harsh upper limit on what certain vehicles can do, and penalizes them for things that aren’t there fault (Like having a team which doesn’t control any cap point to allow for rearming). Adding ammo boxes was good for game health, and should be given to any vehicle that’s held back by their ammo supplies. Let them be balanced by their own merits, not the goofy restrictions that Gaijin’s gamemode force on them.

1 Like

I think it could probably be a good idea. I’ve fought a lot of Spike carriers and it’s not very overpowered. The Kornet is way stronger in my opinion. There have been quite a few times where a Spike was fired at me, I killed the carrier, popped smoke, and the Spike slammed into the ground. other times it just hits my turret cheek and does nothing. Even if I don’t kill the Spike carrier, they can only do that 3 more times at best.

I have used Vilkas with the Spikes, and I think that being inconsistent is a feature (in-game) unfortunately. It doesn’t mean we should get access to more for no reason. It’s a large trade off. The Spike might be one of the least consistent missiles in the game, but it is also one of the safest to use. You can simply lock them on using commander’s sight, barely exposing yourself, and then go back into cover. It’s often hard to even spot the launches. Having 2x more Spikes on every vehicle that carries them would be extremely cancerous.

Many maps we have in the game make Spikes barely usable as ranges are just too short.
What’s Namer gonna do when it fires it’s 4 Spikes, use it’s 9.7 autocannon to fight top tier MBTs and be really slow while doing that ?

Those vehicles are sacrificing a lot just to have 4 unreliable missiles, I don’t think it would hurt giving them 4 more.

1 Like

Yeah.

its really slow for no reason, like its a modern modification of the Merkava 4 its not going to be slow to move its autocanon

That’s the issue of the entire game.

We shouldn’t be giving a magical 2x missiles buff as a band-aid for this. Besides, it doesn’t solve the problem of tiny maps in any way either.

But that issue is directly making those vehicles worse overall.

Them receiving more missiles will make them stronger on more open maps to compensate for their uselessness on smaller ones.

I don’t believe 30mm and Spikes being in a box is unrealistic tbh. I also don’t believe it’s overpowered.

The issue isn’t conserving ammunition, I can do that just fine. The issue is that if you get hit by any projectile at all in your turret, you become useless for the rest of the match.

I’m mostly looking to mitigate the issue of you becoming useless. Rearming on only a point is really rough when you often don’t have one. I would not be opposed to having reload points in spawn, but people didn’t want that.

I’m not asking for a perk, I simply want to fix the main issue facing the Namer.

When you’re ammo racked you may survive, but you hemorrhage all your ammunition in the process. Because of this, you might as well have not survived. It’s often that you cannot get to a point to rearm simply because you don’t have them.

only getting 4 ATGMs no matter how poor they are still sucks. like the Fahris gets ten TOW 2 missiles at 10.0.

Entire load of 30mm ammunition, or entire 4 spikes, being in a box pretty much just big enough to fit the banana decoration. Also ignore the fact that it comes from nowhere, doesn’t care if the vehicle is big enough to store the ammunition, and there isn’t even a chance to detonate the extra ammunition.

The issue is that if you get hit by any projectile at all in your turret, you become useless for the rest of the match.

That is a great issue to have in the first place. Other vehicles would just explode instantly. You have the choice of bailing out or going to a capture point if possible. It’s not really an issue, rather a minor inconvenience that is actually a benefit over the alternative.

I’m mostly looking to mitigate the issue of you becoming useless. Rearming on only a point is really rough when you often don’t have one. I would not be opposed to having reload points in spawn, but people didn’t want that.

When you’re ammo racked you may survive, but you hemorrhage all your ammunition in the process. Because of this, you might as well have not survived.

ltg

If you find yourself being useless, you should J out NOW.

Also, I see the lack of spawn ammunition replenishment (monopoly being held by capture points) as a motivation for players to capture points in the first place, and not to endlessly camp in one place.

I’m not really excited to further imbalance these vehicles. The end result is the vehicle goes up in BR, and becomes even more unusable on most matches, but good on a few. It’s not balanced, and it certainly isn’t fun for players to use such vehicles.

There are already unrealistic things in the game. Our tanks spawn out of nowhere, ghosts are repairing our tracks as well.
This isn’t a reason to deny ammo boxes.

That’s because they are stuck at 11.0 with a shitty Bushmaster and only four missiles.

1 Like

somehow the namer ifv is 11.0,
while the 2s38 and the bmp2M is 10.3.
definitely needs a ammo box, +1

2 Likes

Out of all the inaccuracies and unrealistic features of this game, such as Keen Vision deciding your tank rendering range for both visuals and audio, you choose the Ammo Box to be mad at?

It’s just silly. Some vehicles desperately need more ammunition than they carry.

It’s not a benefit because you get completely disabled. You lose your entire turret controls and tracks and get set on fire. You’re heavily disadvantaged despite having something that should be an advantage. An ammo box would allow you to pull away from the front and recuperate after an extended period.

What’s the point of having blowout panels if you’re forced to J out anyway? The Namer is already severely punished upon being ammo racked. It doesn’t need the added punishment of losing ALL ammunition and missiles permanently if your team doesn’t have a capture point. There are far better vehicles at the BR and it does not deserve this.

And while I agree that capturing points is important, I do it 24/7, it’s simply not always possible. In situations where one team eats the other alive, you can’t do anything if you’re ammo-racked.

And besides, is Israel overpowered? If anything, they need more buffs especially when nearly all of their vehicles have been gimped into oblivion.

1 Like

It can’t properly push points, it’s simply unequipped for the job unless you completely flank the point which even then, you still might die if there’s multiple MBTs on the point (though this goes for almost all vehicles, and it technically stands a better chance than slow reloading MBTs). Unless you’re using the Namer 30 and are lucky enough to deal significant damage with your spikes, or your 30mm takes out enough before they turn their turret, you can’t push a point. And it’s not realistically possible to push frontally with it, the Namer’s mobility is worse than most contemporaries and it’s armour is heavily gimped compared to what it should be therefor it cannot take punishment, and it has nearly no way of frontally penetrating most MBTs commonly found at the BR.

I agree
This could not only help the Namer but also the M1128 and the M64 that have a really limited ammo count

2 Likes