8.7 mostly heavy lost for USSR is the poor mobility + tier gap/unconsistent armor + poor gun handling (not much if you craw through 7.0). This tier is the real test and make us more careful when get to higher BR and compelety destroyed ATM swiped noobs.
The rounds is complicated but bearable:
3BM25 is worst among them but since the opponents are mostly light armor, it’s good enough. Otherwise if you confident and depend on situation, HEAT/APHE much more preferable. 3BM28 in the other hand is very good although the reload compensate it for 115mm.
It’s followed the formula Gaijin used, if it’s bad based on their caculation, i don’t think it’s a problem with them, plus the above points, they not gonna improved it and with their behave, not gonna introduced non-domestic rounds for any USSR.
7.3 and above is 1 shot/<3 shots meta anyway, shoot first win first so if you confident with your aim, just bring APHE + HEAT, APFSDS in my usage only for extreme long ranges and medium range/rush objectives situation when i don’t need to pre-aim for further tartget
The problem with ATGMs is at medium-long range (in war thunder’s ranges relatively) if the target decides to simply say, veer left at a decent speed, then wait a second before veering right, if you tried to correct for that with the missile (some of them) you will simply cause it to overshoot the correction and do zig zags around the target point which will cause you to hit the wrong parts of the enemy team or even often miss the tank entirely.
This is not at all including anything to do with latency/network lag which gaijin made an issue last year when they changed ATGM behaivor
What you describe sounds to me like the thing I said before. People tend to only think of the crosshair when aiming instead of thinking of the missile.
Instead of “snap” aiming with the crosshair try either doing a smooth follow to try to catch ut to the first turn and if they turn again they are turning into the missiles path and you can stop the crosshair on them, or option two: you “snap” correct the crosshair halfway to the tank, let the missile overshoot the crosshair and then you “snap” the crosshair again to the new missile position not allowing it to try to turn back.
I’ll try to do a video of what I mean if you want me to.
yeah none of this matters, it is intrinsic to the missile. You probably only use the better ones that don’t do this as bad (but most still do it bad enough to warrant not using them)
What do you mean? Aren’t all ATGM in game SACLOS? The behaviour would then only depend on speed and g-force pull of the missile so to counter it you just have to be faster or slower depending on missile but still the same technique.
Could you recommend one that is particularly bad that I could try? (Preferably one in a premium so I can test-drive without having to unlock an entire tech tree to get there x) ) i do have all of Sweden unlocked and halfway through USA.
It shouldn’t. It’s not anywhere like the difference between a 37mm and a 75mm AP, where mass of the shell goes up 2^3=8 times. The difference between a 120mm and 100mm gun should be the same as between a 47mm and a 57mm.
The realy problwm is that you use apfsds. Against tanks with less than 100mm of armor. Stay true to aphe, komrade. Object 685, 906. Keep using aphe, brother.
From the time since I made this post and to this day, I have tested all the shells available for the T-55AMD-1, and the shell that has the best performance IMO is the 9M117 barrel-launched ATGM shell with its 600mm pen capability combined with its ≈4.8 kg of TNT