If you're looking to get some GE or a Premium, please use a creators link to support then and get a free decal. Here's mine: store.gaijin.net/catalog.php?category=WarThunder&partner=Oddbawz&partner_val=2bpa5qx4
Colors in the video look extremely contrasty and washed out, almost like watching an HDR video on normal display without proper mapping or what not. Is this intended as in some pro level visibility trick or what's happening? I have noticed this on your last few videos, but here it is even more extreme.
@@crangonV Spookston said something being Glitchy about Nvidia and knowing OddBawz uses a 4090 it is possible there is some recording bug dealing with HDR. Likely his display he uses is HDR and the recording software whether OBS or whatever is getting the wrong color/brightness signals.
Watching the damage model at 15:27 is crazy - the track eats so many rounds that look like they should be going above or below it and the spalling from the track being hit is just eaten by the fuel tank, over and over
Just to add onto this information because I've noticed a lot of creators are not mentioning this. You can use the spike misslss on helicopters. Works like a charm. I've gotten a good handful of heli kills with them!
@@Kraus- After several battles with it. I totally agree. Centauros eating 2 spikes with 0 damage, everyone screaming at me that it is skill issue cause Automatic tracking missile can be changed by your skill right? :D Spikes are garbage on tanks. Vilkas somehow works cause it can survive a lot. Puma with new modifications is so bad, every single shot makes you unable to do anything, you have to repair every single screw in the tank to even move or fire. Also noticed when they shoot my turret I always lose both tracks from ammo explosion. :D
Been watching your videos for almost a year now, never even played war thunder until last week, you make it look very easy, i've been playing japan tanks doing RB and i think i've got around 4 kills with just under 90 deaths over maybe 20 games
I've had several matches where I went back and rearmed my drone TWICE and ended up with 5 out of 6 kills. Never underestimate the agility of the drone to dodge and dive for the deck. Kill power, roll, and dive.
Spikes are the closest thing you can get to a guaranteed kill. Helis can't even make them crash into the ground because they move so slowly. It may take more than thirty seconds, but it's going to track perfectly... for helicopters. I've used them on A-10s and SU-25s with good results too.
I use the Freccia a lot and i think there is something you can do to make the Spikes hitting better - lock on, pull your turret up and shoot then. This way i get more roof and less front hits on tanks.
Yes, that's exactly what I noticed, especially in contrast to my experiences with Lynx and Vilkas. Even at long range it still matter, because although the missile has reached the same altitude on its own as when you start looking upwards, in my experience it has still a worse trajectory than when you look upwards. The only advantage that the variable launch angle brings in my opinion is against helicopters, because here it is an advantage if the missile flies more directly towards the target.
One simple fix would be make it actually top attack instead of this flat path...in video demos the spikes do a bow like path,in WT it lofts and then goes flat path...it hits the turret frontal armor making it uselles hitting the most armored spot in MBTs.....
Apart from the Namer, I have used all the spike dispensers a lot and unfortunately, in my opinion, the Puma VJTF is the worst. Firstly, there's the movable spike launcher, which encourages you to fire the spike in a straight line. That sounds good at first, because you don't have the minimum range of 400 metres as with Lynx and Vilkas. But even at longer ranges, it's incomprehensibly harder to hit than with the steep launch angle. And even at distances where the atgm flies from about the same height. This leads to the fact that you can hit at short ranges, but actually make significantly fewer kills with the spikes than Lynx and Vilkas. Freccia has the same problem, although the fact that it is Spike MR and not LR also adds to this. In addition, the chains are constantly being destroyed when the tower is hit and although there has probably been an issue with this for some time, it hasn't been fixed. And unfortunately you can also get overpressured when the MUSS IR jammer is hit and I hope that we can unequip it in the future The only real advantage of the variable angle of attack is the higher hit probability against helicopters. Again, I can't say exactly why this is the case, but it's something I've noticed with both the Freccia and the Puma. Unfortunately, the Spike does not utilise the apparently real penetration of over 1000mm, but only 700mm, which is far too little. Unfortunately, this issue is not fixed either and I believe that Gaijin no longer dares to make FaF missiles reasonably good after the hate it received because of Pars 3 LR.
@@M0LOCK LMUR has a range of 14.5 km and outclasses all air defence systems currently in game, with the exception of Pantsir, which also belongs to the Russians. This only gives you a helicopter that can fire FaF missiles undisturbed and outside the range of the air defence system and then fly back to base and reload
The main problem in WT is that in real life the spike missile and its equivalents are designed to attack tanks from the top down, but in the game there is no such thing or it works incorrectly. Although the spike missile appears to fly upwards in the game, it constantly hits the tanks' gun barrel, tracks or turret cheeks, and very rarely hits the roof armor.
@@gravitatemortuus1080 It's more about it's still worse than the certain thing in every way. Even more so considering it got a ridiculous buff recently without getting a BR increase while 2s38 didn't receive a BR decrease for being nerfed into oblivion
I think the problem with spikes is that they are meant to be used at ranged that exceed one kilometer, but most war thunder engagements dont occur at that range. its probably why they work so well on helis
@@Organic_Chemistry_Junkie Yeah I wish more systems in war thunder were as lethal as they are IRL, even some of the memed about Russian stuff is underwhelming, then they compensate for it by giving them rounds they never had instead of fixing and putting them at their real BR lol. You can see the same philosophy but even more egregious in naval, Gaijin can't be bothered to model ships' real systems, so everyone is brawling like it's 1870 regardless of the year of their ship.
@@micaheiber1419 Note: I don't even play high tiers as its too grindy for my tastes. But seeing stuff like this certainly doesn't make me any more interested to try...
I saw someone saying that maybe the Namer spikes work better because they're launched more upwards which makes them more reliably hit top-down rather than the cheeks.
@@Juel92look far left or right and the missiles slam into the sides of tanks, I haven’t seen anyone talk about it but it works great for me I’ve taken out a few t80/90s easy that way
I watched a vid on your review of the Vilkas a little while back and you mentioned they were horrible but I swear they’ve been going crazy lately. I get like guaranteed 2 kills on long range maps using the spikes.
Gaijin's BR classifications are becoming increasingly stupid. The previous Puma shoots the same ammunition at 10.0, the Vilkas has the Spike at 10.3, and the new Puma comes because of the Spike at 10.7 where there is nothing else in the German research tree.... You can't get any more stupid than that
Hungarian Lynx suffers the same fate being 10.7 in italian tech tree where are no other 10.7 but it also has more flaws: manned turret, APS with super small angles that blows you up instead of incoming missile and the cherry on top is that everything italian after 10.3 is garbage (except Leo 2A7 but it's "Hungarian" but actualy German)
Yea, the inconsistency on damage in WT is something that really has screwed me mentally, I lately have noticed that when i play some other FPS I slightly pause on rushing because I forget other games do not have that bug, if you hit you hit and do damage as expected not like WT.
@@sirbonobo3907 Not really, I mean the Puma sometimes struggles to penetrate the side of some mbts and do damage. the stock ammunition has less pen than stuff on 4.0.
I’ve played several games with it and really love this one. Spikes are decent but need the right distance and elevation. Hopefully the Snail will fix this. Also the turret gets damaged soooo quick! You need a team mate to fix it,……
Spikes in general are a mess. You can´t aim them, they bounce off of light vehicles and for some reason the downward angle of the top down approach is not modeled and is registered as flat all the time.
Did you do something with your videos? the contrast or something with the graphics makes it look weird and bright. Like your recording your monitor with a separate device. Love the vid tho
Have you tried out the 120S yet? I know you hate slow tanks but I think the funny M1A1 turret on this bobblehead monstrosity would make up for the lacking mobility :D
Wtf was so hard to just implement it this way: - new modification: Spike - when equipped, tank's br changes to 10.3. 10.7 is complete BS because no line up and a whole ctrl+c ctrl+v vehicle is so unbelievable lame, I can't even find words for.
i would rather just have 2 vehicles, that why you can have them both on at the same time. I think both pumas are too high, no spikes should be 9.7 and with spikes should be 10.0--10.3
The ufp is actually 20mm thick as it's overlayed also the extra 10mm on the front are good against HE munitions or atgms as they explode before contact so it's spaced armour ig
OddBawz Colour correction has me thinking my monitors on the fritz. I’m using my phone so that’s probably why it felt odd for a minute trying to figure out what was bothering me about the image 😂😂
I saw someone say that it's because they're launched more upwards so they do more top-down attack. Don't have the vehicles so I can't test that out though.
I think once they refine and tweak how they work it’ll be worth it but as of now the missiles seem to be unpredictable enough to not have too much value in my opinion
Spikes this patch are very nerfed from even the previous major patch where you could actually lock people through the ground. And they would sometimes even hit their target.
Mr. OddBawZ sir I have something for you to try. I've been recently playing the Japan tree and I only have top tier Planes and low tier tanks. So when I wanted to play the japanese tanks I found something you might like, the Chi-Ha LG, a ww2 naval gun on a cart. So obviously I did what everyone would do and put my F-16J on my lineup with that tank. On the first game I killed an Abrams. And I'm not good, so I thought it would be fun to see someone who's better at Ground RB than I am try it and I would love to see it.
Because war thunder doesn’t make those ads. When people click the ad link it gives a certain amount of ge to the person who made the link of the account gets to rank 3. Also so as well.
The AHEAD rounds make a fairly small cone of shrapnel when they detonate, so they work fantastic in head-on situations, OK in side on, and hardly work at all if the target is tail-on. Weird
They really should implement something where the game doesnt end until the plane carrying the nuke either drops the nuke or gets shot down assuming the should have already ended to ticket bleed.
The spikes actually destroy anything light armored pretty reliable, don't bother launching it against MBTs. If you REALLY need to wound an MBT with it, launch 2 at the same time because this will most times destroy or severely cripple it. This vehicle should be 10.3 because Vilkas is 10.3.
Firepower of the Puma? It’s the most anemic 30mm APFSDS round in game. It has probably about half the damage potential of the BMPs 30mm and that’s before considering the massive difference in RPM
I also have the feeling that the Vilcas and Puma Spikes just dont seem to have their tandem warheads moddled. Any level of ERA seems to stop them dead in their tracks.
My only real experience with spikes is with the vilkas and they're much more often a complete miss than a hit. I haven't tried the Namer but it seemed to be much more effective than the German variants for some reason. 🤷🏻♂️🤷🏻♂️ Could be a skill issue but... "Fire and forget" doesn't leave much room for human error.
hey @oddbawZ i was wondering if youd do a video on the RU MI24D thats on sale for a few days , im not quite sure how to use these helis yet and itd be nice to see a heli thats not as easy as fire and forget
Not sure if it is a Bug, but normal PUMA survives a lot even after update but PUMA VJTF always loses both tracks when getting single hit anywhere near turret. Even when ammo doesn't detonate...
How about just get them to work consistently, yes they detonate midair or hit an optic and that's all you get. Only once in a while can you get decent damage or kill.
The spikes are great. On tanks like the Vilkas. Getting a flat launch is really really irritating, and it doesn’t benefit combat. I have more success with the Vilkas than i do with the VJTF
Have you tried Paris absolute carnage round the arc de triumph round about I also don't understand why they have traffic lights as everyone ignores them 😅
I've ridden a motorcycle in both Italy and Paris but they don't compare to Portugal. Maybe it was just the wrong time of year but they were overtaking me on either side and they weren't using a different lane. Arc de triumph is a free for all though :)
@@blackshuck1175 Haven't driven in Paris; I have driven in France though. I'll admit though, I was glad that I wasn't driving when I was in Paris, lol.
Scouting doesnt give crap for doing it and its almost like who cares at that point because you get next to nothing for doing it and never mind a teammate actually has to hit the enemy you scout.
I'm wondering if AHEAD rounds fuze setter accounts for doppler shift, and thus the heading of the enemy. Without that, the round would overfly targets that come toward you.
Can you please show your graphics setting in the next video if you see this comment Odd?Cuz i have my graphics on max and it dont look that good at yours...thank you
I remember when I first started WT I saw dollar plays video on PUMA. Shit looked sick as fuck, still think PUMA is the coolest looking in the game. But man, is that not great :(
Spikes afaik should actually perform really well against tanks and do not perform the way they do in WT at all. But the same is true for a lot of NATO style missiles for whatever reason. The Milan seems to be a happy exception but even then its damage is woeful compared to their Warschau counter parts and even those will sometimes just not do anything. Proper missile rework when?
Imma be honest, base puma should be at 9.3-9.7. Also the new puma which could have been a modification should be at 10.0. Seriously, there better version of it in Russia 2S38 or something
If you're looking to get some GE or a Premium, please use a creators link to support then and get a free decal. Here's mine: store.gaijin.net/catalog.php?category=WarThunder&partner=Oddbawz&partner_val=2bpa5qx4
Colors in the video look extremely contrasty and washed out, almost like watching an HDR video on normal display without proper mapping or what not. Is this intended as in some pro level visibility trick or what's happening? I have noticed this on your last few videos, but here it is even more extreme.
@@crangonV Spookston said something being Glitchy about Nvidia and knowing OddBawz uses a 4090 it is possible there is some recording bug dealing with HDR. Likely his display he uses is HDR and the recording software whether OBS or whatever is getting the wrong color/brightness signals.
French VB.10-02 video please?
“This is pretty chaotic right now” as you wade through half a dozen enemies like a raid boss.
OddBawZ is the raid boss.
I PUMA pants. Odd will single-handedly raise the Pumas BR to 11.0
Yooo I love your video man ❤
I’ll kill myself if that happens
I'm gonna pu
Bradwurst
this comment was unfortunately prophetic
Spikes seem to work much better against aircraft than ground vehicles.
I thought spikes were AA weapons.
@@michaelbarnard8529 honestly, I don't blame you. lol
The most fun you can have is sitting in a cap and yeeting spikes at helos
Yeah they only really work good againt helis
@boat5138441 I hate it so much because I don't have spikes in any of my TT and they get me from kms away as soon as I spawn 😂
Watching the damage model at 15:27 is crazy - the track eats so many rounds that look like they should be going above or below it and the spalling from the track being hit is just eaten by the fuel tank, over and over
Just to add onto this information because I've noticed a lot of creators are not mentioning this. You can use the spike misslss on helicopters. Works like a charm. I've gotten a good handful of heli kills with them!
I would highly advise using the missiles exclusively for helicopters.
@@Kraus- I mean they are pretty good for bitch slapping the smug look off an atgm carrier or mbt who thinks they are safe
@@Kraus- After several battles with it. I totally agree. Centauros eating 2 spikes with 0 damage, everyone screaming at me that it is skill issue cause Automatic tracking missile can be changed by your skill right? :D Spikes are garbage on tanks. Vilkas somehow works cause it can survive a lot. Puma with new modifications is so bad, every single shot makes you unable to do anything, you have to repair every single screw in the tank to even move or fire. Also noticed when they shoot my turret I always lose both tracks from ammo explosion. :D
Been watching your videos for almost a year now, never even played war thunder until last week, you make it look very easy, i've been playing japan tanks doing RB and i think i've got around 4 kills with just under 90 deaths over maybe 20 games
odd is such a good youtuber that he makes me wanna go back to playing war thunder daily
I've had several matches where I went back and rearmed my drone TWICE and ended up with 5 out of 6 kills. Never underestimate the agility of the drone to dodge and dive for the deck. Kill power, roll, and dive.
The spikes can be pretty useful for taking out helis in sim
Spikes are the closest thing you can get to a guaranteed kill. Helis can't even make them crash into the ground because they move so slowly. It may take more than thirty seconds, but it's going to track perfectly... for helicopters.
I've used them on A-10s and SU-25s with good results too.
God i love odd’s accent “10.000h”😂. “Juust steeer mann, not intuh me tho” so funny.
Did you change your brightness settings somehow? I‘m excited for the Defyn colab!
I agree. To much
@@relledkit’s a bug after the update
Colour/brightness of the video seems off. Noticed it since last few videos.
Contrast seems to be bugged. Spookston mentioned it in their video on the T1E1 (90)
@@Person4772 Yeah, I saw that video too.
I use the Freccia a lot and i think there is something you can do to make the Spikes hitting better - lock on, pull your turret up and shoot then. This way i get more roof and less front hits on tanks.
I do that with SACLOS missles as well if they are far enough away.
Yes, that's exactly what I noticed, especially in contrast to my experiences with Lynx and Vilkas.
Even at long range it still matter, because although the missile has reached the same altitude on its own as when you start looking upwards, in my experience it has still a worse trajectory than when you look upwards.
The only advantage that the variable launch angle brings in my opinion is against helicopters, because here it is an advantage if the missile flies more directly towards the target.
Reason why is the angle of attack, spike tries to dig a hole to hit a target behind cover where as many Spikes launch facing up.
One simple fix would be make it actually top attack instead of this flat path...in video demos the spikes do a bow like path,in WT it lofts and then goes flat path...it hits the turret frontal armor making it uselles hitting the most armored spot in MBTs.....
Apart from the Namer, I have used all the spike dispensers a lot and unfortunately, in my opinion, the Puma VJTF is the worst.
Firstly, there's the movable spike launcher, which encourages you to fire the spike in a straight line. That sounds good at first, because you don't have the minimum range of 400 metres as with Lynx and Vilkas. But even at longer ranges, it's incomprehensibly harder to hit than with the steep launch angle. And even at distances where the atgm flies from about the same height. This leads to the fact that you can hit at short ranges, but actually make significantly fewer kills with the spikes than Lynx and Vilkas. Freccia has the same problem, although the fact that it is Spike MR and not LR also adds to this. In addition, the chains are constantly being destroyed when the tower is hit and although there has probably been an issue with this for some time, it hasn't been fixed. And unfortunately you can also get overpressured when the MUSS IR jammer is hit and I hope that we can unequip it in the future
The only real advantage of the variable angle of attack is the higher hit probability against helicopters. Again, I can't say exactly why this is the case, but it's something I've noticed with both the Freccia and the Puma.
Unfortunately, the Spike does not utilise the apparently real penetration of over 1000mm, but only 700mm, which is far too little. Unfortunately, this issue is not fixed either and I believe that Gaijin no longer dares to make FaF missiles reasonably good after the hate it received because of Pars 3 LR.
They will fix the F&Fs when RU get its LMUR on the Mi28NM
@@M0LOCK LMUR has a range of 14.5 km and outclasses all air defence systems currently in game, with the exception of Pantsir, which also belongs to the Russians. This only gives you a helicopter that can fire FaF missiles undisturbed and outside the range of the air defence system and then fly back to base and reload
@@eagelseye8089 oofs in Kh38...
22:42 not another wolfpack...it was the same, lmao...he even spawned on the other spawn area, but there was no escaping from the hungry Puma!
The main problem in WT is that in real life the spike missile and its equivalents are designed to attack tanks from the top down, but in the game there is no such thing or it works incorrectly. Although the spike missile appears to fly upwards in the game, it constantly hits the tanks' gun barrel, tracks or turret cheeks, and very rarely hits the roof armor.
Spikes are really fire and forget
Fire and forget about it xD
the most New York thing to come to War Thunder.
lmao...true, it's like they never existed !
nah, they are more like fire and complain about them.
i appreciate you mr odd!
Anything NATO: *Exists.*
Gaijin: "You get nerfed, you get nerfed, you get nerfed! Everything NATO geta nerfed!".
Same with USSR tbh. Especially the 2s38. It really fell off :(
@@R4FSAN thankfully
@@R4FSAN Its more about its still pretty good for its tier level. Considering the closest thing to it for the USA is over 11.
@@gravitatemortuus1080 It's more about it's still worse than the certain thing in every way. Even more so considering it got a ridiculous buff recently without getting a BR increase while 2s38 didn't receive a BR decrease for being nerfed into oblivion
Because Gaijin is huffing the Soviet copium.
Fire and forget. You fire and they forget.
I think the problem with spikes is that they are meant to be used at ranged that exceed one kilometer, but most war thunder engagements dont occur at that range. its probably why they work so well on helis
No they literally just randomize the hit location for balance reasons. They are also supposed to be top attack and you can see they fly very low in WT
@@prancer8934 But would they honestly be "unbalanced" given the sort of things CAS does in the same BR range? I really don'r think so.
@@Organic_Chemistry_Junkie Yeah I wish more systems in war thunder were as lethal as they are IRL, even some of the memed about Russian stuff is underwhelming, then they compensate for it by giving them rounds they never had instead of fixing and putting them at their real BR lol. You can see the same philosophy but even more egregious in naval, Gaijin can't be bothered to model ships' real systems, so everyone is brawling like it's 1870 regardless of the year of their ship.
@@micaheiber1419 Note: I don't even play high tiers as its too grindy for my tastes. But seeing stuff like this certainly doesn't make me any more interested to try...
@@prancer8934 Spikes would always aim for the breech, so Gaijin in its infinite wisdom decided to randmize the hit location....
I saw someone saying that maybe the Namer spikes work better because they're launched more upwards which makes them more reliably hit top-down rather than the cheeks.
Look upwards before launching them then?
@@thepunisher236169 Yeah I think that might help. I don't have any playable Spike vehicles so I can't test it myself.
@@Juel92 I do it on the funny Italian spike car, it works well. I honestly didn't know other vehicles had angled launchers because I only play ITA.
@@Juel92look far left or right and the missiles slam into the sides of tanks, I haven’t seen anyone talk about it but it works great for me I’ve taken out a few t80/90s easy that way
I watched a vid on your review of the Vilkas a little while back and you mentioned they were horrible but I swear they’ve been going crazy lately. I get like guaranteed 2 kills on long range maps using the spikes.
anyone else think the video is a bit brighter than normal?
Don't be an angry man Odd. Much love brother!❤
Avenging angel of brutality in this video though. Love it :)
Gaijin's BR classifications are becoming increasingly stupid. The previous Puma shoots the same ammunition at 10.0, the Vilkas has the Spike at 10.3, and the new Puma comes because of the Spike at 10.7 where there is nothing else in the German research tree.... You can't get any more stupid than that
Hungarian Lynx suffers the same fate being 10.7 in italian tech tree where are no other 10.7 but it also has more flaws: manned turret, APS with super small angles that blows you up instead of incoming missile and the cherry on top is that everything italian after 10.3 is garbage (except Leo 2A7 but it's "Hungarian" but actualy German)
i know i speak for the community... More OddZ is Better OddZ... for the algorithm 🥳
My spikes no longer hit moving vehicles. Or vehicles sitting still. Or anything.
Odd: This is great at brawling
Odd when he gets the perfect brawling map: This map sucks for the puma
XD
Yea, the inconsistency on damage in WT is something that really has screwed me mentally, I lately have noticed that when i play some other FPS I slightly pause on rushing because I forget other games do not have that bug, if you hit you hit and do damage as expected not like WT.
The stock grind against 10.7 and 11.7 is just unplayable though.
Gies for every Grind below 7.0
The air stock grind is so much worse. Been grinding some air lately and it's ridiculous, especially in uptiers.
@@sirbonobo3907 Not really, I mean the Puma sometimes struggles to penetrate the side of some mbts and do damage. the stock ammunition has less pen than stuff on 4.0.
@@Juel92 True, but air has always been harder than ground, for me at least.
Dude i was literally thinking "will odd do a video
about puma VJTF"
yt stopped pushing your vids to my front page. i guess it's ok cause i hate this game, but i still feel bad 'cause you're awesome.
just the way the world works....cracked me up, thank you
love your videos keep it up! These missiles blasts the enemy the targeting AI for these spikes needs a fix
I’ve played several games with it and really love this one. Spikes are decent but need the right distance and elevation. Hopefully the Snail will fix this. Also the turret gets damaged soooo quick! You need a team mate to fix it,……
Spikes in general are a mess. You can´t aim them, they bounce off of light vehicles and for some reason the downward angle of the top down approach is not modeled and is registered as flat all the time.
Did you do something with your videos? the contrast or something with the graphics makes it look weird and bright. Like your recording your monitor with a separate device. Love the vid tho
Have you tried out the 120S yet? I know you hate slow tanks but I think the funny M1A1 turret on this bobblehead monstrosity would make up for the lacking mobility :D
Sir, your back must be hurting from carrying those German teams.
You, sir, have skills
Petition for odd to play stock f4c to know what real suffering feels like(it's 10.7 without flares)
Please just try it at least
Why would you play it after br changes
American M3 halftrack at 4.0 its a beast. Also haven't done a video for it.
Spike is literally just a better Javlin and Javlin has a 93% kill rate 😂. How tf do my missiles kill nothing 99% of the time I lock something.
Wtf was so hard to just implement it this way:
- new modification: Spike
- when equipped, tank's br changes to 10.3.
10.7 is complete BS because no line up and a whole ctrl+c ctrl+v vehicle is so unbelievable lame, I can't even find words for.
i would rather just have 2 vehicles, that why you can have them both on at the same time. I think both pumas are too high, no spikes should be 9.7 and with spikes should be 10.0--10.3
The ufp is actually 20mm thick as it's overlayed also the extra 10mm on the front are good against HE munitions or atgms as they explode before contact so it's spaced armour ig
OddBawz Colour correction has me thinking my monitors on the fritz. I’m using my phone so that’s probably why it felt odd for a minute trying to figure out what was bothering me about the image 😂😂
War Thunder added autoexposure. It took me a couple videos to figure it out and fix it. Sorry, man.
Spikes are advertised as AT, but we all know they’re AA
Watching the pumas shell replenishment speed makes me so mad when the swedish STRFs and the LVKV take forever. Really needs changing.
How much sat do you want?
Odd: Yes
Maybe I'm crazy but I feel like the launch angle for the Spikes is important. Puma has them horizontal, Namur was angled upwards?
Definitely, more pen on less of an angle.
i have noticed that the namor spikes, despite being identical, perform better then any other spike launching ground vehicle
I saw someone say that it's because they're launched more upwards so they do more top-down attack. Don't have the vehicles so I can't test that out though.
I think once they refine and tweak how they work it’ll be worth it but as of now the missiles seem to be unpredictable enough to not have too much value in my opinion
Spikes this patch are very nerfed from even the previous major patch where you could actually lock people through the ground. And they would sometimes even hit their target.
Mr. OddBawZ sir I have something for you to try. I've been recently playing the Japan tree and I only have top tier Planes and low tier tanks.
So when I wanted to play the japanese tanks I found something you might like, the Chi-Ha LG, a ww2 naval gun on a cart.
So obviously I did what everyone would do and put my F-16J on my lineup with that tank.
On the first game I killed an Abrams. And I'm not good, so I thought it would be fun to see someone who's better at Ground RB than I am try it and I would love to see it.
Why am i getting an Ad for War Thunder the Crossover event that was like more than a year ago LMFAO
Because war thunder doesn’t make those ads. When people click the ad link it gives a certain amount of ge to the person who made the link of the account gets to rank 3. Also so as well.
The AHEAD rounds make a fairly small cone of shrapnel when they detonate, so they work fantastic in head-on situations, OK in side on, and hardly work at all if the target is tail-on. Weird
They really should implement something where the game doesnt end until the plane carrying the nuke either drops the nuke or gets shot down assuming the should have already ended to ticket bleed.
I saw you did some good, fun challenges.
So i thought you could try to play with the ST-A1 or A2 as stock.
the new update made an attempt to make them better, but because of how they are coded, they will just end up hitting even more random spots
I wish the IRCM actually worked like it's supposed to
The spikes actually destroy anything light armored pretty reliable, don't bother launching it against MBTs.
If you REALLY need to wound an MBT with it, launch 2 at the same time because this will most times destroy or severely cripple it.
This vehicle should be 10.3 because Vilkas is 10.3.
Firepower of the Puma? It’s the most anemic 30mm APFSDS round in game. It has probably about half the damage potential of the BMPs 30mm and that’s before considering the massive difference in RPM
Oddbawz what’s your brightness at??
I also have the feeling that the Vilcas and Puma Spikes just dont seem to have their tandem warheads moddled. Any level of ERA seems to stop them dead in their tracks.
Day 12 of asking Odd toplay the UDES33
@OddBawz why dont you use the commander sight to lob the spikes if you cant see the enemy with gunner view?
Spikes definitely work just fine against me even in a very conservative play style
My only real experience with spikes is with the vilkas and they're much more often a complete miss than a hit.
I haven't tried the Namer but it seemed to be much more effective than the German variants for some reason. 🤷🏻♂️🤷🏻♂️
Could be a skill issue but... "Fire and forget" doesn't leave much room for human error.
Those spikes are the best anti air in game
Gaijin should make the nuke plane for top tier a Tornado for minor nations & germany, the F-111 for USA and the Su 24 for russia (and maybe china)
I call it the "Very Jarring Testicle Fondler" with how bad it is.
Cannot lie, this being at a 10.7 but the BMP-2M and 2S38 are at 10.0 feels like a crime.
So I use mine at top tier for scouting, anti-drone and anti-heli. Spikes do better against ka-50/52s than VT1s imho.
hey @oddbawZ i was wondering if youd do a video on the RU MI24D thats on sale for a few days , im not quite sure how to use these helis yet and itd be nice to see a heli thats not as easy as fire and forget
Not sure if it is a Bug, but normal PUMA survives a lot even after update but PUMA VJTF always loses both tracks when getting single hit anywhere near turret. Even when ammo doesn't detonate...
wish you could use normal tow missiles or something on the puma as a choice as well
rly wanted to see you take the ids out maybe in a next vid
I suspect the spike has been held back compared to what it should do IRL for balance
I Like That i can just mg the turret and break tthat way
The Spikes Work as intended...
How about just get them to work consistently, yes they detonate midair or hit an optic and that's all you get. Only once in a while can you get decent damage or kill.
The spikes are great. On tanks like the Vilkas. Getting a flat launch is really really irritating, and it doesn’t benefit combat. I have more success with the Vilkas than i do with the VJTF
I really feel like they should put it to 10.3 and let it have 6 missiles
Lws is the laser warning system
Have you ever driven in Italy? It's a full contact sport, even when you're parked. Absolutely the worst drivers I've ever encountered in my life.
Have you tried Paris absolute carnage round the arc de triumph round about I also don't understand why they have traffic lights as everyone ignores them 😅
I've ridden a motorcycle in both Italy and Paris but they don't compare to Portugal. Maybe it was just the wrong time of year but they were overtaking me on either side and they weren't using a different lane. Arc de triumph is a free for all though :)
@@blackshuck1175 Haven't driven in Paris; I have driven in France though. I'll admit though, I was glad that I wasn't driving when I was in Paris, lol.
@@musicbro8225 haven't been to Portugal yet
Object 292 has been weird lately. For a vehicle with weak armor, it has tanked a lot of MBT SABOT's. Lot's of no side pen.
Scouting doesnt give crap for doing it and its almost like who cares at that point because you get next to nothing for doing it and never mind a teammate actually has to hit the enemy you scout.
Just steer man = UR STICK IS NOT EVEN TOUCHING THE GROUND MAN
Ahhhh Scottish
I'm wondering if AHEAD rounds fuze setter accounts for doppler shift, and thus the heading of the enemy. Without that, the round would overfly targets that come toward you.
Can you please show your graphics setting in the next video if you see this comment Odd?Cuz i have my graphics on max and it dont look that good at yours...thank you
I use these on Heli's... works everytime and they don't seem to get any warming :3
Spike really don't like any sort of movement when firing, and it was pretty frustrating when I started grinding this a couple of days ago
Spikes will work eventually.
Probably when a Russian vehicle has them
Russian tanks surviving ridiculous amount of damage? Pure coincidence..... (Have the same problem at US 7.0 currently)
It was a Leopard 2 lmao...
Bros whining when the US have the most op tanks at that br lmao
@@m16-a2 Really? I usually have no problems dealing with them
I remember when I first started WT I saw dollar plays video on PUMA. Shit looked sick as fuck, still think PUMA is the coolest looking in the game. But man, is that not great :(
Is it just me or is the 'vibrancy' (saturation, contrast? idk the terms) of the video incredibly high
Spikes afaik should actually perform really well against tanks and do not perform the way they do in WT at all. But the same is true for a lot of NATO style missiles for whatever reason. The Milan seems to be a happy exception but even then its damage is woeful compared to their Warschau counter parts and even those will sometimes just not do anything. Proper missile rework when?
Imma be honest, base puma should be at 9.3-9.7. Also the new puma which could have been a modification should be at 10.0. Seriously, there better version of it in Russia 2S38 or something