As I’m sure vehicle specs can seem overwhelming to some, especially those new to the game, this list has been created to help BFV players make informed decisions of which vehicle specs to select, without having to sink large amounts of time into each vehicle to determine for themselves.
Recommendations are made based of game data, copious amounts of in-game time spent, and made in my own mindset of “I don’t want to change my d*mn vehicle specs every time I load a different map, so these are the best (most well-rounded) specs.”
Considering BFV support is over, it is unlikely this guide will be updated further. It should be relevant as-is for the foreseeable future.
Thanks to Masinski for his initial help in creating this guide.
Abbreviations used:
L = Left
M = Middle
R = Right
K = Left or Middle
Z = Middle or Right
O = Left or Right
X = Any
_ = UnusedThe order of letters denotes the level each letter refers to, from top to bottom.
Last updated 06/26/2021
Index
-
German Faction
a. Armor
- Panzer 38t
- Flakpanzer IV
- Panzer IV
- Sturmgeschutz IV
- Tiger I
- Sd.Kfz. 234 Puma
b. Aircraft
- BF-109 G2
- BF-109 G6
- Stuka B-1
- Stuka B-2
- JU-88 A
- JU-88 C -
British Faction
a. Armor
- Staghound T17E1
- Valentine Mk VIII
- Valentine Archer
- Valentine AA Mk I
- Churchill Mk VII
b. Aircraft
- Spitfire Mk VA
- Spitfire Mk VB
- Blenheim Mk IF
- Blenheim Mk I
- Mosquito Mk II
- Mosquito FB Mk VI -
American Faction
a. Armor
- Sherman
- LVT
- M8 Greyhound
b. Aircraft
- Corsair F4U-1A
- Corsair F4U-1C
- P51D
- P51K
- A-20 Bomber
- P-70 Night Fighter -
Japanese Faction
a. Armor
- Type 97
- Ka-Mi
b. Aircraft
- Zero A6M2
- Zero A6M5 -
Conclusions
a. Recommended go-to vehicles
b. Reflection on the Vehicle Meta [May 2019]
c. Reflection on the Vehicle Meta
Arrows next to text will return you to the Index.
German Faction ↥
Armor ↥
Panzer 38t (LMRM) ↥
Being mentioned here first, the Pineapple Wrench is almost always on the avoid list, especially for a fast-mover like the 38t which needs to rely on mobility. The extra health regained for a 1.25x repair speed just isn’t a good enough trade off, and is usually more of a determent than it is helpful. The LMRM path gives a RoF boost, spotting scope, AP rounds, and Zimmerit, the first three of which are amazing specs overall, and is certainly the most superior spec path. While LXLX is often taken as an anti-infantry loadout by players, it is actually quite impotent versus armor and infantry, and is not recommended. If wanting to retain the default cannon while avoiding the 20mm cannon, a LL__ speccing is semi-viable, though losing out on 3rd and 4th level specs is unfortunate.
Flakpanzer IV (LLLM) ↥
With accurate shots, the Flak 43 L89 spec path is the best option available currently to the Flakpanzer IV. The burst damage chunks aircraft and is much more threatening than the default 4x 20mm guns.
However, considering the numerous nerfs flak rounds have received to grounded targets and despite getting an additional passenger seat post-launch, it is better to not waste a team’s armor slot on a self-propelled anti-aircraft gun, whether it be for anti-air or anti-infantry. If looking to engage aircraft more effectively, Fligerfausts deal with aircraft much more effectively without spawning in a piece of armor.
Panzer IV (RRRM) ↥
The Panzer IV is the only German vehicle in the game that gets to use Flare Launchers in a viable loadout, and it does so incredibly well. The splash on the default stubby 75mm cannon is generous, and while not as potent as the Pak 40 L/3 upgrade against armor, it can still hold its own at close range. It’s splash damage paired with flares is extremely effective, and with 5 of them it is possible to constantly saturate an objective with flares until it is captured. Canister Shell works great for killing opponents instantly without wasting primary rounds, or where an opponent may not receive splash damage. S-Mines can also work for hyper-aggressive fun, though using them effectively means getting into sticky situations.
An LLLX spec path is acceptable for larger maps, but puts the Panzer IV in a weird middle-ground between the Tiger I and the Sd.Kfz. 234 Puma. It’s not bad, but the two aforementioned armor pieces can better pull off heavier hitting cannons in their own ways.
Sturmgeschutz IV (LMLL) ↥
The Sturmgeschütz IV is an awkward child caught between the Panzer IV and the Tiger, and unfortunately because of this it does nothing particularly well. Using the StuG IV cannot be recommended unless the tanker has a very competent squadmate in the telescopic MG seat. With this in mind, the provided path of LMLL should be taken and used in defensive, close-range situations, where the main cannon should not need to be adjusted greatly, and incoming damage can easily be taken at favorable angles without fear of part breakage. The low-profile and telescopic MG are incredibly good assets to have…if it didn’t come without a turret and coaxial machine gun.
Tiger I (RXRR) ↥
If in need of anti-armor on the German side, the Tiger is the best bet. The RXRR path is taken not because it is amazing, but because the LLL_ specs are slightly worse. Smoke Launcher helps with disorienting enemy shots should a ranged engagement get too sketchy. Reinforced Turret Ring helps avoid turret disabling, as the Tiger’s turret traversal is already slow by default without being disabled. APCR rounds deal heavy damage to opposing targets provided the angle of impact is good. Generally, the Tiger should be played a bit defensively, as its reload speeds and movement speeds are lackluster. Given this, Increased Ammo Capacity is generally more useful than Improved Traverse Rotation, however on certain, more claustrophobic maps, an increased turret traversal speed could be more beneficial, especially if ammo dumps are closer. This same situation could also make the S-Mine Launcher more beneficial, but this can be avoided with good positioning and situational awareness.
To observe the left side briefly, it offers Zimmerit, Field Repair, and Pineapple Wrench. Pineapple Wrench offers nothing of use to the Tiger, as the Tiger needs to regain mobility or health as soon as possible to be effective. Zimmerit sounds good in practice, but on a tank as slow as the Tiger, renders itself almost ineffective. Field Repair may seem helpful since it fixes part disables, but the default emergency repair gives a greater percentage of health back and can be used at any time, something very beneficial for a tank with so much health like the Tiger.
Sd.Kfz. 234 Puma (OOMRZR) ↥
For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right
This is what happens when someone at DICE thought the Panzer 38t was too slow, too weak, and too small. The 50mm cannon is the go-to here. It can lethally splash infy and can complete toe to toe with opposing armor, especially with AP rounds. The default 20mm cannon is terrible, at times even versus infantry, and should be disposed of as soon as possible. While the 75mm cannon seems enticing, as of Update 7.0 it is statistically worse than the 75mm on the Panzer IV in every way and should be avoided.
The first two specs on both the left and right sides are user’s choice, and are all very good in their own rights. Engine upgrade would be nice, but missing the 50mm cannon is not an option, as is also the case with Improved Traverse Rotation versus AP rounds. Level 5 is again user’s choice - Reinforced Engine is good for the aggressive drive to keep the default smoke discharger, while Smoke Launcher is good for the positional driver. Pineapple Wrench is a no-no and like always should be avoided unless absolutely necessary.
Aircraft
BF-109 G2 (MMRM) ↥
For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right
What was perhaps the most versatile and effective fighter plane in the game has been overhauled, and it’s having a bit of an identity crisis. In all honesty there’s no “good” way to run this aircraft now, or even a reason to run it at all with the existence of the revamped BF-109 G6. A full-on dogfighter spec path of ZZMZ can be taken, but that leaves the G2 impotent versus ground targets. Speaking of ground targets, trying to use loadouts with Minengeschoß or bombs is suicidal, as with Update 7.0 fighters have become weaker to all flak sources, meaning trying to get in-range of targets has potential to be immediately lethal. Rockets (which the G2 now lacks) are far more favorable now for a multitude of reasons. Spotting Flares could bee seen as a redeeming point of the G2, but as of Update 7.0 flares dropped from planes are now Doppel-Schuss flares instead of Flare Gun flares, making their usefulness and effectiveness substantially worse.
Pre 7.0 Recommendations
The BF-109 G2 (XXRR) is perhaps the most versatile and effective fighter plane in the game. This can be attributed to it getting a maneuverability spec and an easy-to-use explosive spec plus retaining the default quick repair, all in the same spec path. Automatic Leading Edge insures at minimum even-footing in fighter vs. fighter engagements, while the WFR-GR 21s allow for perfectly accurate infantry/stationary AA deletion, heavy damage to opposing aircraft, and decent damage to opposing armor. Add on Radar Package for dogfighting awareness, and air control is as easy as it’s ever been. The 2x 7.92mm/2x 20mm sidegrade rewards the accurate pilot, but if the flexibility of the 4x 7.92mm is preferable, then LMRR is completely understandable, though it is punished with the Pineapple Wrench. Unfortunately the 2x 50kg Bombs and Spotting camera would be great specs picks in a vacuum, but the WFR-GR 21s are very versatile and Automatic Leading Edge is an unfortunate must-pick due to the unpredictability of other players.
BF-109 G6 (RMRM) ↥
For reference:
K = Left or Middle
Z = Middle or Right
O = Left or Right
Despite being the only vehicle to receive a slight nerf after 7.0 in the shape of a spec swap (default WFRs for default Butterfly Bombs), the G6 is still the better of the two German fighters. 4x HMG with decreased overheat, a spawn beacon to help the team, and Nitrous (which functions like the Manual Supercharger from the Pacific planes). Plus there’s no loss of the Emergency Repair for any of this. While Automatic Leading Edge is nice, WFRs allow for constant damage on all targets at a safe range than the G2’s bombs and is generally the better option. Nitrous can supplant Automatic Leading Edge in a pinch, but will lose out in extended aerial engagements versus opposing fighters who have elected more air-to-air options. Such is life with the BFV vehicle spec system.
As an aside, the 30mm cannon is a solid alternative pick, but losing the upgrade on the Primary HMGs and losing Nitrous doesn’t seem worth it unless enemy aircraft is a complete non-issue.
Old 7.0 Recommendations
When one legend falls, another will rise. 4x HMG with decreased overheat, Automatic Leading Edge, a spawn beacon to help the team, and it comes default with WFR-GR 21s rockets and Nitrous (which functions like the Manual Supercharger from the Pacific planes). Plus there’s no loss of the Emergency Repair for any of this. WFRs allow for constant amazing damage on all targets, while Nitrous + Automatic Leading Edge ensures the best possible position for any dogfight. Just when a BF-109 couldn’t possibly get better, DICE found a way.
As an aside, the 30mm cannon is a solid alternative pick, but losing the upgrade on the Primary HMGs and losing Nitrous doesn’t seem worth it unless enemy aircraft is a complete non-issue.
Pre 7.0 Recommendations
With the Minengeschoß nerf soon after the release of the game, the G6 (LMRX) lost some of its potency. However because the G6 can access both Minengeschoß and the WFR-GR 21, it is still holds its niche as a ground-pounder fairly well. LMRR hits both of those specs, while also avoiding Field Repair to maintain the default quick repair. If better air v. air performance is desired, LMRM can be selected instead for Automatic Leading Edge, but taking out stationary AAs will become harder (though not impossible). This path also retains the default Spotting Flares, which are incredibly useful for helping your team and identifying ground targets to strafe with Minengeschoß.
Stuka B-1 (LMRR) ↥
Essentially a JU-88 A-lite. What is traded in carrying capacity, is gained in a smaller hitbox. This path grants four 50 kg bombs, and two 250 kg bombs. While the 1000 kg bomb is enticing, the upgraded passenger machine gun melts tailing aircraft, and the default 250 kg bombs are generally enough explosives to kill most targets. The right side specs attempt to be a sort of air combat specialization, however the choice between Level 4 middle and right hinders that ability greatly. Generally the Stuka B-1 is an inferior choice, but does have a small (bordering useless) niche.
Stuka B-2 (RRRR) ↥
The B-2 fills no role particularly well and is currently overshadowed by other German aircraft, so this is the best configuration for the B-2 despite all the changes to the 37mm cannons to let it claim its only niche. Expect to only effectively damage opposing aircraft and light vehicles, but then only doing so with accurate shots. If feeling frisky, use the Mine Drop to booby trap an enemy airstrip.
JU-88 A (RRRR) ↥
The JU-88 A is hands-down the best bomber in the game. This spec path enables the JU88 A to delete anything on the map, and still have bombs to spare. Additionally, the upgraded passenger machine gun allows for a generous chance against tailing aircraft. While Wing Repair may seem like a good alternative to the painfully slow Pineapple Wrench, taking Wing Repair removes the default 35hp Emergency Repair, which severely hinders the JU-88 A’s longevity in dangerous situations. All other specs, while they may seem enticing, do not allow the JU-88 A to be as effective at killing ground targets, and is better left to other aircraft. Just drop bombs from orbit, restock, and repeat.
JU-88 C (LLLL) ↥
A LLLL spec path lets JU-88 C claim its only niche, though it is a powerful one if flown correctly. Perhaps the biggest trade-off of this spec path is the loss of the under-mounted MG, which really helps in deterring enemy aircraft. A good pilot can certainly make strong use of the 75mm spec path, but for most players the JU-88A is much easier and more effective to use against ground targets. An alternative XMRR path is plausible in a heavy fighter role and could be used to great effectiveness in air-to-air combat, but without a full, competent crew, pilots are better off taking a BF-109 G6 for greater overall effectiveness.