While I’m posting I’ll also respond to this as well.
Because you’ve missed this in my initial reply:
With the intent of this guide in mind, the default cannon is the logical choice.
I want to know the game you’re playing where you don’t lose mobility when a track gets disabled. Must be fun.
All these things said about how you have to be able to farm infy if you pick a Flakpanzer, and then also stating that a flieger can do its job…so why not take an actual tank then? Glad you were able to kill 10+ planes on Panzerstorm once though, I’m sure they were quality pilots then who would have done large amounts of damage to your team otherwise.
Spawning a CGC on Breakthrough Narvik offense? You’ve gotta be messing with me now.
So because I either can’t aim or because I am so far removed from the action that I need to account for drag, I should be begging for .4m of extra boom on top of al already generous 2.2m, and then provide smoke cover for the enemies I’m apparently going to miss anyways. No thanks. The specs recommend kill infy just fine while hitting armor harder.
I believe there is much more that goes into explosive damage calculations through a wall than just innerblast radius. I will update this when I get a solid answer from someone more qualified than I.
EDIT: See below quotes from a dev -
[There is not] any sort of special inner blast interaction with the wall that I’m aware of…
Blast damage does an occlusion raycast to check if things are blocking the blast damage. The occlusion checks are settings that can be tuned on every blast (so in theory they could all be different) and can tuned to generally ignore everything or to make a thin fence post block the blast damage from a 1000lb bomb. Its kind like your setting “how far or if blast damage can reach around something”
World objects like walls don’t generally take tons of damage from blast and rely more on direct impact to destory[sic]…the Pz4 is actually just destroying the wall with the direct damage of the shell then there is nothing to block the splash…the Sturmtiger [is] supper[sic] blast damage oriented and world objects like walls don’t generally take tons of damage from blast and rely more on direct impact to destory[sic].
TLDR: not innerblast that determines how effective an explosion is through a wall, not to say that a bigger lethal innerblast isn’t more helpful of course
Again, no thanks. If I wanted to duel a tank at 200m+ I’d respawn myself irl for trying to be so irrelevant. Tank engagements past 125-150m are almost always futile endeavors which only end in a kill when one of the two tankers is too dumb to take cover. Any tanker with a few neurons firing should just avoid the engagement, or if they took a surprise first hit, take cover and repair any damage off with no consequence, then go about their day.
Universal lethality versus armor. If you had looked to those posts you would have understood the quantification of that claim. Yes its inner blast sucks. But if you can’t hit an infy within 1m /~3.3ft or slightly more and then follow up with a coax round or two, FPS games might not be the genre to play. Despite the nerf the 75mm Type5 cannon is still powerful, although it did make other alternatives slightly more viable.
With lackluster mobility or lackluster armor plus parts damage, tanks in BFV cannot be the center of attention. They should provide direct support to objectives without stepping on them. This means play in close-moderate proximity to the point, sitting slightly away to keep clear lines of sight, watching spawns, and clearing the point of enemy infy that pop up on it. Not on the point. Not 200m+ away. Say ~25m from the edge of the capzone, moving towards the edge of the capzone and maybe inside when needed, but backing away quickly to regain that spacing. Otherwise welcome back to the respawn screen.