Best Heavy Tank variant? – Battlefield 1

What’s up guys, Rogue-9 here! Did you know that the heavy tank variants
in Battlefield 1 have access to three different types of ammo for the main gun? And what about the secondary weapons, how much damage do they do to enemy vehicles or infantry? There’s only one way to find out, it’s
time to dive into the code and conduct some tests, because we are going to learn all the
details about the German Sturmpanzerwagen A7V heavy tank today! Let’s go! This video has been a long time coming and
that’s because I also like to analyse how the community uses certain weapons rather
than just relying on the stats. Sadly, as hard as I tried, I was not able
to dig up any kind of usage info about vehicles in BF1 but I’ll talk about this at the end
of the video. For now, let’s just jump straight in with
my comparison German A7V heavy tank variants in Battlefield 1. All the details finally laid bare. As you will know, there are three different
variants of the A7V in BF1, each with their own combination of secondary weapons and gadgets. But something that not every player may have
noticed is that there is also a significant difference in their primary cannons. The Heavy Assault Tank’s driver can fire
either 57mm High Explosive ammunition or an anti-infantry canister shell. The Heavy Flamethrower Tank can fire the same
HE shell or a short range stream of incendiary liquid but the most interesting variant to
me is the Heavy Breakthrough Tank that can fire either the same canister shell as the
assault variant or a 57mm high penetration Anti-Tank round. So let’s compare these different types of
ammo first! Against infantry, a direct hit from the HE
rounds is enough to take out even the toughest sentry and their splash damage of 112 points
up to 1.75m distance is enough for a one-shot-kill even against enemies running the Flak perk. This makes the HE shell quite useful against
infantry but that comes at a cost of damage against vehicles. Against heavy tanks (A7V, St. Chamond or Mark
V landship) you will need all 6 of your HE shots to get a kill and a single miss or bounce can mean that you will end up having to reload first. Against lighter armoured vehicles (Artillery
Trucks or Assault Trucks) you will need 3 shots to kill. And finally, as demonstrated in my video about
the assault class gadgets (link at the end), the FT-17 Light Tank as a bit of a special
case. The front and sides of the tank feature the
same armour as the other light armoured vehicles and therefore require 3 shots to kill. The turret has thicker armour and will result
in 4 shots to kill and the worst place of all to target a light tank is the angled plate
at the back where you will need 5 shots to kill, The reason for that plate at the back, by
the way, was to stop the FT-17 from flipping over onto its back when trying to cross trenches
or climb steep enemy defensive structures. Over to the AT rounds and for them, direct
hit damage against infantry is excellent but the baseline splash damage is only 70 points
up to 1m, so even relatively close misses will do very little damage or none at all,
especially against enemies running Flak and Juggernaut. Heavy armour can be consistently taken out
in 4 shots (a great advantage over the HE shells) but light armour will still take 3
shots from full health. The FT-17 light tank will be a three shot
kill when targeting the front, sides or turret but can take 4 shots to the tail plate. The canister shell was very effective during
the beta for BF1 but was then nerfed considerably but it seems that, at some point along the
way, it was buffed again because now it’s pretty effective. Each canister shot contains 36 projectiles
and you only need three of those to land at distances up to 36m for an instant kill. At longer distances, you need at least 12
pellets for a one shot kill which becomes quite challenging to achieve, given the increasing
spread of the shot. As you will know, shooting other vehicles
with the canister shot is completely pointless since it will do no damage at all. Both the HE and AT rounds have a muzzle velocity
of 222 m/s while the lighter canister shells offer a velocity of 450 m/s. So when you’re trying to hit fast moving
squishy targets at distance, you need exactly half the lead with the canister than you would
with your other types of ammo. As mentioned earlier, the flamethrower variant
also has a flamethrower for the driver which can be devastating against infantry, as long
as you get close enough to them and they more or less hold still for you, since the turning
speed of the A7V is not great, leaving it incredibly vulnerable to being swarmed by
infantry if the secondary guns are not manned. The short range nature of the weapon also
makes it quite impractical against enemy vehicles but in an emergency situation, where you are
face to face with an enemy tank and you have run out of ammo, you could theoretically do
36 points of damage against heavy armour and 45 against light armour over 10s. Highly impractical, but better than running
out of 57mm shells and having no backup at all! Having a flamethrower as a secondary crew
weapon on either side of the tank (besides the two standard HMGs) also adds to the close
range anti-infantry and limited anti-vehicle defence but getting that close to your enemy
is not only risky but also quite challenging given that most of the maps in BF1 are large
and open. Add to this the fact that the flamethrower
tank has no weapons covering the rear and you end up with what is probably the weakest
of the three A7V variants in terms of the crew manned weapons. Probably the only map where this tank can
consistently make use of its unique armament is Amiens. On all other maps, you’re going to spend
most of the time fighting at ranges well beyond the reach of your flamethrowers. The Heavy Assault variant with its two HMGs
on either side plus two at the rear offers a far more balanced defence that can be effective
from close to longer range. At distances up to 20m, each HMG will do enough
damage to kill infantry with 4 body shots but beyond that, you may need five or even
six hits. Head shots do more damage, but you will still
need at least 3 hits to kill. The rear gunner controls two of these guns
of course which means double the damage. This not only makes him highly effective against
infantry but also against enemy planes. Against armour though, all of these guns are
completely useless. The final variant, the Heavy Breakthrough
Tank comes with one 20mm Becker Type M2 autocannon on each side and the double HMGs at the back. Although it is harder to hit small moving
targets with the cannons compared to the HMGs and you only have 15 rounds before you need
to reload, the cannons have the considerable advantage of being able to damage other vehicles. Firing all 15 cannon shots takes 2.3s and
it takes only two full salvos to destroy light armoured vehicle and four for heavy armour. This makes these cannons a viable anti-vehicle
weapon and if you are running a breakthrough tank with a squad mate, it is well worth coordinating
with your buddy and angling your tank so that both of you can engage an enemy vehicle at
the same time. Against infantry, the gun is somewhat disappointing. The direct damage is barely more than that
of the HMGs and if the enemy is running Flak and/or Juggernaut, even the direct hit damage
is reduced by 10% for each perk, resulting in 4 or even 5 shots to kill. The splash damage has a reach of 2.5m and can kill in 4-6 shots depending on the enemy’s perks. That’s not that great considering that you
are sacrificing two HMGs in order to mount the single cannon on each side but on the
other hand the high explosive rounds of the cannons allow you to tackle enemy infantry
sheltering in, under or behind cover such as sandbags, walls or buildings. So that’s the main and secondary weapons
covered. The gadgets for the different tank variants
are all kind of useful but not in any way important enough to really influence my preference. All three variants have a quick repair ability
that instantly restores 9-11 points of health as well as fixing destroyed tracks or secondary
weapon ports. The assault tank’s smoke generator can be
useful when retreating, the flamethrower tank’s poison gas emitter is great for when you are
surrounded by enemies close to you or also to cover your retreat and the ammo/health
supply drop for the breakthrough tank can be really useful to friendly infantry fighting
alongside you. It is worth mentioning here that the crates
dropped from your tank are not just the same as those that the infantry can provide but
slightly more powerful. Each crate has a greater total supply of health
and ammo points to give out, supplies these faster and also has a significantly greater
range of 10m. Dropping supplies in strategic locations now
and then can be an amazing source of points and can easily get you a highlight for heals
or resupplies, as well as of course helping out your team mates. So where does all this leave us in terms of
ranking the three tanks in terms of their usefulness? Well, I personally think that most tanks work
best at medium range irrespective of whether you are dealing with enemy infantry or vehicles
and for that reason alone, I think the short ranged nature of the flamethrowers make the
flamethrower tank risky to use. The other two tanks are quite well balanced
in terms of their abilities against infantry. The HE cannon shells of the assault variant
definitely offer a better anti-infantry capability for the driver and at longer range in open
terrain, the six HMGs can also perform excellently (as long as they are manned by attentive teammates
of course). But at the end of the day, I have to say that
my number one pick out of the three A7V heavy tanks would usually be the breakthrough variant. More often than not, the outcome of a 64 man
conquest match hinges on one or two tank drivers and since a well driven tank can be extremely
difficult for infantry to take out, dealing with enemy armour should always be your primary
goal when bringing out an A7V. This is exactly where the breakthrough variant
with its 57mm AT shells and 20mm side cannons shines. The only thing you need to keep in mind is
that both you as the driver as well as your side gunners will be less capable against
infantry at range but in my opinion the added power against enemy tanks is well worth this
trade off in most situations. And that’s my thoughts on the A7V, all in
all a great choice and no surprise why it is such a staple choice in most matches in
Battlefield 1. Now as I mentioned before, I did want to give you the usual usage insights as well but sadly, none of my enquiries panned out. Normally I get my stats from but for the vehicles, they only have the stats for each type of vehicle and not broken down by variant. I reached out to the guys running the site
without result and even sifted through the raw data behind the website in order to try
to dig up this info. Sadly, no joy. I also reached out to a couple of the community managers at DICE with a request for this info. One of them initially promised me to see what
he could do but then never got back to me even when I sent several friendly reminders
and the other responded quite promptly but made it clear that he would not be able to
provide the info I was looking for either. So I gave it a good go but due to the lack
of info out there, I cannot speak to the player preferences apart from drawing on my own experience
that players seem to be using the basic assault variant most of the time. What is your favourite variant and which one
do you see on the battlefield most often? Let’s discuss in the comments below and
if you learnt something interesting or useful today, do give the video a like; dislike if
you disliked it! And finally, what tank or plane do you want
me to cover next? Again, comment to vote! With that, thank you so much for watching,
I hope you enjoyed the video and I will see you in the next episode! [Music swelling]

100 thoughts on “Best Heavy Tank variant? – Battlefield 1

  1. From the Heavy tank I think the breaktrough is the best, but I have most fun in the Flamethrower one – but, only on Amiens (as you pointed out).
    Since I usually play with at least two other friends we usually go with Landship though – and for the most part the Anti Tank variant, the emergency repair nerf sucked but it was understandable and the cannons are so much better, both vs infantry and vehicles and the AT rifles are still hilarious, so fun to outsnipe someone when driving – or potshot those Assults laying 100m away thinking they are safe.

  2. I usually use the St. Chamond or the light tank, but if I do use the heavy tank I enjoy the breakthrough tank. It's best if you have at least one squadmate with you, though.

  3. The one with the flamethrower of course, because who doesn't want to send their enemies running and screaming in agony…

  4. I prefer light howitzer tank over any heavy tank. My problem with A7 is just both useful variants (flame sucks, like you said) use same ammo pool for both canister and he/at shell. It means that you either go against vehicles or infantry, not both. If you focus on killing infantry and then tank comes around, you're fucked. You've no shells left to deal with it and vice versa.

    That's why I love howitzer, it's hmg absolutely destroys infantry and is surprisingly good against air targets as well. I've shot down several planes with it and even the zeppelin once. And the howitzer cannon is a beast against vehicles. Only tank I'm worried to face is actually A7 breakthrough tank, because it's the only one that can destroy me faster than I can take it out.

    If there ever'll be a heavy tank with both cannon and hmg for driver, I'd pick that.

  5. want to see the new video entitled by What's the best light tank variant afterthat could you please do so on planes ? this type of videos helps to play ahead againts people and that's what makes the difference between a good player and an "educated" player 🙂 cheers

  6. Amazing video, very informative. Overall I prefer the Heavy Assault variant because most gunners don't even stick around once they spawn and the Smokescreen is super valuable for covering your retreat when a gang of Assault descends on you.

  7. Amazing video, very informative. Overall I prefer the Heavy Assault variant because most gunners don't even stick around once they spawn and the Smokescreen is super valuable for covering your retreat when a gang of Assault descends on you.

  8. For tanks, I'd say my favorite is the St. Chamond Assault Tank, as it has good armor and fast speed, followed by the Landship due to it's versatility. Then I would go with the Light Tank, due to it's smaller size and decent speed. I'd then say the Armored Truck, as it has some of the best secondary weapons, but can get stuck really easily on the terrain. 5th would have to be the Heavy Tank, because while it can soak up a LOT of damage, it is way too overrated, and when I use it us very sluggish. I have the Assault Truck last because while it is the fastest of the Heavy Armored Vehicles, it can be taken out way too easily, and is kind of awkward to use.

  9. Me before every Suez: If I get the tank we will win. If I don’t. No promises. It sucks when someone pulls out an arti truck or a light tank and snipes from the back as your team gets steam rolled lol. If you take your heavy tank or assault tank on a wide outside flank To your enemies home objective at the beginning of the match you will win suez every time

  10. You should do a video on the Putilov Garford Assault Truck. People don't understand how to use it properly and its quickly become one of my favourite vehicles since I've figured out how to use it well. Very fun and good for objective play!

  11. One thing that annoys me: people who use the heavy tank just to camp at the spawn and sit there for 5 minutes.
    If you are that selfish to pick a five seater tank and use it just to hide in a corner, just use a light tank instead, most people don't even know that there is a Howitzer cannon variant for the light tank.
    i use it myself, in the right hands, the light tank is a devastating scout/tank destroyer vehicle.

  12. If you are one of those idiots that did not realize yet that there are tank variants, maybe COD is more your speed.
    Actually, no scrap that, try noughts and crosses there's plenty of depth for someone of your high mental capacity.
    why am I so mad because I am sick of spawning into a heavy tank with crappy machine guns when I could be using fukin explosive rounds and sweeping up the enemy team. why-why-why cant this be an infantry weapon. DICE PRETTY PLEASE

  13. I can't use anything but the default for any vehicle I spawn in BF1. It won't let me choose anything else no matter how much I try lol

  14. I think the criticism of the Flamethrower Heavy Tank are kinda missing the point – How often is a tank 100% full of people? almost never! Usually there are just ~3 people in a tank.

    Thus it makes more sense to use the flamethrower tank (imo) since the gunners can CHOOSE between weapon types.

  15. The best tank against this monster heavy tank is the tank hunter land ship, they always retreating before 70 of my health because I move and it’s more accurate

  16. Flamethrower tank is awesome on Amiens and Prise de Tahure. Normally I avoid tanks in general and the A7V in particular, but it's always fun to start a barbecue on those maps.

  17. I think it would be really helpful to cover the heavy bombers since they're relatively new and harder to figure out than the others.

  18. i know this is not the heavy tank but i really love useing the light flanker tank.. so great for other tanks and great for enemy soldiers on foot

  19. Breakthrough is best. my personal experience finds that most ppl never stick around to man the MGs on the sides and rear since they're not really useful compared to them hopping out (especially vs tanks). the autocannons are very useful since they can break walls after a full clip, can damage tanks, and thus ppl often stick around for it. also, the supply drop is very helpful for the infantry. most ppl in asia run the standard Assault variant for the HE shell, but will switch to flamethrowers because it feels like a direct upgrade compared to Assault (flamethrower doesn't need to reload on the same pool as HE, and they deal more damage to infantry than MGs, and it's cooler). most ppl won't pick Breakthrough due to AP shells unable to frag infantry and thus terrible vs assault players who can quite easily harass them

  20. Me and my friends call the heavy tank the Spanish Inquisition for the reason that every uses the Heavy tank instead if they don’t use the Landship on Xbox so really everyone suspects it even when nobody expects it. We just really love Monty Python

  21. Four shots tailgate that's funny what about tankers that take 456789 plus at grenades rocketgun rounds all at the same time and still win with 80 health

  22. Me and this guy was having a tank battle with the flamethrower tank and we ended up bouncing about 20 shots so we just flamed each other XD

  23. Heavy breakthrough tank is such a beast and is near invincible when you have competent gunners that can jump out and repair if shit is going tits up, great video 👍🏻

  24. Im a beast with the flamethrower tank. The primary shell has a better splash dmg eith explosive effect that makes all splash dmg shots a single shot. I dont use the flames too often but i do drop the gas often on enemy objs.

  25. Rogue, what is your favorite tank variant in general? I personally enjoy the Heavy Tank.
    The Assault Tank is my second choice.

  26. I actually like the flamethrower heavy tank reason is that i can use the flames from the flamethrower to create a line of fire and use it as cover to escape.

  27. Guarantee if they added the ability to change your tank loadout to the menus where your change your kit, people would be using something other than the assault variant.

  28. Breakthrough / Assault, depending on mood, map, and enemies. I tend not to use the flamethrower tank, it can be useful but the tank isn't the most agile one (imagine the flamethrower on the little tank, that would be fun/painful)

  29. At 2:10 – what the heck is that Tank icon centre-right next to the Garford-Putilov? Am I dreaming or is that something new?

  30. Completely agree. Tanks' number 1 priority should be other tanks. With good gunners and proper infantry support, a tank should be nearly unstoppable. Breakthrough is hands down the best variant.

  31. IMO the assault A7V with all its MG is not that bad when it comes to capture objectives. It can be used as a spawn point for the team and when static and capturing the objective, all these MG are easy to aim. They are quite good at suppressing enemies, or cut to pieces those assault players trying to get closer to you.
    The breakthrough A7V will loose some of the assault A7V effectiveness in this situation, but compensates with the ability of destroying cover with the 20mm cannons, and can resupply teammates.
    I would say that when PTFOing with A7V, the assault variant if better if you're on your own (driver + gunners), but the breakthrough A7V will be better if your tank has some infantry support. It will also be better against armor.
    The flamethrower A7V is extremely powerful in close quarters against infantry, but there are few maps where this power can be effectively used (Amiens, or the villages in Sinai desert, Saint Quentin, Soissons), which are situations where you could choose other tanks to do the job, like the FT17 flanker, which is also more agile.

  32. I often find that the flamthrower tank is the best…. At least for me. More often than not people bail out so the passenger weapons don't really matter.

    I always engage vehicles at range and near cover if I have the chance. Since that's my main doctrine, I also engage infantry at range(as people spam AT grenades and limpet mines at close range). AT rounds won't be that effective at range against infantry since they're AT. A case shell is only effective at close range, and it uses the same ammo as the AT, which you may have to switch between on the fly. That might lead to an ammo shortage in which you don't have enough shells to take care of a threat.

    Now you should possibly see why I like the flamthrower. It's effective at killing vehicles and infantry with it's main cannon, secondary weapon doesn't use the same ammo as the primary, and the flamethrower is effective at killing infantry, and to a lesser extent, vehicles. It's also really great at surprise rushes.

  33. Breakthrough for me since its hard to find 4-5 more people for the other variants. Also, spash damage from the side guns compenstates for damage, right?

  34. It's a piece of shit tank and I hate when team mates waste a tank ticket on this piece of shit.
    Have I mentioned I think it's a piece of shit yet? Cuz I hope I haven't forgotten to say it's a piece of shit. 😐

  35. I always see the heavy flame tank believe it or not, me and the bois love to spawn a Mark 5 and pick fuckers off at a distance

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