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People who use it say that it was fixed some time ago, it was made less ♥♥♥♥♥♥♥♥, but it still gives a big advantage
Just because you can't see them from your gun, doesn't mean the can't see you.
In the same way if you duck your eyeline under a table, the top of your head could still be exposed/seen.
Or peaking slowly around a corner, your ear would be visible before your eye would see the person observing you
You might get a better idea of it if you go back and watch again, but watch from his perspective rather than yours.
This is a common thing players often fail at and a common example I typically see is in low tier Shermans. They peek the corner completely side on, parallel with the cover itself. By doing this, when they peek, the hull of the Sherman where the driver is gets completely exposed to the enemy before the gun is and a well placed shot can stop the Sherman in its tracks before the gun is around the cover to shoot. Instead, they should be a distance from the cover so they can expose their armor at an angle. This increases its effective protection, but also places the turret closer to the cover, meaning less of the vehicle needs to be exposed before the turret can see.
Basically, what you needed to have done is get further from the rock and approach with more of your front armor facing him than the side armor. This would allow your gun to see him sooner. Given you're also in a lightly armored vehicle facing an autocannon, you also probably should have pushed with more speed as it wasn't likely that you'd take many hits before he got you as he could easily penetrate you and that speed might've lowered the number of shots he got before you could fire. In any case, it wasn't a good matchup for you, he very much had the advantage there.
The one thing you might've been able to do here, is overpressure him. Given how light his vehicle is, just landing HE next to him might've been enough to do him in, without even seeing his vehicle. Protection analysis shots that basically any direct hit from any of your ammo types would be enough to do him in, so even a shot on the ground next to him would have done it. You just needed to approach with your chassis facing him instead of side on. Always angle yourself or approach straight on. Both are better than approaching side-on like that unless your turret is either very forward on the tank or further back but you're approaching from reverse.
To really get a feel for it, look at the AMX M24, its basically an M24 Chaffee, but the turret sits even further back on the chassis. Now imagine pushing that guy in that same scenario. Your entire hull is basically fully visible to him before the turret would see him. Should give a better representation. Unlike in a standard shooter where your first person view is nearly your whole body, a tank has a body that extends further horizontally. So its very much possible to be hit before the enemy can see your turret. As long as they can kill you through that part they see, they don't need to wait until you can see them and he could easily hit ammo in the front hull of your tank as well as have shrapnel bounce up into your turret crew.
You just need to be more spatially aware of your tank's hull instead of just the turret.
So how does this work on the same body tanks I face with other nations?
Doesnt matter what tank it is, they always see a part of my body and i cannot see theirs.
I shoot explicitly from the gunners view as the third person always misses for me, that GIGANTIC circle doesnt tell me where its going to hit
If instead you both are facing one another, there are still shots that you can take (assuming you have the penetration) on the front hull before the turret can see you. In many of those cases, you should try to get visual on just their track and hit that. This often leads to a more panic mentality from your opponent because now their mobility is restricted and it gives you an advantage. In many cases, they'll straighten up and face you directly as it gives you less of their vehicle to shoot when you peek and therefore requires you to peek more to see them, possibly giving them a shot on you.
I'd recommend looking up some tutorial videos for clearing rooms, like police or military personnel going in and clearing rooms and peeking corners and such. While human to human stuff like that isn't the same as tank to tank, many of the basic concepts and principles still apply. For instance, when peeking a corner, you often don't want to do it from right up against the corner, instead you want to round the corner from deeper in the room as the greater distance shrinks the angle the enemy can see you in. Think about it, how big is an object right up in front of you compared to that same object 100m away? Its much smaller when further away. So if that object is actually a hostile trying to peek you, the angle you have on them the moment you can see them is nearly their entire self rather than just a small part of them. So if you do have to peek, do so from a distance.
Also, bear in mind that latency is going to play a factor and the stationary target will typically always have the advantage as a result.
As for the circle, its actually not the big circle you want to pay attention to, its the smaller one that you don't actually control. You'll notice that the little circle will sort of snap to various objects, even when the big one isn't over them. This is because the big circle might not have collision with that object, but the barrel doesn't have direct line of sight due to the obstruction. You can really see this in action when trying to peek over something, as the circle will snap to the object when you don't have clearance. That smaller circle does actually give a good impression of where that round is going to go, though "sniper" mode looking through the gunsight does do a better job because you don't actually look through the sight, you look down the barrel. In sim, you have to deal with the parallax caused by the gunsight and gun not being the same spot.
Thats probably whats doing it, ive noticed the netcode needs some work, its much like tarkov with "peekers advantage" or the goofy crap in BF4 release
You saw he was moving to the left and kept looking at where he was thinking he was going to come back, he nearly managed to drive right up to you before he wisely took cover before you could notice, then when you pushed him you went right up to him and SLOWLY turned around the corner hugging the rock when you should have taken a wide route on the outside keeping as much as your front facing him as possible with a wide turning arc, on top of that you should have been using third person view to move your camera as far to the right as possible to look at his position and the angle of his shot to relative to you, had you done that you would have seen that his gun lined up PERFECTLY with the side of your armor as you pushed around. Beyond all that, the Wiesel can penetrate you anywhere and is exponentially more dangerous the closer he is. You basically gave him that kill. Then to hamstring yourself even more you tunnel visioned yourself in sniper mode not letting you even see him until your entire tank was visible to him. At that range, there is 0 reason to use the sniper mode, a center mass shot will do him just fine.
Sorry if this sounded harsh but you wanted to know what you did wrong and this is it, if you go back and watch from his perspective he is working his camera in third person constantly and was aware of you the entire time in both of your spawns.
Do not be discouraged, the player you were against has 35 DAYS in tanks compared to your 4, when you play the game that much the intricacies and gimmicks are all second nature, if you keep playing you wont make rookie mistakes like that ever again.