in some cases, they do if you have time to dig out a position you can be protected from the flanks / rear. works even better on hills, Would be better if they would let people dig deeper like in enlisted.
That’s why my preference lies with the SEP v3, and maybe they could’ve added a SEP v2 in the manner you’re describing some time after as a luxury/gap filler.
It would, but APFSDS is still 95% of the threat at 12.0.
And to clarify, I’m also just saying this to point out limitations, not reasons for why I think it shouldn’t be added.
I’m not certain it would be a ‘‘Huge’’ upgrade though, because I personally don’t expect the LFP to become invulnerable to 12.0 APFSDS, the LoS thickness of the array isn’t that substantial compared to a Leo 2A7V’s UFP.
I previously made a rough guess of how I think Gaijin would model the SEP v3’s armour:
Obviously, it could end up being much worse, or much greater, but I tend to be rather conservative with those expectations.
lol the perfect skin.
Yes, they help a lot actually, they make it basically impossible for HEAT to pen you and also increases the chances of volumetric BS for kinetic rounds
It’ll be worse, but those lower front plate numbers are great.
Without a doubt. It’ll be worse.
That said, you’re also just pulling guesses from your tushy. You have no real idea how well the array works, how thick it is, and what kind of projectiles it could stop. It’s all a guess. So you can’t really compare it with 2a7 ufp. Unless you just mean specifically in game between iterations. In which case sure idk, but I’m happy with those numbers, except the turret cheeks technically still being penetrated by Dm53 at 100m if it uses 650.
Turret cheeks are at least made to withstand the rounds we use ourselves, and I’ve read repeatedly that is applied to frontal protection in general…but I’m willing to leave that aspect for potential propaganda and just say that the checks should be able to stop our own rounds, and demonstrably we know m829 pens more than that, so does 3 and 4. And the cheeks have already proven able to stop some of those rounds in reality in Iraq.
My personal opinion is SEPV3 should come with DU darts finally being modeled. Giving spall liners to tanks and not others, but normalizing rounds is a dumb.
I just checked your thunderskill stats, your efficiency is slightly lower than mine (realistic battles). But man how did you get 4:1 kd ration in T-64A, did you put extra kaktus reactive armor on it or what? That is some impressive stats for 64A, I have never been able to achieve such status in that tank.
This is the ultimate counter to the SM3, gajiin has just created the anti pantsir platform, that is if it comes in. Big bombas on the way, without being detected.
It’s a subsonic brick with likely hardly any manouvrability.
Pantsirs should clap these things. Hell the F-117 should be low enough to not even meet Pantsirs in battle.
Yes, that’s the point.
It’s a prediction, and I’m curious how accurate it’ll turn out to be.
No, it’s 650-700mm @ 60° frontal arc.
The M1A2’s currently have 600mm @ 60° frontal arc.
Ah, yeah I see my b.
I just checked your thunderskill stats, your efficiency is slightly lower than mine (realistic battles). But man how did you get 4:1 kd ration in T-64A, did you put extra kaktus reactive armor on it or what? That is some impressive stats for 64A, I have never been able to achieve such status in that tank.
Just play more passively and some players not going to enjoy this kind of playstyle, on top of having -6 degree gun depression and being extremely small you’d be surprised at how many spots you can hull down like the NATO vehicles, these days I just get the thrill of having a lot of kills and not dying until the end of the match, most of the time I don’t even do objective, which explains the low winning rate. Also the calculation for efficiency is wack, if you constantly leave the maps you hate without spawning then I believe it counts you as inactive but add that 0 to match activity as if you were there but did nothing, I only tolerate one or two sun city or Seversk and if they give me one too many then I’ll just leave without spawning.
The matchmaking for the T-64B is good enough that it sees mostly what the T-64A will see, I’ve got mostly 120sp initial spawn point which is 10.3.
Thanks for the tips, I never really thought about using it hull down like nato tanks. But I am the adventure type guy who likes exploring and flanking, which leads to a lot of miss plays on my part, but it is just a game. I also dont really believe that thunderskill is 100% accurate and the best tool for assessing efficiency, but its a good tool nonetheless. Overall 64s are tanks that perhaps dont enjoy as much as the 80s, however the rubin missile launching platform is fun to play. Different vehicle with different abilities to mbts.
I saw the new trailer online, we might be getting new maps which is good. I am excited to see the new planes, hope 34 is better than sm3 at ground pounding.
however the rubin missile launching platform is fun to play.
I perform horribly in the pancake, most of the time I find myself running into things with only its turret dome exposed and the ATGM always ends up hitting the surface, I don’t know if my 170 ping makes controlling the missile harder than it already is. So far hadn’t really put much thoughts into learning how to play it yet, one time I was able to utilize it’s suspension to raise it just enough to see the target, and it was a funny kill.
The turret of object 775:
If you play USSR 9.3, I would suggest you to play 9.7 as the current matchmaking is mostly putting you against 10.0s and 10.3, your 9.3 will see the same enemies your 9.7 will see, the T-64s/T-72s is extremely hard to kill when its only showing its turret because of how small it is and the composite could stop a lot of things including DM23, you will take barrel damage but most of the time they can only shoot you once, and MBT-70 and KPz-70 are mostly free kills for you if you engage them in a hull down position. And the T-64B is covered in eras and you will find yourself tanking a lot of ATGM hits from helicopters and which explains the survivability.
Doesn’t look too bad I guess, only the winning rate continue to go down lol
Dude “doesn’t look bad”, I dont think you can get better stats in 64a or 64b, thats the stats of a professional in those vehicles. The pancake is fun to play, I started playing it cause I got the premium Yak plane another hard vehicle to get use to.
I did not know that using the 64b means facing almost the same opponents as the 64a. I will then try the 64b together with the 64a mi24p as well as the new Yak I acquired. I will then try the hull down position with my 64b hopefully I can increase my 64b kd ratio.
Your win rates, those things are out of your control, well by enlarge. You need an excellent team to have above 55% win rates. Plus the 64s are slow, no vertical guidance, slow turret rotation, no reverse gear, no thermals playing against wheeled vehilces, thermals and significantly faster opponents means that your are outmaneuvered most of the time.
This means selecting and choosing which opponent you should attack and where, cause if you are required to quickly change position that is not gonna happen.
There is one player here who is also an active forumer here, the name is PompousMagnus, I’ve started watching his replays and he is perhaps one of the best player that could maintain map pressure, he ain’t the type to sit around and is constantly pushing which allows his teammates to also push forward, most of the team benefit greatly from having him, winning rate is extremely high around >80% and as far as I observe, he was playing solo so there was no squad involved. So there are players who are good enough to carry the team.
Ya I checked his profile as well, he is an excellent player. Maybe I should start a discussion on the forum about tactics for each map based on the vehicles one chooses.
You can’t make this up looks like the Abrams is getting a slight nerf to its already horribly modeled turret ring lmao. Its going from RHA to CHA which is 6% lower in effectiveness compared to RHA. Almost a year later still no turret ring fix this has to on purpose at this point.
I think i saw the big report for this. According to the document brought up it should be cast.
If anything wouldn’t it be modern CHA?
Edit: found it here it is Community Bug Reporting System
Doesn’t surprise me at all. Just another proof of bias that Gaijin has and why it’s just worthless to play America past 8.0