Blud you said yourself that its a tool to bring Leos to the same vulnerability as weaker tanks and therefore yes it matters when its rolled out piece by piece. Will it dethrone the Leos? No it wont but its still not a non-factor
The Leopards are not the explicit reason they did it, its just the natural consequence, brings stronger vehicles closer to weaker ones. And strong vehicles includes Leopards.
The long terms goals are adding more realistic modules to expose more weaknesses to vehicles, beyond the ones we already had.
The short term goal with Update Hornets Sting was just that the Leopards and M1’s were simply next on the list of vehicles they want to rework. A long list they started working on ages back.
Skipping 2 rounds is only when alternating APFSDS - HEAT - HE shells are loaded into the carousel. Which is a common setup for when fighting not only tanks, but also infantry, trucks and fortifications.
But ingame, the loadout is more like 19x APFSDS, 2x ATGM, 2x HE.
So until you swap to a HE or ATGM round, you’re loading consecutive APFSDS shells, next to each other in the autoloader.
According to Wikipedia Ger, Leopard crews can switch off the stab / FCS and fire the gun manually in every direction they want. The tank/fcs has 3 operation options of which 1 or 2 allow unrestricted manual aiming. Ofc irl the tank is not doomed when a target appears behind, would be foolish if so.
Right implementation would be: When you press the stab hotkey to disable the stabilzer, the restricted rear hemisphere (nowadays its even side+rear^^) should be gone.
As an MBT your focus should be about not getting flanked.
If you are shot at that from that “blind spot”, you are either dead or so heavily disabled that you wouldnt be able to fight back anyway.
If you see an enemy on your flank, you should not just rotate the turret but the whole tank, thats the fastest way of snapshotting targets in your back.
If you are trying to reverse push, there is no practical reason. All NATO tanks have great reverse speeds, so there is absolutely no reason to park in reverse to pull back quick, unlike say for example with Russian tanks, where at times I put my rear forward so I can pull back quicker, due to the lack of reverse speed.
Its a completely historical change that doesnt upset the balance of the game for anyone who uses their brain just a tiny bit.
Skill also takes into account of being able to deal with your vehicles capabilities. For me it took a while to get used to the Mig-21, just because how different it was.
Russians have to cope with bad gun depression and traverse rates, along with reverse speeds.
Nato tanks are typically best used Hull-down, and are not the best brawlers… and now the engine deck “blindzone”… oh gosh, I can tell you that NATO tanks are typically more user friendly.
Typically speaking, you should try to avoid being in a position where your engine interferes with your depression angle.
If you are in a HATO tank that doesn’t have god awful gun rotation you can actually turn your gun around in the time it takes an enemy to reload. I shot a swedish t72 earlier in the side even and only got his engine and just watched him helplessly try to rotate his turret to shoot me like 120 degrees and wasn’t able to to in 6 seconds lmao. I felt his pain, and wonder why he even bothered spawning that junk heap when he has access to leopards.
Lets limit half the nato tanks reverse to 4km and the other to 11km, then cut their gun depression and vertical targeting in half. Im sure they wont mind. Oh and their turret rotation by 25%. Im basing this off the t80bvm/90 btw not 10.3 tanks.