And said advantages depend on getting the drop on your opponent, which relies on having superior game sense, or counter picking them when go after teammates and so is not reliable, or useful in extended engagements, where your opponent is locking down a sight line.
Going forward they aren’t that different, especially considering that the later T-series variants has their own transmission mapping, instead of using the generic variant as most other vehicles do.
It is worth mentioning the raised engine deck, and the elevation lockout making it impossible to shoot at opponents on level ground in a significant sector of the rear hemisphere of the M1 & Leo’s turret traverse. Which can be impossible to work around if you get tracked and spin or can be maneuvered around while waiting for the ~15-30 seconds it takes to fix them.
Manual Reloads are a balancing factor, and we have the cyclogram for the various autoloaders, sure they aren’t operating at their theoretical absolute maximum rate, but then there are other issues with quantities of the types of ammo that could be carried and others (e.g. unable to store APFSDS sequentially) implementation factors.
It doesn’t reliably kill the breach as well as the crewman you aim for, and Commander override is faster than the M1’s reload, if not aced. so still has a good chance to expose you to return fire, and you risk bouncing or striking too high since its a small target.
And so what stops them from counter-peaking the M1 if the shot doesn’t disable the breach?, The turret won’t impact the mobility of the Tank so nothing stops them from trying.
And when it comes to having good firepower, most other downsides can be worked around by using specific positions on maps that offer good sightlines on high traffic areas, which is not something that can be solved, other than to not transit said lanes of fire, which is not always possible, due to map design, assuming that you know they are there beforehand.
Having the opposite issue where Firepower is somewhat deficient significantly limits what you can do, and so you get forced to find alternate routes and go flank your opponents which again relies on superior game sense, which is obviously why the average player struggles, but that those that know what they are doing, can do really well. But then they would probably do similar or better in other options, that can cover for things not going exactly to plan.
But that still doesn’t change anything about the fact that the solution to said issue is still the exact same, aim roughly at the center of mass, and 3BM42 / DM33 solves the issue for you. Sure you might have to play slightly more conservatively and not try not always rely on armor to solve issues.
And its not like M833 is that much of an improvement over M774 anyway.
It’s not like the M1’s would be giving it any issues, and its not like 3BM60 is that much worse than M829A2 that said 12.0 M1’s have.
Are they actually issues with the tank; or how the average player uses it?
Sure, but M833, what the topic is requesting isn’t.
So you would agree that the addition of M833 to the basic M1, a much worse round than M900, wouldn’t qualify for a BR increase?
Because reload rate doesn’t exactly help you if you don’t manage to get the second shot off? Which is generally caused by a few issues. and the issues are obviously endemic to the M1 family considering it impacted both 105 & 120mm equipt variants (including the M60-2000).