M1A2C Abrams: Heavy Cavalry!

Hope they do a premium version with the counter balance weights left on. Looks cool that way.

It just barely works. But it isn’t enough to the point it’ll make a major difference. Your mobility suffers more than the armor you gain tbh. I feel the same way about Relikt bags. You already get side Relikt on the T-90M, as far as T-80BVM that slightly extra mobility is worth the side K-5 (which still deviates rounds that aren’t M829A3 at certain angles). Besides it’s usually Russia with the best CAS so no need for the extra CE protection.

Shouldn’t most the turret ring be 220-250mm KE?

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According to the author of this video, who is reportedly a former Abrams tank operator:

  • Introduction and Analysis of Gaijin’s Post on the M1A2 SEPv3

In-game Weight vs. Reality: The video begins with reading the official post from the developers of War Thunder regarding the armor and weight of the M1A2 SEPv3 (around 69 tons in-game).

Developers’ Claim: Gaijin claimed that the SEPv3 turret is 4 tons heavier, but its frontal armor did not receive any significant improvements. The author considers this statement to be the result of a complete lack of understanding of military engineering.

  • The Issue of Turret Balance and the Trophy System

Why Was Weight Added to the Front? The author explains that during testing of the SEPv2 and SEPv3 prototypes with the Trophy Active Protection System, a major problem emerged: additional system components mounted on the sides/rear disrupted the turret’s balance.

Account from Military Tests (2019): The author shares his personal experience from military tests in 2019. Tanks without front counterweights struggled with turret traverse: rotation built up speed slowly, and when stopping, the sight reticle would “overshoot” the target, straining the turret motor and brakes. Therefore, the additional steel armor on the front of the turret served primarily to physically rebalance it.

  • Armor Secrecy and the Developers’ Flawed Sources

Russian Narrative vs. Reality: The author suggests that Gaijin shows bias in favor of Soviet/Russian equipment while ignoring the real flaws of the T-series tanks.

Lack of Public Documents: He points out that the developers rely on export variants (e.g., the Australian SEPv3), which have completely different armor than the US Army versions. Official technical manuals (TMs) for the SEPv2 and SEPv3 are not publicly available online, and no one involved in designing the depleted uranium (DU) armor package will ever disclose its specs.

  • Errors Regarding the Hull and Torsion Bars

Electronics and Weight: The author mocks the developers’ theory about new electronics adding weight, explaining that newer electronics are actually smaller and lighter.

Torsion Bars and Mine Plows: Gaijin claimed the suspension was not upgraded. The author clarifies that torsion bars were thickened with every generation. He mentions his own experience driving an Abrams fitted with a heavy mine plow (around 4 tons at the front)—the tank became extremely front-heavy, which would destroy the suspension without reinforced torsion bars.

  • Fire Control System (FCS) and In-Game Damage Model

Artificial Standardization of FCS: War Thunder uses identical FCS mechanics for most vehicles, ignoring the unique ballistic characteristics and complexity of real-world targeting systems.

Unrealistic Accuracy and Weak Spots: In the game, tanks are significantly more accurate than in real life, and weak spots like the turret ring can be easily penetrated by light weapons, which is nearly impossible given the real design of the Abrams.

  • Personal Experience and Technical Details

Practitioner’s Perspective: The author emphasizes his credibility—he went through the entire operational path from driver, to loader, gunner, tank commander, and mechanic.

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I think before trying to buff toptier tank that already have 60+% win rate they should mainly focus on minor nations fixes.
When is the last time Strv 122’s, Chally’s, Type 10’s, Oplot’s, … got a real buff ?

PS: I can smell the AI in your post miles away.

But I’m not saying this is wrong.

Edit: nvr, put that youtuber at the head of Gaijin

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June 29

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The FCS part is completely irrelevant, the M1 Abrams FCS is not particularly advanced or impressive including the SEP V3, we have many tanks in game wich have irl vastly superior FCS and it’s not modelled in game.

The SEP V3 got the new hull which makes it immune to autocannon fire from the front, it just needs to be added to the rest of the Abrams family.

Why should 122s receive any real buffs ?

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Except it doesn’t. I regularly get my basket and breach/hydros knocked out by autocannon fire frontally still.

Why not? If you buff an already strong top tier tank there’s more incentive for Gaijin to do another round of decompression.


The new Abrams has some kind of new feature: even if, by some miracle, the shot doesn’t penetrate the turret basket, your turret drives still get knocked out anyway.

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What do you mean “some kind”?? You can clearly see what module got destroyed which prevented your turret from turning.

You are really not helping yourself with these kind of posts lol.

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I can’t keep up with all the Abrams nerfs. I had no idea the turret drives could now be disabled just from taking a hit.

I keep dying from these roof-breaking shells.Why didn’t the U.S. receive the proper damage model for roof-attack munitions while the USSR did?

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Yeah we know you have little knowledge about how the game and it’s functions work. Your stats already clearly showed that, these last couple of posts only made it even more obvious.

2 words since you are clearly beyond clueless:

Hydraulic pump.

Look it up in the xray, I’m upgrading my PC so I can’t make a screenshot for you.

My guy that is not a roof attack munition, that is just an ATGM overpressuring your tank.

How in the world did you even reach top tier without learning about any of the game mechanics?

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My SEPv3 refuses to die to LMURs, KH29s and KH38s :D

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Yeah the turret drive and hydros get popped at the slightest pen.

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Bro, I hate to agree with him but the slightest pen always knocks out my hydros. Always.

I constantly lose my elevation drive even if a pen only slightly damaged anything else. Its very consistent and frustrating.

So idk how your experience is so much different because that’s more of an RNG thing than a skill issue since you cant control the damage thats done on a penetration.

Yeah KD is a skill issue, and I am not great. But every pen resulting in complete loss of turrent control is bogus compared to T series who can turn and return fire. Yeah it’s a coin flip if they survive - but it’s the same result with an extra step when your turret gets knocked completely out and you get pushed. You cant push a t series that got its auto loader knocked out unless they already shot.

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I’m just an average player. I don’t work for Gaijin. I play with sound mods, I keep my own engine volume turned up, my graphics are maxed out, and I even have grass enabled in the gunner’s sight. I’m not some esports player, okay?

I didn’t know Gaijin had added yet another weak point in the form of the turret drive. I often take long breaks from the game and don’t play for two or three months at a time.

I was looking into how the TOW-2B works, and Gaijin said they couldn’t implement top-attack ATGMs. But now I can see that they have managed to implement Soviet top-attack ATGMs. That’s why I started wondering about it.

Omg, it’s fantastic. I’m happy for you.