Yes, we first need to get through the era blocks, but that would already balance things out a bit (I’m at a stage where every little detail counts). We should also remove the ammo reloading crates. I keep running into players who spam missiles and 30mm shots while constantly reloading.
Sorry for my previous message, it was a bit aggressive. I advise against replying to forum posts after a game with a full premium team against a full BMPT team.
I’m not against adding turret baskets per se, just how Gaijin has added them. It seems to me, and Gaijin won’t confirm or deny it, that the way turret baskets have been added for Western tanks is to “balance” them against USSR/Communist Bloc tanks. Russian/Soviet mains have been complaining for a while how they die to APFSDS detonating their ammunition carousels (which is just a real life weakness), so Gaijin had initially responded by adjusting the damage models to make them less susceptible to such damage, even though it should be. And Gaijin, being a Russian company, is probably more biased in this regard, to be fair. When that wasn’t enough, they felt it necessary to give Western-style tanks a “carousel” weakness of their own. Which is to shoot the turret basket to completely disable drive. That’s not at all how it works in real-life of course, as shooting the turret basket won’t affect the gearing, turret drive, or actuators, unless they themselves are damaged, but Gaijin doesn’t seem intent on realistically modelling these features.
I think they should keep them because they look really good on x ray and i like seeing the detailed interiores, but they should not effect performance. have them behave like radiators before they added the funicatialty of them into the game
I’d do a full rework suggestion on these added modules but I am lazy and don’t have much time in the first place so it would take a long time.
I’m not against detailed modules at all, they do look really good, but turret rings as they are now should only have the actual turret drive components as the module hitbox, with the rest being modeled as internal armor that (while probably not the most effective) could catch some spall every now and then.
at least lower the BR on the tanks that get this stupid nerf. OR make it so when the basket is shot it doesn’t remove 99% of the tanks ability to fight and instead make stuff slower? like make the turret traverse slower instead of in capable of movement… or make it so it looses the gun stabilizer or something instead of catering to the people that don’t know where to aim to kill any tank…
Like a simple google of what turret baskest do comes up with this for me:
Turret baskets are rotating platforms suspended from the turret into the hull, allowing the crew to rotate with the gun while keeping them and their equipment in a fixed, safe position. They serve as a floor, preventing the crew from being crushed by the hull during rotation and organizing ammunition storage, though they can trap objects.
Key Functions and Purpose
Crew Protection: They prevent the “turret monster” effect, where rotating turrets (in older or specialized tanks) could crush limbs or snag equipment on the hull floor.
Rotational Platform: The basket is attached directly to the turret, so the loader and crew move with the gun, improving efficiency.
Organization and Storage: They often house ammunition, equipment, and electronics, keeping the immediate workspace clear.
Structural Support: In some designs, they help hold ammunition ready for loading such as in the M1 Abrams or Leopard 2
Advantages and Disadvantages
Pros: Improved safety for the crew, easier access to ammo, and better operational efficiency.
Cons: Reduced space under the basket, potential for equipment to get caught during rotation, and susceptibility to becoming trapped if damaged (though they often don’t jam the turret drive).
That’s actually a great idea. I could picture hits to the turret drive and ring still taking out traverse completely, but in the turret basket, slows it down to ~20% speed. Physically it makes sense, can be explained by a deformed turret basket creating significant friction against any static element in the tank (using inertial frame of reference).
People demanded the Russian autoloaders be modeled 1st, the turret baskets where added after to balance that:
Russian auto loaders added June 19 2025
Turret basket added to M1/ Leo2 18 March 2025:
No I don’t like how turret baskets where implemented, but it was people demanding nerfs to Russian tanks because apparently missing the ammo by so much even the spall missed it was “unfair” and a miss needed to result in a 40sec max/expert repair that started this.
After 11 months of Russian tanks either exploding or being reduced to 1 shot before a near minute repair, obviously NATO tanks also got a corresponding nerf, yes it was too much of a nerf, but you get what you get.
T-80s carousels rotation drive motor is mounted in the turret next to the commander:
(edited to clarify which motor I am referring to)
the lifting arm and rammer are suspended under the gun breech:
you will also not that the diagram for the MZs hydraulics shows all those system connected together with rigid piping so the entire system must contained within the turret and rotates with it.
as side from the rammer (that seems to be merged with the stub extractor as part of the breech) and that hydraulic control panel that should be under the commanders seat.
it seems pretty well modeled.
As a side not you will also see in several parts of these diagrams references to the throttles for increasing the autoloaders speed.
So claiming that they “are not modeled yet” is entirely disingenuous, they are missing few parts at worst.
And I will also point out that many of the Japanese, French, USA and German autoloaders/ mechanized ammo racks are completely missing ALL their drive motors, rammers etc.
Notice how I mentioned the Cassette, how is it rotated independently of the Hull & Turret? It’s not on the module in game. and if it was only a bearing there would be no need to key the shaft since it could just be a race bearing
Yeah, conveniently missing select components that let shells sail right though the gap between the base of the autoloader and the hull floor doing no damage, since the arbitrarily keyed shaft(for absolutely no reason) that should be there isn’t included in the module.
Just ask around how often “Driver, Engine” shots happen.
Please don’t muddy the waters using Vehicles that have yet to see revised modules to bring them up to spec. and so still use older models. The issue is in effect that some components have been arbitrarily omitted post modeling revisions for unspecified reasons.
This is a good idea and seems logical to me; a damaged turret basket increases friction, which slightly reduces the speed. The reduced speed would need to be greater than the turret’s rotation speed with a depleted battery.
that would be the motor with the big red circle around it in the screen shot I posted (I should have specified carousel drive motor in the post sorry about that, I’ll go back and fix it)
also here is a picture of the top of the MZ carousel where you can see the drive gear for it.
because it is not part of the autoloader, I believe it is an electrical power junction that supplies the turret, that while yes, it would force the crew to operate on manual systems it is not part of the autoloader, it is part of the electrical systems.
you can see when they are working on a detached turret they seem to be feeding power into it where that connector would sit, there is also nothing that would connect it to the MZs carosel.
many of those where added after the T-series autoloaders, I don’t see how those are not valid comparisons.
you can find plenty of threads on here where I am all for fixing bugs with the Abrams and other tanks, including enabling the use of the manual controls when the electrical/ hydraulics are out, so please don’t assume I am only trying to get fixes one type/nations tank and screw over others.