To blanketly call all Leopards the “best balance of protection, mobility and firepower” is laughable as there are massive performance differences between each Leopard model.
I disagree, 6 seconds is impossible for the tank to sustain as explained in one of my reports as the 6 second figure excludes time to
1: move more than one shell (it is somewhat ignored for other tanks in fairness)
2: assuming the tank is stationary
3: ignores the fact that the breach needs to eject the shell prior to loading which adds nearly a second onto it
meaning unless the tank has nothing in the breach (it only does in game when it has no ammo) then the reload must be higher than 6 seconds and by the second shell (first reload in a normal GRB game) it cannot do a 6 second reload
he propably means leopard 2 which are all good tanks, leopard 1s have quite literally no protection lol
this guy read the manual btw, he knows what it should be
iirc some T series tanks cant have darts next to each other in the autoloader making the theoretical loading even worse.
gaijin doesnt understand this
im pretty sure gaijin thinks brass shell casings burn like the bag charges on chieftain.
Even then, theres some nuance to it. No one can convince me 2A4M is good.
I believe this is a safety and ease of use thing much like speed governors (which are modelled) which can be disabled but can be argued either way with proper sources
whereas the autoloader cannot physically insert a shell if its in the wrong place
idk i rarely see em, but when i do i dont really worry about them. i know virtually nothing on them just hasnt been much of threat in my experience
that is specifically 3bm60 and possibly other shells on earlier tanks like 3bm46 on the T72AV (that is not 100% known ive just heard stuff about it)
they also have 3bm60 loading too quickly by .1 second lol
they defo looked at the graph and said yeah we can say its 6.4 guys trust me
ignoring the fact that 1 turn (minimum) is half a second that lands it exactly onto 6 seconds and then the only difference between that graph and the T64A graph is that the carousel turns 2 more times giving it exactly a 7 second load time
curiously assuming 3bm60 is in every other one that means its in between 1 rotation and 3 rotations giving it exactly 0.5 seconds per rotation of shell
this is especially absurd as AZ tanks dont have this issue, and IRL AZ and MZ are considered equals, with AZ being safer and MZ being slightly faster, 1 full second faster in ideal conditiosn is absurd, 7 seconds on AZ is still pretty farfetched irl but its more believable than 6 seconds on MZ
Without going too offtopic, its 2A4 uptiered to 12.0 with minimal upgrades. For people who already have germany researched it doesnt offer anything over 2PL and for people wanting to grind the german TT its at BR meeting threats it should have zero reason facing.
I just checked and it seems they did change the armor on the T-64A, while the others appear to have been left untouched.
The table shows the effective protection at 0°C, with the red boxes representing the millimeters of steel armor alone (high-hardened armor is calculated for rolled homogeneous armor). The green box shows the effective protection in the game, and the blue box represents the effective protection if the other tanks had the same protection multiplier as the Textolite tank.
i wouldnt call it absurd when its timed in the source

its roughly 0.5-0.6 seconds for the recoil to set and then the gun can start to move and lock again starting the 6 second process
guessing its dart length being a limitation?
gaijin just assumes that each shell is in the perfect space each time? which is physically impossible then
That was meeeeeeeeeeee :p
Issue is that the textolite was done differently in each of the tanks so you need sources individually for them
I have heard so many claims here that the light tank with one of the worst top tier rounds called leclerc is crazy strong because it is oh so mobile with 72 kph max speed. If those 2 kph faster are defined as awesome mobility because people on the forum bring it up again and again (because in accelerating it is not any better or at least not noticeable) than t80 bvms and abrams with 70 kph (which lets be honest, takes you to drive in a straight line for about 30 seconds so you barely reach that and even more rarely hold that) then how is a leo 2a7 with 61 kph that crazy with mobility?
While yes, with all around mobility it is pretty good, but theres also better tanks so yeah…it is pretty good at all those metrics, but post pen survivability to a point where you are still able to protect yourself after a shot that penned your fighting compartment is basically 0, same with the abrams. (Yeah, cool that you have 4 crew and spall liners, how does that help you when basically any penning shot to the hull takes out your engine and ability to turn the turret?) Only thing it is among the best is firepower (considering abrams shoot a dart with slightly less pen but 1 sec quicker reload, Type 10/TKX shoot 2 sec quicker but with a lighter dart and slightly less pen)
if the larger the playerbase the lower the skills (which id generally agree with) counts for the uparmored leos then how do smaller playerbases of sweden and italy have about the same stats in it? sure some other factors (like effeciency of the team, how well do they play together and maybe get a pincered player out of sticky situations) also plays a role, but if that effect would be soooo great for the soooo outstanding leos WHY DOES THE 2a7v perform the same or comparable to Leo2a7HU, strv 122b+, Type10 and TKX, T80BVM, Merkava MK4 and most leclercs following close behind? All the minor nation players play better in worse tanks (Leclercs and merkava for example) but they suddenly cant when its italian and swedish tech tree players?
Oh i forgot. statistics based on all recorded replays dont show any meaningful results.
ah yes, the source the single source. in 59 years since MZ has been installed on a T64 there has a documented case of it loading and firing a shell in 6 seconds.
something like that
or width
most other autoloaders have a fixed number too and are “accepted” to be lower but ofc they arent fixed after 2 years
they also assume that the round is in a decent spot already and do not change
They however do not have the variation of 6 seconds to 23 seconds reload as the carousel does
Tho yet again unless you have full ammo and only 1 HE and it just so happens to be on the opposite of the autoloader thats not really gonna happen in game
nah my bad i read that wrong
Its not impossible not but its impossible to sustain
it has to be the most ideal conditions to load in 6 seconds, conditions that do not happen in game
sounds like a 7 second reload would be fair as a perfect reload time is almost never going to happen. especially if our manual loaders are to stay gimped
i probably got dates a bit wrong as the t64 with the 125 got introduced a bit later but its not much different ah i saw you edited mb
