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
The T64A manual gives a reload rate of 8 rounds / min
These are ofc not 100% but thats 7.5 seconds and an aimed shot with 3 turns of the carousel is 8.3 seconds
so it is much closer in reality to 7 seconds but even 6.6 second reload would be fairly alright assuming the shell its moving to is the one it wants, much like other autoloaders
6.6 sounds much fairer to me, most likely most others here too
if we consider the eventuality they might include some rough estimates of time to adjust aim then 6.5 seconds seems reasonably balanced, which was the old reload time, i wonder why gaijin took so long to implement this “fix” based on first result on google t80b manual cyclogram.
this isnt considering the aiming
that would be over 7 seconds
this is including ejecting shell out of breach and the recoil of the gun after a shot which is exactly what in game represents with the reload starting the second you press the fire button
t80b give a time between 6-8 shots per minutes 6 seems quite low for a simple loading cycle
I mean theres a chance the autoloader was upgrades in the 15 ish years between the T64A and the T80B manuals as it makes sense to upgrade your stuff but from what ive seen of the t80s reload it seems pretty much the same
Some advertisement of the T80U gives that a fire rate of 9 rounds / min too further backing the idea of a speed upgrade
little chance imo, there was never any document change to MZ in terms of reload speed afaik.
