worse than the Areite?
These are plastic ERA spacers
Can’t reload.
Anyway:
By far.
Maybe read the entire comment.
Only time they actually survive a shot to ammo is when they take less of it. Hitting autoloader =/= hitting ammo. Doesn’t help that there’s a bug where even if you have zero rounds in carousel it displays it as full.
So the only time they survive a shot to the ammo is if the shot doesnt hit ammo.
I think we could have figured out that one ourselves.
Then why complain about autoloader when it is most definitely a nerf?
Because
- Its not a nerf compared to the autoloader not existing, because the carousel module itself eats spall but doesnt create any so the ammo is more protected than without the carousel. Russian Bias in 2026? - #5174 by Jεcka
- Gajins reasons for why the baskets block turret rotation when destroyed 100% apply to the autoloader carousel as well. The fact that even the Challengers rotating floor blocks the drive while a destroyed carousel doesnt is a blatant double standard meant to make bad russian (and chinese) tanks better than they should be if everyone was treated the same.
Except if any round that enters the autoloader and hits ammo detonates it regardless of autoloader module, unless it is shot into multiple relikt plates, where even then the autoloader makes no difference.
So instead you get a module that kills your ability to reload even if they don’t hit ammo.
Its a nerf. Fwiw those plates have been there for a while.
Sure, it could disable horizontal traverse. But Challenger probably deserved basket more than RU tanks, as its very prone to eating shots with almost no damage. The charges can outright vanish without exploding.
Yes but without the module or with a module that realistically spalls the ammo wouldnt need to be hit by a dart but could much easier be set off by spall. So while destroying the carousel stops you from reloading the carousel currently massively improves survivability.
Why are we talking about “deserve”? Gaijin added the baskets as a realism measure with the more detailed interior modules and provided the explanation why they do what they do in game. The same explanation ahould apply to the carousel.
The autoloader itself was never a problem, its the plates which have been there for a while ever since ~2022. The difference is if the guy you shoot isn’t taking enough ammo, and you shoot an area without it, you will take away his ability to reload vs not, pre-autoloader.
Realism is a fantasy tale. Its “balance” disguised as realism. The real reason is Abrams and Leo really did not like to die to sideshots, it was extremely common to shoot Abrams LFP and get 2 crew + mobility only to die 2s later. Or Leo where the commander sits really high so actually onetapping it was annoying. Not even going to discuss the pure bs that was 122 and 2A7.
Funnily enough, they brought back Abrams blackhole LFP with the reworked M1A1/Trophy/v3, as the new FCS box and driver compartment make it basically a 0.75:1 of what it used to be.
Oh yeah, i’m not saying 2022 RU ammo wasn’t also bs, don’t take it that way.
They both are the problem. The autoloader itself is just like any module in the game coded to eat spall. The plates aggrevate it of course but having a ginormous module helps a lot with spall.
Yes we “know” that selective realism is a balancing measure but Gaijin doesnt acknowledge it and a lot of people here will also vehemently deny that a certain tech tree gets more loose rules regarding realism for balancing reasons.
But ill absolutely keep complaining about it until Gaijin is honest and transparent with their use of selective realism or they just stop with it.

WHAT are those graphics😭
… is this what the game looks like for legacy gpu minimum whatever?
What a joke
