Why does Abrams have such weak armor?

You’re expecting armor to work? I see your problem. It doesn’t. If you’re hit in a cqc engagement the chance you are dead or disabled is beyond 90%.

Every top tier tank has large weakspots, Abrams is not much of an exception. The autobounce UFP definitely saves you from time to time if you make the mistake of getting hit.

I don’t care what they were designed for, huge maps are terrible for the game. Nobody likes them.

You don’t take 4 Leclercs. 2A5/6 has a significantly better turret than Leclercs, so if you need to go hull-down, you spawn it.

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I’m nobody.

image

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Your crews hurt my eyes. Take atleast 1 NL Leo for my mentioned reason.

Don’t go patronizing just because you pretend to preach by having good stats, or telling people what to do or what to think.

My bad for giving advice, didn’t know that was illegal.

Don’t need it.

Its rather evident you do.

Meh, I’m not underperforming heavily by forum’s standards.

Guys I would like to remind everybody you’re to debate the topic not the user, making pop shoots at someone’s skill or their lineup is just silly and immature and will be removed!
So two options really
1.debate the topic within scope of the rules.
2.leave each other alone if you cant do number 1.

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To go back to this, yes, I believe you’re a small minority.

Eastern Europe is one of the worst maps created due to the incredible amount of sightlines, random defilades and huge amount of foliage.

Red desert is still very mediocre and most of the fighting happens at close range around A and C anyway.

Big Fulda plays basically the same way as the smaller variant, except you have to drive for longer. So engaging!

Big Tunisia has roughly 2 playable spots and is overall incredibly awkward to play.

Sinai with it’s long range variant is probably the best long range map, mostly because you get to fight close range around B and C.

That’s every long range map I can think of rn, all of them are either outright bad/very mediocre and boring/played at close range anyway.

The additional issue is that long range is often very much unplayable due to lag, tanks rubber banding and disappearing. Also, to throw a bone to the average less skilled representative of the playerbase, they’re basically unplayable without a LRF so stock tanks get to cry in a corner.

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And I believe that any variant of Port Novorossiysk, Breslau, Campania or Alaska are objectively less dynamic than any of the open maps you mentioned. Blaming map design around big maps shouldn’t change the fact they don’t have to be glorified massive CQB slops at an advanced BR, where tanks were designed to fight above five hundred meters at the very least for recommended engagements.

Stock tanks without LRF shouldn’t be a thing beyond Rank VII.

Yes, they are examples of bad map design. However, the best maps in game are very much close range, Mozdok and dune/desert variant of Sinai

Players on those maps have the option to play at longer ranges, they just don’t. Wonder why.

Yes, tanks usually don’t engage each other at these ranges. However, this is a game and the goal of a game is to be fun to play (and to make money/be an artistic expression). Long range combat isn’t considered fun by most of the players.
I’m not calling for removing all long range maps, I think we should start by not adding more and unlimited map bans.

Tanks below rank 7 fight on these maps too

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Uh no… the whole point behind Depleated Uranium armor is that its molecular density is beyond whats achieved with even tungsten. Its heavy because of substantial more mass in an equivalent space - and theh picked it because it performs exceptionally well against penatrators that rely on (i forget the official name) kinetic/thermal interactions.

It is a waste product in its default state - whats used by the US military is not DU left in its default state. There is a whole lot of chemical/molecular treatment that it under goes.

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The difference between tungsten military grade alloy and DU military alloy is iirc less than 1 g/cm3 so meh its literally because its cheaper not because you get some hyper mega advantage with it and because of some reasons that will get me banned so I wont go into it…

Also tungsten in default state is denser than DU but due to the binding materials as you mentioned used into making it military grade it loses a bit of the density

Edit #3: for the same mass and size of the projectile DU is more effective though

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Depends on impact velocity(due to tip construction), Wu is better above ~1680m/s or so depends on the gun, range and target in question.

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Right. Isn’t DU like… I think 1.63 times denser than RHA? I also was under the impression it reacted differently when struck than standard RHA in that it is less likely to melt - which is one of the key components of a dart penetrators ability to pass through armor.

The main advantage for DU penetrators is due to their molecular structure that gives it the ability to “shed skin” as it penetrates instead of building the typical mushroom shape as regular penetrators do thus its called “self sharpening” it doesnt sharpen itself really it just breaks off the perforated parts of the penetrator. The topic about temperature, it does melt at lower temperature than tungsten thus it sort of acts like shaped charge in a way with the incendiary effect

Interesting. I have learned things today.

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SEP stands for System Enhancement Package
which refers to a series of upgrades designed to improve the tank’s survivability, lethality, mobility, command and control systems, and situational awareness.

M1A2 Abrams Sep V2

Armor S1 and beech will frantically intercept your missiles