Armor sure does help, especially when your MBT is ahistorical and a copy-paste that can be killed through it’s turret.
Mobility is a good point – it’s how you have to play the Abrams. It is by no means a spearhead vehicle ingame.
First hit kill/cripple is definitely the meta, which is why it plays into the Russian tech tree. Imagine a head-to-head where both players are either aware of the enemy or run into each other unexpectedly. Equal skill levels. The T-72 can shoot the LFP, the turret ring, or a good chunk of the turret itself. The Abrams can shoot the driver’s hatch, LFP, or small areas of the breech/roof. By area alone, the T-72 will have an easier time, and thus, a better chance at getting a successful penetration. Armor plays a part, no matter how you slice it.
This is better illustrated when both players are hulldown and at range. The Abrams’ only option is either the breech (which will soak most of the damage) or pixel weak spots on the roof. The T-tank can shoot the turret ring, the breech, or small parts of the turret, with a much higher likelyhood of a kill.
A game that prides itself in realism should make an attempt to follow it. Improved armor, and consequential survivability, would make a difference. Why not add it if it’s so inconsequential?
Knit-picking at this point, and I made my original post before I was aware of statshark.
Upon further review of stats I see that these stats check out. I’ll admit my loss there, but how do we go about addressing winrates when both nations have a huge influx of wallet warriors?



