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AI adjustments and balancing should eventually resolve this.
Does are stats in-game though. IRL the only thing that could have penned the T-80U (if it has its Kontakt-5 installed) in terms of HEAT weapons is the Hellfire and the TOW-2A (With the Tandem) at the time.
Penetration is chance-based, to account for significant variations in LOS armor thickness most tanks have. IIRC the formula, you need a 6AP points advantage to guarantee a penetration.
However m1a1 and m1ip i think should have the same protection and especially only 350mm KE protection in the hull. T80u have around 600 in the hull.
In game they have the same armor of hull :O
There's a difference between realism and game balance. Just because something is replicated in a "realistic" way doesn't mean it is "overpowered." Conversely, a "realistic" unit can, theoretically, also have unintended consequences to game play.
Personally, I always endorse maximum realism. T-80U was a good tank? It should be a good tank in the game. Its still a T-80, with poor side armor and an extra explody auto-loader.
Game designers should of course look at game balance. However, I'm never a fan of "nerfing" (artificially weakening) units in a decently realistic game because the unit performs too well. There are other things you can do to address game balance without making something that was good be less good.
Warfare is about asymmetrical advantage, and good games simulating this will rightly reflect it. If a platform is performing outside is realistic characteristics; by all means fix it. Otherwise, there are other ways to balance games.