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Laporkan kesalahan penerjemahan
But its no doubt higher then 200-600. From what I have heard its more armor is the equivelent of 900mm of frontal amor. But can't say for sure, but since older T-80Us has around a similar armor value in the turret I wouldn't be surprised if the M1A2 has more.
The M1 tanks cost 1300/1600 MP for a M1A2 or M1A2 TUSK.
The T-80 tanks cost 1100/1400 MP for a T-80BV or T-80U.
On the other hand, a M1 tank costs $9 million or more, while a T-80 only costs a third to a half of that price.
If we do significantly buff an M1 tank, then would we buff T-80s by making them substantially less expensive to field than an M1?
At longer ranges, say 3,000m, the M1 tank would have a significant advantage versus a T-80. It might be difficult for the T-80 to frontally penetrate an M1A2 with APFSDS at longer ranges. But at close ranges, like 1,000-2,000m, the T-80's APFSDS would likely penetrate or severely damage the M1 tank. In CtA a 1,000m or 2,000m shot would be incredibly long-ranged, so the pricey advantage of the M1 doesn't come into play.
The other advantage of the M1 would be superior optics and fire control. But again, these benefits are only really useful at long range, and at closer ranges like in CtA the T-80 would have no problem seeing an M1 tank or hitting it.
In the end, the M1 tank might just end up being much more expensive for fairly little benefit, mostly because tank fights in CtA are like knife fights.
Either tanks needs some sort of APS/ERA system to actually be functional in game, or ATGM's need to have their penetration values potentially tweaked. The TOW-2 alone has a penetration value of a whopping 1500.
It depends on so many factors that it's not even funny.
For example, the type of penetrator matters to figure out if sloped armour works as intended or not. Some sloped armour, in addition to thickening the armour, at a certain angle of hit might bounce shallow shots... if those rounds happen to be older. Other sloped armour might get dug into (normalisation) with a modern APFSDS dart, so actually sloped armour might be LESS effective.
It also depends on the armour and the materials its made from. RHAe of course is just a approximation, but doesn't take into account that RHA, composite, and NERA will all behave differently when shot with different things.
So long answer, you can't say. Short answer, some research suggests that sloping a plate to 60 degrees adds ~17% RHAe... but see that long answer.
Its super cool seeing how much punishment they can take from different threats. Are there any public test results like this for the Abrams?
Actually, I'm pretty certain real life statistics have very marginal, if any correlation to in-game stats, if MoW is anything to go by. The stats of units are governed heavily by gameplay, not the composition of their real life counterparts. This is most profound in Assault Squad, where many platforms and munitions do not have the sort of symmetrical effect on armor that they would IRL(Otherwise mid-tier US tanks would actually do pretty well against tigers with their 76mm's for instance. Heck, even the 90mm on the slugger has laughable penetration compared to weaker guns on tanks like the KT).
Personally, while this does lead to awkward circumstances occasionally, I believe it's largely for the best. At the end of the day, it's much better to have a balanced, fun game than a strictly realistic one. Especially as far as multiplayer is concerned. CtA abstracts a few things(Sometimes to laughable degrees, like technicals going nuclear from a 40mm grenade) for better or worse, but it's better than wasting a lot of time, energy, and resources trying to be perfectly exacting on every piece of military equipment when that's really not the point of the game's overarching 'goal' the moment you hop into an actual match.
There will undoubtedly be mods like Robz eventually made for CtA that crank up damage values and weapon ranges for the more 'semi-realistic' feel, but I feel like the core gameplay itself shouldn't wildly change. ArmA works the way it does because it's an FPS/TPS, not an RTT/RTS. What works in a totally different genre doesn't necessarily translate over well to a game about micromanaging dozens of units at once rapidly.