Okay, two parter; first is me thinking aloud about why I'm probably overly critical of the lion's gun handling, second is some kinda nuanced stuff about aim times and dispersion.
The gun handling on the lion has been my biggest, and tbh my only complaint so far about the tank. I mean, it takes a bit more skill than I currently have to really make the most of it; but that's not the tank's fault. I've been comparing it a lot to the leopard 1 (or rather the PTA since that's the one I own) to try and reason out why the gun feels so bad. The dispersion values are actually lower, and the aim time isn't larger by that much.
I finally realized the much larger bloom is actually mostly due to the crazy high turret traverse. So while it feels like it misses a lot more snapshots than my leopard PTA, I should just keep in mind that it's likely my PTA wouldn't have even turned to face the target in time anyway.
Now part 2, the overanalizing of a tank videogame;
So, I set up a quick google spreadsheet thing to better compare true aimtimes of my PTA to my Lion, and found that no matter how much I tried to buff the gun handling, it would never actually fully aim on target faster than the PTA unless it was turning over 100°. So, I tried dropping the turret traverse of the Lion down to the PTA's level and re-run the math, and found that because the raw aimtime dropped by like a full second during full turret traverse. By my math, that full turret traverse only actually makes up for the full second of extra aimtime after turning an entire 100°.
Did I fuck something up? Is turret dispersion really that devestating? And if it is, does that mean slow controlled turns are actually better than fully rotating unless you're turning over 90° at someone? And with how beneficial it looks, would a mod to limit your turret traverse be legal? Because if my math is right it'd save you an entire .7 second of aiming after a 30° turn; that's pretty huge.