Development began in September 1954, with many components similar to an experimental prototype, the T96. A total of nine prototypes were manufactured, five of which had the 90-mm gun. Four of the vehicles were planned to have the turret of the T96 tank as well as its 105-mm gun. However, because the turrets of the T96 were not ready at that point, two of the new vehicles received turrets from the mass-produced M48A2 tank, equipped with the M41 rifled gun. These prototypes, designated T95E2, were manufactured from May through July 1957.

The T95E2 should be a very powerful vehicle since the conditions for getting it are recruiting a new player who plays the game long enough to get a tier 10 tank. Most of the time, during the grind to a tier 10, there will be times where the player needs credits or needs to free xp a tank to get it top instead of playing it stock. So, why do I get "rewarded" with this tank for doing something as significant as getting a new, potentially paying player.

The T95E2, at the moment, is one of the least played tanks in the game. According to vbAddict, is the 464th most played tank, out of 490 tanks in the game. It was only played 3970 times out of the 30.87 million tanks recorded playing. Sure, not many people have the tank, but there a few reasons for this.



1.) The tank is not well advertised. Every time I play it, most players ask what the heck is a T95E2. On the other hand, most players do not have any problem identifying other tier 8 premium tanks.

2.) The T95E2 is a very unprofitable tank. According to vbAddict, the average credit making is -9,862.7 credits per battle. Why is this? Firstly, the T95E2 does not have any credit boosters like normal premium tanks have, which is normal for reward vehicles. Another reason for this is very low standard penetration. In fact, the T95E2 has the second-lowest standard round penetration of tier 8 premium tanks, only worse to the T-34-3, and tied with the Type 59, both which are premium tanks that make extra credits per battle. The penetration of 181mm has a hard time going through many tanks, including the IS-3, unless you can hit the very small cupola, or you have a chance to go through the lower plate or pike nose middle when the IS-3 is un-angled, but you will have to hope RNG grants you the extra penetration.

3.) The cons outweigh the pros. The pros of the T95E2, DPM, average accuracy, a quite troll turret, 9 degrees of depression and 400m of base view range, and the crew training aspect, are almost all countered by another statistic. The DPM is countered by the bad penetration, the accuracy is not good enough to reliably hit weak spots at medium ranges, the turret has the massive "tumor spot" that the 59-Patton and M48 Patton both have, and the 400m of base view range and crew training are probably the best reasons to play this tank.

Ways to make the T95E2 viable to play.

1.) Buff the standard shell penetration. The standard shell has 38% less penetration, compared to the 26% difference the M46 KR has. The standard shell penetration could be 192, to be in line with the M46 KR and T25 Pilot's 90mm, which the T95E2 also has.

2.) Buff the mobility. One of the massive downsides to the T95E2 is the lack of both armor and speed. There are two solutions to this problem

A.) Buff the turret of the T95E2 along with the M46 Patton and M48 Patton.

B.) Buff the worst-in-class track traverse, worst-in-class hard and medium ground resistances as well as the horrid soft ground resistance, as well as allow the T95E2 to reach its best-in-class top speed limit of 56 because it takes so long to reach this top speed with an average power-to-weight ratio of 15.17.

3.) Make the tank more profitable. Like stated earlier, the T95E2 averages a loss of 9862.7 credits per battle. The reason for this is a 14,505 tank repair cost*. The tank averages a gross income of just 13,605.2, which isn't enough to even cover the cost of killing itself from full health assuming every shell penetrates and does 240 damage(1593.75).

*Can someone please explain how repair costs work? I seem to always lose between 14,000 and 15,000 credits when I completely die for a repair cost.