Ram is fine. It's not an ability that you should be building tactics around, but rather an ability that you use as a last ditch hail mary attempt to take out an enemy vehicle. Which makes a lot of sense considering that ramming an enemy tank with your tank is only something that a tank crew would do then they are left with no other options.
It's not that is not use-able, rather than it is really badly design. A remanent of the "Old gods, of every plane crash tells a story" era.
Having a 1/100 or 1/33 chance for heavy crits on a 1 or 2 dice throw per match is not good at all.
IMO:
Option 1:
-Guaranteed stun for both tanks. Shorter if no penetration.
-Completely remove heavy engine damage, immobilize and main gun destroy from possible crits on full health tanks.
-If tanks is below 25% health or with engine damage, heavy engine damage/main gun destroy/immobilize are possible.
From front 75/25 for heavy engine damage/main gun destroy . From rear, 75/25 for HED/immobilize.
-T34s will still get engine overheat if they don't connect with any target.
-Hitting a target will always proc engine damage on T34.
-On hit, if T34 is above 50% HP, chance to get 1 of either heavy engine damage, immobilize, main gun destroy, turret jammed (same as Aimed shot).
If below 50% HP, heavy engine damage procs, plus 2 of any of the previous crits (immobilize, main gun destroyed, turret jam).
Option 2:
Mirage's mod
Now causes stun on both vehicles on hit to be less all in. Instead the ability acts more like a tank-guided Target Weakpoint. Increased recharge time as the T-34 no longer cripples itself and to prevent chain rams.
-Changed Ram to now deal vehicle stun critical on penetration. This stun is shorter if it deflects at 2.5 seconds versus 5. T-34 is always stunned at the maximum time of five seconds.
-Engine overheat on the T-34 time reduced from 30 seconds to 12.
-Ram recharge from 12 seconds to 30.