That is because the tier system doesn’t really work.Maybe it did 12 years ago when the game had a handful of samey tanks and maybe it does to a degree at low tiers but get higher and it folds.I would say around 6.7 BR where WW2 runs out of steam and Cold war gets thrown in.
That is where most of the complaints come in.This where you armour becomes really redundant and you will not bounce shots in the same way you might have done in the previous BRs.
That is where people suddenly wake up and go WTF? Some people who like WW2 or grind and play slowly will play more games before noticing that BR is failing.If they live in WW2 BRs then they may notice minor detail changes in WW2 levels before those who raced to top tier will.
Despite what others claim we do still have what are primarily WW2 levels.It is therefore not that surprising that some want those WW2 levels to be cut off as the game play is different. Mixing the eras is like mixing oil and water to them.It’s game play now as well as immersion.
That can be why some have issues that other players don’t see.
It means that the light tank can actually do something to survive, though. For most light tanks the heavy can just MG them frontally.
No, that shouldn’t be the case, and it already is most of the time since most light tanks can be killed with MGs.
I don’t get why people bring up mobility so much, there is no light tank in game that moves so fast that any other tank’s turret cannot keep up.
Everything should be frontally vulnerable to normal cannon calibers (so not something like a 20mm). Weakspots should exist, and barrel breaking should exist.
I was thinking just this thing the other week. It would fix a lot of stuff. It would frustrate people and there’d be another learning curve, but it would be for the better.
Mate, you joking or serious? There traverse speed is still a thing at top tier where we can move fast as heck. If I can push you and get in where I need before you can turn fast enough, and I keep my speed… you’re not getting your barrel around to me before I reload. It DEFINITELY is a viable strategy the slower the traverse speeds are, AKA lower tiers.
It would suck for new players, and for the first month or so, but it would be better in the long run.
True. The amount of times I have been killed by XM800Ts and Foxes recently just proves that. I can’t get my gun on them before they get to my back or side.
Get to where you need to, which is highly situational and virtually luck-based.
Keep your speed, which is also highly situational and dependent on having lots of area to move around (this does not exist in urban maps, and for longer-range maps your mobility will be worsened the farther away you are).
The only reason mobility matters at all is for starting ambushes, which (outside of the very beginning of the match) any tank can do. If there was a situation where a tank is legitimately so fast that a non-light tank’s turret traverse cannot keep up, then mobility would matter.
Unless the light tank you’re in is an autocannon, I doubt there are tanks at top tier that can’t turn even 180 degrees in 4-5 seconds.
And the lower in rank you get, the slower the light tanks get as well (and the worse the armament, too).
Being able to break a barrel head on makes perfect sense, though. It makes 0 sense that a barrel wouldn’t be destroyed from a shell hitting it head on.
Having to accommodate for parallax to make such a shot also makes perfect sense. Something that doesn’t make sense is “no armor is best armor” because it’s trivial for anyone to exploit any grapefruit sized weakspot in the armor that your tank made such sacrifices to have. Even if the armor is flawless, one click on the barrel and there is nothing that an opponent can do but pray a third party saves them.
Even if large gun barrels are, technically, this vulnerable to damage in real life, in my opinion this is one of those cases where it would actually benefit the game to be less realistic.
That’s PRECISELY why we need to force realistic gunner sights. Armor is one of the worst things for a tank to specialize in right now because it’s so trivial to just shove a round through their hull machinegun, detonate an APHE shell in a cupola, or hit any small weakpoint even if it is grapefruit sized. Lowering the BR of the armored tank to the point where it would be 100% reliable would be unfair.
The way to make armor matter again is to remove the point and click gameplay and force players to compensate for parallax when shooting. Then the grapefruit sized weakpoint like a hull machinegun isn’t a huge problem for the tank and it will be able to more reliably depend on its armor in combat. The skilled can still exploit those weakpoints to defeat the tanks. It just takes more skill than pointing straight at the weakpoint.
Please let me know how many times you have been killed through a machine gun port. As an Italian player (who was stuck with HEATFS and/or only being able to aim for weakspots for a while), I don’t remember a single time where shooting the machine gun port did anything more than kill the machine gunner.
This is also not consistent.
This is a lot more difficult than it seems, especially in tanks without stabilizers.