In recent years, Gaijin has introduced a number of changes that make ground combat increasingly boring and monotonous.
I firmly believe that it’s not just all the premium tanks that are the cause for more and more players leaving battles early, but rather that the battles no longer offer enough variety and excitement.
Here are the main reasons leading to increasingly one-sided gameplay:
Maps
All map reworks in recent years have resulted in narrowing them down and removing sniping spots or flanking routes.
Also, all the “newer” maps added in the last few years don’t offer enough variety.
I, at least, used to always choose the appropriate vehicle from my lineup for each map to pursue a specific tactic. I rarely do that these days because many maps are very one-sided and designed in such a way that everyone essentially just fights each other in a urban combat like gameplay.
How old maps used to be structured:
this is only my interpretation of how to play them and subjective!!!
Red: advantageous spots for tank destroyers
Green: advantageous spots for light tanks
You had a lot of uses for TDs and LTs, even if your spot didn’t turn out to be a good one for the match you could just rotate to another one.
With many of todays maps this isn’t the case anymore:
Way fewer spots for the “not-average” tank. On top of that they are way worse and of less importance for the match. It’s mostly just houses or other obstacles places almost randomly all over the maps. Way less of tactical value.
No wonder battles have lost much of their tension. They’re shorter than ever before. It’s no longer so much about gaining or eliminating important positions; it’s all about quickly wearing each other out in urban like warfare.
Keep in mind this is my personal view on these maps, maybe I’m completely wrong and Sweden for example is the most divers map ever. Obviously there will be a lot more spots than I marked, these are just the ones in my mind.
There are also a few “newer” maps that aren’t so bad. But overall, I think my point is valid.
Scouting as a consequence:
Light tanks, being less and less utilizable in a tactical way, got the Scouting and Recon Drone mechanics in order to give them some artificial tactical purpose again and make their lives easier.
But if in a pvp life is made easier for one, it becomes harder for another. Ironically this change put not only tank destroyers but also light tanks in another disadvantage.
Higher mobility opens the possibility of ambushing or flanking for example. Both tasks can get impossible if an enemy light tanks sees you for a very brief moment (which is impossible to avoid every time) and scouts you. Then the enemies’ attention is directed towards you and the moment of surprise is gone. A light tank that everybody sees is useless, the same applies for lightly armored TDs.