Howdy. So to kinda explain. Right now scouting still feels slightly overpowered imo, having arrows be directly above a player as well as having a precise mini map marker show where they are for almost 30 seconds. This gives enough time and information for anyone to hunt down the player and even bomb them even though they’ve left the front line. (Below being an example of what we have rn.)
So, my idea would be to make the scouting mechanic slightly more realistic. First, Instead of having pinpoint accurate markers, we now rely Solely on the map. No more seeing peoples exact position through hills and buildings while looking through your scope. (This also goes for aircraft as well, reducing the over all effectiveness of them when they need to actually look for you)
Second, we switch the maps/mini-maps pinpoint icon with a radius that lasts about 20-30 seconds. This radius does not follow the player, instead it highlights the area around said player on the map. This means that scouting a player still alerts your team to the general area of an enemy, but also allows the enemy player to not be solely targeted and tracked by the enemy team because they were seen behind a building. (And vise versa, You no longer need to worry about being tracked through hills and buildings if you get scouted)
Heres an example
Now, if we also want to have this effected by crew skills. We could add in general accuracy and possibly time seen on the map. Like seen here
Anyhow this is just the general idea and still needs some work done to maybe get it suggested. But what do you guys think of it so far?
If you have a high skill for scouting and scout a light tank going at mach jesus, wouldn’t the circle be useles in .1 seconds or am I understanding this idea wrong?
I’m sure if the crew saw the tank, they could pinpoint where it is and where it’s going, so an arrow or a 2 - 3 second breadcrumb path on the map wouldn’t be so unrealistic.
Not a bad addition honestly. A direction arrow inside the circle indicating direction would probably be good. The higher the skill the more accuratley it points maybe?
The breadcrumb is also decent though might make the circle itself irrelevant at that point
ugh… its not really on him is it? It jumps around him, pointing to the random point around the tank?
Plus it makes updates every 3 to 5 seconds, making it not viable if enemy is moving.
making it pretty useless. Most players cant even ping on the map when they camp the enemy near angle, working with the map that way is impossible to ones.
So when the player moves, the info becomes also useless? Now to counter that, will we have an option to spam scouting to that one player to constantly update the circle?
Plus. Scouting several enemies then makes the map be covered in red.
The idea of circle would work if we woul use it as we use it in Battlefield: the flare comes up, the area now makes every tank appear on the minimap. IF you`re looking at one it pings it on the screen, if not - its only pinged at minimap.
Then we need to make this circle last not much and have a great reload time (so no spam) plus the radius of use that would require you to come closer to the enemy to use scouting
I think the scouting drones are a good mechanic, and I don’t hate the system as is. I think the radius you’ve drawn is too big, someone scouting would be able to relay grid square accurate positions at a minimum, so the biggest you’re looking at is a red grid square like this
In terms of the map, we can already place sub grid accurate markers anywhere to call people out, so nerfing the map element seems redundant.
However I understand what you’re saying about seeing a physical marker in game through terrain, I’m just not sure how you would change this without making it either useless or OP
Scouting should only exist in form similar to how drone/squad marks work in sim (or in grb but without magic marker): you click scout and your team gets one mark on map. No constant updating or markers hovering over enemy.
Would also remove killcam because its weird how dead tank can give you precise location of enemy who killed you so you know where they are and can even focus and revenge bomb them.
Sure dude, camping with all those vehicles. Especially fox, 2s38, warrior, xm800t, cv9040, lavad and hstvl. Can imagine guarding spawn rocks with those.
Reading this from dude who has wirbelwind as his most played ground vehicle is just hilarious.
Being not blind/deaf and watching your sides is already good counter to flanking. Or getting reduced map where flanking routes get blocked by red zones. Or spawn spot zones sometimes reaching around third of map and highlighting you even in places where you cant spawncamp enemies (while on some maps you can drive behind spawnpoint without being spotted at all).
ESPECIALLY with them. Lol. “I get killed with turned off engine but i surely dont camp”-ish shenanigan moment.
ah. newbies will never understand how much fun was Wirelwind with 64mm penetration belt. Or how it was best and only option within 3.7 to 6.7 lineups.
in a game which has many bushes, p2w bushes, and oneshots with stablised cannons with laser ballistics and/or no tracers, them engine-turn-off functions and sound design where even jets cant be heard if they are more than 1.5km away, not even saying bout tanks?
Thats pretty bold thing to say.
Sorry, sitting with engine off while having 32hp/ton armored car isnt my forte. Seems to be case for certain 12 hp/ton vehicle tho.
Same game loves to attach all sorts of markers to reveal precise position (in 3d space) of guy who decided to flank instead of throwing himself at enemy.
Either way, I fully agree that current scouting mechanics are really dumb. If it was my choice, scout drones and scouting would both be removed entirely, and players could just use map pinging.
It’s not like light tanks are particularly weak and need the buff either.