i mean it is kinda dumb but fits in the still somewhat esports implementation of ground rb. And is mainly a problem for people that want to stare straight at enemies while on a 10 second reload or poke their barrel out from behind buildings. That whole thing is completely negated in sim, where you have to account for your guns parallax and hitting an enemy barrel like that is simply pure luck. When youre not on your 1000th match in the same tank and know how much parallax that tank has in mm.
Besides that being completely offtopic that was just examples how it doesnt work and never has, in 13 years of wt, to change mechanics that are more or less fitting for the gamemode they r in. Ground RB is designed with esports in mind. 10-15 min matches, pinpoint accuracy with camera in barrel, etc. etc. is it a bit bad that a 120 mm smoothbore gets taken out by 2 subcaliber darts of a PUMA? yes…could be toned down vs rapid firing aa guns and such. would it be bad to not give one of the most important parts of the tank a hitbox? absolutely. And for quite a lot of tanks the breech isnt a viable weakspot…
But, once again, thats offtopic.
What i want to get at is: distinctive gamemodes should have distinctive characteristics imo to differentiate them from each other. And realistic as such, obviously doesnt have arcade markers, doesnt have the aim help, still has scout marker popups, because it is designed with quick, esports-like gameplay in mind. And such is Naval realistic. There being skill involved to know where your shells will go differentiates it from arcade and thats working perfectly fine imo. Who doesnt want to bother with the aiming system (which admittedly could use some better functionality, but it does work once you put time into learning how it functions) the arcade point and click just to see your whole salvo going 300 m to far for no apparent reason has no place in RB and would only make RB much worse and too similar to arcade. When theres already tons of players that dont even play arcade anymore because of the implementation of the automated arcade aiming system and no option to chose not to use that.









