So you said artillery strikes were communicated via radio, right?
Then I said maybe this could be the case for reconnaissance tanks communicating where an enemy is, too but idk.
Then I didn’t understand what you where talking about, something about air. Idk what that has to do with the scouting ingame, I just missed what the connection between both is.
I would rather suggest to give all tanks this feature. I mean every tank (there might be execptions, I don’t know for sure) has a radio operater in some way. And what’s the radio operator for if not calling out enemy positions to your teammates?
I find War Thunders attitude towards history quite bizarre.One minute it matters the next minute it matters not one bit.
The forum members cant even decide if it matters either.
My point is in some historical scenarios such as WW2 ,an era that exists when it Gaijin say it does,they historically did not have much radio communication such as Russia in the T34 while Germany did.So they try to make the game reflect this as they do with things like not giving UK WW2 tanks roof mounted MGs to fight Planes as they didn’t have them in reality historically.
Scouting ,I believe is done on a historical or semi historical basis.well to some degree anyway.
That kinda makes sense especially when you look at how Gaijin gives scouting to vehicles that literally have the fighting force of MBTs.
But I think that would take away probably the biggest difference from realistic to arcade, everyone would constantly be spotted.
I would just rework how the scout mechanics work to a less accurate one.
Basically something to this method. Won’t show exact location on map, but rather an estimate location of where you could be cuz right now it shows your true location even when on the move and out of sight. I find it a bit silly. Scout drones should do that, but not the other scouting.
EDIT: Personal opinion, GRB was a bit more fun before scouting was introduced. Game rn feels too easy for me
But doesn’t the reconnaissance tank also have to pass it’s own location which in combination with bearing and range is basically just like passing the coordinates?
Also I want to make clear that the scouting ingame has nothing to do with reallife. In WT you can literally track an enemy’s movement without any LOS for 30 sec. So a counter mechanics to the already unrealistic scouting mechanics doesn’t have to be that realistic, too.
I really do like that propose, it does it’s job of reconnaissance but isn’t that much like arcade.
Very fitting for realistic battles.
They took away (not all but much of) the main difference between arcade and realistic battles. I loved this mode so much because you could actually move freely and use the map to your tactical advantage, you had to collect your own knowledge of where the enemies were positioned by paying attention and actually using your brain for that.
Now most players just drive around like maniacs starring at all the scouts and desperate to be the one to kill them (ofc this is exaggerated but still true in many ways).
You don’t think it is, but it’s the representation we’ve got.
You can also spot through terrain as long as you know where that vehicle is… It doesn’t have to be realistic, the fact I’m merely pointing out to you the difference of close comms to conveyed comms is the point I made, and hence the artillery needing a map grid, and the fighting unit, just using bearings and ranges.
So to summarize your response: Scouting as it is ingame is not realistic.
So it should not be a problem of realism fixing it with a warning, that was my whole point.
Yes it does with a smaller circle, but that’s partially the problem.
Another problem with it is that there is a dot flowing over that “circle”, that makes it easier to spot and shows the height of the enemy. It’s literally almost like a legal wallhack.