The Gameplay Still Feels Unrefined

When comparing War Thunder with its biggest competitor, World of Tanks, one major difference becomes apparent to me:
In WoT, it feels like there is a clear vision of how the gameplay is supposed to work.

Generally speaking, there are different tank classes that fulfill specific roles on the battlefield. This creates a relatively coherent and refined gameplay loop, and the overall game design is built around that idea.

In War Thunder, however, I often get the impression that there is no clear gameplay philosophy. Maps sometimes feel random, and when new mechanics, weapon systems, or vehicles are introduced, it often doesn’t seem like much consideration is given to how they actually fit into the gameplay.

There have been several updates that significantly disrupted the gameplay balance. In particular, many maps added around 2019 and later simply don’t offer meaningful gameplay opportunities for a large number of vehicles.

Examples

Some maps illustrate this problem quite well in my opinion:

  • Vietnam – Gameplay often turns into a chaotic jungle fight where the only objective is to somehow spot the enemy first.
  • Sun City – Fast vehicles and many tank destroyers struggle to make effective use of their strengths on this map.

Because of this, War Thunder gameplay sometimes feels like it revolves around using whatever tools you have just to survive. You’re not really playing toward a defined role or tactical objective – often it just feels like trying not to die immediately.

Example of a Gameplay Decision: Scouting

There have been attempts to add more depth to the game. One example is the introduction of the scouting mechanic for light tanks.

I’ve shared my opinion about this several times, and to me it was one of the worst gameplay decisions ever made.

The issue is not that light tanks were given a role — they already had one.

Previously, their strength came from:

  • performing flanking maneuvers
  • surprising the enemy
  • operating behind enemy lines
  • exploiting gaps in the enemy team

With the introduction of scouting, this role wasn’t expanded — in my opinion, it was simplified and flattened.

Instead of encouraging those tactical playstyles, the role of many light tanks has increasingly been reduced to simply spotting enemies to generate points.

This doesn’t feel like an organic gameplay role, but rather like a system that was added on top of the game without fully fitting into the existing gameplay structure.

Gameplay Felt More Structured in the Past

Interestingly, I would argue that War Thunder was objectively worse in many areas up to ~2018 than it is today — with one major exception: the maps.

Maps back then were generally more structured, and vehicles that weren’t part of the current meta could still be used effectively.

The gameplay allowed for many more different playstyles, such as:

  • long-range sniping
  • setting up ambushes
  • flanking maneuvers
  • more deliberate positional gameplay

Today, much of the gameplay often devolves into close-quarters combat on rather uninspired maps.

Conclusion

War Thunder has enormous potential and remains the best game of its kind in my opinion. However, it often feels like the game still lacks a good gameplay philosophy, especially when it comes to map design and the introduction of new mechanics.

With more structured maps, vehicles could naturally find their place in the gameplay based on their inherent strengths and characteristics. Instead of forcing specific roles onto vehicles, better map design could allow different playstyles to emerge organically, giving each vehicle type meaningful ways to contribute to the battle.

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People want the brawling maps, even though they complain about map design. The amount of complaining about maps pales in comparison to “X vehicle is too good in a flank, it needs to be removed or put 5 br higher than it is, X vehicle is broken, etc.”

That’s why Arcade needs to be embraced again, it’s a good alternative for people who are overwhelmed by that.
Without having any statistics on it, it feels like Arcade is way less relevant than it used to be.

The gameplay isn’t really comparable to wot, since that’s an arcade game that is completely detached from reality and warthunder at least tries to be realistic. But I see what you’re getting at.

I agree that the maps are pretty bad, but at the same time it is quite challenging to design a map that works for all vehicles in even a pretty tight br range, but you’d think they’d be better at that by now.

Scouting is pretty dumb as it is in game right now. I don’t think it should be removed but it definitely needs a rework.

I don’t know how the past was as I’m relatively new to the game. (edit: 2000hrs)

I think enduring confrontation, like in air sim, would really help ground find more of a flow at higher brs, and would also allow different vehicles strengths to be played into more effectively. Would require larger maps that don’t exist though so idk.

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What about it makes you say that? Scouting from tanks is fine imo, but it 100% needs to be removed from drones, even with the reduced rewards.

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It is incredibly punishing to be scouted, and pretty much guarantees your death unless you completely hide until it ends, which is pretty hard since you receive no warning when you are scouted.
And yep it should not be on drones lol.

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Oh no, the enemy knows your rough location by an inaccurate ping, whatever should you do?? All sarcasm aside, that’s not very punishing; just don’t turn your back on the enemy and let them get a free shot at you.

Getting scouted usually means that the whole lobby immediately makes you their target, which means it doesn’t matter whether they know exactly where you are, they know roughly and so you now have to deal with like 5 people staring at you for the next like 2 minutes, or usually until you die.
Also I can confirm that it does not matter what direction you are facing when a 1000lb bomb lands on your head.
It shouldn’t highlight you to both ground and air for such a long time, unless the person scouting you maintains los.

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mmmm realism

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yeah no this being gone is a good thing we dont need more campers who do nothing or get a nuke with bushes on

long range just isnt fair for most tanks for example on maps that allowed long range like old sinai you could just snipe across the map and they wont know till they get hit and killed its not very fair

low tier i can just sit at range in a jag tiger and no one can kill me without HEAT or APDS even then all i gotta do is shoot first

hightier if your stock your screwed you dont have a good round your screwed dont have a LRF your screwed

Hard disagree, without laser rangefinders or even with them in some situations sniping is pretty fun. The map has to be set up to where it is even between both sides though.

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it may be fun but its not fair what so ever

close quarters combat in city environment like the colonge duel is the most balanced form of combat

maps like sweden or advanced or Alaska are very good at this

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Camping is when you sit quietly behind a corner like a rat. Sniping requires you to expose yourself and actively fight. You might be in an advantageous position but that’s it.

You just shouldn’t expose yourself too much and pay attention to the game, it will save you from snipers 90% of the time. It’s not hard.

When it comes to OP sniping spots I agree with you but by far most of them were far from being OP. You can avoid being shot by snipers and it’s not hard to pay attention to if there is someone sniping.
You disagreeing with the tactical use of tanks is disagreeing about key elements of a tank game.

literally doesnt at all for example i can sit in corner of the map in a krisintama with my ATGM poking over the hill and not expose anything and unless they see my launcher miles away they die

did you read what I said? Read my response again.

Also literally no. There are loads of vehicles that are pretty much unplayable in cqc, but also variety is important, loads of the maps in game have too many or stupid long sightlines and easy to spawncamp spawns and I’m guessing that’s why you think sniping is bad, but with correct design a map can have cqc, long sightlines and flank routes and not be awful to play on.

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quite literally we have a third person view for a reason you can look around corners with that

That’s a very specific case. Here the problem is not sniping but the nature of the tank. There is tanks that can be almost invulnerable but that’s the nature of a tank game.

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then flank its not like there isnt a billion flank route options in a city map

Flanking with a Sturer Emil xD

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can do same thing in striker and any tank with bushes