Revised Post:
First of all, this is a complex topic, and I want to make it clear upfront that I don’t want light tanks to become bad. Quite the opposite. This is more about restructuring Ground RB to bring back a long-lost aspect of it.
Recently, I—and I’m sure many others—have noticed how much the scouting mechanic in Realism mode (Ground RB) influences gameplay. Light tanks constantly mark enemies, so that often a large portion of the enemy team is permanently spotted. It now feels more like arcade than realism.
And that’s precisely the problem. One of the biggest differences between Arcade and Realism has been the degree of overview and uncertainty:
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In Arcade, everything is visible, you’re rarely surprised—the game is faster and less tactical.
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In Realism mode, on the other hand, a “fog of war” prevailed: Those who read the environment correctly, anticipate enemy movements, and are well positioned have the upper hand.
But the scouting mechanics increasingly clear this fog. Moments of surprise? Oftentimes gone. Tactical approach? Usually pointless if you happen to be spotted by a light tank whose player isn’t even actively fighting you. It’s not as if you can always avoid being scouted.
The result is a clear disadvantage for playstyles that rely on stealth and positioning. Vehicles designed for flanking maneuvers, ambushes, or unconventional routes are losing massive relevance.
At the same time, a meta of certain light tanks is emerging: Especially at ranks 5 - 7 they offer everything a medium tank can do, plus free scouting.
Vehicles like the DF-105, TAM or the Type 16 are thus replacing their related medium tanks not because of better tank design, but because of a single, yet overpowering, mechanic. It’s to the point where the team with the most scout tanks has a higher probability of winning.
The idea behind scouting was originally sound: light tanks should become more attractive again after more and more urban maps and close-quarters gameplay had weakened their role. But instead of adjusting maps, they were given an ability of scouting that undermines the entire game system – and not just affects them, but changes every match for all participants.
What would be a better solution?
Light tanks shouldn’t degenerate into mere “spotting agents,” but should be able to play to their natural strengths: mobility, flexibility, and (occasionally) firepower.
This will only be possible if:
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Maps offer more open flanking routes and tactical freedom,
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and, above all, the scouting mechanic in RB is removed.
Paradoxically, this is precisely what would benefit many light tanks: Without spotting, they could once again move undetected and strike precisely – as their role actually requires.
Those who prefer a playstyle with permanent enemy marking already have a suitable mode in Arcade. Ground RB, on the other hand, should maintain its characteristics of being able to move undetected – and not be devalued by mechanics that make it degrade to some weird version of Arcade, where vehicles aren’t automatically spotted, but are scouted to everyone by clicking on them.
Perhaps Arcade should instead be made more attractive, for example, by offering more realistic vehicles.