I believe the scouting mechanic in Ground RB should be removed. I know this might seem as a very random thing to ask for but it really makes sense if you take a closer look at it.
And no, I don’t just want to nerf light tanks, you will see that when reading my post.
1. Scouting contradicts the core idea of Realistic Battles
Ground RB is supposed to be about the fog of war — uncertainty, deception, and limited information.
That’s what makes the mode exciting: you have to think, estimate, and take risks.
Scouting can completely remove that element.
With a single click, you can mark an enemy for your entire team — even through bushes, smoke, or terrain.
That turns Realistic Battles into something closer to Arcade mode, where knowledge replaces tactics.
2. The mechanic is unfairly distributed
The way scouting is distributed among vehicles feels arbitrary.
Light tanks and a few SPAAs or tank destroyers get scouting, while regular MBTs on the same BR do not.
For example, the Colvis or DF-105 have scouting, while the Leopard 1 doesn’t — even though the difference in combat capability isn’t really there. This goes for a lot of light tanks, especially around 8.0 - 10.0.
This creates unfair situations where certain light vehicles gain huge team value just by clicking, while their medium “counterparts” are way less of importance simply because of this “hero-shooter”-like mechanic.
3. Scouting destroys the “High Risk, High Reward” playstyle
Light tanks should be risky but rewarding to play.
You take big risks to flank or ambush the enemy — that’s what makes them fun.
But scouting undermines that entirely:
If you’re spotted while flanking, you’re basically dead.
One click can completely ruin a tactical maneuver.
Instead of “High Risk, High Reward,” we get “Zero Risk, Medium Reward” — because spotting is low effort and low risk, yet provides huge benefits to the team.
4. The teamplay argument doesn’t hold up
One common defense is: “Scouting promotes teamplay and communication.”
In theory, yes — but in practice, it replaces real communication with an automated ping system.
That’s not teamplay when information is distributed without risk, effort or real communication.
Instead of players communicating, reading the map, or paying attention, they rely on the game to do it for them.
True coordination should come through manual map pings, chat, or situational awareness — not through a simplified system that breaks immersion and realism.
5. Scouting doesn’t make the game better — just easier
Sure, without scouting, Ground RB would be more chaotic.
But that’s exactly the point.
That “chaos” isn’t a flaw — it’s part of what makes the mode great.
It allows light tanks to operate behind enemy lines, to vanish, to ambush, to use the lack of the enemy’s awareness against them.
With scouting, there’s no real fog of war left.
No uncertainty, no surprise, no tension — and without that, Realistic Battles lose their identity.
Conclusion
Scouting was originally meant as a substitute for player communication.
But today, it has become an Arcade-style feature inside a mode that’s supposed to be realistic.
It oversimplifies gameplay, distorts vehicle roles, and punishes tactical, risky playstiles.
My proposal:
Remove scouting entirely from Ground RB.
If players want teamwork, they can use map pings and chat in combination with the kill feed, this way teamplay becomes a team-effort again. It’s no shame to play Arcade if what you want is the game showing the enemies’ positions to you.
Fixing the maps would not be a bad idea, too, because a lot of recent map reworks and newer maps don’t allow for the high risk, high reward playstile I talked about in this post.