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. Inappropriate “hero shooter” mechanics:
The BR system already ensures that all vehicles face opponents of comparable combat capability—even if, historically speaking, they were merely dedicated reconnaissance vehicles. Artificial role-based abilities modeled after hero shooters do not fit into this system.
2. Unfair distribution:
Light tanks are by no means inferior or weaker than other vehicle classes at their respective Battle Ratings. Yet, they exclusively receive an additional mechanic that is denied to other classes.
3. Penalizing initiative:
The scouting mechanic punishes players who take the initiative and actively advance. Once spotted, the only option is to play defensively and hunker down in cover, which is very restrictive to the gameplay.
4. Advantages without drawbacks:
If the game is to include a dedicated scouting class, that class should logically entail the drawbacks of a scout tank alongside its advantages. You cannot simply grant an extra mechanic to tanks that are just as combat-capable as any others at their BR and then arbitrarily label them as scout tanks.
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 more challenging.
It oversimplifies gameplay, distorts vehicle roles, and punishes tactical, risky playstiles.
My proposal:
Remove scouting entirely from Ground RB.
For teamwork, players should use map pings and the 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 that made light tanks so much fun.
Light tanks shouldn’t be balanced through a mechanic, they should be balanced by giving them the maps they can perform on! That should go with all types of tanks.
