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 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 RB.
And that’s precisely the problem. One of the biggest differences between AB and RB 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 Realistic Battles, on the other hand, a “fog of war” prevailed: This allows for more freedom of movement.
But the scouting mechanics increasingly clear this fog. The moment you get spotted, every enemy that has a possible shot on you, will take it. You totally lose control over how much of the enemies’ attention is directed towards you.
For example, I’m always happy when it’s only a Leopard that detected me and not a DF-105. That’s asinine.
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 relevance.
On the other hand, vehicles like the DF-105, TAM or the Type 16 are 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 light tanks at these BRs has a higher chance of winning.
The idea behind scouting was originally sound:
light tanks should become more attractive again after more and more close quarter maps that found their way into the game had weakened the light tanks’ role.
But instead of fixing this maps problem, light tanks were given an ability of scouting in order to cope with the new environment.
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 – as their role actually requires.
Those who prefer a playstyle with permanent enemy marking already have a suitable mode in Arcade.