Realistically, it’s just about one question.
Do you want to make Realistic Battles easier and more beginner-friendly?
Or do you want to keep it more challenging, but also more competitive and exciting?
Personally, I think it’s a shame that Gaijin is taking the first approach. Because I believe that for beginners, Arcade offers exactly what they’re trying to make of Realistic Battles.
In my opinion, Realistic Battles should return to what they originally were. You should be able to move, without being exposed through an artificial ingame mechanic that takes zero effort for the enemy to be used upon you.
Being able to move as unnoticed as possible opens up many possibilities that are no longer available today with the excessive use of scouting.
The loss of the gameplay that existed before the introduction of scouting is also leading to many players finding the game increasingly boring. The game evolves from a tactical war game to one where you simply drive to the center of the map and try to shoot as many enemies as possible in urban combat, not having to use a lot of brain power at all. Much less map knowledge, skill, awareness, etc. are required
And yes, even before scouting, it was possible to keep track the approximate location of enemies. The spotting function was used significantly more frequently, which is an important factor.
With enough experience, you could get an idea of the enemy’s location based on allies’ spotting on the minimap, cannon sounds, mapdesign, how the match evolves, teammates’ death positions, kill feeds, etc.
And once you mastered that, it was a lot of fun to do that.
But with matches that look like this thanks to scouting almost all of that is gone:
(at that point just merge Realistic with Arcade.)