Fix Tanks Camping Greyzone - 2025

It’s an unnecessarily complex artificial game mechanic that has completely lost its meaning with the introduction of guerrillas.
There is a way to effectively ignore it. And thus can no longer be presented as spawn protection.

I don’t want this ability to be exclusive to one class. That’s extremely toxic. And it’s increasing the gap between players with 4 slots and 11 slots.

Greyzone now is just a very weird mechanic that gives an unnecessary advantage to greyzone tanks.
I don’t see any reason why greyzone tanks should be artificially protected. If someone could sneak up on them, let them. It’s the fault of the tank’s teammates for allowing it.

do you need tank and 3 assaulters? or maybe get one engineer squad in your permanent lineup as counter to planes and tanks.

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Toxic how?

Guerillas are limited to 5-man squads without any specialists. They don’t pack as much firepower or versatility as a 7-man gunner/salt squad.

Engineers being permitted to do shenanigans in the grey zone would have worse consequences than a bunch of soldiers with SMGs and a mine/few tnt charges.

And another aspect of it is that it’s a surefire way that whoever is playing is limited to playing within the objective area instead of doing something unproductive in the middle of nowhere.

The ability to pick exactly what squad you need to “fix” a situation is arguably the single most powerful paid aspect of the game, and is blatantly p2w.

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Guerillas are probably the most seal clubby class in whole enlisted.

  • they have access to big bag ammo smg in combination with starter BA rifles (veterans have more variety, since they can use legacy starter rifles)
  • they can have vitality perk
  • they have highest movement speed of all soldiers (base sprint perk in combination with classic sprint perk)
  • they can get full ammo to any weapon they pick off the ground (as long as they equip it to first slot, as only weapons in first weapon slot have big bag bonus)

The only negative thing about them is that they can’t build rally points. But that’s something you don’t want to do with this class anyway.

And yes, on higher BRs guerrillas are much weaker. As they cannot equip ARs and SF rifles.

That’s completely irrelevant and unrelated to this issue. For example hunting rally points that are in greyzone can be much more effective than trying to defend objective.

And only one specific class can do it. Which is simply toxic.

Greyzone is no longer a spawn protection. So what can justify its existence?

Yes, and I am complaining about this for years. There definitely should be way how to get more squad slots for F2P players.

4 slots simply isn’t enough.

Also all Panzerfaust models have nearly triple the range of what it’s zeroed at on the sight, I’m not sure if it’s a bug or it’s intended. They can definitely reach a gray zone tank.

Clips

Target at 400 m, Panzerfaust 100 sight zeroed to 150 m

Target at 230 m, Panzerfaust 50 sight zeroed to 80 m

All of the US launchers except for the PIAT have nearly triple their zeroed range as well.

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Are we judging the class in its performance against peer opponents or against enemies that can’t deal with a small squad of soldiers armed with automatics and the vitality perk?

I brought it up because you seem to think it serves only as spawn protection when it has other uses as well.

How do you encourage a team that has captured a point to move on to the next? You retract the grey zone behind them.

How do you control where teams eventually go on confrontation?

The devs use the grey zone.

It was never just a spawn protection tool, and removing the grey zone because a singular infantry class that is locked to its own squad happens to be able to capitalize on the fact it ignores the grey zone makes zero sense. That’s like saying you shouldn’t bother fencing in your sheep because some wolves can leap over the posts.

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The squad has 5 “stronger assaulters” with bonus toxic tricks.

A classic assault squad can have up to four Tier 4 assaulter and one medic
All of them are objectively inferior. Since these assaulters are slower, they can’t have big ammo Smgs combined with BA, not to mention a medic.
And the only plus this assault squad has is an engineer and some other dude with a rifle or MG.

I don’t see how this is a better tradeoff for not being able to take advantage of ignoring the grey zone.

Assaulter squad on BR2 is just not better than guerrillas. They’re only better than guerrillas on the higher BRs.

and as far as player skill goes. This goes both ways. A good player who knows how to take advantage of guerrillas will have no problem with a squad that only has two extra bots.
So I really don’t understand this argumentation at all.

xDD You can’t be serious.

Are you saying Grezyone is encouraging the players more than that, they want to win and another objective has just opened up for them?

Plus, this rear greyzone could easily be kept xD it literally has nothing to do with greyzone camping… And it never bothered anyone in the first place.

Now you’ve just gone into “argument for the sake of argument” mode which doesn’t even make sense. And it’s not even relevant to the issue that’s being addressed here.


The playable area should be same for both teams. Logically, some kind of greyzone should always exist.

You… Field medics in your assault squads- And then have the audacity to proclaim assault squads are “objectively inferior”?

A tiny movement speed difference and a bolt-action rifle (secondary weapon) on every soldier is apparently enough for you to disregard the 2 extra soldiers in the squad.

You were quite literally only focused on the spawn protection aspect of the greyzone, and the fact that a single squad comprised solely of a single class being able to ignore it renders the entire concept of a greyzone moot.

I should say the same.

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I does feel bitter having a system that protects us from getting spawn killed - with exceptions.

I can see the benefit from removing it completely, just to get rid of all the recent nonsense, however I’d rather see the nonsense removed instead.

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I apologize for using assaulter squad primarily for assault weapons. And that I believe a medic with smg is still a better option over a guy with BA (even if it’s an engineer).
In context of low BR.

Of course, on BR5 an engineer with a SF rifle would always be the better choice.

But I kind of assumed you knew I was only referring to the situation with the lower BRs. :man_shrugging:

Yes, it definitely is.

I highly doubt you are aware of the existence of a “second greyzone” that’s impacting guerrillas as well.

I was kind of hoping. That everyone understands that the only thing that bothers people is the greyzone that makes a difference between teams - differentiates the playable zone between both teams.
(But I guess some dude who loves to nitpick has always need to show up)

This should be scrapped. And the playable zone should be the same for both teams.

That’s why I am proposing this as well.

Plus they could make freshly spawned guy invisible for few seconds (so he can have huge advantage over a guy who’s exploiting spawn mechanics by trying to spawn camp)

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What are you yappin about? Nerfing CAS in War Thunder is artificially nerfing the planes, bombs, guns, rockets, etc… That’s not even close to what I’m suggesting.

I am a CAS and Tanker, so I don’t know what your point is. It’s not an issue with insistence, or lackluster ability to kill these tanks; it’s an issue of abusing artificial protection which by the way if you want to bring up War Thunder, there is no greyzone all they give you is a spawn shield for Tanks/Helicopters which lasts about 10-20s for tanks and 3s for helis. They don’t give you an artificial barrier for the enemy spawn which you cannot cross.

I actually found this out too, it’s funny that they are bringing up Partisans/Guerilla as a counter-tactic(horrible counter tbh) as this ‘second greyzone’ my buddy faced this issue which is why I am aware of it.

The incentive to win the game should be enough for this.

There are other methods and, honestly, better alternatives to greyzone that are not limiting such as map design and spawn shield.

The Devs had good intentions with greyzone, although you need to focus on the outcome/results of what greyzone does and not its original intention. The results are Tanks can sit in spawn in some maps and are practically untouchable to majority of players that are playing the objective.

Also trying to snipe a tank with a panzerfaust in their spawn is possible but that’s quite a feat especially if it’s a King Tiger you have to take out.

Another potential solution is to adjust maps/spawn positions to obstruct view of the objective(s) until you leave the greyzone. This is personally the best option if they choose to keep greyzone. You shouldn’t be able to sit in spawn, excluding arty n mortar men, and pound the AO.

Regarding Gray Zone Tanks: Tanks sit in the gray zone for a very good reason: That’s where they belong! Tanks are meant to be used from long range, typically looking over a large area. They are there to support infantry, snipers, and other vehicles that are closer to the capture point. They are also used as spotters. If they weren’t meant to be used at range, then their weapons wouldn’t reach out to such long distances.

That being said, sometimes tanks work well at close to midrange. But they usually require some support from infantry—which doesn’t always happen in this game. The closer they are to be cap point, the shorter their life span—typically, when a tank is in this close the entire enemy team will hunt it. Thus, it’s not a very smart move to bring tanks in that close.

I think your frustration comes from the fact that you can’t easily rid yourself of a gray zone tank with a quick throw of an explosion pack. You must deal with it with another tank, a plane, Guerillas, AT gear, or an engineer’s antitank gun. So there are options, even though people keep complaining that they can’t do anything about it.

However, I do wish the gray zone would be minimized—or completely removed—for different reasons: It’s next to impossible to flank properly on a good number of maps (especially with tanks or APCs). On some maps, tanks have no choice but to use a single road to move forward toward the cap point—which makes it very easy for the enemy to figure out where they are. Without proper flanking ability, you can’t really use proper strategies and tactics like in other games. I don’t know why the developers have locked us down in such a small cage.

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I agree with that fact, although this is game and in real life there isn’t greyzone for either side so tanks were easily outflanked by infantry, or in some cases other tank platoons.

This funneling is also becoming a problem with map design in War Thunder where they remove flanks on older maps and practically turn it into a tunnel map(WOT map styles lol). I believe the best solution is better map design if they choose to keep the greyzone.

I mostly engineer, tank, and cap points in this game. When I’m in the mood, I sometimes snipe. There’s nothing more annoying than getting killed by the gray zone when a sector shuts down and you don’t have time to get out—especially when it takes a great deal of time to develop a proper sniping position. Then, you have to start all over again.

Personally, I think they should open up the entire map and almost completely get rid of the gray zone. Then all classes in the game could implement proper strategy & tactics. The best solution would be to minimize the gray zone to a much smaller area to allow players to spawn in safely, and to also make them invisible to the enemy when they spawn in. This would help to prevent spawn camping—but also open up the maps for betting game play.

I also believe they should increase the number of players on each team to 15 or 20. Only 10 players per side just isn’t enough, especially when some of them are bot teams.

Furthermore, there should be a perk for snipers to preserve their position: No kill cam! Or, a kill cam that will give the general direction of the sniper’s position and not outline his body and exact position. It can take a long time to develop a good sniping position just to have it ruined by the first person you kill. It’s unreasonable for snipers to have to constantly move their position after each kill to preserve a hidden position. Before kill cams were a thing, locating and hunting down a sniper was a skill that you needed to develop—not to mention the satisfaction (and fun) it was to hunt them down. Then kill cams came along and made everybody lazy and stupid—and completely ruined the sniper class. Just my opinion.

Low br anti tank guns wont work well against kv 1s. Also they are really buggy and twitchy making aiming really hard

If you have premium/extra squad slots then yes but for f2p players who can only either bring tank or plane this is not a proper solution

Valid

Not all tanks are equal. Uptiered br 3 sherman cant do shit against ho-ri or tiger 2h unless you flank which is not possible in certain maps

Valid unless he is right on top of the spawn where he is protected by red circle

Only in high tier and half of the nations dont have them. Also f2p players probably cant bring mortars because they have so few slots

Thank you for confirming that this “grey zone tank problem 2025” is hardly any different from any other “grey zone tank problem 2021-24” thread- That is, to say, it is still a non-issue.

Put another way, “using an in-game mechanic.”

Tanks trade line of sight to use such a protection. If a tank is sitting some faroff place in the back, you limit the casualties they can inflict by placing down rallies such that your team can be manipulated into approaching from relatively safer areas.

Are you just willfully ignoring the part of the population that are quite literally just unproductive because they prioritize fun over meta, or have you never met passive pilots, “muh support” larpers and snipers nowhere near close to the objective or anywhere or relevance?

Doubting the guy who essentially has the community dataminer on speed-dial? I’ve been aware of it since the class had been released.

The irony is palpable.

Is it a player skill/equipment problem, or a game mechanic problem?

I’m asking this rhetorically because you already seem to be aware of the many, many methods of dealing with greyzone tanks.

Have you maybe just considered that the reason why vehicles seem so oppressive is because the team with the oppressive vehicle just has a more developed roster, or are staffed with more competent/experienced players?

The effect a vehicle has is largely dependent on how either team is populated, and except for a flawed battle rating system that only takes into account the best gear you have equipped, the matchmaker has no other considerations.

Vehicles can pubstomp but struggle to be useful against a few veteran players.

Iso, I don’t know if you realize this or not, but all you’re doing is pointing out the strengths and weaknesses of all the AT available options. There is no perfect solution: You must select the best option for the given battlefield conditions.

Perhaps there are TOO MANY options for you, and it’s paralyzing your decision-making process. I’m not attacking you, that’s actually a thing. I know somebody IRL who has this condition. He literally can’t make a decision until he researches every possible option; then, he freezes due to the strengths and weaknesses of each option since there’s almost never a perfect solution. Sometimes he makes no decision at all due to this condition. In a battlefield situation, a person with this condition is most likely to freeze and do nothing at all since they have to make an immediate decision—which means they believe they have no options at all when they really do.

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How is this some kind of valid argument? Your way of arguing just confirmed that you have no understanding of what bothers people. And you’re arguing with completely misguided information that is in no way relevant to what people are complaining about.

Like why should it matter to me that you have a contact to a data miner? It’s pretty obvious you can’t analyze the information properly anyway.

So it’s just some very strange flexing, which of course has absolutely no value.

Yet again. Completely unrelated to what makes grey zone a problematic game mechanic.

That’s not the topic of this discussion.