I find these mechanics quite absurd in in contest to nature of this game which is supposed to be semi realistic which it is, but these mentioned literally gives feeling that such mechanics are remnants of some pre-public test era of penetration mechanics devs did, and should have left there. I have played lots of games with tank combat and i have never met such mechanics, even purely arcadish games like battlefield, heroes and generals (rip) did not, and required some skills to land a shots, even world of tanks had some balancing mechanics to it.
-They water down tank vs tank combat to merely hover mouse-inspect-click, no matter of distance nor crappiness of your vehicle etc, its firecontrol system is better than most advanced mbts today.
-You cannot miss your shot, ever.
-Penetration indicator is self explanatory.
Those who know how real tank combat might go, theres lot of grey area to it, you might miscalculate your first shots, armor might become useful when your opponent cant instantly hit 50x50cm weakspot from 500 meters away, you might actually relocate under fire because you know your opponent dont have laser accuracy locked on you when you move out of cover etc. you name it.
You can sniff enemy tank behind bushes and stuff with 0 actual visual contact on it, please dont, anyone, defend this mechanic XD whats meaning of adding camo pieces to your tank? ikr its cosmetics but, oh the irony.
Why would we need them then?
-Kids, starting players, very incompetent players, or simply players who dont care about anything or unironically, enjoy sitting on the hill whole game stationary and click on running infantry? well i guess those are all solid reasons, maybe separate play mode would be answer or idk if game already has sbmm system.
-Maps are cramped and gameplay is somewhat fast paced and need fast and simplified responses from tankplayers against infantry etc. Maybe.
-Many vehicles would suck with manual aim, especially early soviet ones, but then again, if you buff something like nuke howitzers to artificially perform better, you create broken stuff. Obviously for example infantry support tanks were made for that very purpose, but game wont yet have tactical depth for need/capability to use them situationally. This is also very reason there are dead steel so much in game that no one uses, like, why try to implement stuff like slow, open top tank destroyers into very limited maps and gameplay, they never were designed to perform in such environment and while game reflects realism, this means they simply suck in game and are nuisance to use, and offer little to no any real benefits.
-Maybe current b r system would make it bit tricky to combat certain tanks making them βopβ especially taking inexperienced players to notion, but if we return to this hypothetical gamemode where maps are little larger etc. things would simply balance each other out. Maybe allow ammo upgrades with squad levels? in realistic manner, to have few HEATs or tungsten ammo with you, so with even slight positioning and planning you could easily to defeat that t-34 with short 50mm on your pz 3.
I would argue, if such mechanic were never released in game from the beginning, yes, game would be still standing and ppl wouldnt notice a thing.