Camping in open terrain has always been the best way to play tanks in this game.
This encourages low-risk gameplay, especially with heavily armored vehicles that should otherwise be helping their team push toward the objective.
However, simply forcing every armored vehicle into close combat would unfairly hurt TD and SPG designed for long-range fire.
Proposed mechanic
Each armored vehicle would have an aiming assistance range, when a vehicle moves beyond this range, it loses the shell impact/trajectory indicator and the penetration indicator
The vehicle could still aim, fire and deal damage normally. Skilled players could continue engaging targets at long range, but they would need to estimate ballistics and weak points themselves.
A small “out of combat range” warning should appear when these indicators are disabled.
Suggested default ranges
Vehicle role
Aiming assistance range
Infantry-support tanks
75 m
Heavy tanks
75 m
SPAA
75m
Anti-tank-oriented medium tanks
125 m
Light tank
125m
Self-propelled guns (SPGs)
Unlimited
Tank destroyers (TDs)
Unlimited
These values should only be defaults. Individual vehicles could receive different ranges when required for balance, regardless of their general classification.
Intended effects
Encourage infantry-support and heavy tanks to move toward the battlefield
Reduce easy long-range and grey-zone camping
Give infantry more opportunities to flank or counter powerful tanks
Create clearer roles for different armored vehicles
Give currently unpopular SPGs and TDs a meaningful advantage
Heavy and infantry-support tanks would be encouraged to use their armor and firepower near the frontline. Players who prefer long-range overwatch would have more reason to select specialized SPGs or tank destroyers instead.
Should tank aiming assistance be limited by distance from the active battlefield?
A similar mechanism already exists in War Thunder’s arcade mode, so this shouldn’t be too difficult to implement. It’s even possible to affect by crew perks and environment.
What if they just made bigger maps? I always found tanking more fun in mods than the actual game. Like big action or enlisted hammer. Historic mode like war thunder could mix up the arcade gameplay. Hitting stuff on the move from miles away is what makes tanking fun. Shooting HE into bowling pins…
There are quite a few tank focused maps in customs with full sized maps.
Problem is its a infantry game first, i agree i would like way bigger maps however transportation and getting players to the objective would be where development would have to happen.
Some maps already feel painful to run to objective and walking 2-3 minutes just to get slaughtered by a HVAR or a 88mm shell would be pain, ofcourse rally points exist but if your team relies on 2-3 rally points and some one knocks them all out quickly your not making it back to the objective before enemy takes it, though adding vehicles at the spawn would help it would also just be some troll who blows all the vehicles and leaves.
Could add opportunity to expand the APC sqaud with allowing shuttling troops and you get score for shuttling other players per distance, though that would require bigger games… Which also isn’t a issue as in custom games have 40 player servers.
Just multiple factors would have to be taken into account though if implemented correctly would probably be one of the best additions, either bigger games or a campaign mode, or proper bipods…
The problem is even worse is big action
In big action one single STUGIIIA on a hill can lock down all road to the capture point, and infantry basically can do nothing to it.
Tank sniping each other from range, detached from infantry gameplay, that’s what i want to prevent in normal match
Not saying I don’t like big map and diverse structures, but they have to have connection with infantry gameplay
Let’s face it, playing in the grayzone is the way tanks should be played most of times, unless you are a flamethrower tank. Why risking being killed by all soldiers’ explosive packs and TNT? When in grayzone, tanks can still be killed by enemy tanks, planes, AT guns, long range AT weapons and guerrilla. They’re not invulnerable. BTW I hate playing tanks and almost never use them, I just like killing them.
Now hate me!
Why TF would a heavy tank chose to close the distance when it is the enemy tank that needs the indicator more than you do? Tanks that usually can be pixel sniped now are almost invincible.
If the enemy needs to aim for a specific weakspot then why would you willingly drive into his indicator range?
What you propose is just a buff for the KTs and KVs which are arguably the worst offenders here…
For the KT the only viable counters are also heavy tanks so once in position there is even less the enemy could do to stop you from farming infantry.
When spamming HE you dont need to be 100% accurate so this change would not affect that aspect as much and would only favor ex WT players who now can dominate everyone else even harder.
The main threats for KT and KV is T-34-100 and PZIV.
These tank will have advantage in this measure, and now you can choose SPGs to more safely take them out.
Limiting them in a way is better than nothing
limited to the longer range medium tank range but still limited so just camp further back and you are on a equal playing field again exept you have less need to aim carefully so you actually have gained the advantage instead.
No. This tanks should snipe their adversaries but kt and and kV can shoot anywhere of this tanks and blow up, this makes strong tanks more stronger while nerfing weaker ones.
You’re underestimating the effectiveness of the penetration indicator. It can significantly help players avoid the effects of complex terrain. Unlike WT, Enlisted tank sight is coarser, and the aiming line is poorly aligned with the gun barrel. Without the penetration indicator, shells are more likely to hit trees, wreckage, or even the enemy tank’s snail magic zone.
At 75mm+ the sights are basicly allinged so there shouldnt be much issue once the shell traveld to that point there. But at close range you will also see if you a hitting a tree as you suddenly get the indicator back.