The Solution to GreyZoning

As an avid tanker and partisan player i feel the core of the issue is how readily available and viable anti tank explosives are when you can run entire teams all with tnt and explo packs that seriously de values and disincentivizes moving up meaning more grey zoning tanks

The first fix is limiting these explosives to at and engineers while buffing how well they destroy fortifications so they have a purpose other than being used on tanks this also gives AT more viability outside of tank hunting and just fits engineers as demolitions experts

  • Remove Explo Packs And TNT From Everyone But Engineers/AT
  • Increase Boths Abilities To Destroy Built Fortifications And Increase The Score For Doing So
  • Increase Score From AT Weapon Kills
  • Leave As Is
  • Your Own Idea
0 voters

Now the next equally as important fix is teamplay tanks and infantry clash as they take score from the other

to reduce this clash tanks and infantry need point sources dependent on each other providing easy cohesion between forces instead of punishing grey zoners with arbitrary can’t use gun or what else This instead rewards both the infantry and the tank for playing correctly

making ai controlled squads also use these systems would help in the event of a lack of players and help nudge newer players along if there isn’t a tool tip or tutorial explaining this

  • Infantry Gain Bonus Score for Kills In Close Proximity To Armor
  • Since Vehicles Cant Capture Zones Whoever KIlls The Majority Of A Points Defenders/Attackers Should Gain A Bonus
  • Tanks Should Receive DIsmount Seats Allowing Infantry To Ride Along With The Tank Giving Tanks Transport Assist Points And Infantry A Safer RIde Between Objectives And If The Roof MG Is Open Allow Riders To Use It
  • Tanks/Apcs Should Get Drawfire Points When Infantry Use Them As Cover Helping To Reward Pushing Up With The Team
  • None Of These
  • Your Own Idea
0 voters
1 Like

im glad to see good reception so far i enjoy playing forwardly in tanks and have always been annoyed with how its not rewarded with score but with a quick death then i see others screaming into the void about how grey zone should do x or y without knowing why a tank grey zones majority its fear to move up they do it once and get insta poped by some guy with tnt or have a det pack perfectly cooked onto them so next life they hang back and the cycle starts i am always thrilled to see someone with tools and always carry extra for my team if we want grey zoning to stop we have to make sure our armor lives

1 Like

Where my 3kg
Remove all TNT

im a bit confused is there a weaker general use tnt that was more common i dont really know much about ww2 explosives

So in other words “make tanks more powerful than they already are, so they can slaughter infantry from closer distances”. No thanks.

3 Likes

ignoring everything else that’s quite a broad over blown simplification sure

2 Likes

It depends on the map but another reason for greyzoning is having a better field of view from behind. Limiting explosive packs and tnts to engineers and at gunners would disable partisans and saboteurs anti tank capabilities and this would make greyzoning more secure.

Also giving tanker crews “infantry support bonus points” for pushing together with infantry still wouldn’t stop tankers from greyzoning. Even if tnts and explosive packs were limited, a single well placed AT weapon shot can destroy the tank, not every player would want to get close and take that risk.

I think problem with greyzoning starts when players lack counters to it. For example on a maisky forestry confrontation match an enemy tanker kept greyzoning from the land above the river and I did not have a pilot squad on my current loadout at the time. If I had a plane it would not be too hard to counter that player.

1 Like

It’s going to happen the same amount no matter what. If there’s a vantage point from the back why would any sane player move up and take an unnecessary risk? There will always be someone with an AT launcher ready to kill forward tanks. I find your line of thinking flawed, sounds to me that you just get itchy and want to push forward without having as high of a risk. Even in war time pushing a tank all the way up into infantry territory without “map” control is a huge risk and death sentence.

1 Like

it wont stop all of it true but it should help significantly a;sp thought sabos and partisans keeping their tnt and explo would have been self explanitory

1 Like

What’s the point of tank leaving the grey zone in the first place?

Covering infantry? Infantry don’t really need it consider that the map already have lots of cover and those cover will even block the path of the tank.

Transporting infantry? The map is not that big to begin with. Once you have a rally point set up it will be useless.

Capturing point? Most of the point are small and some are even inside the building.

1 Like

good score incentitive help that being rewarded with higher score for helping infantry push up and clearing the point means both tankers and infantry get score for working as a team

1 Like

The problem is such push up are usually useless. There is already plenty of cover in the battlefield, it will be more effective if you just provide fire support from far away.

not really enemies get killed by you grey zoning and then make sure their respawn is as far outta your sightline as possible so to shut down the push you must cut off respawns wich is then done by moving up preferably before a partitsian team turns your pronouns to was/were

If the enemy is weak enough to let you get close enough to threaten their reinforcement without trying to destroy you, then greyzoning tank should be the least of their concerns since it will be a rofl stomp.

lighter tanks can push advantages like that especially combined with map knowledge all it takes is a weak link or good timing and you can hit their apcs