Well, there had to be someone to parrot the same stale arguments that I've heard for years. It wouldn't be so bad if they weren't so flawed or I hadn't already addressed them.
The problem with talking about low tier play as unskilled and high tier play as skilled in the context of minor sports is that in these sports, you are dealing with the same game from top to bottom. Soccer in elementary school is the same game with the same rules as soccer in the World Cup, albeit with larger playing fields to accommodate physical growth. Novice chess players move their pieces according to the same rules as grandmasters. The equivalent scenario in WoT would be to compare low tier random games and low tier tournaments, or high tier random games and clan wars. These are all ways in which two different groups of players operate under the same ruleset, but one group tends to have more refined playstyles than another. The group containing less refined playstyles could be doing anything the refined players are doing, but they won't, because they lack the technical skill and experience to pull off or understand why to do those things, not because the game's rules are different. This is not true when you compare low tier and high tier play in WoT. You can't approach either end of the spectrum in the same way you would approach the opposite, not (merely) because of any skill disparity, but because the differences in tank stats mean the game has changed. If you really think skill is the dominant factor, then you really didn't absorb even the slightest bit of anything I wrote above.
Your assertion that high DPM-to-health ratio limits decisions and low DPM-to-health ratio provides opportunities was backed up by zero argumentative content, as was the comment that followed about high DPM-to-health causing high RNG, so I assume you're just coming up with whatever you want at this point. I'll take a guess at where you're coming from anyways. You probably think that a high DPM-to-health ratio, which is another way of saying that tanks die quickly in combat (singles of seconds instead of tens), means that you have fewer options for what you can do because other things you could get away with doing in a low DPM-to-health ratio environment would be punished too severely to be worth doing. This goes back to what I said before about you not being able to approach low tiers in the same way you approach high tiers because they are different games with different "rules". There are, in fact, things you can do in low tiers that can't be pulled off in the same way in high tiers because you have a high DPM-to-health ratio, the most common situation being to hold off a rush of multiple tanks by yourself on your firepower alone. I could easily make similar assertions about how the long reload periods of high tiers limit your decision making because they create long periods of vulnerability, but I wouldn't do this because I actually know better. I'm not interested in doing all your homework for you, so I'll leave you to make a case for the supposedly great RNG that isn't merely built on hot air.
The test server is a consequence-free zone unlike the main servers and is no good measure of player behavior. Even if players were acting the way you claim, you may refer to my comment at the end of the data I provided about the time it takes for tanks of tiers 2 and 10 to kill tanks of higher and lower tiers respectively. You are likely comparing test server high tiers to main server high tiers and calling test servers "fast", but compared to low tiers anywhere, it's still slow.
I wasn't sure what you were bringing up this pyramid in reference to, so I decided to reverse image-search it. Lo and behold, it's a progression triangle for hockey. Refer now back to what I said before in response to your comment about minor sports. Pee wee hockey has the same rules as professional hockey. Your edit to change programs into tiers is incorrect for those reasons given prior. If you wanted a better labeling system, you could go with solo randoms, platoon randoms, team battles/tournaments, and strongholds/clan wars, but this would still have nothing to do with the DPM-to-health ratio difference between the tiers. The nonexistence of strongholds or clan wars for low tiers, the infrequency of low tier tournaments, and the prior use of low tier tanks in 7/42 team battles as scout tanks only is also not an argument from which follows that low tiers are an environment that does not or could not have elements of team tactics, team play, and strategy. You need only look at any of those infrequent low tier tournaments of seven or more players per team and watch how they play out as a counterexample.
Your points about culture in games are all correct and also have absolutely nothing to do with my case for how the DPM-to-health ratio shapes the culture as it exists and players move through the shift. I could rephrase your points so that they would, but I've done enough work for you already. Your remarks about the 1v29 mentality are misguided. If a skilled player uses an unskilled player for any reason, then whether that becomes something for the skilled player's own advantage or for their team's advantage depends on the goal in the mind of the skilled player. If that goal is to win, then in low tiers, you will see skilled players using and sacrificing unskilled players to facilitate the damage-dealing and survival of the skilled player, because their abilities alone are of far greater importance to the team objective of winning than the unskilled player. In high tiers by contrast, you will skilled players open up opportunities for unskilled teammates and take initiative on opportunities opened up by unskilled teammates, because without this proper team play, victory by elimination is impossible. These are both cases of skilled players using the unskilled for the sake of achieving a win for the team. It's purely 1v29 in the low tiers because skilled players know that sacrificing themselves for the sake of someone else on their team is tantamount to throwing the game (in most cases), and thus this decision by the skilled player is done to further the team goal of winning for their side of 15. If instead of having the goal of winning in mind, some player decides to play primarily to push up WNx or DPG or complete an individual mission, then you are dealing with a truly selfish player, but this behavior is not exclusive to any tier of the game.
The idea that low tiers with low DPM-to-health ratios would still be dominated by individuals is wrong for reasons I gave last time you said things about that in tandem with RNG. New players now have proving grounds for test driving. Practice rooms for exploring maps have been around for as long as I can remember and there are all kinds of resources here on WoTLabs for reaching a better understanding of the game and how to succeed. You can force-feed this stuff to them by implementing more of it into the game and shoving it in their face, but as you said before, some people just don't care. All of this is besides the point though because it has nothing to do with the DPM-to-health ratio.
Not even going to address this paragraph until you can fix your grammar and spelling.
You are really deft in these Thank You For Smoking level "I believe we need freedom in ice cream" arguments because this is at least the third time you've tried bringing up something irrelevant. The ability of a game to be attractive or rewarding to the majority of people has nothing to do with its capability to facilitate development as a player. Not everyone can or wants to put up with the strain of becoming a chess grandmaster, a professional poker player, or a StarCraft 2 GSL Code-S contender. If you told experts in these areas that their game is bad because there are lots of people who can't or aren't bothered to strain themselves to become as good as they are, you would get laughed out of the room.
Your conclusion was just snarky garbage unsupported by any part of your response before it, so I deleted it. Try again next time.