I have a theory WOT started off with features that already tend towards 'corridor' gameplay.
The accuracy system is just there to reduce the probability of hits at long range, so you are forced to get closer. In that they have succeeded.
Because of WarGays insistence on accessibility, they made driving and shooting tanks too easy, and as a result, factors (including battlefield size) that inhibited a tanks ability to turn the battle into a campfest, barely exist. Like for instance, shooting range, and manually accounting for bullet drop. This results in a very heavy reliance on hard and soft cover.
The accuracy system is the way it so, so that long ranged shots are inhibited, to prevent everyone from dying.
Vision meta used to be... OP (like 2011/2012). That is, if you had enough vision, because on the relatively open maps, getting spotted just meant you were fucked, though presuming the enemy spotted had support, which in WOT is not really a thing.
Also because Wargay fucked with how bullets behave against angled armor, ingame armor is much more easily shot open. So you die easier in WOT than IRL for some strange reason.
For instance. At 60* from vertical, WOT effectiveness is ~1.7x. IRL, it exceeds 2.5x, and it rockets upwards past 30. So ingame, Type 59 UFP is 'just' 170mm. But IRL even 20 pdr gold ammo won't pen that shit. Head on. Past 25 degrees and you are almost certain to smash full cal AP. APDS is even worse. This means you have to rely on buildings and stuff, hills, etc. Even smoke grenades won't help the fundamental issues.
Sure in the context of WOT it can become better, but traditionally, WOT relies on clutter to make armor reliant tanks relevant. Most of which they fucked in the first place because armor mechanics. The reason Soviet meds like Object 140 which historically relied on angles to push their armor stats up to the max are fast, I think also is part of this.
To begin with, they don't (realistically) have bad guns. D-10T will slay a 190 ton tank, a Maus with AP ammo through the turret front. The tank its on is like 36 tons empty. D-25T is about the same. A D-54 is the gun that can shoot up a Chieftains precious turret with standard AP... L7 is weaker than all of the above. I won't need to go into more detail I think.
So much inaccuracy is there to reduce the impact of weakspots, so that armor is strong, and now Wargay is trying to remove weakspots wholesale and make it something closer to a fantasy MMO.
Yeah, futility is fun amirite?
I am not sure if Unis know there is a real solution to WOT's "design problems", maybe you do. At first it was kind of not really OK because of the lack of alpha, but it also kind of was not OK because there was not really a counterplay once you got yourself into a bad place and some fuckers decided to preaim that spot until you die or they die.
It kind of worked before, mostly because you guys are smart (ingame), and the enemies are pretty stupid for the most part (again ingame), but your ability to club nubs in the first place is really disproportionate. So it is not really a valid sample. That is, your opinions are valid, but your 'complaints' won't align with bad player complaints. Though theirs are already invalid for the reason that they are bad.
But it kind of shows in the pre-req's. A good crew, a premium tank, premium time to accelerate all progress, armor is not that meta except for in corridor maps, etc. Then talking about the really bad maps, and such.
Making the map larger is still viable, but then slow tanks are too slow. So you want to spawn them closer, but that still does not work, they lack too much flex and can't react, they need an open space, which you have been actively removing by compressing map and adding more lanes which are immediately viable for flank in a given situation. Though that is presuming advantage spawning, if everyone spawn closer that's an interesting possibility. Making the corners open fields still does not work, because then its useless space where no one goes.
Though, the idea of making spawns closer so that the heavier tanks don't have to move as much kind of works?
Now you could say, "well its just the retarded Maus, E-100, formerly weaksauce tortoise and stupid proof T95 etc, just shaft em".
Though you can just cap which is another thing... Well it all depends anyways. Then caps would have to be some kind of defensible fortress because the enemies would just be able to overwhelm you, and you'd have to shorten TTK to increase impact of terrain (in the many vs few) advantage to make them viable, and given that its a corridor meta that might have a positive impact provided its not based on alpha.
The map itself can be more compact and waste less space to add more flanking areas but there is only so much you can do...
It is perhaps ideal to make the maps have more depth to them then, perhaps underground? IDK, whatever. That is really strange but it has the potential to work. Maybe just add subways to many maps...
Anyway, good luck with your open maps.
But it's just a theory, and I'm a blue. So its not worth much. Just wanted to share. Pls no downvote. Lol
I already have only +1.
In WOTB penetration RNG reduced to +/- 15%, however, penetration skin indicator relies on 50% not 67% penetration probability, and does not account for auto pen or auto bounce.
T110E5's cupola issue could be mitigated by buffing the accuracy & or aim time.
TBH there has not been a time when WarGay neglected to fuck with historical accuracy. For instance, the German line, to give them any valid tier 9's, and more than 1 or 2 tier X lines. Or reality, like how bullets interact with armor, resulting in a 'rip angled armor' situation, and allowing gold spam to be a real problem.