Hey everyone! I haven’t seen this kind of discussion pop up recently, so I figured it’d be fun to hear some fresh hot takes about the game. Feel free to share your opinions on any aspect, and if you can, explain why you feel that way. I’ll kick things off by saying I’m actually happy they’re focusing on improving the existing maps instead of adding new ones. We definitely don’t need another Oyster Bay situation where a map ends up unplayable for ages before getting fixed.
12 Answers
Concealment is seriously the biggest overlooked factor in the game. It’s way more powerful and game-changing than most realize. Tanks like Manticore and Strv103B dominate not because of firepower but because they’re insanely hard to spot. Also, the crazy damage variation and gold ammo damage really throw off balance, and I wish damage variation was capped around 10%.
People just whine way too much about pretty much everything in the game. I’ve been playing since 2012 and sure, sometimes stuff felt rough, but I think the game is better than ever right now. Grinding can still be long, but major problems have been addressed over time.
I know lots of people hate on the TVP VTU, but it’s way better than people give it credit for. The final 8.8 gun is fantastic for a tier 8 medium with good power-to-weight and solid ground resistances. If you know how to play it, it beats out tanks like FV4202, Patton KR, and others in its tier.
Servers routing through Chicago makes the game lag bad for a bunch of players. Latency issues can ruin the experience sometimes, not much we can do about it though.
The super heavy tanks like Maus, Type 5 Heavy, and E 100 have a weird built-in accuracy advantage somehow. Since they move so slowly and have sluggish turret turns, their aiming circle stays small, letting them snipe way more accurately whether stationary or on the move. It’s almost like their slow speed is giving them more gun precision.
I really disagree about the K0 spot on Westfield. Holding K0 is actually super important because it controls access to the valley. If you don’t contest K0, the enemy can easily take valley and farm your heaviest and TDs from behind. That said, it can be risky for mediums to push there early but gaining control of that area definitely tips the battle.
Fair point, I guess it depends on the team comp and map flow. Sometimes pushing K0 early is suicide, but if you can coordinate or hold it well, it definitely gives a strategic edge.
Honestly, corridor maps are making the gameplay stale and simple. It often turns into a contest of who has the biggest gun, thickest armor, and deepest wallet rather than skill or tactics. That’s where the real boredom sets in for many players.
Honestly, a big part of the power creep and lootbox situations comes down to the playerbase itself. As the number of new paying players drops, the game has to squeeze more from existing ones, which feeds into the cycle of very strong vehicles and pay-to-win elements. This makes it tougher for new players to stick around, especially when going up against overpowered premium tanks and fully trained crews.
I actually think artillery plays a positive role in the game. Without arty, players would just camp hulldown spots and drag games forever. Arty forces more dynamic movement and punishes those who just sit and wait.
Yeah, but there’s barely any real way to counter arty other than just not getting spotted, and hoping for the best. At least it spices things up instead of everyone turtle-ing endlessly.
People who argue that win rate doesn’t matter are missing a key point. While it’s true you can’t win all the time on your own, consistently high damage output does lead to higher win rates overall. Some of the best players who average extremely high damage per game also have win rates over 65%. So damage and win rate go hand in hand more than some admit.
True, you can do amazing damage but if your team is just camping or not pushing, sometimes it doesn’t translate to wins. Still, win rate is a decent measure of overall impact if you consider the team aspect.
Yeah I see both sides. Sometimes you’re doing everything right but randoms just ruin games. So while damage is vital, it’s not the whole story when it comes to win rate.
Hot take — chat should be off to improve focus and reduce distractions from toxic players flaming in the first minutes. It helps me play better solo without getting mentally distracted by random salty rants. But I know some swear by keeping chat on to coordinate better if their team actually communicates well.
Honestly, I’d never turn chat off. Even one good teammate communicating can change the outcome of a game dramatically. Toxic chatter is annoying but just ignore it and focus on the useful calls.
I don’t think tier 10 tanks are cheap or easy to get. You lose credits or have to pay premiums for most matches. Running and maintaining a proper tier 10 hull is actually pretty pricey unless you play smart or have a premium account.
Haha, I feel that too. Toxicity aside, the game’s come a long way and some complaints feel more like bitterness than constructive feedback.