Let me preface my post by saying that I generally agree with you. :) The game would benefit if they somehow could find a way to create a need for various tanks, not just different kinds of heavies and arty. I just don’t think it’s quite as easy as you seem to think. It’s mostly my fault for being unable to communicate it properly - I have to type all this in between meeetings and other stuff. :)
Depends on a clan, I guess. In my clan, it’s not enough to simply have A tier 10 heavy. Depending on a fight and people currently online and the number of fights today, especially concurrent ones you will hear “Sorry, we don’t need another E-100 (or IS-7 or whatever) in this fight, wait for the next one.”
Just as the availability of different kinds of tanks (and by that I mean “different kinds of heavies” :)) affects the tactics available to you, the tactic you are going to use is going to dictate the kind of tanks you’ll need. It’s possible to play with 15 Mauses but it won’t be very reliable and you will lose a lot. It just happens that the most versatile tactics require versatile team compositions.
Yes, it’s possible to play without a T-54. But then you won’t spot the enemy tanks as early and your arty won’t be able to squeeze in a couple of shots before the main encounter occurs. IS-7 simply can’t get to certain spots as fast as the T-54 can and it can’t scout (for example, over the hills) as effectively as the T-54 can. Since T-54 is not really supposed to shoot (its gun is the arty so to speak), you can outfit it for scouting and speed and no IS-7 will be able to match it.
You need to see what a T-54 with a stealth crew, with a net, scope, optics and speed-oriented consumables can do.
All high profile clans I’ve seen so far use specialized tanks in specialized roles. It’s not just “get 15 tier 10 heavies and push left”.
What I am trying to say is that you are painting an overly homogenized picture. There IS already a need for different kinds of heavies (and a scout or two and arty) and I am not sure how (within the existing game, i.e. no dynamically generated maps that require scouting) they could introduce a need for large numbers of meds or TD’s.
Note how I say “introduce a need for…” because point based system does not do that. All it does is put artificial limitations on who can participate, which introduces a lot of headaches, excessive planning and a huge random variable.
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My objection to this whole lack of variety is twofold. One, it simply flies in the face of the entire rationale for different types of vehicles, which grows out of the need to match abilities to requirements. Without any limitations on the use of heavies, all that gets used is heavies, because neither speed nor maneuverability, ground-crossing nor cost, are factored in; in effect, it’s a fantasy world where the best tank is pretty much the opposite of what emerged on Earth as the best tank. Two, and much more important, it’s simply boring. We have all these wacky lines of heavy tanks, mediums, lights, arty, and TDs, and most of it is worth diddly squat at the end game. It’s like if they took WoW and the only class you could take raiding was a Paladin. You could level up everyone else but you had to bring a 85 pally to the raid. [/QUOTE]
Funny that you bring up WoW. Only you have to talk abotu WoW’s Arena, not the PvE raids that are specifically designed to involve many classes’ abilities. And we are to mention WoW arenas it wasn’t uncommon (at least in the days when I was playing it) for some cookie cutter FoTM team composition to be superior. IIRC, specifically Paladins (funny that you mention them) were THE class to duo but my memory might be fuzzy.
But then again, as I mentioned, WoW and other fantasy based games are not good examples anyway simply because of the huge range of abilities available to different classes. Make WoW classes to only deal damage and see how much variety you’ll have in areans.
Although having healers in WoT does sound kinda cool. :)