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other than that it feels on-par with the rest imo. you must be aware and reactive about more than what's shooting at you, but that's not particularly worse than laying back and picking each others off from a distance.
The AI gets a variety of tanks from lighter to heavy, while we just get one, it's unbalanced in that way and would be a lot more complex and interesting to see how mixing and matching your own tank designs can affect the results rather than trying to make a tank that's tailor made for the scenario, or a master of none for all scenarios.
Like having a bunch of light tanks stack up behind a super heavy to protect them from fire, or in the waves scenario having a mixture of tank destroyers with faster firing tanks to make stopping the waves easier.
I hope Hamish can change player's spawn site to the top of a little hill to slow enemy down
AND NERF M27 officially!!!!!!!!!!!
i think this scenario is to make us learn about making the tanks light enough to spam high numbers to counter the enemy charge.
Not everyone wants to spam light cheaply armored tanks. Makes for boring game play. If you want all the bots to do the work, then go for it. Fundamentally in real life, no tank would push past and ignore a threat. The idea is a tank that fits all roles by having ingenious designs.
In real life battle wouldn't end after passing 20cm into end of map where depending on tactic would be AT-guns/AT infantry. And thats a terrible lesson if true - high numbers of lower quality stuff is not really that good idea.
ngl not a lot of scenarios (if any) feel elaborate enough to even seem purpose built for any actual design lesson to teach. they are just themes with a bare minimum in map design, and lessons learnt happen to be there by association.