War Thunder

The scouting mechanic can be improved, and here’s how.

warthunder 5 - The scouting mechanic can be improved, and here's how.

As I understand it, the current mechanic works as such:

You aim directly at an enemy either with binoculars or your gun sight, and press a designated button to "scout" them.

When you scout a target, you get a 10 second cooldown and the target lights up on the minimap for 30 seconds.

When you scout a target that's already scouted, you get a 10 second cooldown. It does not refresh the 30 second scout timer.

When you fail to scout anything, you're hit with a massive 60 second cooldown.

110 SL is awarded for each successful scout, and whoever scouted a target gets the kill assist if the target dies before the 30 second timer runs out.


And here is how I think scouting should work:

You aim at the enemy with binoculars only, and all enemy tanks in your line of sight are highlighted on the minimap.

Enemies are highlighted only as long as they are kept in sight. If you or they go behind cover, they immediately stop being highlighted.

5 SL is awarded each second for every target that you highlight, and the assist credit goes to all scouts currently marking that target, not just whoever scouted them first. This is lower than the current reward rate on an individual level, but has a higher potential reward if you scout a group of 3 or more enemies.

The current mechanic has issues:

It's unreliable.

You need your crosshairs directly on the target when you press that scout button. The slightest deviation will render your commander and radio nonfunctional for 60 full seconds before making a miraculous recovery. Worse yet, sometimes the game hand you this punishment regardless because it thought you were looking at an invisible hitbox rather than through it.

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If scouting instead worked as I described above, you would never be hit with a 60 second penalty. Simply hold them in your binoculars line of sight to mark them.

It's limiting.

Due to the 10 second cooldown after scouting someone for 30 seconds, you're limited to scouting a maximum of 3 players at a time. This means that if you're scouting 3 out of 4 enemies and the unscouted one dies, you get no reward despite being responsible for drawing attention to them. Nor will you be rewarded for a scout-assisted kill if the enemy dies 1 second after the scouting "runs out". You did the job, but due to the mechanics limitations, you're not rewarded for it.

I think that's unfair. I'd rather you actually get credited for the targets you highlight. ALL of them, not just the 3 the current system limits you to.

It's unrealistic.

Say you're playing Maginot Line, and you scout someone just before they head into the town. You can't see them anymore, but because they're scouted for 30 seconds even after you broke line of sight, you're still informed of their exact movements within the town.

Furthermore, you can break line of sight yourself by scouting someone and immediately dipping back behind cover. Again, you can't see them but the scouting mechanic will tell you exactly where they're headed for the next 30 seconds, and that can really save your ass in certain close quarter situations.

This should be self-explanatory. You can't realistically look at someone and magically see 30 seconds into their future. To highlight someone on the map, you should need to make yourself vulnerable, and stay vulnerable for as long as you want to keep them highlighted. Risk vs reward.


If you like this idea, please consider posting & supporting it in a formal suggestion thread HERE as I myself cannot, due to being banned from the official forums.

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