It is a complex problem that in order to solve will likely lead to not everyone being 100 percent happy.
In regards to Proving Grounds nerf--I don't think that would deter those just starting out. Did anyone check to see what the earn rate was before at lower tiers versus higher tier and premium tank use? I think we assume it is in some way proportional, but it does not have to be. Perhaps it could be adjusted (crew training wise at least) for new players. Having too robust of a Proving Grounds though would deter people from PvP and lets face it, there is no replacement for the experience of playing PvP. Saying all that, I think I will be taking my tier 5 Chinese TD w/ a no skill 75 percent crew to proving grounds/war stories now after having my rear handed to me the last couple days. (another way to get veterans out of the low tiers?)
I completely agree/think single tier match making should exist from T1-T3--or at least extremely weighted to own tier (80-90 percent). T4 should be weighted to see 85 percent T4 and 15 percent with T5. T5 could be weighed to see less tier 7 than average (~25 percent). T6 the same (even slightly less T8--~30 percent) This would essentially trickle up until T9 (there is no T11). The numbers are rough estimates, because to trickle up it has to trickle down, but instead of having T5 bear the overwhelming brunt of it, distribute it among the tiers. The problem is that it may cause more players to flock to lower tiers to not have to deal with +2/-2 MM at all.
Of course if they did something like 1 tier differential throughout the tiers this would be easy peasy. Maybe not, but you could bump arty and TDs up a tier--re-balance any of those and the other over performers, adjust again after a few months or immediately as obvious problems arise. This would also take care of all of those PMM tanks and nestle console as a more distinct version between PC and Blitz. The problem is the +2/-2 premiums as changes entail refunds but because they are no longer -2 maybe it will be fine.
Ops (particularly tanks ops) should have the lower end cut off adjusted likely--maybe base the op on playing tanks within the battles tiers of the give away tank or having a low tier and high tier option based upon games played. (Yes there will be gripes) The difficulty is that players should play the tanks they want to play.
The low tier premiums are interesting. I would start by not selling certain ones for awhile. They at least have bumped the price up on the Sexton I. I would then consider some type of trade in discount for a newer higher tier premium (if MS and Sony would allow) or a discount voucher (?). Changes may entail refunds (even if it was free some compensation should be provided--discount voucher?). You can easily move the T-Rex to tier 3 (maybe slow its interclip to more like the Swede T2 premium we just got, and slight pen buff if necessary. Bump the MTLS a tier and adjust its gun/ammo characteristics (technically it was a free bonus when first sold). Sexton I, just move to tier 5.
Edit: I also dumped some tank commander audio feedback and HUD pop-up ideas for in-game guidance for new players in the suggestions area. The tank commander could be a very good and basic teacher about things like ammo type, ideas about where the battle will be on the map (heavily armored heavy to the city!), not ramming your teammates and not blocking your teammates shots.
Edit 2: I do think the Targeted! change has been very helpful when driving a crew without sixth sense. The immediacy outweighs the directional lost.
Edited by Gallant Prime, 07 March 2018 - 03:38 PM.