These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
People who think artillery is a Game Breaker versus those who think it's Acceptable Breaks from Reality due to its unique top-down view when in sniper mode, immense firepower combined with a high chance of hitting the top armor, the weakest point of any tank, and decent accuracy even from across the map, often hitting tanks which are slowly moving or not moving at all.
Since the early days of the Closed Beta, artillery accuracy, penetration, splash damage, shell travel times, and accuracy penalties for moving have all been nerfed, and some people still think they're overpowered.
Artillery can be infuriating for those who do not understand that their purpose is to introduce a new threat to being spotted - getting OHK'd for taking inadequate cover. Artillery vehicles are (supposed to be) worthless as anything but extremely long-ranged glass cannons adding firepower to a forward team - and their existence as such gives worth to Mediums and Lights as both scouts and as artillery-killers.
Artillery is also a serious point of contention on the forums (at the very least, on the North American ones). A large sect of the American Server Cluster outright wants Artillery removed from the game, and shows no intention of ceasing until it's been deleted outright. A vast majority of the American players who complain are the upper echelons of the game's statistics. The fact that they complain means they're doing it's job.
And not only that, the NA server seems to simply be the most Anti-Artillery server. The EU server is overall neutral, and the RU server loves artillery.
Also divided between people who think Soviet tanks are overpowered and people who think German tanks are overpowered.
The Americans seem to have their own base-breaking done. They are either balanced or underpowered.
Not to mention the influx of complaints against the Soviet T-54, the medium tank that borders on being a player controlled Demonic Spider.
Add to that the developers' (allegedly) not so hidden anti-German bias — SerB has been on the record with his (semi-joking) quip that "Germanophiles must suffer" — and you get Flame Bait so ripe that it's best touched with at least a ten-foot pole if you have absolutely have to touch it at all.
The above is typically most exemplified with the way the Tiger I is represented in the game, as the developers have made many ahistorical changes to 'balance' it (among which, weakening the lower front glacias, making the transmission a fire hazard, making the gun mantlet not-spaced armor, etc) which players (especially new players) feel make the tank very underwhelming as it struggles to fill any role outside of a second line sniping tank.
Tier X Tank Destroyers (particularly the Waffentrager "Waffletractor" auf E-100 and Fv215b "Deathstar" 183) are this among the older community, which view these tanks as having far too much of a combination of view range, camo rating, penetration, and damage. The general opinion is that they can do far too much up front (alpha) damage with no drawbacks.
Beyond even all of that, the "RNG" (Random Number Generator/God, in reference to the game's dispersion) puts several factors outside the player's control. Constant arguing ensues over if this is good for the game or not.
It even got a Fan Nickname (on Russian servers at least) of GBR, or Great Belorussian Random.
Seen at the higher levels of play - most serious Tank Companies consist almost entirely of the KV-1S and/or VK 36.01(H) with the SU-26 to provide support.
Highly rampant with Wargaming's many Skirmishes, leading to a mixture of very interesting rules, ranging from only tanks of a certain nationality to tanks of a certain tier.
Demonic Spider: In middle-tier fights, the enemy's top player(s) is usually this. Often applied to the T-54note And before it appeared, to the T-44. which has the mobility of a medium tank and the armor of a heavy.
The Type 59 to a lesser extent. It's a Chinese knockoff of the T-54, but requires no grinding to acquire, only real money. Also, since it's rated a tier lower than the T-54, you can start seeing these guys as early as Tier 6. The matchmaker also has a habit of several of them on the same team, which in addition to how common they are, ruins game balance and diversity. This has lead to the developers removing it from the shop, though players who already had one were allowed to keep them.
The introduction of the Chinese tech tree gave us the WZ-120, a more direct copy of the T-54, which has better damage and penetration than all of the Tier 9 medium tanks (its best gun is pretty much the same one mounted on the IS-4), except for the Centurion Mk. 7/1, and it has better turret armor than the T-54, though the T-54 is more agile and has better hull armor.
The WZ-132 is the Chinese Tier 8 light tank with a 100mm gun that is actually better than the one on the T-44. Compared to the AMX 13/90, it's able to make sharper turns without losing speed; it has a more accurate, slightly higher penetration and faster aiming gun which is also more accurate when firing on the move. The tank also possesses fairly strong sloped armor on the front and the turret.
T-50-2s for artillery players, before they were removed in patch 8.7. They're insanely fast and very hard for anyone to land hits on, can survive a shot or two from most things trying to keep them off you, and are quite capable of taking you down quickly.
The French Tier 7 and 8 light tanks, the AMX 13/75 and /90 are this. They are almost as fast and maneuverable as the T-50-2, present a relatively small target and can kill just about anything Tier 7 and below with one salvo!
The American T18. Simply put, it is a Tier 2 Tank destroyer tank that can hit up to 40+kph, One-Hit Kill tanks ABOVE its tier with the 76mm howitzer and has armour equal to the Tier 4 Tank destroyers.
The T95 can be this in high tier matches, since its armour is so insanely heavy that it can No Sell even artillery shells head on, and it has a 155mm gun that can badly wound or One-Hit Kill almost any tank in the game.
Any tank or tank destroyer with a Derpgun as its top cannon. Examples include the KV-2 with the (in)famous 152mm.
The KV-1S, which is a heavy tank with medium tank armour, speed and agility and the deadly 122mm D-2-5T, with alpha damage exceeding the health of all Tier 4 tanks and Tier 5 tank destroyers. To show how dangerous that weapon is, the two Tier 7 Soviet heavies only get a version of this gun with better fire rate as their best equippable gun!
Game Breaker: The German VK 36.01 (H) firing premium APCR rounds with its special 75mm conical gun could be seen as this. Huge penetration, 165 damage per shot, plenty accurate, and a high rate of fire made this tank/gun combo very deadly. See this video for a gameplay video of the gun using premium shells. About the only thing that mitigates this is that the premium rounds require either Gold or an exorbitant amount of Credits, and they'll be used up very quickly.
God Damned Bats: Several tanks certainly qualify, and almost all of them are in the light tank lines.
The ELC AMX, once upgraded, is a very fast Light Tank that is best used either as a Tank Destroyer, or as a hit-and-run light tank. It's not uncommon for ELC Drivers to zip around the battlefield, taking pot shots at point blank range knowing full well that the tank they're shooting likely can't aim low enough to even hit the ELC. Although they are easy to destroy... if you can hit them.
And did we mention that because it's a light tank, it can retain its camo value while moving?
Worse - most of the actual hull is situated below the tank's tracks. This means the majority of the tank's side silhouette is nothing but track. All AP or APCR ammo which hits the tracks will only damage the tracks, not the tank itself. Even if you hit it, all too often you're liable to simply have your shot disappear into the tracks and accomplish nothing.
Anything with an auto-loader is also this. To give you an idea, look at the top gun of the Panther, which can punch through anything, is very accurate, and has a fast reload time. Now look at the AMX-13-75... which boasts similar penetration, and damage... but can fire 3 shots to the Panthers 1. Add to the fact that the AMX-13 series is also very small, it is likely that the 13-75 can empty its cylinder before the Panther even knows where it is to return fire.
The higher tier mediums certainly count. Powerful guns, good mobility, and (most of the time) a smaller size then the heavies while retaining similar protection. Heavy Tank drivers must take careful aim when dealing with mediums... which in itself is a pain when some of them can move as fast as light tanks.
Good Bad Bugs: The "teleporter"(also known as "warping") bug causing tanks to seem to "hop" at long range was long hated by the fandom. The patch release that fixed it lead to a two-day downtime: this bug was one of the game engine's key features, relieving the server load. Fixing this problem took some time, and the bug was finally fixed without causing server-side problems... which lead to the light and medium tank population dropping: these hops were one of the few things protecting them from being mauled at range by heavy tanks and artillery.
Many of the Tier 4 tanks are excellent in comparison with the mediocrity of the Tier 3 lineup, but the sheer terribad of the stock Hetzer tank destroyer led to a strong loathing towards the vehicle for many up-and-coming German TD players. It has led to the phrase "Hetzers gonna Hetz" (from the "Haters gonna Hate" meme), which in turn has led to players graduating into the "StuG life" once they unlock the next tier vehicle, the StuG III.
Go home Matchmaker, you're drunk — The autobalancer normally arranges the teams well enough to claim it's doing its job properly, but it can't stand an influx of players on holidays. Teams consisting only of SPGs? PzKpfw II against Maus? MS-1 vs. VK 16.02 Leopard? Anything can happen.
A pun arises from Autobalancer's wide tier spreads: when you are faced with a team filled with multiple Lowes, Autobalancer has dealt you a Lowe blow.
Return the Dog! During beta, you could hear a whimper while driving over a doghouse. It was removed later due to possible legal problems with foreign releases. Every now and then fans demand the dog's return. It's since become an Ascended Meme, as during April Fools 2013, a doghouse with glowing red eyes inside it could be seen in the garage.
I was going to tell you a joke about the TOG, but it was too long (among other silly TOG related jokes). Due to the fact that the TOG is the largest and near slowest tank in the game, it is subject to much ridicule and/or joking.
"Working as intended": a quote from SerB, one of the main game developers, now cynically repeated by the fandom whenever they believe the devs are refusing to acknowledge a problem with game balance.
"how terrible..." another quote from SerB, originally from when he was answering questions that he perceived as whines, and now repeated by the forums whenever a player posts a thread claiming a tank they have is underpowered or an enemy tank is overpowered.
The VK 16.02 Leopard and ELC AMX can do roundhouse kicks, thanks to their tendency to slide at high speed.
French tanks laugh in your face, as the two roundels on the turret often makes it look like a face, with the gun as the nose.
The voiceover calling out repeated penetrations on the enemy, or even better, killing multiple enemies in short order. "Got 'em!" "Enemy armor destroyed!" "He's gone, find another target!" Conversely, the call-outs for repeated bounces off tough enemy armor also classify as Most Annoying Sound.
Many light tanks tier IV or higher receive a special "Scout" designation that artificially ramps up their matchmaking Battle Tier, meaning they will see tanks up to 4 tiers higher than theirs. Tier 4 tanks have it the worst, as they are the only tanks in game that can see enemies up to 5 tiers higher than theirs (and them only) which is very egregious when you transition to a tier 5 medium. It's almost universally reviled by fans who enjoy light tanks, and players who want to transition up certain tech tree lines that have tier 4 light tanks leading to mediums/heavies.
"Stop Having Fun" Guys: Seemingly every day, a new suggestion springs up on the forum on how to prevent Noobs from playing higher tier tanks, because if the weak player is in the top tier tank, this can make the difference between an easy game or a sure loss for the whole team.
Artillery in a match on Himmelsdorf is considered a cruel joke by the matchmaker. The buildings everywhere ruin the ability to get a clear shell trajectory.
Malinovka, whose problems are summed up in its nickname further up this page, is the subject of considerable bitterness. There is an ongoing drive to remove the map from rotation, and at least some players who are bitter about the map will drive into the central field and stop in the open, committing Suicide by Cop to get out of the match while still getting some XP and Credits.
Sacred Valley, due to the fact that it is statistically proven to be unbalanced, where the North Team wins 60%+ games on average. This is due to the fact that the North Team's spawn point is located in a position where they can quickly reach two different areas of the map with elevated firing positions on the areas that the South Team occupy, in which the South team must make an uphill slog to get to these same spots. Control of these two parts of the map is generally considered to be the key to winning the game, meaning the North Team is always biased toward victory.
Komarin is this for many players. A small map, divided into three sections. A small island in the middle divides the map with deep, uncrossable water separating the flanks. Once you pick a path, there is no way to get to another flank without going all the way around. Worse, both sides of the map have heavy forests to conceal tank destroyers to guard the base. The result is a very slow, campy map that often results in each team winning a flank, only to make a mad scramble to reset the base cap.
Tier 4 is often considered this for tanks, especially for new players. In general, it is the first tier where the player might encounter tanks more than two tiers above their own and so feel the true cruelty of the game's matchmaker. To make things worse, the tanks at this tier often have distinct strengths and weaknesses that require special playstyles that might not be obvious to a newbie, such as the M3 Lee (equipped with a powerful gun that's hull-mounted, requiring the whole tank to turn to aim) or the T-28 (which is fast and heavily armed but also large and poorly armored, necessitating careful hit-and-run tactics). It gets even worse if they're playing a Tier 4 light tank, in which case the player is designated as a scout and can face enemies up to Tier 9. This can be extremely off-putting to new players who just downloaded the game to shoot stuff, as scouting is an advanced role that's not for everyone, and that's if they even realise they're a scout: It's very possible that some would actually try to fight horrifically more powerful tanks with their peashooters and paper armor and die very quickly as a result. Getting through Tier 4 can be considered a rite of passage of sorts where success leads to Tier 5, where the game's "real tanks" start (in the sense of both being effective and consisting largely of the recognizable WW2 models that many want to play as).
Tier 4 Heavy Tanks have it no better. While none of them can face enemies higher than Tier 5, both the D.W.2 and the Char B1 have glaring problems with mobility and firepower which almost utterly offset their advantages. Not only do they both have less armor than their Tier 4 medium counterparts, but the B1 manages to have a smaller gun, less armor, and worse armor layout than the infamously bouncy AMX 40 at the same tier.
Tier-Induced Scrapheap: Some tanks are reviled because they are considered much less effective then their same-tier counterparts, and some players actively avoid playing these tanks, preferring to skip them via free XP, if they're played at all.
The M3 Lee is considered an inadequate vehicle because despite being in the primary US tank line, the top turret is unusable (until multi-gun support is patched in), which means this tank is forced to play as a hull-gun-only Tank Destroyer. The sudden change in playstyle, combined with the Lee's relatively thin armor, sub-par penetration against anything higher than Tier 5 mediums, and ruthless matchmaking leaves a sour taste in some players' mouths.
The fact that the Lee is, as of 8.2, the linchpin of the majority of the American tree, means it's not going to be seen in a much more positive light.
The VK 30.01 (P) is considered one of the worst stock tanks, because not only is it slower then molasses going uphill in summer, and has thin armor and horrible agility, but also because its default turret can only mount the stock gun, which is about as effective as a thrown rock in the matches it's often thrown into. Adding on to that is that both the turret and tracks are required before a more adequate weapon can be mounted. Upgraded, it's a decent tank, but many players give up after a few matches because of the severe inadequacy of the stock vehicle.
The Hetzer tank destroyer counted as this for players who pursued it via the Marder II tree (prior to the introduction of the second German TD line in patch 0.8.9). Nothing gets carried from the latter, resulting to an absurdly slow TD to grind for even decent equipment. This is the reason why most players who wish to live "the StuG Life" prefer the Pz38nA route as it already unlocks the second engine. Unlike the VK 30.01 (P) though, a full-spec Hetzer with HE rounds is a hell of a keeper, thus giving meaning to the infamous meme associated with it.
The higher you go in the tiers, the fewer American SPGs you encounter. Their top-tier SPG, the T92, is especially rare; it has the highest damage in the game, to be sure, but it also has the slowest rate of fire, longest sighting time, and worst accuracy of any of the top-tier SPGs.
However, the T92 is still a popular choice for Clan Wars due to the absolutely huge amount of splash damage it can inflict with gold shells. This means it can still deal damage to tanks in cover that the other top SPGs couldn't reach.
Low to mid tier French tanks. Their armor is fantastic for their tier, but it's often not enough to keep most other countries' guns from penetrating. Their own guns have some of the weakest penetration in the game, meaning they can rarely return the favor unless the enemy is lower tier. They're also almost universally slow, with several of them being unable to outrun a Maus without perfect crew and consumables. It's a commonly-held belief that every French tank before Tier 7 is a clunky, underpowered, ponderous behemoth.
The French "light line", for lack of mediums, gets decent as early as Tier 6 with the AMX 12t (formerly at tier 5). Quick, nimble, badly armored and with a nasty 75mm gun, it begins the line of tanks people start to universally hate, the "Mag-cannons." Its tier 5 replacement, the ELC AMX, is basically a fast tank destroyer mounting a potent 90mm gun.
Even when fully upgraded, the Char B1 is a revulsive and frustrating liability that seems to be only good for one thing: Being an easy target. The 47mm is decent enough for dealing with Lights but is almost useless against most Mediums and Heavies. Even the Churchills are immune to B1s firing Gold Ammo at point-blank range. You either have to waste your Free XP to bypass this awful machine or suffer through a hundred battles with it to get the BDR G1 B.
Don't use the stock gun on the Panzer III. It's so bad that it will bounce very frequently on the frontal armor of the M3 Lee at Point-Blank Range.
Introduced in 8.8, the Durchbruchswagen 2 is on par with the Char B1 in terms of the worst heavy tank in the game. It has the same weapons as the Panzer III and almost the same armor as well but is slower and bigger. Meaning that any Light with an autocannon can hurt it while its 50mm will prove ineffectual against most Mediums and Heavies.
Watch It for the Meme: Some players would proceed for the German TD line (Particularly the Hetzer and StuG) just for the memes associated with it. The tanks' potential is just a mere bonus.