Hear me out. i know the topic is probably going to cause a lot of flaming, but i have an idea.
After having been a WOT player for almost 5 years i have noticed a number of very annoying, and very unnecessary trends in the game. however 1 trend is the most annoying and it ruins a majority of my games, and that would be commander hatch spam. honestly, shooting the commander hatch 5+ times should in no way shape or form put a tank completely out of action. it is only ONE part of the tank. many of my favorite tanks, and what used to be one of my favorite tier 8 premiums, the KV 5 have been parked in my garage for too long because of this one stupid vulnerability.
what i propose is a mechanic installed in the game that gives the commanders hatch a set amount of the tanks TOTAL HP, say maybe 10-15%. once this HP is depleted the commanders hatches and cupola's no longer take damage. HOWEVER you may still shoot them to injure or kill the commander, but they do NOT drain the tank of its total HP pool.
now this may sound OP or unbalanced, but can any of you count how many times you have been taken out of a battle PURELY because the enemy was NOT skilled enough to find another weakness on your tank? the frontal machine gun turret (aka R2D2) on the KV-5 should NOT be able to drain an ENTIRE tank of its HP when there is still 90% of the tank and crew that are still functional.
i have used the KV 5 as my prime example, purely because it is one of the most recognized tanks in the game for its prime weakspot. however there are a number of tanks that i am sure players know about that have 1 weakspot that can easily get them killed for no reason at all.
now many of you may be thinking, "well you just need to learn to play better" or "just hide the weakspot", its not always that simple, and when you look at the big picture, it is pretty stupid that 1 small spot can destroy a multi-ton vehicle.
after doing some deep thinking, and research, the mechanics to make this happen are already in the game. however the mecanic is only used for specific modules like tracks, ammo racks, turret rings, etc. so i believe the same mechanic can be applied to other parts of the tank as well as long as they are isolated and done properly. for example, tracks take a specified amount of damage to become critically damaged (orange), and then additional damage to BREAK (red) the module, however these modules slowly get repaired by the crew. some modules that are BROKEN will put a tank completely out of action (ammo rack, fuel tanks) and cannot be repaired as the tank is knocked out. the commander hatch could be designed as a separate damage model with a specific HP pool that would NOT repair. the crew member, most commonly a commander or radio operator would still be able to be healed/recovered with a med kit, and as such can still be knocked out even after the machine gun turret/cupola has lost all of its HP. to clarify, the machine gun turret/cupola can still be shot in order to hamper the performance of the tank crew, it just would not contribute to additional HP loss of the rest of the tank
overall this may sound like a rant, and i am sure there will be plenty of debate, but in the end this change could help prolong battles across the board, and slowly push players to become more skilled in their attempts to overpower and knock out enemy tanks.
please only provide constructive criticism and your opinions below, thank you.