An ammo rebalancing alternate solution

So I was just chatting with my clanmates about how silly it is to change all the basic mechanics that the game was built upon all the way until now, and what they should do to change it. The crew situation seems to be going from somewhat complicated (not difficult but juggling is interesting) to far too simple to be interesting, I don't think the tech tree changes are bad, but I don't like how there is no cross path routes at higher tiers. Finally, ammo rebalancing… Why make everyone have to re-learn all the HP, and alpha's of the tanks, theres already starting to be too many different alphas for a caliber within the same tier, and I always enjoyed how a large portion of skill in this game is knowledge of the mechanics.

I think the best solution to the gold ammo spam is to have a number of gold shells per tank/avg damage per tier at the current economy, and after that limit they go up by between 5% and 15% per shell fired upon resupply. I understand this negatively affects tanks with low base pen and stock tanks, but it certainly would save wargaming from rebalancing 3 parameters without even looking at armor and HE. It isn't too hard to look at a tank and see if it's base pen is enough to be competitive.

Any alternative solutions/ constructive critiques on this one?

Gamer

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