AH3 has been live about a year which has given players a chance to beat up Hitech and Waffle's assumptions about the construction of the three default "16 tree\clutter" tile groups in the terrain editor with real time player results. Barring a major over haul, those tiles are what we have. The SpeedTree trees and clutter are supposed to be realistic since most games use them. The graphics engine allows for visual and light effects that are standard for the industry. For years this august body has screamed for realism and upgrading of the eye candy, so they finally got it. And it has forever changed the game, now AH3 is not AH2 and the grumbling boils down to wanting AH2 views and tree\clutter densities duplicated in AH3 so you can see the other guys.
I was part of the alpha\beta testing from day 1 to go live AH3 for two years. The assumption in the beginning for GV combat was the GVer's would love the realism. All of the GVer's who played around in the tank town on NDisles while we tested tree spacing and clutter loved being able to hide from each other. Sadly that was a very small number of players during those days. Approaching go live, there were some larger engagements, no one really had a handle on the new environment. From the feed back I listened to, many were over whelmed by the realistic nature of the new environment. Visual range was much shorter, shadows really made things murky, turning off your engine to blend in worked too perfectly. And no one setting up the GV combat areas had a clue to just how dense and claustrophobic the trees\clutter are. A common complaint was how long it took to drive short distances to get whacked by invisible tanks for your trouble.
When I built my first AH3 terrain I drove every single GV combat area I created to understand how GVer's felt about the tree\clutter. It is claustrophobic, very few places to see long distances, let alone snipe at long range like was so popular about ah2. Even with my setting up my first terrain with long range open spaces to see, now everyone hides in the deepest trees\clutter they can find along those open vistas and crawls afraid of being ambushed. My first terrain took me 6 months with very specific testing of all the ground combat areas to try and resolve some of these issues. My second terrain that I'm about to submit to Hitech for evaluation, once again I've spent months on it with extensive testing of the GV combat areas to try and alleviate some of the claustrophobic conditions. AH3 is different than AH2 and after almost a year, it appears the general GVing players have decided the AH3 trees\clutter requires sneaking around while paranoid about ambushes. I've been applying a grass tile to the farmland\village tile I'm using for GV spawns and combat around towns. Because when I drive these areas to test the spawns, even with the rice paddies and other crop feilds and fewer trees. There are too many places to hide behind bushes or bamboo thickets and it make me paranoid about driving tanks in the game.
In WW2 tanks often had some kind of scouting team or plane to spot for them, otherwise they got ambushed which happened a lot in western Europe. In AH2 the localized terrain for GV combat were setup a bit more like the open feilds and forests on the Russian front where you could see the enemy tanks a long way off. The AH3 tree and clutter realism is adding a level of paranoia and stress to the GV game I doubt existed in AH2 by the reactive amount of vitriol and anger in players forum responses.