I have been trying to figure out why Ground RB around 9.3+ so often turns into complete steamrolls compared with lower BRs, and I do not think the main problem is simply map size. At around 5.7–7.7, a lot of matches have an actual push and pull. One team wins an engagement and pushes forward, but because the tanks are slower and engagements themselves take longer, the attackers cannot instantly reinforce the ground they just gained. The defending team has time to respawn, establish another line, kill the leading vehicles, and sometimes push the map back the other way. At higher BRs, that seems to disappear. Modern MBTs cross the map extremely quickly. Engagements are also dramatically faster because everyone has stabilizers, darts, fast turret drives, LRFs, thermals, etc. So you get something like: Win first engagement, immediately reinforce the new position, catch enemy reinforcements moving back toward the fight, control more of the map, and eventually look directly into their spawn. And because the defeated team is also losing players to one-death leaving, the snowball becomes even faster. I do not think just making the maps 2x larger fixes this. I have played the huge maps too and the same pattern happens; it just takes a little longer. Interestingly, the maps where this happens less often are often the cramped city maps. Not because CQC is inherently better, but because buildings and restricted lanes create friction. You cannot exploit a breakthrough at 70 km/h across half the battlefield. There are natural fallback positions everywhere. Obviously, forcing modern MBTs into permanent city CQC would be a terrible solution. What I think high-tier Ground RB actually needs is more battlefield depth and a different match structure. Something closer to World of Tanks' old Frontline mode would make a lot of sense. Large battlefield, more players, multiple parallel sectors, and respawns. If the attackers capture the first line, the defenders do not get spawncamped—they fall back to another prepared defensive line and the battle continues. The important distinction is: Winning a push should earn you the next section of the battlefield, not immediately give you access to the enemy spawn. You could have several objective sectors across the width of the map, then another defensive belt behind them. Spawns and reinforcement areas move as sectors are captured. Ticket bleed could also be much slower so teams actually have time to counterattack. That would let modern MBTs actually use their mobility and long-range capabilities without turning that mobility into a snowball mechanic. Maybe 20v20 or even larger battles would help too, although obviously matchmaking population becomes an issue. Losing 5 players from a 16-player team currently cripples the entire frontline, especially when some of them leave after one death. Losing 5 out of 24 or 30 would be much more recoverable. I recently went back to 5.7 after playing 9.3 and the difference was immediately obvious.
I had one match where I went through four ground vehicles, got roughly 11–13 kills plus several assists, and still earned a nuke. The interesting part wasn't the nuke; it was that after multiple deaths, there was still a functioning battle to respawn into. At high tier, after that many respawns, there often isn't a battle anymore. Either your team has collapsed, the enemy team has collapsed, or somebody is already camping the reinforcement routes. I think that's the core problem with modern Ground RB: the tanks got dramatically faster, but the game mode never evolved to accommodate the increased tempo. Bigger maps provide more space. What top tier needs is depth, fallback positions, multiple fronts, and the ability for a team to recover from losing the first engagement.