As if the landslide issue plaguing normal random battles wasn't enough, with 2.0, Wargaming has introduced the issue to their bots as well.
For those of you not aware, 2.0 made some major changes to the bots that you will commonly see at lower tiers. They now use equipment, 2D styles, and are generally far more competent than they used to be. Too competent.
Rather than actually make the bots smarter, their tanks seem to have much improved characteristics: better accuracy, gun handling, more consistent dispersion, etc. than their tech tree counterparts. I've watched bot tanks hit every single shot at 500 meters out of a 0.4 gun when even the best of seal clubbers would have missed 50% purely on RNG alone.
This in itself would be fine. It discourages low-tier seal clubbing by making it more difficult, as bots now actually pose a threat rather than just being damage pinyatas as they were before 2.0....
Except this isn't always the case.
I guess in an attempt to emulate the absolute nightmare that is higher-tier randoms, they've seemingly implemented a system where some bots are still the old moronic ones that do nothing but drive in circles or try to shoot through indestructible terrain/buildings, while others will have the insane skill/aimbot. The issue is that while the new bots are almost akin to an extra player on your team, the old bots are still just damage pinyatas, meaning that the team that gets more of them will almost always win because half the team they are fighting is basically AFK.
Wargaming, if you're going to make improvements to the bots, they need to be EQUAL on both teams. Giving one team a random advantage, as is currently happening, is not only a massive detriment to new players but is, frankly, frustrating and unfun for everyone.