It's a flag pole, it looks bad that infanty can't walk close past it to begin with. Having 1 guy in a squad potentially phase through won't even be noticed by most.
In a game where tanks phase completely through each other, I don't think that anyone has any ground to stand on to argue that it would break immersion if a tank drove through a flag pole.
The thing with this change is that it wouldn't require to redisign all maps. Removing the flag poles or relocating them would create a lot of extra work for mappers.
I'm all for the phasing through change and since the others have some severe constraints, I don't see relic implementing them at all.
Say what ever you want, but Panther is eather at good spot and other tanks are in bad spot or it is in a bad spot tbh.
The reasons behind that is that Panther is the second most expensive non-doc tank (maybe first I dont remember how much Comet costs now) and its only one purpese tank - AT tank.
While it has nice penetration and nice armor it still has standart damage 160 per hit, meaning that it wont be able to finish enemy tanks faster. Now its moving accuracy was nerfed even more, meaning that hit and run aswell as chasing is even harder to pull off.
What the point of pather anyway now? I mean you pay 180+ fuel for PaK with armor, which could be over-run by cheaper tanks simply by numbers.
For ostheer its still much more usefull to go for Stug+PIV and PaK possible and have combined arms army, which at the end would be more expensive MP vise, but would be awaible much faster.
For OKW I dont see single reason why you should go for pathers since JaghtPanzer would do MUCH-MUCH better and its at least possible to vet in almost all conditions, unlike pather.
So yeah ... pathers is not shit, its not OP or UP, there is just no reason to build it. Like no reason at all, when you have other cheaper and better options.
I'm not trying to defend the change or attitutude behind the patch notes, but every time I buy a Panther instead of something else I think about high armor, long range, low vulnerability to indirect fire, a turret, heavy crush anti tank option. The heavy crush is seriously undervalued, but when you have a few spare moments of low action, you can level the hedges on maps like angoville, langreskaya, or crossroads to favor your playstyle with lots of open fields.
However, that is if I can ever afford the Panther soon enough. Most times it is outmatched by higher numbers of tanks before it is even built, at least in my games.
The cost aspect is not only about the Panther itself, but it's Tier. In my average game, I can look to afford one item in the overpriced shop that is T4. And that item better satisfy all my needs for a long time, but T4 units are all rather specialized and pricey, so you not only don't get the best bang for your buck, but are stuck with it for a quite long time - sometimes too long to get any other option.
This is the reason why I belive we should wait and see how the tech cost restructuring works before bashing on Panther design flaws or mindset, since it's opportunity costs will be mitigated a little bit.