It’s quite literally stated that reload is used as a balancing measure what are you talking about?
The reload crew skill only affects manually loaded tanks?
Actually crew skills are benefiting autoloaded tanks more since you can ignore reload speed pretty much freeing more points for things like repair etc.
Stating that a value integral to balancing being wildly different is a good thing is an interesting take
How so ?
Gaijin looks at the efficiency of the vehicle and if it’s too low for their liking they might buff the vehicle’s reload speed. When that is done, your reload speed improves regardless if you have lvl 0 crew or Ace, so literally every player benefits from that.
I’m not talking about balance issues between manually loaded tanks but between manually and automatically loaded ones. Depending on which metric gaijin uses one will overperform over what gaijins intended balance state is
While we’re here, we’d like to give some additional context behind Battle Ratings and how they’re decided. Battle Ratings are decided based on how much a vehicle earns, but this is not purely economical. We use this metric because it’s all encompassing and considers every action a player makes with their vehicle, so this considers frags, assists, caps, and effectively every useful action a vehicle can perform all bundled into one universal metric.
This is the “Efficiency” of each vehicle and gives us a very well rounded perspective on all of its abilities and how it’s actually being used.
This is what Gaijin said on how they balance things, so if we assume majority of players use max non-Expert crews or below, someone with an Expert or Ace crew will be privileged and have a vehicle that’s better “than expected”.
I’ve looked through last 3-4 months worth of stats for 2A6/PSO (~6.9s reload speed) and SEP/V2 (~5.7s reload speed). The latter pair performed better and this could be an indication former two might need a reload buff to compete.
That said, 2A7V wipes both groups out of the water, so buffing it’s average reload would be really bad.
Removing reload speed from Ace/Expert crew would be a balancing nightmare for Gaijin, as plenty of vehicles would get a significant increase in performance/efficiency.
Does an abrams reload rate directly or indirectly affect a T-80U?
Answer? Yes.
Say the abrams has a 100 sec reload or 1 sec reload.
It will make the T-80U or any tank it faces more or less cautious, and make the enemy tank more or less lethal.
Secondly, fully auto loaded tanks do not benefit from ace crews.
Exactly that’s a balancing problem since especially people with expert and ace crews are not the ones needing more advantages.
True the initial change would be problematic and would probably need some kind of preventive change but after that using reload speed as a balancing measure would be vastly easier and yield better results.
No idea where you got that from, because I am not.
My argument applies to every autoloaded tank.
Yeah but I am not. I’m saying that it’s a problem when reloads vary vastly depending on a mechanic that’s hardly accessible for the average player.
No, they are generally not paywalled. I won over 50 over the years and gained several more from the warbond store.
Talismans over rank 5 are currently “GJNwalled”, as they can’t be obtained for warbonds and I have never won a rank 6+ talisman iirc.
Do you have a link to an official statement or to data for this?
This would also disrupt the balancing of who knows how many vehicles, which is something that Gaijin definitely would need to address and spend their time doing that.
People often overlook the importance of Repairing skill.
You repairing your barrel 10 seconds faster than a dude who doesn’t have Ace is a clear gameplay advantage and a big one at that.
I mean, at this point you could give autoloaded tanks their extra crew member that just floats there for survivability reasons, as it might be unfair that some tanks have 4 and some have 3 crew. Vehicles should be allowed to be different in gameplay and mechanics, not just looks.
It could benefit them monetary but as you said, many people might not like it for different reasons so I doubt it’d be a worthwhile change for Gaijin. I’m also for a balanced game but only after all things are considered, so looking at singular metrics in a vacuum isn’t my cup of tea.
Me neither.
I think Gaijin agrees with us here as well, because I genuinely think that risk vs reward is simply not there to justify changes you described in your post.
Is fun to have to grind 1.200.000RP after expert for an single top tier mbt to get free ace. expert and ace should count for the crew slot and every vehicle you field on that slot imo
Well, I think system is made to benefit those players and people are taking advantage.
Going for an Ace crew is time consuming for a reason, they want you to pay up to enjoy tanks that are definitely better than what stats and balancing shows.
I mean, where would you put 2A7V and the likes with their 6s reload basically out of the box ?
You can’t move them up because there are no BRs left.
Would you move manually loaded tanks up ?
Would you move autoloaded tanks down ?
Or both ?
I doubt Gaijin is ready to do that and possibly screw up some of their tiers for basically no monetary gain.
That’s exactly what Gaijin wanted out of this.
Pay up to have a better tank than the average joe.
Efficiency is the name of the game for balancing. If we assume most players aren’t using Expert/Ace crew, then things get balanced without much care about their Expert/Ace performance. That said, someone owning an Ace crew for a vehicle might actually be using an undertiered vehicle (in it’s current state) for that BR, all due the system in place.
It would be absurdely unrealistic, but it sounds like the only solution that Gaijin would actually consider instead of doing balance tweaks after removing the bonuses.
I skimmed through your linked statement but I failed to find a statement that is considered as the basis of this discussion. I specifically searched the text for reload, ace and expert, but found no hits.
While we’re here, we’d like to give some additional context behind Battle Ratings and how they’re decided. Battle Ratings are decided based on how much a vehicle earns, but this is not purely economical. We use this metric because it’s all encompassing and considers every action a player makes with their vehicle, so this considers frags, assists, caps, and effectively every useful action a vehicle can perform all bundled into one universal metric.
This is the “Efficiency” of each vehicle and gives us a very well rounded perspective on all of its abilities and how it’s actually being used.
They said how they’re balancing vehicles and there’s no mention of Ace or stock crew anywhere, they’re just talking about average efficiency. This means they don’t focus on Ace crew balancing.