About removing loader bonuses from expert/aced crew training

Btw it’s only like 900k for ace in the T58, or was. Could’ve been changed.

Also, considering I was typically 1st or 2nd on my team, and generally was making about 24k+ RP a match at least, I don’t see what’s so hard to understand.

Also, statshark kinda lies lol. It says I played the T58 about a week ago, and I haven’t touched it in roughly a month

And most games I was getting 14-17 kills a match. I was dropping nukes pretty consistently if I recall correctly

Expert/ace i think should only affect repair times and resupply speed if it needs to exist.

Crew skills are stupid and kneecap vehicle performance unless youre a veteran player of years so should also be heavily reformed

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Preach.

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its especially bad now that top tier nato tanks only outreload soviet options with experted crews now.

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I can’t say exactly when he reached an Ace crew, but there is a way to make a good estimate.

If you look at his profile stats for the T58, you’ll see this:

"us_t58": {
  "sessions": 224,
  "spawns": 302,
  "action_SL": 11198277,
  "action_RP": 687576,
  "ground_kills": 964,
  "deaths": 234,
  "victories": 168,
  "air_kills": 4,
  "defeats": 56
},

A few explanations first:
sessions - the number of times he entered a battle with the T58 in his lineup, not necessarily spawning it.
action_SL - the action SL earned with the T58. This is the statistic Gaijin globally uses for vehicle balancing. It’s quite accurate, as nearly all SL earned in battles is action SL.
action_RP - the action RP earned with the T58. Most importantly, this value includes boosters, premium account bonuses, and similar modifiers.

In general, action RP is only a part of the total RP gained in battles. Most RP actually comes from mission RP, but unfortunately Gaijin doesn’t display this data.

To get the total number of battles in which he spawned the vehicle at least once, you need to add victories and defeats. In this case, that gives 224 battles in this tank. It matches the number of sessions, so he spawned the T58 in every battle it was in his lineup.

It’s possible to make a fairly accurate estimate of total RP based on action RP alone. In Ground Arcade, action RP usually accounts for about 35-40% of total RP gains. I don’t play Ground Realistic, but its economy is similar, so the ratio should be roughly the same.

Assuming he survived battles reasonably well, 687,576 action RP represents about 35% of his total RP. That means he earned approximately 1,964,503 total RP on this tank across 224 battles, which averages out to about 8,770 RP per battle.

Based on that, it’s easy to estimate that reaching 1,550,000 RP would have taken around 177 battles. He accumulated that number of battles within a roughly one-month timeframe (September 24 - October 26).

I really don’t think this line of defense makes any sense. The T58 was added to the game in the “Tusk Force” update. In the files from that exact update, dated September 23:

"training_rp_ace": 1550000,

This is another thing that can be checked very easily. For example, you played the T58 in this battle on December 22:
https://warthunder.com/en/tournament/replay/422516746320029711

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Repair times are also really important for gameplay.

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far less than the reload rate. Shooting first is very important but being able to shoot again first is just as valuable.

Being able to repair a track or engine doesnt stop you shooting back, and repair races are a real rush when yours and your foes barrels are taken out

Depends on the situation really.

Also situational.
I’ve died too many times from simply not being able to repair in time, which is something that wouldn’t happen if I had Aces.

I can see both sides…

One one hand, having your best reload rate allows you to be as aggressive as possible on a power position, allowing to snowball real fast given the chance.

On the other, repair times often means not being able for instance, to get your track repaired out of a corner faster or getting out of the open after a helicopter threw some rockets/missiles at you.

To me, both aspects have their respective situational advantages and, ideally, they shouldn’t be part of the crew training system.

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I might be wrong, but I remember something about stats RP/SL not taking into consideration premium bonuses/boosters but I might be wrong

you didnt have to dig so deep xD
image

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Unfortunately, you are wrong. I don’t even understand why these bonuses are included, as in my opinion it doesn’t make much sense. It only makes the stats less representative.

For that reason, you always need to keep this in mind when checking StatShark. Globally, boosters aren’t a huge factor - big boosters are rarely used, and small boosters don’t affect global stats much - but premium vehicle status makes a significant difference. You can clearly see this when sorting vehicles by SL per game or RP per game. Premium vehicles appear at the top because their premium status is included in these stats.

BTW, for those interested, I once marked on a screenshot how action RP/SL stats are calculated:

Spoiler

It’s basically: Total rewards - achievements - mission rewards - skill bonuses = action rewards.

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Addition: If you want total RP, you can check them on the crews, provided they were experted during use. Until you reach ace.

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This explains why sim data is so cursed. That’s one lingering question answered at last lol.


Imgur

It doesn’t account for the existence of Useful Actions at all. Probably only counts Landing bonuses? (20% of USA reward AND only count your LAST cycle, so if you were in the air for 30 minutes you only get reward for the second 15 minute cycle, first 15 minutes is lost)

My Mustang (except for 1 RB match to test) is purely SBEC. XP gained:346,7K, over 27 games. Per battle it says I only got 1461 RP though. Ace progress calculation says 12840

image

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It’s even more fun in Helicopter PvE battles, because interval rewards are all counted as mission RP/SL, so you basically earn zero action RP/SL during the battle:

But we’re getting a bit off-topic here. Sorry about that.

In general, I think many players agree that the current crew skill system, and even the modification system, is unfair to players. The manual vs autoloader issue is only one part of a much bigger problem. This is an anti-player strategy that Gaijin uses deliberately to generate revenue.

The goal is to frustrate players just enough that they start considering purchases such as a premium account, premium vehicles, talismans, ace crews, and so on. Personally, I don’t think this approach will ever change. And we also shouldn’t forget that the developers are currently working on a completely new game mode, which requires a significant amount of funding.

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I mean, as long as you get somewhere without ruling out the main topic, there’s obviously a margin for rambling.
Besides, you’re doing thoughtful comments without falling on the average strawmans on either position. That is certainly appreciated and welcome.

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