So you’re suggesting us to grind crew xp on air to then invest it on ground, only to end up buying expert/aced crew regardless? ngl it’s probably the most decent argument I’ve read against so far instead of “the game is F2P, cope”, while still failing to justify the paywall on loader performance for ground vehicles from a conceptual standpoint.
Exceptions to crew training already exists, such as Leadership on the commander role.
You might want to invest xp into your reading skill… ;-)
But it is a fact that the game not only allows you to grind helicopters with tanks, it also allows you to grind tank skill with helicopters. You can, but it is no must. Do whatever you enjoy the most, it is a game.
But if I have to grind score anyway, I might as well just grind whatever else I need in parallel with no extra efford.
This is ground thread, but in ASB it can take some 50 hours to get a 5/5 G-force/expert crew with a 4.0 aircraft (2500 RP per 15 minutes maximum unless booster or premium. 512K XP required. 512K/2.5K/4=51 hours). This makes a MASSIVE difference. Flying my american planes (5/5 expert), my 109 (almost 5/5, expert) compared to my Fw190s or yaks or italian planes is night and day. I just had a dogfight earlier - simple looping engagement. I recorded it. Since I did it with my 109, I could casually spend over 20 seconds at 6G+ turning (with peak at 7.9G) with zero consequences whereas in my yak I’d have blacked out.
I will try to fly my yak and record the fun of blacking out. I’ve set up OBS with WTRTI for G-loading and instant replay now.
My issue isn’t the effect of crew skill. I agree that some skill matters significantly to what you want to do.
So there are basically three options: Obtain the skill (preferably with SL), use another crew or don’t do it yet.
For me to farm crew skill fast, I need reload the most. But in order to get significant results, I need expert.
I never use crews without expert unless I have to (hello Israel) or it simply doesn’t matter. So my initial drive was to get expert on key vehicles, then to use those to improve reload. After 2 days, that is done. Now I can use the crew for the first specific jobs.
At 10 cents a day, absence of premium time is a personal decision about the value of ones own time.
And the perfect crew starter premium vehicle was provided “for free”.
Just like semicooperative’s video says, I agree the base reloads should be altered to represent the ideal conditions for load times similarly to how the Russian tanks had their load times changed to represent absolutely ideal conditions
Most of our crew skills are the core element of their balancing decisions as they boost vehicle’s efficiency, which is something Gaijin is looking at when trying to balance stuff out. Me repairing my tank in 25s instead of 40s will definitely make me perform better in it in the long run.
I regularly take month long breaks, plus I dislike being “Obligated” to play thru sub systems. I got premium planes, but only those that “make sense” (proper nationality for IFF (axis plane for Jap/Ita/Ger, allied plane for US/BRIT, Soviets weird), a dogfight-capable aircraft, not weird experimental design that’s considered unfair. Result is… British mustang, japanese Ki-61. Will prolly get italian Bf109 but there isn’t an option for soviets or germans at the BR ranges I want with my requirements. America has been maxed already.)
But even with premium, it remains a 25 hour grind so that’s… still pretty absurd. People say “you’ll unlock crew skills by the time you need them” but you very much need them already at 2.7, 3.3, 4.0 (at least in SB without instructor limits allowing higher energy dogfights).
Do the same, but do also need to get there and also cost is enormous.
With my British mustang/Tada, I can make 30 000 SL per 15 minutes doing optimal play (15 x 0.92 x 0.8 x 2030 + 15 x 0.92 x 0.2 x 2030). GRB earns SL faster, but also consumes it faster (lineups)
… Edit: hilariously, I just pulled 3x200% SL boosters.
The majority of the players calling crew skills unfair and that they should be changed or abolished entirely look to have only been playing the game for 3 years or less (from the brief look i had at player profiles).
I wonder how many of them have paid for top tier tanks and skipped the lower and middle orders (best part of 85 or so tanks before the first autoloader). These are the people that will suffer the most with not having worked on their crew.
Also, you are focussing only on reload. Expert and then Acing crews add capability to a number of other crew stats such as +10/+25 to the ability value of repair time. Its not just a reload function.
What happens to all of the long term players who have worked on their crews, just to have crew stats removed or to have the Expert/Ace functions removed. Too bad, too sad??
All because a few players are unwilling to put the work in on their crews. Calling it ptw is a bit of a stretch. All crew stats can be obtained without spending any real money. I dont buy into SL being counted as ptw as its in game currency that you earn just by playing.
And yes, there is a mismatch between manual loading and auto loading (much as there is in real life).
But
Tanks with autoloaders are easier to disable with crew kills (as they generally only have 3 crew)
If you disable the autoloader carousel, then they will need to use their crews repair ability to get it back up and running again before you can reload and fire. If as has been said that people arent Experting/Acing crews because there is no point for autoloaders are going to struggle here.
Ammo isnt behind protected ‘blow out panels’ to protect the crew as is the case on many western tanks. So the tanks are far more volatile.
So what concessions are being put forward to balance the vehicles if the reload times are equalised?
You cant have equal reloads without addressing the weaknesses.
Western tanks benefit from crew skill for reload and late Eastern tanks benefit from hardware automation. Both with flaws and benefits
I don’t agree with you on many things, but this one is definitely true.
WT premium account bought on a 50% sale is hilariously cheap and should be a worthwhile investment even for people that play one game per day.
Wow gaijin instead of adding some shitty infantry game mode, you should actually listen to your community and make the game more enjoyable instead of crafting up the next big OP cashgrab(BMPT)
+1 for me for revamping the whole crew level system across the board.
True, I’m trying to get people to understand this, but most tunnel vision on reload speed as it’s a hot topic currently due to some tanks getting a 0.1s faster reload speed.
I doubt Gaijin wants all that drama associated with this, so I believe crew skills aren’t going anywhere.
That said, removing Expert/Ace wouldn’t be the end of the world, even for people that spent GE for it as they already extracted value from it.
Don’t forget that reload is the thing that’s different between the 2 types of tanks. Repair, vision, rangefinding etc affects both but reload is crucial for balance but affects only manually loaded tanks.
What makes me perform better in the long run is not having to repair in the first place. ;-)
That is why I liked the tasks involving professional and “don’t take damage” in the current pass.
True that… :-)
Just to make this clear, in the air, reload speed is 1:1 related to crew xp accumulation rate. So if you want to gain crew xp fast, this skill is the one you need after reaching the required level for expert. It is also the skill that determines the time it takes until you reach ace. Which again 1:1 accellerates the influx of crew XP.
Same. At 10 cents a day, I don’t care. The first hour I play again will compensate me for all I missed, even if I value my time only at minimal wage. So for me it is a nobrainer to have premium.
Definitely, but I think getting damaged is the core part of the game for every player out there.
If you buy 180 days of premium on a 50% discount, it’ll be around 3.3 euros for each month, which is honestly a comical amount of money across that time frame. I guess one month of wasted premium in WT could’ve granted you a bag of chips and a drink to go with it.
Tanks and systems can have their differences which is totally fine as long as things are balanced.
Crew skill mechanic as a whole is predatory and should be reworked as a whole, not just some nitpicked parts in it.
True but that is kinda the problem with the current situation. If gaijin uses the aced crew vehicle to judge balancing then its unfair for everyone without an aced crew and if Gaijin uses general winrates which are mostly made up by non aced vehicles then its unfair for autoloaded vehicles, because the aced manually loaded tank overperforms in comparison.
100% agree but i think we all know why that wont happen
I think Gaijin uses Aced values to determine where new vehicles will sit at, as they have no “player stats” to tell them that beforehand. It’s also known that Gaijin uses vehicle efficiency (or RP/SL gain per match) for balance, not just WRs.
So I think it’s actually unfair for autoloaded vehicles in this case.
I agree that crew training still remains as an attractive investment for many things even after the loader bonuses. But reload times themselves, a variable that has been probably the most relevant one Gaijin tweaks around at the highest ranks for balance, shouldn’t be one of those factors benefited by crew training.
That’s my point all along. I’d surely wish expert/ace crew trainings wouldn’t exist (for a multi-nation player, it’s practically impossible to get expert crews on every lineup without a premium vehicle to get the respective SL) but I think that goes on a reasonably different approach from this topic, as my proposal just removes a literal P2F element from it.