About removing loader bonuses from expert/aced crew training

Because he just didn’t specify more precisely than what he said? You didn’t get an answer on that part.
You are reading what you want, not what is written.
Written is and was: Balance is about SL.

Exactly its a value they can change for manually loaded vehicles to increase or decrease efficiency and as such it only makes sense if that value is somewhat stable and doesnt change by significant amounts on a individual vehicle.

It might, as weve already agreed upon, be that way for the inital implementation of a vehicle and that still doesnt change the fact that every subsequent change will be unfair to either manual loaders without upgraded crew or autloaders depending on the specific situation/vehicle.

Is an ace crew an update to a fully leveled crew? So yes i did get an answer. And even if Smin meant the other thing then that still means that the current situation is stupid since that would be a major detriment to autoloaded tanks.

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It’s stable in a sense that all crew levels will get reload speed increased if Gaijin decides to give them a buff.

7.8s becomes 6.5s.
6.9s becomes 5.7s.
6s becomes 5s.

Gaijin likes their averaged numbers and as long as average experience is balanced they seem fine with it.

Depends on the situation, but to me it looks like autoloaders might get the short end of the stick more often, especially for people that are willing to grind/buy Aces.

If we assume that the average crew level is non-Expert maxed, then stats of the vehicle in question will contain that average crew. You’re then allowed to either grind or pay up to receive even better performance, at which point you’re playing a vehicle that’s better than perceived average.

For autoloaders, you’re stuck with the average performance and you can’t improve it even if you wanted. The biggest “losers” of this system are people with no crew level on manually loaded tanks and biggest “winners” are those that can get Aces on manually loaded tanks.

No, it is an update to an experted crew. It can be an update to a lower level expert crew. Ace has nothing to do with fully leveled crew. Ace does not influence crew level.

Yes, you got an answer. But it didn’t tell you what you wanted to know. You just wish it to be there…

Maybe the average crew is simply that: The average of the vehicle performance across all players. No matter what crew. That would be the data they collect.

I wouldn’t have a single problem if they reversed some of the ace 5s reloads in exchange of removing the bonuses, that would net the incoming wild advantage many vehicles would instantly get.

The thing is to get rid of the advantage generated behind another layer of resources, and embed the best load performance within the basic five levels of the trait.

Yeah, the average crew for a vehicle in a given time period would be the average of all players that used the vehicle in that same time period. I just used non-Expert maxed for ease of understanding.

The stats in here definitely weren’t done with all those ~1.2m spawns being with a 6s reload speed, which is their Ace value.
image

That might very well be true. Just one more reason to, in the best case, abolish the system or at least try to get rid of the difference between autoloaders and manual loaders in said system

I’m all for a rework, but because of reasons stated above I believe there’s not much to expect from it.
The inherit difference between the machine and human loading is a problem here, so solving it without some unrealistic features or major disturbances is hard.

I wish we lived in a perfect world where crew skills would just disappear tonight and vehicles would balance themselves out automatically, but sadly this is WT and those things are outside of out reach.

We still have higher crew skill points gain in Arcade than in Realistic, which is really hilarious.
Goes to show how Gaijin isn’t keen on touching legacy systems until their data (probably revenue) shows them there’s an issue.

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No need for such a hateful response, as I didn’t even talk to you about it, but addressed CRO.

Yeah and you talked to me multiple times with some useless unnecessarily pedantic stuff that adds nothing to the topic

What vehicles would need their reload reversed ?
5s Ace reload becomes 5.7s reload if you have non-Experts.
6s Ace reload becomes 6.9s reload if you have non-Experts.
5.7s is still faster than 6s.

This change would actually hurt the average player and is only beneficial to those that still don’t have any crew levels.

You’re also getting rid of Gaijin’s revenue stream which might not sit well with them.
That said, what you proposed here might hurt more players than help (if you want to do a reversal on the reload speeds) or straight up give a big buff to average and below average crew enjoyers. Balancing who knows how many vehicles with that new, out of the blue buff would be your next problem.

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The thread starts out with:

So far, we have not seen any evidence for this initial statement to be true. All official quotes so far suggest that SL is still the deciding (wholistic) balancing metric. The initial post seems based on knowledge out of the air, “gut feeling” claims. Could we please have some clear proof for this initial statement?

Reload is a balancing metric: Revising the Rate of Fire of the T-64, T-80, Т-72, ZTZ96, ZTZ99 Series and VT4, VT4A1 Tanks - #610
Is it the biggest is subjective. There has been many cases where armor was a balancing issue like oplot’s ERA and the current mess of a BMPT. unique gadgets im not sure what he’s referring to. I know black knight’s APS

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Manual reloads are the biggest balancing metric, because they are (theoretically) the only one thats completely at Gaijins disposal to change. The rest should be based on realistic implementation and is therefore much harder to change on a whim

Yes I agree with you. But just some people will disagree which is why I said its subjective. Gaijin never said it was their main balancing option so

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Give me a screenshot of the RP earned in a single battle with the T58.

Just the T58. No other tank.

Because again, how do you acquire 1 550 000 RP in just 2 days? Did you pile up a ton of 500X boosters?

I don’t have screenshots of a 8.3 tank on hand but with Tiger E I did:

11 minute game
10 kills
1 capture
2478 RP base,
+2478 for skill bonus.

Let’s scale it to T58 (premium account).

2478 / 154 x 202 = 3250 RP
+3250 from being premium tank
+3250 from using premium account
+3250 from skill bonus

That’s 4x3250= 13 000 RP for 11 minutes.

In 1 hour, you get 4x3250/11x60 = 70 909 RP.

In 6 hours, you get 425 454 RP.

In 2 days (12 hours) you get 850 908.

Calculations are easier with sim as there’s an upper limit but let’s assume you constantly had 10 kill games every game and each game was 11 minutes long…

In 12 hours of constant 10 kill games like that… you’re still half-way to the 1 550 000 RP required

Modifications are at least up front and manageable within reasonable time frames. They are also crew slot independent.

Right now, you can take the EXACT SAME VEHICLE with the exact same modifications doing the EXACT same inputs under the EXACT SAME circumstances and… get different results all because of crew skills.

This is completely and utterly absurd.

I mostly consider it from an SBEC/Air perspective, since there it also influences your control inputs. It also leads to ridiculously unrealistic scenarios (my 109F4 can sit on 7G for nearly 20 seconds without a hint of greying out or GLOC. That’s superhuman. Whereas my mid-trained Yak-3 ALMOST GLOCs from a pair of back to back breakturns that were a few seconds each and my Ta 152 GLOCs immediately from a single breakturn.)

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This statement makes no sense.
No proof for the factual claim (that this actually IS the biggest metric), no proof for the theoretical claim.

maybe if the prices are more lowest 25% of the tank no 110%

The armor of a tank is based on its real life value and static. So is its speed, gun, turret traverse and all the other mechanical tidbits.
The Reload speed of a manually loaded tank is entirely up to Gaijin, because it differs a lot in real life as well. The only other things thats partially up to Gaijin is what ammo is accessible.
The theoretical part comes from the fact that no tanks implementation is 100% realistic so far and selected things like turret baskets can be and are also used for balance.