Ace crew is predatory period

10 second to rearm on an aced fire and forget heli is also hilarious. every time i see the timer on my free aced uht it feels a bit wrong ngl. on the other hand matches need to be over in 3 minutes in top tier so if it was 30 seconds to rearm you might as well just j out and rush another cap.

7 second for rearm and repair for jet lmfao. on other plane its like 20 sec min

Does it cost 500,000 RP? I never noticed.
~150,000 to get all of rank 3 for a 6 vehicle requirement. +50,000 for rank 2.
Added 400,000 for rank 4. So at sometime in rank 4 you get max stamina and g-tolerance.
Rank 4 is where 5.7 sits.

Like this is what my tech tree vehicle crew looks like in Sweden:


Where I spaded J8A, J11, B17A, J22-B, potentially Hurricane [it’s on 2 crews], BF-109 Erla, A21RB, SK60B, SAAB-105G, A32A, AJ37, and JA37C.
Considering the fact I have all 5 at level 5 [even if I’m not putting vitality up quite yet], I likely had G-load up at maximum long before I got A32A, which was the vehicle that benefits from it the most in the Swedish tech tree prior to higher BRs.
A21RB was too slow for me to G-lock if I remember correctly, that or it was high enough by then.

Granted, USA my crews are wild, but of my 4 air crews in a completed tech tree, all of them are maxed out in pilot crew skills, and 3 of them are over 100 crew skill in tanks despite those crew slots being aircraft crew slots:
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I think you could’ve been maxed g-skills on one of them if you focused 1 air crew to start.

With USA I played all 9 crews in air, though the first 4 are arcade crew slots so my skills on those crews all went into ground vehicles instead as air arcade doesn’t care as much about crew skills.

Germany has 3 air crews, all pilot maxed with 32,700 points in one of them, 12,000 in the other, and the 3rd is level 58 in ground.
USSR has 4, 1 with 23,500 excess points, and the other with 66,800. One with little excess is level 34 in ground, and the other is 31.5.
Britain I have 3, 1 with 14,700 excess, and the other with 33,800 excess. The one with little excess is 33.5 in ground.
Japan I have 4, 1 with 12,400 excess at level 31 ground, and the others with little excess at levels 40, 38, and 61 in ground.
China I have 3, 1 with 17,200 excess at level 72 in ground, the other with little excess at level 62 ground.
Italy I have 3, neither with much excess. 2 are level 32 in ground.
France I have 3, 1 with 20,225 excess at level 25 ground, one is level 46 in ground.
Sweden I have 2, and a 3rd I switched to ground before that became max g-skill.
Israel I have 2, one has 12,000 excess.

USA is my most developed probably due to air arcade and playing the tech tree after it was completed multiple times.

hmmm well on a jet the flight time till you can deploy is like ten times more and landing and taking off is maybe a minute? except mabe for grom enjoyers? so that doesnt change too much in the big picture. landing a heli is like 10 seconds max and you can spam your ordinance straight from the helipad.

still, in air RB 7 second is a difference between you getting airfield camped or not if your plane stabilizer is fucked after landing.

My issue is that a few have a really notable affect (repair time, reload, g-tolerance) and others have almost none.

Like does the vitality thing really make a difference? Is the crew going to survive a 120mm round going straight through them?

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  1. So 2571 x 100 ~= 250K
    Double that and you get 500k. Reality is more, but that just makes it worse.

Unfortunately, I feel I need the versatility of a lineup in ASB to adapt to the situation.

Hence why USA & Japan has 1 “boat plane” (P-51C is sitting in my F6F-5’s position due to broken carriers, I’ll have to adjust now that they fixed it), 1 “Fast land plane/interceptor” and 1 “generic land plane.”

For Germany and Britain and USSR it’s 1 fast plane with strong guns (Fw190, I-185, Mustang Mk Ia) to hunt bombers and BnZ oriented gameplay. A recent germany match I found myself taking out my focke-wolf due to allies using a large number of turreted bombers and the extra guns made a big difference compared to my 109F4’s singular one. Then a more maneuverable generic dogfighter (Yak, 109, Spitfires) with lower speed and worse guns to use when enemy has a lot of light fighters in the air and I’m not having luck doing BnZ due to low communication from team.

For italy I got just 1 slot as I only play it as a “lots of spitfires on allies, I’ll grab the G.55 rather than mess around with the 109.”

… I kinda wish Germany & Italy were still the same tree. Would love the versatility of 109, G.55 or 190 in 1 tree.

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not through them ofc, but vs spall and autocannons it definitely makes a difference. Probability of fuel tank explosion is also lower. good luck shooting at paper thin tanks with solid shot that have an ace crew, with the minimal spall from light armor you basically have to hit them directly, or ofc the ammo

I always get 1 shot regardless of expert or not.

I appreciate the clarification, it helps me understand your priorities and perspective.
I felt my simulator playing relied far less on g-skills with props, but I haven’t gotten into the types of dogfights I get into in air realistic.

For a balanced multi-crew grind, I’d suggest prioritizing vehicle collection so you get vehicles slower than crew skills.
It’s what I tried doing with Israel since it starts at rank 4 already, and it semi-worked… though barely.

if nothing else, sticking with a single crew slot is such a trap as an air main. I deliberately put aircraft in other slots for ASB specifically to acrue crew skill so that if/when I play air and naval, I dont have level 1 crew in all but the first slot.

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I don’t really rush my planes honestly. Been mostly spamming my 4.0 lineups more than anything else and usually stick to the 3.0-4.7 BR range for matches. It’s quite noticeable even “down there”, but again that’s probably the difference of how we approach things.

I have a love for cutting turns and lots of vertical manoeuvring (loops, yoyos, scissors). This ends up with me cycling between low-G to very high G and low G and very high G again.

Also break-turns.

Super old video (7 months old) before I refined my control setup flying the C202 at 2.3-3.3. Not my best flying, but it is a live recording so it shows vignetting and "pilot breathing"

https://www.youtube.com/watch?v=CYUydz2ODPA

Unfortunately most of my videos are recorded in replay mode where the vignetting disappears as I dont have shadowplay and often forget to hit record before fights (i’ve been meaning to do so to try and get more showcases of how my MKB setup works to try and promote “you don’t need an expensive setup to enjoy sim”)

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Sure - but - buying a higher premium (without also buying improved crew) is a self-made problem.

I think the core of the discussion is free players struggling to improve crews vs “buyers” skipping the struggling step and just buying the crew as well.

True, though there are legitimate grievances there too.

Like the crew skill gains being far lower in RB/SB than in AB and the fact that the amount of SLs and RP required for “free” expert and Ace is also abnormally high.

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And then eventually you visiting the mythical realm named “The Outside” once you’re bored with those too.

Yeah, for me the current numbers would be SORT OF “OK” IF and only if Expert/Ace followed the vehicle and not the slot, like you mentioned multiple times:

Heck, even if “only” the Ace training followed the vehicle and you still had to pay for Expert that would be…better imo. Still a ton of SL’s. I just never have an issue with SL’s BUT, and this is a huge BUT: I always have premium time, and use premium vehicles most of the time, at least once a match (outside of ARB obviously.)

Again, that is ME, and I fully understand how that is not the case for many players, especially those who choose/cannot afford to roll premium time/premium vehicles all of the time. So, I will still advocate for most common reasonable argument, even though it honestly does not affect me that much.

@Morvran I am not sure if anyone mentioned it in this thread, but I am pretty sure that Premium Time/Premium Vehicles (talismans), and/or RP boosters increase the rate that you work up to free Ace training (same as how they all increase Crew Skill Point rewards too.) SO, as an argument for everyone here (if this is correct), it’s not just that you are enticed to purchase Ace training directly, but you are also “nerfed” in your grind to work up to discounted/free Ace training if you do not have Premium time/Premium Vehicles etc.

So the “real” difference between a free to play player and a full premium time+premium vehicle player could be 4x-8x slower for the free to play player, or maybe even slower. Greatly multiplying your opinion that the discounted/free Ace training grind is 2x-4x longer than it should be.

EDIT:

Thanks! I also just tested and double confirmed after a match that all the RP bonuses DO increase the discounted/free Ace training. RP results for the vehicle matched 1:1 to the increase in the discounted/free RP bar.

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Yeah, the entire system needs scrapping and redoing

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The entire damn company leadership that forces this epstein tier predatory monetization need to be taken down and rebuilt from ground up.

Yes, anything that increases RP increases crew skill gain.

This is the reason for the old rule (at least I remember it) that you used big RP boosters in AB modes (where the effects with the crew skill multiplier compounded) and big SL boosters in RB modes (because SL is more tied to game length and RB games tend to last a little longer), if you had a choice.

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Thanks! I also just tested and double confirmed after a match that all the RP bonuses DO increase the discounted/free Ace training. RP results for the vehicle matched 1:1 to the increase in the discounted/free RP bar.

I assume you do know, but juuuuust in case anyone else didn’t (this does not relate to the RP main topic of discussion, but fwiw) Premium Vehicles double the effect of SL boosters 🤑 (premium time also is doubled by that “2.0x”, so premium time+premium vehicle+SL booster = 💰💰💰.)

This is because the yellow “2.0x” premium vehicle SL modifier is outside of the ( )'s, and doubles everything inside of the ( )'s. Whereas RP boosters are only additive to premium time and premium vehicle (talisman) modifiers (because those modifiers are inside of the ( )'s ).

SO! Realistic/Sim+Premium Vehicle+Premium Time+SL booster is the absolute best way to super max an SL booster. (Realistic also has a higher SL base modifier for each vehicle, on top of the possible longer length of mission. Whereas RP base modifier stays the same across modes.)

U.S. F-4S Phantom II (premium):
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U.S. F-4E Phantom II (Tech Tree), still similar base SL modifier, just without the “2.0x” to everything:
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And, here is the result for Air RB, U.S. F-4S Phantom II with premium time active, 930% total SL rewards (even without an SL booster active):
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