Or maybe the ratio hasn’t changed because most of my battles in the M1128 happened between 2020 and 2022.
In the mean time I also have my German, Russian, Israeli and Chinese tree to somewhat keep up with.
I know this is hard for a US main to understand though. The reason why I only have 200ish games in my SEPv2 so far (favourite 11.7 tank together with the SEPv1) is because I also ground out the 2A7V (52 games), VT-4A1 (40 games) and recently started plying my Merkava Mk.4s again.
Check my US replays for top tier. You’ll mostly see the SEPv2, SEPv1, ADATS and the occasional backup abrams or aircraft.
Nimble and faster plus a stabiliser just don’t justify a .4 increase, just because 20mm less pen means you straight-up cannot pen a lot of mediums at that BR even from the side. 7.3 would at least let the RCV Prototype be used in a lineup with the M47 and Ho-Ri prod as a scout vehicle…
I do that a lot. But very rarely I do an ODL move, if i do is cuz got tilted when dying 10 seconds or less after spawning or something that shouldn’t happen happened like ghost shells or PL% spike which causes my tank to do have seizures. I gone all the way to spawning 8 times many times.
Aircraft Battle Rating Discrepancy for Air Simulator Battles
Phantom F4J(UK) vs Phantom FGR2/FG1
Spoiler
Phantom F4J(UK) [Premium]
Nation: Britain
Current Battle Rating: 11.3
IR AAM: 4x Aim-9G
BVR AAM: 4x Skyflash DF
External Gunpod
Max A2G load: 2x base kills
Radar: AN/APG-59
RWR: AN/APR-32 (E, G, I bands, 50km, Type 6, SPI)
CM: 60
Top Speed: 1153kt
Turn rate: 26.0s (note Britain’s Phantom F4J(UK) does not have HMD or Slats)
Phantom FGR2/FG1
Nation: Britain
Current Battle Rating: 10.7
IR AAM: 4x Aim-9G
BVR AAM: 4x Skyflash DF
External Gunpod
Max A2G load: 2x base kills
Radar: AN/APG-59
RWR: ARI 18228 (E-J Bands, 50km, Type 6, SPI)
CM: 90
Top Speed: 1222kt
Turn rate: 26.0s
These 3 aircraft are near identical, with the only difference being the engines, RWR and CM count. Which are all in favour of the Phantom FGR2 resulting in it being the superior airframe. The RWR on the Phantom FGR2/FG1 is better and has better engines that result in a higher top speed and acceleration and has 30 more CMs. It makes no sense for these 3 aircraft to have different BRs. The Phantom F4J(UK) should come down to match the Phantom FGR2/FG1 which are ideally located at 10.7.
The only reason it appears to be 11.3 is because its Premium. No other reason exists for it to be at a higher BR
Mig-23ML vs Mig-23MLA
Spoiler
Mig-23ML [Premium]
Nation: USSR
Current Battle Rating: 11.0
IR AAM: 4-6x R-60M
BVR AAM: 0-2x R-24R
Radar: Sapphire-23ML/TP-23M
RWR: SPO-10
CM: 60
Top Speed: 1271kt
Turn rate: 33.0s
Mig-23MLA
Nation: Germany
Current Battle Rating: 11.3
IR AAM: 4-6x R-60M
BVR AAM: 0-2x R-24R
Radar: Sapphire-23MLA/TP-23M
RWR: SPO-10
CM: 60
Top Speed: 1271kt
Turn rate: 33.0s
These 2 aircraft are Identical and yet maintain different Battle-Ratings. They have same loadouts, same radar, same RWR. The only difference is the tech trees they are located in and the premium status. I dont know if the ML should go up or if the MLA needs to go down, though the Mig-23ML use to dominate the 10.0-11.0 brackets, so I suspect that it will need to go up in BR. but either way, these 2 airframes should be at the same BR.
When A favorite vehicle is raised in BR like the French DCA for example I simply stop using it. Then it seems to drop back down a while later. I mean is that the intention ?
Same with the Comet. It no longer fitted any line up so was ejected, about a year later it dropped back down and got used gain. I don’t know what you are trying to achieve by making a vehicle on a BR of its own with no stable mates.
Why not simply remove it if it was a mistake or you can’t make it work? That might be more respectful to the players…
One air kill with no discounts from scouts is around 700ish SP. That’s 3 whole MBTs.’ Usually killing a players plane or heli means he is out of the match. I’ve had games with 10 air kills sitting at the back while my team didn’t suffer with air haras. If you think that playing SPAA is getting carried, you clearly don’t play this game very much.
Please just change your way of calculating efficiency ! French tanks and other minor nations suffer terribly from those “efficiency stats” as they played by very few and skilled people.
It’s stupid to compare stat efficiency between a vehicle played by 10 000 people and one played by 1 000.
Basic math rules; if you want to make stats you have to take a comparable sample size.
This brings stupid situations where you get obviously incomparable vehicles at the same BR :
BTR-ZD : armoured hull, 2x23mm cannons and a fully rotating turret - 5.7br
TPK 6.41: no armour anywhere, 2x20mm cannons and impossible to shoot forward - 5.7br
Just compare the vehicles themselves, don’t make wacky stats for gods sake. Why would i take the TPK when the BTR is better in every single way ?
People like you are exactly the reason why Gaijin balances based on efficiency stats instead of raw vehicle stats.
You can’t just cherry pick singular stats like “armoured hull” for an SPAA that’s not supposed to be seen by enemy tanks in the first place (and only protects against 7.62s to begin with, with the turret still being a weakspot against 7.62s with an exposed gunner) or caliber without any comparison of the actual ammunition.
Did you forget that the TPK has:
better fire rate (996rpm vs 800rpm)
more than double the belt size (120 vs 50 per gun)
better shell velocity (1100/1054 m/s vs 980/970 m/s)
HVAP with better pen and ricochet angles than the BTR-ZD’s API-T (57mm pen vs 51mm pen, 0% ricochet at 66° vs 47°)
better top speed (90km/h vs 60km/h)
much better reverse speed (-14km/h vs -7km/h)
I could even state some more negatives for the TPK too, like having a worse hp/t ratio or being wheeled vs tracked, but you didn’t even put the effort in for those.
If you just pick three paper stats to compare vehicles and ask why they’re at the BR’s they are at, you are a massive fool.
While smaller player numbers and more experienced players for minor nations are a problem, in general their system is pretty effective because when you put vehicles into the actual game, their efficiency is based on what actually are important stats in practice and not what players or anyone feels is important on a certain vehicle.
The best example is the community crying that additions like the QN506 would be overpowered before they’re even added in the game because of their stats on paper, and then in practice it’s kind of a bad, niche vehicle.