That guy is right, benefits from aced crew are glaringly obvious when reload speed is concerned, you either can or cannot shoot.
I can’t even recall how many times my engagements would go in the totally opposite direction if I had ~1s faster reload.
I just used some of my copious time to solve the crew skill p2w problem so that all could be happy.
I arrived at the following idea: If you buy any premium vehicle, you get the ability to buy as much crew skill as a free player could have aquired if he had reached that vehicle via shortest route with regular play.
So you don’t pay to win but you pay to be equal. Any free player with such a vehicle could have that crew skill. You have no advantage over them through payment.
Jeez…
WT has nothing to do with IRL. The only “realistic” content is the skin and size/shape of vehicles. Everything else is “adjusted” to make it playable.
Your argument regarding cash makes no sense - progress/research and combat effectiveness is based on an investment of time or cash, same with crew skills
Mhm - i strongly recommend to invest some time in research about air war in the Pacific. The topic is very complex, but your conclusions and connections to wt make no sense.
Pilot training is one of the most obvious decisive elements in aerial warfare - just think about Gladiators over Malta.
Back to topic:
The problem of crew skills in wt is that they actually bring some kind of realism into the game, but the tactical / strategical advantage of applicable experience / skill is eliminated due to the fact that all players are different - so some are able to utilize their experience advantage and others not.
In very rare occasions the player is not even part of this view, just check the stats of bot B-25s or Ju 288s - their aced ai gunners kill a lot of rookie pilots trying to tailchase them…
So the plain simple example of reload times for tanks just shows that wt tried to put some realism into the game as in IRL more experienced crews are simply faster. That this advantage might give an ace crew vs an expert crew a decisive advantage is not wrong, despite that the quality of your connection might be decisive too.
It is simply up to each player either to invest time or money to get this advantage. If you won’t invest money you have to find workarounds to avoid getting killed due to this disadvantage until you have earned your ace crew with playing the game.
That Ground RB players are facing a rather disappointing RP income which is the source of XP to build up crew points, is a long known fact.
Describing them as P2W or not necessary simply boils down to the question if you have time or money - this is applicable for almost everything in wt (and IRL)…
Skills you don’t earn IRL with cash. Why would you in WT? Nonsense. Remove the pay option. Thats all
Because in warthunder, you can exchange time for money. You can get a rank 7 premium for money too.
If that is to happen, then you need to get some crew skill for money too. To prevent abuse, I made the suggestion 3 posts above. That would be fair, if buying in at higher ranks is allowed.
Literally nothing to do with the economy which is the topic
Completely wrong.
90% of the time I am alt tabbed in RB air
It was a rebuttal to your horrible cherry pick
I said “Good players are trying their hardest to win in all modes.” Obviously yes, if they want to, anyone can just throw whenever they want. They can do that in simulator too.
You don’t seem to get it. There is literally nothing else to do but alt tab.
For 10% of the time, yeah, not 90%. Unless you either spend whole matches running away, or get killed instantaneously usually when you encounter the enemy (making the climbing phase a much higher % of the game that you live for), thus “90%” indicates “quite bad at this” one way or another
Why is someone who doesn’t play the game posting like they are a goat
I have more matches played last week than you, lmao. More importantly, you don’t need to be good or play a lot to know that a person who is “AFK 90% of the time” at any game is throwing. Please stop trolling.
What does that have to do with Crew skills being removed ?
How much I play? Nothing, ask that guy why he brought up how much I played, not me. I just told him it didn’t matter just like you did.
But whether one mode is harder than another mode (the main thing he and I have been arguing about)? A lot, because the original point was about how you get 3x more crew skill points in arcade. He was suggesting that it should be more in SB, proportional in some way to how “hard” the mode is how much crew skill you get.
It’s important because you don’t even understand why people would go afk or what it means.
I do understand just fine, but even assuming I didn’t, it still wouldn’t be relevant to the conversation. The guy above is correct, please get back on topic.
It is relevant to the discussion, stop trying to get out of it because you are losing. I have never diverted from the original context about the reward scaling, you just wrote some bad reply about afk comment that needed fixing.
No it’s not. Please get back on topic. I’m just ignoring you from now on unless you say something more on topic.
Speaking of which, in summary: I fully agree that AB should not get 3x more crew skill points per hour than RB or SB, that is bonkers and makes no sense. However, SB and RB should also not get any more than AB should, because all 3 modes are equally difficult to do well in. So they should all have exactly equal crew skill gain rates.
And meanwhile, crew skill rates should all be greatly increased, to make it less P2W. So like, instead of AB/RB/SB being 3/1/1, it should probably be more like 10/10/10 and it would mostly solve this whole issue fairly.
well this is no pay wall, only thing that could be considered a pay wall is hardly one, but they could make aceing a crew attainable with SL, but crew skill is a great feature, it adds more depth and buffs to people who have played longer
Not a bad idea, but I prefer mine: just cap the effect of crew skills at 10% of the maximum x the BR (or 20% for naval). So BR 1, you only get the effect of your the first block on the crew bar (if you’ve assigned them), BR 2 the second block kicks in, and so on. If you have more crew skills than the soft cap permits, they’re not used in that game. At a certain point, say BR 10 for air/ground or 5 for naval, you’re getting the full effect of the bar. Alternatively, you could make it progressive by rank instead… this is basically the way the repair crew skill works now, so we know it’s probably implementable fairly easily.
You can still buy or earn higher crew skills but they don’t take effect until you’re playing at BRs high enough for them to be counted.
This would have the additional effect of encouraging people who’ve put a lot into crew skills to play at higher BRs to maximize their effect, and remove the possibility of people with fully maxed crews playing newbs (you’d still have ace and expert bonuses normally at all BRs though, so it wouldn’t be a massive effect). Everyone’s happy. Well, happier.
Fake news.