[Discussion] Balance, Bias, Matchmaking and Battle Ratings

Nations don’t have unique matchmakers. It’s the same as any other 6.7. USA also has the strongest 6.7 lineup in the game.

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Years ago…

I may be a little retarded… always just thought it was 5.3 for whatever reason lol. guess its fine at the br… I sometimes surprise myself with my lack of awareness.

I mean it also was 5.3 for a long time. It’s been 4.7 for a long time before too and the Panzer 4H was 4.3 at the time. War thunder rarely makes sense.

I don’t know if this is the right place to say this and please don’t hate me for this, but the 11.3 and up Russian ground is insanely overpowered. Specifically the BMPT-72 and T-80BVM. It’s to the point when I start a game, I immediately check and see if Russia is on my team. If not, I know it’s gonna be a long game. If they are on my team, it’s about to be a blow out. Either one of those vehicles are a void for rounds. Often barely even hits for direct on side shots. I read the whole “We’re Russians so of course we made ours a little better” thing but that’s honestly a load of bs. A little better would still be a somewhat fair fight. But when every game against Russian ground ends with dying instantly off spawn, it kinda sucks. I’m not gonna pretend like I’m super great at the game either because I’m not. But it’s obvious when I join squads with my buddy that mains Russia. It’s genuinely like playing the game on easy mode.

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Seeing the recent BR changes, specially those in realistic air battles with the italian and japanese props suffering from unjust overrating.
BR Changes — April 2026

I’ve come to the conclusion that:
First, Gaijin really trusts this flawed system and will probably never scrap it
Second, this system fails to take into account a lot of factors and this ends up with vehicles refusin to move to correct BR, even sometimes as far as to stray away from said BRs

How can these issue be minimized? Easy-ish (the concept is really simple)
Introduce a barrier of entry into that sample population used for stadistics

Gaijin already makes a separation of Arcade, Realistic and Simulator, but sadly that’s about it.

I’ll dive into the first separation we’ll make, separating air, ground, naval players from interacting with each other’s stadistics.
To do this, we will scan each player for the highest BR tech tree vehicle that already has a crew slot assigned.

how does this help? This would filter players like tank mains grinding for CAS for their lineups. One example of this was the Wyvern S.4, which only went up after a lot of complaints, or american fighters like the P-47 D-28 or F8F-1B, all this while aircraft that don’t excel in tank battles would, in the worst case scenario, be sent up due to pulling extreme difference in player performance.

The second separation we will make will be mainly aimed towards premiums/Squadrons, this will be that in order to enter into the sample population of, let’s say the C.202, one must not only have it spaded, but must have an crewed and spaded tech tree aircraft of the same role a rank above, showin that at least they at least played 6 more aircraft and thus, aren’t just makin a mad dash towards later tiers.

Notice how I keep refering to use tech tree vehicles for setting barriers of entry, this is because obtainin said vehicles cannot be reached instantly with money and bypassing natural progress which helps with players actually build concepts and strategies that evolve past makin a beeline towards a frontline, do a coin flip and maybe come back with a frag to their name.

how would this culling process look like? The next set of illustrations will show how it works.

Spoiler

Captura de pantalla (220)

Captura de pantalla (219)

Captura de pantalla (221)

Captura de pantalla (224)

Captura de pantalla (223)

Captura de pantalla (222)

Anything past this culling is monitored under the same stats that the current algorithm uses, this is just directed to culling harmful data to said system without taking away too much of the population, since if I specified to “only players who reached top tier” could enter, a lot of the most forgotten aircraft would 100% never recieve a sample population in the first place.

Speaking of Top tier, this system completely comes to halt due to the first or third check not being possible to make. This part of the TT would need to be balanced by hand and feedback, since the vehicle pool is pretty small, this would be pretty easy compared to hand balancing all TTs at once.

Another problem are event vehicles, you all probably saw it, a new event vehicle starts being handed out due to people completing the event and completely flood the lobbies of mostly inexperienced players rushing forward and dying like cannon fodder, but as times goes on, the novelty wears out and only the most experienced players hang around said vehicle, barely bringing stadistics to balance. Gaijin naturally just leaves event vehicles alone and never touches them, XF5U is an example, it is a dogwater plane, which means its very rare to see, even if the event wasn’t 5 years ago.
Event/battlepass vehicles would also need to be balanced by hand like top tier, but simply because of the lack of population.
And the final problem are helicopter, the factors going into helicopter balance are a mistery to me, but maybe they can use their performance in ground battles compared to other helicopters to balance themselves.

But what do you guys think? I will leave some polls below to vote, and feel free to try to add another tweak to improve this system, or try to completely disassemble it.
Take into account that Gaijin will NOT take their slimy snail hands off the current algorithm, so this is a way to bypass it by simply trying to improve said algorithm

Do you think this is better than the current system?
  • Yes
  • No
0 voters
Are the barriers for entry too high?
  • Yes
  • No
  • Needs to be even higher
  • I voted “No” in the first poll
0 voters
Can this be improved?
  • Yes
  • No
  • I voted “No” in the first poll
0 voters
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WE don’t know what the statistics they use are, so how do you know this is “tweaking them”?

And how can anyone know whether your ideas are better or not?

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We know the stadistics suffer from the average player skill level being too low, this is a filter to let only people who atleast have an idea what they are playing.

That’s what we THINK we know… it is a presumption.

They literally proclaimed they balance by SL earned.

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When? Some more info in how the balancing system works is pure gold

That’s a few years ago when Gaijin adjusted some of the Bombers BR, they said they relied on the efficiency (reward)

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This is definitely a solid idea, but I think it’d be also helpful to design a system that adds context to the statistics with tags to indicate if there is unusual activity or similar.

For example, the CL-13 in IT tree that was pushed up by a number of very skilled players a few years ago, that would have received a tag of “played mostly by very high skill players” and should have been reviewed manually. Or using the BMPT/T58/Su-30 prems, they would have gained the tag “extremely popular” and “filter outliers” to indicate the large number of games played and the varied skill of the playerbase, thus prompting manual review.

A system like this should help them get more accurate readings of their collected statistics.

Ideally they’d also implement a pair of stats like “WR difference” and “K/D difference” (or “Kill per game played difference” that shows how much a player’s average WR or K/D increases or decreases when they play a given vehicle. Stats like “X difference” can absolutely be a great indicator of vehicles that underperform or overperform significantly.

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Continuing the discussion from Responding To Your Feedback On Separate Battle Ratings:

also @Josephs_Piano

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Do you have a better system in mind? Because just saying “go by hard metrics” is a meaningless platitude. People with thousands of battles disagree all the time about which hard factors are more important. Hell, so do the real world engineers that work on these things.

If you’re referring to vehicles played by a small number of people, they say they do weigh that in. Whether you believe it or not is up to you. However, I feel compelled to point out that they are a business. Their BR decisions are clearly based, not just on how a vehicle is performing in competitive terms, but how much SL/RP per battle it nets a player in relation to its rank. In other words, efficiency.

See what @RunaDacino has already explained.

Lol no. Why would they do this? Their objective is player retention. If you exclude inexperienced players from a vehicle’s statistics, those worse players are going to have a bad time and may even quit the game.

Like, hello? This is an MMO. You structurally cannot play it without other people!

It’s not in their commercial interest to do this. You are raising barriers of entry into different game modes by only balancing BRs on the people who are already good. But people starting a mode afresh are likelier to buy premiums and populate different areas of the MM as they progress through a tree.

You fundamentally misunderstand what the BR system is for.

The BR system is not to sort vehicles into competitive brackets all else being equal, because it is impossible to separate the vehicle from the player - no vehicle in the game plays itself - and more importantly, because Gaijin’s customers aren’t the vehicles.

The players are the customers. All the players, even the bad ones. So Gaijin will try to standardise the experience of all the players. Which is why vehicle statistics include all the players.

This idea of “harmful stats” is hilariously out of touch man.

It is not a way to bypass anything, since you failed to address all the structural reasons and commercial incentives behind the current BR system.

I believe we need to incorporate the usage frequency by “Up-Tier” into the data.
This should allow us to identify vehicles and aircraft that are excessively underrated in both BR and Rank.

What are you talking about? Obviously this is already baked-in. If a vehicle sees more uptiers than the average/suffers from the MM, its efficiency will drop and it will perform worse.

Some vehicles can be thrown into +1.0 to +2.0 BR lineups without any issues whatsoever. These vehicles are likely to achieve exceptional results even when UP TIER, from which we can derive their genuinely suitable BR.

I guess they moved this thread here

Pretty unfortunate the Polls ate a reset.
And that this will probably be buried by other topics

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They literally said SL earnings are only part of the equation - we do not know how much or exactly how that is used!!