[Discussion] Balance, Bias, Matchmaking and Battle Ratings

i mean, its THE playstyle of heavy tanks with bad guns and its also my preferred way of playing. Some of the tanks i enjoy the most are the churchill mk7, jumbo 75/76 and kv 1 so im already quite used to playing like that.

that’s part of my point, you already have to do that at 5.3, especially in uptiers, which as i said is already an issue for 5.3 usa, so its going to be way worse when your average game is gonna be at a higher br AND you have the good chance of facing 6.7 vehicles. Basically, if you’re fighting more than one person, you’re screwed right off the bat, and even fighting one person your chances are still poor. anyone worth their salt at 6.3 or higher will know all they have to do is keep their barrell from being taken and free kill, or even just shoot without thinking and again, free kill. also, as qtip mentioned, no heavy for 5.3 usa. basically everything 6.3 and above will have more mobility, enough armor to make the 75mm worth as much as the .50, and a gun that completely negates the one thing the jumbo was built for. why cant gaijin just leave well enough alone?? it was never OP at 5.3?? Isnt the usa tree scuffed enough when you end up facing germans or soviets that actually know how to play or have premiums?? legitimately what reason is there to move the jumbo up except to pander to dumb tankies and wheraboos, and ruin the 5.3 usa lineup, which was about the only lineup you could keep even across the board for usa in the midtier. m44: 4.0, T14: 4.7, m24: 3.3 (although i know that’s changed), etc etc etc. when was the last time ground usa DIDN’T get nerfed in an update? and premiums dont count either. gaijin choosing to push the jumbo up instead of doing something actually needed like nerf top tier soviet mbts or at least making the abrams playable even in downtiers just solidifies to me that they dont give a damn about the players anymore. and if they dont give a damn about me, why should i spend my time on their game?

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What do you want done

6.7 America has got to have the WORST matchmaker in the game, and it has for years. I’ve been running an experiment over the last two days. 10 matches, my entire line up being 6.7, with the exception of my plane and SPAA. 6 of these 10 battles have had an average BR of 7.3 and 7.7. With that said, I would like to make a protest to attempt to fix this issue. This is my evidence for the argument:

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Wait, sorry did they move the jumbo up from 5.3 to 5.7? If so then im with you as its in an alright spot rn at 5.3 but 5.7 would be a step too far. The only thing is back in the day the jumbo was 4.7 and just WRECKED everything it came across, 5.0 would still be a little powerful and thats why i think 5.3 is a good spot for it rn.

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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.