Event star - data collection (CONCLUDED)

Those are all “raw” score before multipliers.

Yes, that is all “Time Played” times, in reality it took much longer than those 3:23:55.

USSR Rank III 5.3 BR

I probably should have done it with USSR Rank IV 5.7 BR lineup since I’m basically facing the same tanks in every match as I do with the 5.3 BR lineup and have a better rank multiplier, on the other hand a lower BR killing an higher BR tank gives more score. I’ll probably try it on my next mark to see the difference.

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this game has been out since 2012 coming up on 15 years now, I’m sure there are 10s of thousands of people with level 150 crews, I don’t have one yet. There is no reason a high level should be forced to just play top tier.

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Could I ask you to try and record times when the round start/ends like we talked about?

I know its annoying, but with tha we could make good comparison between my 5.7 US game and yours.

I recorded the last star and the calculations you made are not accurate. You took 12 min per game and it is usually 9,50 counting game loads and breaks.

In 2 days 3h with the game open. It took me 19 games to finish. I attach screenshots, I don’t have enough time to make exels. Sorry…

Add that they were not my best games and the average is around 2300RP.




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I’m not going to argue with you any more an obvious fact, in Arcade it’s easier to spot.

But your idea is FALSE, if you play thinking that you see everything you are going to die all the time because of the really dangerous players that are not all the time in sight.

You have to be attentive and think about those players when you move.

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Np i can probably do something with this. Thanks for sharing. Was this arcade using the rooikat 76 lineup?

Proving that someone is wrong is a different thing than saying someone suck. I think you should read my replies one more time, before trying to play a victim role.

You are correct in this one. I only wrote here, because I thought @sardinha08 didn’t know about our little discussion in the other topic.
But I knew it’s a bad idea to write here, I should have just PM him and give him the link there.

I overall wanted to avoid this topic completely, because you don’t even have to read too long to see what’s this topic really is about. Even the first sentence in the first post shows this clearly:

There are many more examples like this quote, and this is exactly the reason why this topic is so huge, barely has any data and that data is not even accurate. So yeah, have fun, and good luck!

Cool beans.

Yes, together with warrior, olifant and vikers. Lineup 8.3

It is a very versatile lineup.

Add that the effective time of sardinha08 8:30 real.

Compared to 9:30 raw it seems to match.

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When I watch Ground RB YouTube videos, and I watch several per week, I always think that it wouldn’t be possible to survive very long the way most of these guys are playing if they were in Ground AB, simply cause any enemy would know exactly where they were and they wouldn’t have that advantage.

Even last night I saw a video where one enemy was like 5m away from the RB youtuber, he exposed his tank to shoot at it and the enemy tank didn’t even moved it’s turret. In Ground AB that would be hard to do without getting shot as you expose your turret and the enemy knows when you will do it.

Something I’ve be thinking that seems to happen in Ground RB is that the average player there seems more clueless in the match than the average AB player, in comparison to the top players of both modes. This could be a problem of awareness, if you have to keep looking around around too much, you can sometimes miss those obvious places where the enemy might be while in AB you know where most of the enemy tanks will be around you and you can simply focus on the biggest threats.

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I really doubt I could do that during the week, it already took too long to screenshot at the end of every battle when the fastest way to do the event is not always keep playing till the end of each one of them. Maybe on the weekend.

I also want to compare the numbers that I got with my rank III 5.3 BR lineup with my rank IV 5.7 BR lineups, to see how worthy it is to play an higher rank that basically faces the same tanks. I mostly get uptiered or fully uptiered in my 5.3 BR lineup and the 5.7 T-34 has also a faster reload which can give me a better advantage in some situations. I got bored of playing “top” tiers for more than a year exclusively but I may try that too to compare how the score difference can be compensated by the rank multiplier.

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Thats the results of lack of markers which forces players to rely more on their eyes and, well, not everyone is able to do that.

This means you can sometimes get away with more exposed position or exposed way of approach to objective, simply because you can afford to step out of hard cover.

Thermals somewhat negate this but then you have the issue of increased tunnel vision.

This naturally benefits flankers and ambush playstyle (be it “camping” or jumping someone behind a corner like you want to mugg them) and allows for sneaky of scouts marking enemies with binos, which can be extremely useful.

Pretty much. But even skilled players are not excluded.

Cant count the amount of times i was scanning area in front of me only to notice that a PANTHER somehow managed to sneak up from the front on me and was already aiming at me.

No prob.

Cant speak on the difference of performance between 5.3 and 5.7 vehicles, but…

If you look at the table i made for the US 5.7 lineup, i had rank III vehicles and rank IV CAS. Which means unless i spawned CAS, the rank modifier was 0.8x. with CAS it was 0.9x.

Which, if we look at US 5.7 games where I had similiar base score and compare those where I spawned CAS with those where i did not, resulted in increase of score of some 200 to 300 points.

Especially battles on line 12 and 14, even when i had lower base score on the game where i spawned rank IV, after rank multiplier it ended up having higher score.

In my opinion it counts all the time, because loading times are part of the routine.

If I say that the last stage took me 2:30h is a lie because it took me 3h to complete it all. The loading times and so on are inevitable.

Also from what I read around here the RB multiplier has to exist but it’s clear that right now it’s not balanced with Arcade. It is quite unfair.

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Kinda why were here, no?

If someone is going to make suggestion to gaijin to change the modifiers, it has bigger chance to success if it shows some numbers to back it up, no?

Clearly 1.33x modifier for GRB.

I’m not saying they should lower it, but they should raise the Arcade modifier.

Several people have already shown that it is too much of a difference.

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Y’all are very persistent lol, I respect that.
Also just a few questions since you seem to know this stuff and I don’t:
1: What are the modifiers for rank 4+ GRB?
2: Any idea what the modifiers are for ARB?
3: Approximately how long would it take for someone to get the 45k mission score?

You cam check in game. Dont know how it is called in english, but you can go to your profile and tab with events, it also displays stuff like pages of history etc. Just go to call of the dragon event, and you can display progress bar per daily star. Modifiers are written under it.

Rank III has 0.8x, rank IV has 0.9x etc.

0.8x for arcade.

If you want to calculate how score you get the event, take your mission score, multiply that by the game mode modifier, AND THEN you multiply it by rank modifier. Modifiers arent applied at once.

You can check the tables i attached in the OP. I plan to add more later, as it seems that people got tired of arguing and those who remain geniunely want to put something together.

For example here, data i collected in the ground realistic 5.7 US session.

You can go and check what vehicles and crews i used in original post.

It took me 17 games with average score of 2185 BEFORE multipliers.

Each game, counted from moment i start loading into the game to the moment i started loading back to the menu, was on average 12 mimutes 3 secs.

It tool me 3 hours 37 minutes of playing (ie. being loaded into the game) to reach 45k score.

4 hours 18 minutes if i include time between each game.

But do note that there are multple things it DOESNT take into account or problems (low sample size, or in case of the realistic US 5.7 session, it could be theoretically shorter because I needed to only gain some 500 score, etc.) which were discussed in this topic (ie. Either Ignore insults, and go through the comments to know what i am talking about, or look at this table with grain of salt).

In the end i do hope that by the end of the event we will have larger sample size and across both arcade and realistic modes, and across all ranks, so there can be some easy comparation.

Also do note that another player took larger sample size and made graphs etc. In the other thread, but while that is extremely useful, it only tells you what average player is. I hope that in the end this post will complement his data as individual examples, so people can make clearer picture on the whole situation.

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In many situations its obvious that you can see everything. In many situations its also obvious that you can’t see everything, so you would know wether there is possibility of someone hiding or not.

In realistic you can’t be sure wether someone is hiding somewhere or not.
Again, you can keep arguing in any way you want to about arcade somehow being harder but it is still not as cognitively demanding as realistic

The first part doesn’t make any sense. Is there something in the Hub that says when it is all in view?

Look, I’m not going to argue any more. I understand that you choose that mode precisely because you have to spot enemies and move in a "more realistic " way .

If you think the multiplier is for that superhuman effort. I can only laugh.

I imagine the multiplier is for the difference in pace, both for the speed of the chariots and the amount of action.

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No. You can assume very accurately based on experience. If you cant do this then its skill issue

“superhuman effort” no it just balances the difference