Grind method comparison. Get better rewards in AirRB

I did some tests to see which kind of actions netted better results, I tried to keep everything around 677 points, which is what I got with a single base kill.

Each action group was a different match, with a win. In the end, I divided my modifications RP (which is consistent) and my total SL rewards for my active playtime.

These tests were done with the A-4H. And premium active, forgot to add

Actions Points RP/min SL/min
1- Light pillboxes (4) + AA trucks (3) 685 588 2934
2- Soft targets (16) 700 548 1992
3- Air Kill (1) + ground soft target (1) 663 396 955
4- Base kill with 8.2x multiplier 677 344 729

Notes:
1- The purpose was to only kill high rewarding ground targets. Activity 15min23s

2- Only howitzers ground targets. Activity 7min30s (because I got the Thunderer and some other awards and because it was a short match, the awards skewed the results a bit)

3-A single air kill and 1 additional ground target to approximate the total points to 677. Activity 5min29s

4-Just a base kill. Activity 24min31s

My takes:

-Spending time in a match does not directly give better rewards, what matters is time rewards divided by the playtime. But if you get 4+ kills, obviously you will enjoy that sweet 100% reward multiplier and its worth it to extend the match.

-Don’t waste your time/ammo killing howitzers and similar low rewarding targets unless you want to drain tickets ASAP.

-Pure base bombing is a waste of time, going back to the airfield and repeat is even worse. This was with an attacker which gets a higher multiplier for bases, it will be even more pointless in a fighter, by all means go for it, but then focus on air kills or farming ground.

-Getting multiple player kills will ofcourse be much better since you get higher multipliers for your rewards, but if no opportunities present themselves, don’t waste your time chasing enemies, specially if half of your team is chasing the same target, on average, you will be better served by ignoring and ground pounding.

-My IGN… No pun intended

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Thanks for the research.

You are indeed correct that pure base bombing is not very efficient, especially if you crash and have to wait for a crew lock.

I find that I have generally two playstyles.

For premium jets (such as f 20, mig 23)

I rush towards a base first, then fight, assuming that im not taken out first.

For slow attackers (such as AMX A1A, A-10A)

I fight first (shooting ground targets when there is a furball is a waste of time). Not good as base bombing + fighting with a fighter, but assuming your team won the exchange, the spoils of war (ground targets) are good.

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Premium jet owners try not to ground pound in dedicated fighters Challenge (IMPOSSIBLE) (COPS INVOLVED)

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Are you the guy who constantly crashes during takeoff? I got one on my team all the time.

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I always tell people to hit the pillboxes in Air AB as they’re the hardest for the AI to actually hit, I wonder what the gains are in AB in the same methods as you demonstrate here.

Now play ground RB, the rewards are even worse lmao. Tbh gaijin should increase all RP gain by about 20% or so across the board, currently its too low.

Imo that’s the biggest problem ARB has. Every GRB player knows, if he needs ressources, Go to ARB and bomb. It needs no skill at all, even he make it only every second run to a base, ressources will increase.
And then, such statistics come up like OP’s.

Again again and again, ARB is about winning a battle. Make statistics about how increasing ticket bleed, which plane, which ammo, which targets are the most effective. YOUR WELCOME.

All the other stuff is about gaining personal advantages and leave the rest of the players in the dust.

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Yes it’s a game problem. Because of that players adapt in the “wrong” way. Im not advocating to TDM only, I mean the actual fighting/racing against your own team for bombing bases or farming any other resources.

Due to how skill bonus works right now there’s no point in bombing unless you’re doing it with a premium jet. Max skill bonus doubles your RP if you have no premium account and it’s still +50% if you have premium account so there’s really no reason to do anything else, especially since increased winrate will also give you extra rewards that would be as if you are running a booster.

Bombing ground RB players are frustrating when they are on your team but they aren’t that harmful to your own grind, as at the end of the game it is always more profitable to make sure you conserved resources and then go to the enemy base to frag these NPCs as they take off with a full bombload.

Yes of course, but the point of this test is to see what else is best to complement whatever kills you can get. If you focus only on kills with a non meta plane, the results won’t be consistent, sometimes you can get a single kill or nothing at all while some of your teammates get most kills.

And on paper, if you get up to 4 kills, the most efficient way to get more rewards is to just farm light pillboxes or the AA trucks and ignore other potential kills. If you are confident you won’t lose the game by doing so.

Good effort on the testing. Unfortunately, there are simply too many variables not kept consistent in every test for a meaningful conclusion to be made. Such as activity time and total points which was not kept consistent. Also there are a few confounding variables, including awards, type of target, etc.

Would have been great to see specific targets per test, such as only pillboxes, only medium tanks, and only AI aircraft. Also the number of trials is way too low to eliminate the influence of confounding variables through brute force alone. Such that the data is nearly non-usable in any statistical way.

But all things aside, thank you for actually doing such a test. I personally do not have the energy to even do 4 matches/trials for testing, and even less so given the requirement to collect data only with values such as the match win constant. So don’t take this as a negative comment by any means.

I appreciate the criticism, but a few points:

The difference in activity time is removed by dividing the results for the activity you got, and if activity rewards were exponential in any way, the test with a base kill would bet much better results but it didn’t. As far as I can tell it’s a linear thing so that’s a nonissue.

Now for the awards, only the 16 howitzer kills had a buff from the Thunderer award, the rest of the tests the awards were not meaningful.

Medium tanks, AI aircraft, supply trucks, light pillboxes work essentially the same, they have about 50 base rp and the AI aircraft net some more but arent as easy or quick to farm with guns and aren’t worth wasting missiles if avaliable. Its just the howitzers that have about 10 base rp rewards and arent really worth it to farm, even with the thunder awards and other multipliers that you get from many ground kills, you cant beat farming a few tanks/pillboxes/ai aircraft/SPAAG.

The only thing I failed to do is to keep everything under the exact same points but that’s impossible, so I did the best I could and had to repeat a few matches because I killed 1 too many targets. But the difference isn’t big and wouldn’t change the leaderboard placement of the different methods/actions.

This is just some information people can use to make decisions in the match, if their priority is efficient grind.
Do I go fight that last dude 10km away or do I kill these pillboxes right near me?
Do I go back to base and rearm to bomb again or do I stick here and kill these AI planes that just spawned nearby?
You see what I mean.