Ground rewards

Not a very long post, but very simple.

Why Ground RB/Arcade/Sim rewards are so low compared to any other game mode?

clearly it’s not a question for players, but there’s no other way to get an answer from those who manage and develop the game other than asking on the forum… assuming they want to answer, which I doubt.

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Because they want you to pay up.

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This person has never played COASTAL or HELI (or to a lesser extent bluewater)! Laugh at this user now!!! !!
jk however I don’t find ground to be that bad, especially after the addition of the skill bonus. Simply fling a round or two at 6-9 people and you’ll watch your rewards skyrocket (in other words: BRING. FULL. LINEUPS.).

Heli, which you can grind with tanks and helis in grb + pve helis missions. Gj bro

I don’t think it’s fair to get more RP by doing zombie base bombing runs with little to no PvP than what you get in a nuke-ending game with 11 kills and maximum skill bonus.
Ground battle also lasted for a bit longer lol.

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it is a fact that the two methods are not equally remunerated. anyone who says otherwise definitely has some mental problem

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And you know what Gaijin will do? They will cut RP for ground pounding and leave ground forces RP intact.
Or take a slice out of it too.

Its sad how low ground RP gain is compared to air sometimes, can take 800 hours or more to complete a ground tree for the average player and might only take 500 or so for air

a quick but still not optimal solution would be to count the points obtained even when using a drone, a helicopter or a plane during a land battle and not divide the points. Everything you get during a land battle should be used to search for tanks or helicopters, or at least they should give you the choice. although the focus of the discussion remains the fact that the RPs are too low. It’s normal that they lose potential new players this way… someone who starts from scratch gives up…

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The sad state of ground rewards
Firstly, do not pay attention to the total rewards of a long sucessful match, what really matters are those rewards divided by your activity time, that will give you a better insight of how effective your grind is.

Here is an extreme example of a good arcade match. The difference in rewards per minute between arcade and RB is small overall, but it’s easier to get higher reward multipliers on kills in RB, in arcade you need 8 or 9 kills to get the 100% multiplier. Let me know which mode nets you better rewards/min.

In this match, I was using the M64 premium tank, without premium time. So a TT vehicle of the same BR with premium time active would be similar.

Rewards per minute:

Modification RP/min: 967 RP
SL/min: 13671 SL

Modification rewards are more consistent since vehicle research is affected by rank differences and daily bonus.

A decent average top-tier arcade match, no premium or boosters.

Modification RP/min: 365 RP
SL/min: 4505 SL

This means that to unlock a 410k rp tank, you would need around 18h of similar activity time, or around 235 matches to unlock the next tank, with premium it would be half that. Daily research bonus and booster usage will obviously help, but it’s still very slow.

A decent average top tier Air RB match, no premium or boosters.

Modification RP/min: 984 RP
SL/min: 5726 SL

The rewards in ground, especially the research rewards, are very poor, and with the increased difficulty to achieve the reward multipliers from multiple kills in ground compared to air, makes it even more difficult to get decent results.

I just wish boosters didn’t expire. I can only play for a few hours on weekends but I still try and login before work to get the daily bonus. Honestly, not sure why I even do. Half of them expire before I get a chance to use them.

Also, I wish the skilled reward wasn’t based off kills but score. Would be nice if an active light tank player constantly spotting could get bonus RP. Same goes to something like an SPAA that can’t kill tanks, but keeps tracking enemies and damaging barrels.