Well. I don’t know how else to prove it, but the truth is that I spaded the vehicle after almost 300 matches
I don’t play much ground RB, and rewards for Air RB which I play a lot are ok. But ground arcade is ridiculous. Takes forever to unlock new tanks at higher tiers, good thing that I unlocked most of the stuff I wanted years ago, because nowadays I just can’t grind new stuff without playing a ridiculous amount of matches
Putting aside this exact example, I too feel that the rewards are just getting lower and lower. I remember some years back where I could get 20k+ RP from just one battle (granted, I was using a lineup of a couple of premium tanks). I have no direct proof ofcourse because this is quite hard to measure, but I simply feel that it’s getting progressively harder and harder to earn a good amount of RP from ground battles. This becomes especially apparent when you play both air RB and ground RB, where air grants significantly higher rewards for average performance.
To be fair, last year they added the skill bonus. This bonus globally gives more RP from kills. That’s why there is a theory that the recent RP nerfs (like the reduction of critical hits in Air battles) are connected to that. But we don’t know the global stats, so it’s hard to say if the overall average RP gains currently are higher or lower than before they added the skill bonus. Especially the devs also have something called the game mode multiplier, they admit to adjust when needed (when rewards are too high or too low).
This is just a theory of course, and I have no idea if it’s correct or not. But the silence from the devs about some nerfs also means something. If you see a nerf in the game that is not explained or even listed anywhere, and when you ask about this all staff members suddenly become silent, this can give you hints about the situation.
I’m far from accepting all the conspiracy theories (in my opinion most of them are hilarious), but it really looks weird when they first increase the RP from kills (skill bonus), and then reduce kill rewards in other areas silently (removed most critical hits, reduced combined rewards). I have to admit, it looks suspicious.
The difference between Ground and Air Realistic was always huge. In fact, it’s just Air Realistic game mode that has different rules. All other game modes, apart from the game mode multiplier, have the same rules. So for example, killing a tank in Ground Arcade gives you 200 score. If you kill a tank in Ground Realistic, you will get the same 200 score (assuming no BR difference between you and the target). But in Air Realistic is works differently, this mode gives you many more points for the same action than in Air Arcade (2.5 times more points to be exact). Also the activity % is counted differently in Air Realistic, which is also unique (other game modes use different activity % formula).
PS: I don’t play Sim, so I don’t know how it works there.
All this means that in Air Realistic you don’t have to do much to get great RP results, if you only understand how the system works (it changed from mainly action-based to mainly time-based in 2021). I wish it was working the same way in other game modes. Then researching and upgrading vehicles wouldn’t be a problem. But with how everything works currently, only Air Realistic RP rewards are great.
- you are only using 3 tanks
- you dont have all the free slots to put more tanks on your lineup
3.France suffers
something is very wrong with this whole thing.
Actually the SK-105A2 is a VERY good tank and it’s lineup is really strong as well.
Nod. It just doesn’t add up.
1 lifer in arcade?
doesnt explain the rp issue though.
It doesn’t matter how many tanks you use in the battle. The time-based system only counts the time on the specific vehicle. It won’t increase your rewards on the specific vehicle if you use other vehicle in the same battle.
This is a pretty common misunderstanding of the system, and I’m not sure where this came from.
The mission RP reward formula was revealed by the devs after the 2021 changes and looks like this:
The mission RP reward = time alive on the vehicle (in seconds) * win/lose multiplier (1.2 for a win, 0.8 for a lose) * game mode multiplier (hidden value used by the devs to keep rewards on the desired level) * vehicle RP multiplier (can be checked on the vehicle stats card) * activity (%) on the vehicle (/100)
So the only thing I can think of is the OP simply pushes too hard in battles and dies too early. Before the 2021 RP changes it was a good strategy, but now it just doesn’t work well.
The right column on the screenshot shows he gained 183k action RP on this vehicle. Which is the RP without mission rewards. And to spade this vehicle fully you only need 158k RP. Maybe he switches battles very quickly and his research progression speed is affected by the RP bug:
Which is actually what I suspect happened there. So his global RP gains are much higher than RP put into modifications because of the RP bug.
My suggestion is to change the playstyle. Just play less aggressively and try to survive the battle, even with less kills. This will give you much more RP per battle.
I think what you mentioned about moving from a reward system based on actions to a system based on time is the reason why the rewards feel lower. When the games only last 10 minutes, it doesn’t matter if you perform well because your gains are limited by the total game time. I really dislike this as it demotivates players from trying to perform well, which in turn feeds into negative attitudes such as one-death leaving or just rushing in and dying. I feel like players that take time to get good, and try in their games to perform well should be rewarded in a more significant way than what we see now. I am still happy about the skill bonuses ofcourse, as before they were introduced there was 0 incentive to even try. Still, more needs to be done I feel.
It’s the opposite. They changed the system because previously players just rushed at the beginning of the battle, tried to get as many kills as possible, and it was enough to give them 100% activity. Sure, the old system also had time-based rewards, but actions were much more important for the average RP/minute.
With the current system, leaving battles early will never give you good RP. That’s exactly why they changed the system. They didn’t want players that play too aggressively to get much better RP rewards than players who stay in the battle.
That’s exactly the problem with the new system. Air Arcade and Ground Arcade battles were hit the hardest by this change, because battles in these modes are usually shorter and you can do nothing about this.
Lately I had a Ground Arcade battle where I used a 500% RP booster. I survived, I was first in the team, with a good score. But because my team was wiped out quickly, and the battle lasted only 7 minutes, I didn’t get good RP from it:
Only 9k RP with 6 kills, 4 assists, 2.3k score using 500% RP booster is a joke. Unfortunately, that’s the problem of the new system. I just couldn’t get more in a 7 minutes battle.
In my experience, to get a good RP reward, you need battles where you survive at least 10-11 minutes. And many Arcade battles don’t last that long. On the old forum players mentioned this problem, but we never got any reply from the devs about this issue.
That’s also the reason why Naval Arcade battles can still give you very good RP. Battles there last much longer, so you potentially can get much better RP, just because the average battle lasts about 15 minutes.
Of course there can’t be a system that is perfect for every playstyle. But in my opinion the current system shouldn’t punish players only because the battle was short. Especially if you survive from the start to the end of the battle. I really don’t like this, but it’s not up to me.
100% agreed. I’m very happy when I can a battle match where the match will go on as long as I keep spawning and don’t lose our objective. These matches are almost always gauranteed to last longer.
SK-105A2: 183,000 x 4.4 = 805200.
183,000 x 1.3 [minimum multiplier for completing a battle] = 237900 - 183000 = 54900 + 805200 = 860100.
860100 / 291 battles = 2955 RP per match, which seeing your KDR, makes sense.
So 860100 total RP MINIMUM [with premium], 60% were victories, so slightly higher in reality.
At 3 vehicle spawns that’s 8867 RP per match BTW.
So yeah, without premium, I can see it taking you that many battles, but that research is above what it was years prior.
Maybe it was worse 1-2 years ago, but I remember way before than that being able to get over 10k rp on good games with lots of kills and now its very hard to go over 6k with premium
Those games likely lasted 20ish minutes.
You can get those games today, and get more RP.
The “issue” with matches today is everyone’s more skilled, higher skill = likelihood of faster matches.
I remembered playing with my 15cm Sig sfl at 6.0 or something. I killed 3 or 2 Enemy Tanks survived The whole round with The Tank and gained 1500 Research. Thats more than i earn in rea on 6.7
I lately spaded Giraf. It’s a rank 6 ATGM, a pretty bad vehicle, hard to get kills with it, and it took me 85 battles:
Spoiler
You can see I only gained 42.2k action RP (right side of the screenshot) and that was enough to spade it. In total this vehicle required 130k RP to get all the modification.
I use the premium account of course, so my RP is doubled. I understand that’s a huge help, especially when you spade vehicles (you will get key modifications two times quicker with a premium).
I also know how to play to get good RP. I know surviving battles is the most important thing. I also like to play this way, I like surviving battles. I play with 1 vehicle lineups (which is something I know most players don’t like). In my opinion the game is designed in a wrong way, and I would love to see second free spawn option on vehicles (third spawn would require a backup). The thing is, when I want to play a specific vehicle, I only want to play this one specific vehicle and nothing more. The game only allow me to spawn 2 times (one free spawn and second spawn using a backup). I use a lot of backups, every BP season I buy all available backups from the warbond shop. But even this way I can’t use a backup every time I die. I just don’t have enough free backups available. So I only use backups, when I have a good beginning of the battle and then I die. When I have bad beginning of the battle, I just change the battle, because it’s not worth to waste a backup item on this battle (it’s too risky). If I had a second free spawn, I would use it basically all the time, because I don’t care about the SL, so I don’t mind to die again and lose SL. So my only problem is the limited amount of free backups.
Unfortunately, if you want to progress in War Thunder in any reasonable speed, you not only need a premium account, but also you need to play the way to use the current RP system to your advantage. You have a very good K:D, but K:D is not as important as staying alive in battles. If you kill 5 enemy players and die after 5 minutes, you will get significantly less RP than if you kill the same 5 enemy players, but survive 10 minutes battle. That’s just how the system works. It’s mostly time-based nowadays.