As the tag of this thread is “general” i would claim that at least for prop Air RB around 4.0 - 6.0 the nation allocation within the MM and your own played nation reduces the actual game impact of solo players significantly.
So if you would use a JP B7A2 you have basically a guaranteed WR of ~65-70% - the individual player impact is somewhere between 5 and 15% - so WRs above 75-80% are either a sign of using a meta plane and/or playing in a squad.
You might explain the 90-95% WR part - such WRs are very common for stat padder squads like DONE but not for solo players…i talk about Air RB…
screenshot attached by OP is from ground battles, just saying.
Youre probably right, I will just add that the difference is that in ground battles you get to respawn, not so much in air RB with one spawn per game.
On top of fact that theres upper limmit of how many enemies one plane can take down on average due to ammo pool being relatively more restricted than that of a tank.
So Id say individual performance plays less significant part when determining winrate in air RB, but its not my forte so im not confident enough to make any definitive statements as id do with ground.
It depends. Earlier I lost a match, my entire team has few aircrafts destroyed, the enemy one almost wiped out, but they actually played the obj, so in the end we lost.
This topic is totally pointless. The OP gave us a screenshot complaining about bad player base, but what did he actually do? Destroyed several enemy tanks, an assist and not a single captured point. Do you want to complain about losing games whilst you first don’t play the obj that lead you to win? Nonsense
Two players approach cap. One caps but dies, and leaves the game. Other player defends the cap for the remainder of the game, not once it is lost. In the end, one player has high score, lot of kills, but no cap. The other player has cap, but nothing else.
Who contributed more to the win?
Im not saying thats what happened in the screenshot OP posted, nor do i imply thats what happens every game. Im merely presenting a situation where I think one player did the heavy lifting, and its not the player with cap.
Of course it’s not. But at the same time you cannot expect everyone scoring tons of kills because as stated “the game is not hard”. There are 2 teams, there is a leaderboard. I can give a contribute even without shooting a single shell during the whole match, by capping or scouting for example.
not so easy. The one who capped still gave a great contribute, you don’t have to enter the cap and expose yourself, you can stay focused on just defending, maybe from a good spot, because depending on map and mode some caps have not a good cover and you can be shot in the process.
When working in a squad I find that it’s a much better set up when one caps and the other covers. That’s the sort of nuance that is harder to tell from just looking at the information in the leaderboard.
Sometimes it also happens serendipitously in matches. Division of tasks can really help a team win. Not everyone should go to cap just like not everyone should flank. Although obviously you are stll correct in the broader sense that you need to always be in a position to contest the objectives even if you were originally flanking/something else because shit can and does go wrong.
And that always happens. Like those times when your team has all the cap and they have the good idea to go straight into enemy spawn and get destroyed by a couple of guys during their spawn protection time
Yes. Imho the single most important avenue to victory in ground RB is map control. Controlling the caps is a subset of map control but you need players in other areas as well to accomplish that task.
By all means spawn camping a losing enemy can sometimes totally deny them an ability to contest the map, but if the team is careless they all die and then a comeback for the enemy is possible, because the map is empty again.
Btw, the thing about everyone going A on Advance To The Rhine is an encapsulation of what I mean re map control. The problem is not just that a lot of guys are going A, since if you play smart you can do a lot of damage from A. The problem is that the area of first contact on that side is really small. After a while you start getting diminishing returns with every additional player that spawns there, and eventually they actively become a hindrance to one another: they block each other’s shots, blind each other with smoke, block the way with wrecks…
Meanwhile, on B and C, you have a bigger section of the map to play with and crucially a smaller number of combatants, meaning that you can make a bigger difference individually. A small number of players, sometimes as low as two or three, can control B and C while everyone dies at A.
My first spawn is always not on A. Yesterday after getting C me and other 2 guys went straight to B because… no one got B and from there we moved to A. well I died because i spawned in the wrong tank and whilst moving to A I found an enemy heavy tank that ate me like nothing xD I tried to shoot his barrel but i just killed his loader. Shit happens
Speaking of map control. If people would stop going to north (the factory complex up the top) on Abandoned Factory, while leaving the rest of the map empty - that’d be nice. The amount of times you can just flank the whole enemy team down south while your friendly forces are getting spawn camped because they only know how to spawn up top…
Basically, If you ever go north on Abandoned Factory, I look down on you. I look at you like this:
We have to forget about the good games; this isn’t 2019. Gaijin did a tremendous job, destroying the maps, the damage models, and the penetrations, thus causing a core of players who roughly knew what to do in the game to leave the game. They were replaced by the people Gaijin is after, the ones who spend their money without question.
If you want to play well, you can only do so with APHE in Br up to 6.7. After that, the game is a lottery where you might kill 8, it seems like your first shot doesn’t do any damage, you die, and the next tanks you bring out are just to score points for the enemy.
Nowadays, the game is: get to a point, wait behind a hill looking through binoculars, spot an enemy, peek out, shoot, hide, and start again until you get killed by a plane.
For air i strongly believe that there should be training exercises for notching, cranking and whatnot. Doppler effect explanation, more details on radar performance and maybe throw an aircrafts energy-maneuverability chart on their stat card or something. Ground is a little harder, but if you check the “encyclopedia” tab, it’ll tell you some very basic maneuvers and thats it. like 10 years old section of the game
And there is exactly my gripe with air battles these days and at higher tiers:
Pilotage comes last among the players.
Dont worry about the flying part, just google how to launch missiles and make the rest up as you go along . . . . .
Dont know what an Immelman or split-S is but flying at top tier and only care about weaponry and how to launch a missile . … .
“yeah I have and only play 12.0, I have no idea about maneuvers or anything like that, I just launch missiles and hope I get lucky, the whole flying thing is boring”
Warthunder 2025
This why flying high/top tier is just like fast paced rank 1 arcade with 1 life and shit matches and teams.
As it seems everybody likes short answers to complex issues, it can be summed up as ’ crap game, crap player-base’ .
Excellence attracts excellence, rubbish attracts rubbish.
I dislike the idea that this is a teamwork issue because it implies that I’m somehow camping / disregarding the team when not only do I have the most kills, but also the least deaths and the most caps more often than not. It’s not even people who leave after one death, often times they’ll repeatedly spawn in and get farmed for SP and then I have to fight enemies who get 4-7 respawns because my team only knows how to push W-key to the same spot on the map.
To be fair, Warthunder makes absolutely no attempt to explain how air combat works at all. You can play 1000 games and what works vs what doesn’t will never be revealed to you. Even then, matches are overcrowded and the best you can hope for is that at the end of the missile dump you’re somehow in position to capitalize on the furball for a while.
Even if you could raise everyone’s competency by 10-20% the outcome would still be largely the same because of the meta. It’s easier to get slightly more effective at spamming missiles then it is to get slightly more effective at surviving them.
Getting good “teammates” most times seems to be the exception and not the rule. Also, despite marketing WT as a team oriented game, this is somewhat laughable. I make every effort to be a team player. Repairing teammates, help firefighting for those who haven’t unlocked that mod yet. Scouting enemies. Dropping artillery on enemy positions. Shooting smoke shells to provide cover or to obscure snipers. Watching/covering the flanks. Hop in SPAA when needed to clear the skies and or disrupt pilots from killing my teammates. Take the capture points and killing enemies. I do all these things, despite the meager rewards, while trying to survive the battle. I’d prefer to win.
And what happens? Players ignore objectives and rush to spawn camp and rack up their k/d. Sure someone got 11 kills but they lost the battle. Usually they leave after 1death. This also denies the additional victory bonus for themselves and their teammates. Had supposed teammates push me into enemy fire. Or push me out of a location because that’s where they want to be. Popping smoke in the beginning of the battle while we’re all getting out of spawn. Don’t repair teammates. Don’t cap.
A large part of the problem, which there are many in this game, imo are the ground maps. These maps, despite making them “pretty” like they are doing with Stalingrad now, have gotten worse. Very few maps are suitable for high tier ground combat. Most are far too small for modern combat vehicles. Even the WWII maps are poorly designed. The capture points are way too small which is like shooting fish in a barrel for CAS. No map should have a single spawn point. Ever. Spawn locations are too close. The maps are old and tired. Certain maps, already mentioned in this thread, the battle is predetermined in most instances. Abandoned Factory and Berlin are the best examples. It’s gotten to the point where I’d rather play Attica than the other 2. Anyone reading this actually have a battle that goes longer than 15 to 20 minutes? Yeah, me neither.
Better rewards for scouting, repairing/firefighting, assists and capturing points might help but who knows. Some better designed maps might help as well. Unfortunately it seems that providing new maps for ground combat is permanently on the back burner. Sure some new vehicles are fun but playing the same maps over and over again is very boring. Gaijin doesn’t make money on maps so probably why we haven’t seen anything new except for polishing maps we already have. 😴
Should I mention a new game mode for ground combat? 😬 Anywho, thanks for reading and happy hunting. ☠️