Your statement has the same impact if i would claim this:
- Players playing mainly Ground RB significantly weaken Air RB and are the main reason for losses.
Or: - Players playing props just in order to grind jets significantly weaken…
- Players performing base bombing in Mach 2 jets significantly weaken…
Your request:
is looking for a solution for an issue which is from gaijin’s pov a non- issue - it is a deliberate design choice in order to earn money.
I invested a lot of time to train my son to play props properly - and assisted in getting the necessary training to use and evade missiles etc. It boils down that he could use his training at prop BRs just in the jet bracket up to 9.0/9.3 - regarding situational awareness, positioning and target prioritisation - then his previous experience was outside the earned crew XP worthless.
The game play between props and Mach 2 jets is completely different, same as requirements to participate and to play it with moderate success - at least outside simulator modes.
Imho a lot of really good players play Air Arcade at top tier - the game play is insanely fast and requires amazing reflexes, terrain usage, broad know-how about all involved weapon systems and a hell of experience.
In props (RB) you get killed by mistakes which happened usually minutes before you got killed - in jets (RB) you get killed by a plain sensory overload. So the idea that you ask for minimum levels (which says nothing about quality) to enter matches at certain ranks is at least for aircraft a non-starter.
Imho this player nailed it:
…but i do not share his view on complexity - the game is just requiring different skills at high/top BRs. Gaijin is taking 70-80€ for premiums from fresh players without giving them the tools or support (like tutorials) to use them properly.
See above - there is no learning transfer between props and jets - the sole advantage of experienced prop players boils down to crew XP. All other topics you mentioned are universal topics (how to fight what kind of enemies with which weapon systems) and stuff which could be covered with useful /& helpful tutorials.
I would claim the opposite - the decisive factor in Ground RB is positioning, target identification and the ability & willingness to win a war of attrition (line-up AND ability to earn necessary SP).
The necessary crew skills for a proper target identification (just remember the threads about getting killed by “invisible” tanks) and having the option to “out-spawn” enemies are clear advantages of Ground RB vs Air RB in case an experienced player meets a rookie.
This whole idea of gate keeping / minimum requirements would make sense if there would be no need to play brackets (WW 2/ Cold War / Modern Era) players have to play (in order to get to their desired vehicles) and if the majority of players would not see the purpose of playing wt in unlocking vehicles they can’t handle.
No grind = playing for fun…


