In my experience you only start to see that happen consistently at 9.3, but 8.7 can still meet good high G missile slingers like the T-2, Ayit, or Harriers.
I talk about individual statistics for each single vehicle.
Your example is fundamentally flawed as you try to compare a single event with a general performance.
You are imho way too experienced to neglect the fact that a good performance in a specific vehicle already includes individual skill.
My rookie example was clearly aimed to demonstrate the effect that in case a vehicle is severely undertiered it is possible that a player without any clue can get good results with it.
Looking at your Ground warfare examples (reload speed, mobility, etc) it seems that you refuse to acknowledge that the match results already cover this.
As written above:
We talk about end results - it is totally irrelevant how you get those results.
If you see statistics for a single vehicle for individual players like an ongoing IQ test:
It doesn’t matter if you trained for these tests or you have good genes and educational support - or you are just smart - the results, not the way to the results count.
Your example with club top performers is in flawed by design. The only difference between Africa and Europe are (at least to UN statistics) the lower IQ rates on average in Africa due to less education - for any outstanding player in what ever kind of 1 vs 1 sports their heritage or place of birth plays no role at all.
He will suck anyways as he progressed too fast (intended by gaijin). The problem is that the plane performance gives him artificial success vs similar experience level enemy players sitting in fair balanced or currently overtiered vehicles.
Measuring with the best is the only way to improve and to get a real picture of actual capabilities.
Again:
Every approach trying to balance via top performers for each aircraft is far superior than balancing vs plain average.
The flaws of the current system are obvious if you fight a rookie in an op and severely undertiered vehicle - whilst you fight in a rather fair balanced vehicle of the same class. So even if you are way more experienced you often face situations where you can’t close the plane performance gap with your sill advantage.
I fight regularly good to very good players in op vehiclea like Ki-44 IIs or Yak-3s - in the US or UK 3.3 F6F-5 Hellcat - and manage to kill them way more often that they kill me. But: I can’t allow myself to make the slightest mistake - whilst they can make multiple mistakes due to their overall better flight performance.
But the average US pilot has even in the 3.7 P-51 C (also undertiered) usually zero chance to survive such encounters.
Final remark:
My point is clear: If you want fair balanced vehicles you have to consider the results of top performers - and not based on Joe Bauers (Idiocracy) stats. If aircraft (or vehicles in general) are assessed on their maximum performance there will be no undertiered vehicles left.
Only mediocre or rookie players will cry about it as it takes away the opportunity to score cheap kills in severely undertiered aircraft and will slow down their research progress.
As we have fundamental different views on this issue: I agree to disagree.
Yes, then you compare that to other vehicles at the same BR to see if said vehicle is better/worse than what’s expected.
If something is OP then both good and bad players will perform better in it, which is already shown in the average stats we have currently. Your rookie example would only prove that if a rookie performs in the top 5-10% for a given vehicle, most other players are rookies (or worse) themselves.
What ?
It’s a stat-free way of balancing vehicles that works on objectively weighing all the variables a vehicle has, which on it’s own is hard to do and is probably why balancing via stats exist.
You’re still unaware that those 5-10% of best players for a given vehicle might vary from vehicle to vehicle.
Vehicle A might objectively be better than vehicle B, but vehicle B has more better players so performance of it’s 5-10% best players is higher than that of the vehicle A, just because the players are better on average. It’s pretty much the same thing we have currently.
Some OP undertiered vehicle can indeed carry inexperienced players and also allow experienced ones to wreak havoc, which is already covered by our current stat balancing system.
Not until you make sure those top performers are on a similar skill level.
Your system doesn’t make sure those 5-10% of top performers are actually using the maximum out of a vehicle. Just because they are the best out of a given group, doesn’t mean they used 100% of a vehicle, so taking those stats as the “maximum performance” is really flawed.
I showcased this to you in my go kart example, as just because I might be the best out of that group it doesn’t mean I’m even close to performing the same as some much better drivers.
Even as i said that i agree to disagree (=polite for no need for further exchanges) it looks like that you missed out some things in the current BR determination process: Besides the already mentioned things gaijin considers also theoretical values.
Best example for this is one of the most played aircraft: The US P-51 C. Even as non prop pilot you can visit statshark (global stats) and compare the 3 results (US/CHN/JP) - you might notice that these three identical aircraft show extreme variations regarding kills per spawn and kills per battle.
But - the objectively seen worse P-51 D-5 & D-20 have a higher BR because they have 6 instead of 4 US 0.50 cals and dan carry a way larger bombload. Every experienced pilot will prefer the P-51 C because in a fighter role it doesn’t matter if you have a lower burst mass or bomb load - it is essential if you are able to bring guns on target or not. And the lower BR P-51 C is thanks to less weight able to fly circles around the higher BR versions.
I hope you can follow this example as it demonstrates that BRs consider not only results.
If you fly jets: The 7.0 Me 262 is far inferior vs the 7.0 US opposition - regarding flight performance. But thx to the 4 x 30 mm MK 108 (with an insane burst mass) gaijin thinks that the 7.0 BR of the 262 is fair. They simply forget to consider that it is thx to poor balistics (basicaly a short range grenade launcher) incredible hard to bring guns on target - somehow logical if their opponents are faster and more agile and outrange the MK 108s by a substantial margin.
The difference is that the veteran player will benefit with a way larger margin than the rookie.
This is a theoretical construct as players always prefer better performing vehicles - just based on the immanent pressure to grind.
First of all: It is not my system. And as the whole game is tailored to satisfy the gazillions of rookie players it is extremely unlikely that they would even consider this. When your goal is to make money with minors it is logical that gaijin does everything they can to make actual skill based on experience less decisive.
Regarding the maximum: Also just theoretical.
And i explained to you that a single event (like your dxample fastest lap) has nothing to do with constant results. If you are are able to beat better drivers more than you got beaten you are objectively seen the better driver.
And you know how that those differences in skill levels between major and minor nations haven’t already been accounted for by Gaijin ?
Your first wrong assumption is that those planes have to be used in a fighter role and that fighter role is all it matters. As you stated yourself, they have their pros when compared to the C version and it’s a matter of how much those differences affect the plane’s ability to do useful actions.
For what I know, Gaijin balances vehicles by their income, so all actions that reward you with SL/RP are accounted for. As I said to you already, every vehicle has it’s own set of pros/cons, so only way to balance things truly without player stats is to objectively weigh those pros/cons and rank vehicles by that only.
As for tanks, one can be better for brawls, while another might be better for sniping but this doesn’t mean one should be higher in BR just because it suits you more.
This is very debatable.
Rookies might very well thrive and hide their obvious skill issues by simply relying on crutches that an OP vehicle provides to them.
You can’t really switch between vehicles as you seem fit, as this game is a huge grind so having all things already unlocked takes impressive amounts of time.
Players flocking to things they think are better can cause problems in your system as well.
It’s still a very real problem you’d need to consider if you want balancing to be done properly.
Imagine you have two identical go karts A and B. You assign 100 random people you pick off the street to a car A, while you assign 100 professional drivers to a car B.
Then you take the best 10% of drivers from both cars and compare their results. I’m sure the results would be drastically different even if the cars are literally the same. Same thing would happen if you’d average the results from all 100 drivers in both groups, which is why I said to you that the 5-10% system isn’t really working out if you don’t know who plays your vehicles.
SBMM would be really helpful to determine which group of people is considered “the best”, so only taking their stats would be much more secure.
I could be driving 500 laps and only then my averages would be taken.
Just like I can play 500 games.