No one is going to help each other when they’ve injected a bunch of selfish players who don’t know the maps, don’t know the tanks, and couldn’t be bothered to think to fight a map rather than stupidly drive at the D point (spawn) and get facewrecked after 1 death and leave.
I will continue to tell them not to in my TikToks, but I’m not holding my breath.
Edit: Maybe I need to go to the Chinese forum and inform them what I really think of their dumbass players and challenge them to do better.
All you guys say do performance base match making, but this game’s vehicle can artificially boost someone’s kda. Skill is important but the vehicle itself too. 70% skill and 30% vehicle.
Of course it can, this applies to any game (overpowered gun in an FPS, etc) but that’s not an issue. The only “issue” here is that most of the general gaming community can’t seem to put together that using OP gear artificially improves your performance, so they use it so they can “do better”, yet all they’re actually doing is placing themselves in skill brackets above their natural level… making their experience worse.
It’s great, actually. Due to this, performance-based matchmaking inherently and automatically discourages abusing overpowered/“meta” stuff, as all you’re accomplishing by using it is making yourself face players with higher (natural) skill.
The problem comes with the accurate measurement of skill when there are inflation of win rate and KDA.
SBMM dis-proportionally helps low (and ONLY low) skilled players while massively hindering the enjoyment of anybody who is decent or better at the game. It’s a trash idea.
“Skill” is a nebulous word and tends to make these discussions difficult. It’s really “performance”, and again, if one artificially raises their own performance by using overpowered/meta stuff, they will simply end up in artificially higher matchmaking brackets; it’s self-inflicted and a non-issue.
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Coold idea But Gaijin does Gaijin Things i don’t trust them with this
Trouble in low BR at the start of the game so many newbies wont have a clue what to do or where to go.So much is learned by being in with the better players ,It’s like an apprenticeship.
So much is learned by watching a replay of the top people in your team or the opposition.
I find if I have a really good game I get the up tier next game as well anyway.
Like TO mode,Gaijin could trial it but I am pretty sure they never will.
All Gaijin will do is reduce your RNG luck the better you play to artificially lower your k/d and w/l ratios. One day you’ll be able to one shot tanks with well placed shots. The next day nearly every shot will bounce and tanks which usually got knocked out in one shot will take 3-4 shots to destroy. You’ll also wonder why the enemy always seems to know where you are, no matter how careful and stealthy you are. And shots that would typically do little to nothing start to wipe you out and any bomber you spawn will be made of paper mache while the enemies seem to be made from vibranium. This is the only way Gaijin knows how to achieves balance.
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Much of that is the player and the players mood.I don’t habitually play the game any more.I only play it when I am really in the mood.So those really bad games weren’t around today except for when I played too many and lost my concentration.
I understand exactly where your lack of trust for the game comes from though.
There are far to many casino like practices happening .Like a big dodgy, fairground sideshow.
I just can’t trust Gaijin to implement matchmaking correctly.I don’t think they can trust themselves either that is why you will never see it happen.
I’ll agree that mood can play a huge factor. But, once I started noticing little trends I started writing down my experiences for certain scenarios that don’t rely on the player. That’s the reason why I bring up about the bomber/fighter spawns. If I take a break for a week, on avg. 4/5 times that I spawn a bomber the enemy fighters spawn 1-1.5km away and 1/5 times they will spawn 0.5km away. My bomber will also take a few hits before getting severe damage or blowing up and will spawn close (0.5-1.0km) from the play field. But, when I play well for a while (e.g. 5 days or ~20 matches) 4/5 times the fighters will spawn 0.5km away and my bomber gets taken out (tail ripped off, wing severed, ammo explosion) the first time it gets hit. My bomber also spawns far (1.5-2.0km) away giving me almost a 0% chance of hitting anything.
I play super casually and don’t take the game very seriously. It’s just something that I’ve noticed over the years. And it’s not a global CAS nerf because it’s not applied consistently or the same for everyone in my experience.
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I am the same really.I was blissfully unaware for a long time but you get so suspicious of what Gaijin have messed with over time.I ask for them to mess with anything now.I can take the game as it is but still they keep tinkering and fixing stuff that is not broken.
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another dose of coincidences
https://warthunder.com/pl/tournament/replay/
Few random replays from diffrent modes
ground AB
https://warthunder.com/pl/tournament/replay/251575334249388062
https://warthunder.com/pl/tournament/replay/251575278414813159
https://warthunder.com/pl/tournament/replay/251575115206055774
air RB
https://warthunder.com/pl/tournament/replay/251593489076168166
ground RB
https://warthunder.com/pl/tournament/replay/251597861352880919

This is not a mechanism that matches all players according to similar skills. This mechanism simply makes both teams have to have a similar sum of “skills”. Which results in each team having a defined skill range and these 16 people have to fit into this range.
So if you enter a 4-person very talented group into a battle and there is no equally talented group in the queue, your team will be filled with very weak players so that the slightly above average ones can at least try to equalize the level. Looks ok, right? However, if you play alone and your results are much above average, you will constantly be forced to play with people who do nothing in battles, the entire burden of winning will fall on you. So any situation in which 2 very qualified players enter the queue and the rest are very weak means that in a simple hand, these 2 almost never meet and are almost constantly forced to play against each other while the cannon fodder rotates between teams.
https://wiki.warthunder.com/Ranked_Matchmaking
I am convinced that this mechanism works for vehicles, because you get completely different draws for newly purchased vehicles, or those that you haven’t played in a long time compared to those that you play regularly and have a very high win rate and KD. Unfortunately, until they officially admit that it works, how, none of us will be sure to what extent hidden mechanisms can manipulate our results in the game. And they probably won’t want to admit it due to the fact that they sell you a premium account for real money, which is supposed to speed up the process of gaining XP and SL, it would be quite a drama that they take money for acceleration and then introduce some kind of restrictions. So until some artificial intelligence is able to calculate it in some way, we won’t know anything
Have a nice day
I’d really like sbmm, because it would make my stats more uniform and look better because I am facing people with a similar skill set, and would generally make it more fun.
Yet the downsides far outweigh the (Theoretical) positives. Doing better is no longer rewarded, instead punished, queue times go up significantly, and there is less impetus to improve.
For ultra-competetive games it can help (Though even then it has consequences and really isnt a good idea much of the time), but for WT it wont work- especially since the skills needed for each BR can be different.
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Been like that for 12 years.
It’s like expecting everybody you play at chess to be at your exact same level.
The skill level is mixed per game that’s the way it is.
Why there are people who really want SBMM??
That thing can be easily abused. Imagine doing nothing in several battles to make the system think you are bad, and then bully every unskilled player in the next battle. In addition SBMM means the more skillful you are, the worse teammates you will have.
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the goal of SBMM is to have even teams, on both sides. Skillful people with skillful people against skillfull people with skillfull people in the team and less skill full with less skillfull against even skillfull paired with less skillfull…i dont see your logic. And i always read: que times. are the majority of players just after SL/RP and a specific amount of games in an hour? isnt the game also about fun, immersion, teamplay and strategy? The majority of players prefer keeping throwed in shitty matchesand a lot of it, rather than a few less therefor higher quality matches?
is it all about the grind only? isnt it at the end just an addiction to go after one grind to another?
i mean how long waiting is acceptble? i dont need to get into a match by click start and get a match in less than 5 seconds, which i expirience each day. longest que time i had was 30 seconds and that happened mebe 5 times in a year.
its just a weak justification not to change the way it is by “muh, but quetimes” “muh but less SL and RP”.
Also the abuse statement is weak. how many player would do it? arent the most people after good stats? i wouldnt have the idea of playing weak for days, and yes it should have to be DAYS or even 2 weeks to get ranked in the MM and not simply play a few hours bad and then rock the next few hours. its an archievment at the end that most people would voluntarly treat it well…
and talking about abuse: airfield camper as a name unveils that YOU would have trouble beeing in a SBMM…