The two types of Realistic Air Battle with a XP bonus

This post was flagged by the community and is temporarily hidden.

This post was flagged by the community and is temporarily hidden.

4 Likes

Normally, after activating a large XP booster I first queue a naval arcade battle, cancel, then a naval realistic battle, cancel, then queue into an air realistic match. This fools the game into thinking I don’t really want to use my XP bonus and I get significantly better results than just queueing air realistic from the start.

You assume you are the only player who has an xp bonus?

If not, where are the others? All in your team?
Spread 50:50?

1 Like

Not unlikely, given how often XP bonus lead to bad teams and outcomes like 1200 XP out of a 75% bonus at 10.7

On average, XP bonus should get wasted 50% of the time, not 90%.

And in case you wonder, at one point Gaijin admitted that XP bonus act as a player quality uplift, as in, the matchmaker tries to team up players with similar performance and split outliers 50/50, unless you have an active XP bonus in which case the matchmaker will “tone you down” for “being too good”.

Same goes for winning strikes, earn too much money/XP in too little time and the matchmaker will hand you several sealclubbings to stop you cold in your feet, unless you sabotage your perfomance by abandoning 10 matches in a row, so many 0 XP/ 0 SLs will lower your daily performance and hand out “normal” difficulty matches. Occasionally, a particularly long losing strike might provide a “easy” game so you don’t become too frustrated, but the matchmaker is more focused to prevent the players from advancing so fast that they don’t need to pay for the game, on top of not allowing players outpace developers when adding new stuff.

Play 30,000+ matches for 7,000+ hours and you will begin noticing patterns.

Like how absurdly difficult is to get a normal (not terrible, nor good, just normal) battle with a large XP bonus.

Or how 10-15% bonuses usually lower your total earnings because of the player quality adjustement (i.e., being teamed with “worse than usual” players versus better than usual players) so you die sooner, or lose more often, or otherwise the bonus skews your averages to the worse, say 10% bonus but end earning -20% XP/SL than average because battle upon battle is worse than usual.

My condolences.

Yes, it’s the worst game I’ve played for longer, I’m a sucker for basic gameplay loops and WT’s just kind of ticks enough boxes, specially since I started diversifying tiers, mixing matches in modern era with WW2/cold war era for variety.

Not unlikely what?

I would not wish my XP bonus to get wasted 50% of the time, let alone 90% of the time.

But the logic says, that XP bonus should be less effective than SL bonus. As long as you use XP bonus with unspaded vehicles, you would expect less performance than average. And they are most helpful with unspaded vehicles.

I noticed a pattern indeed: If something goes wrong, I only get upset about it when I have a large booster. And if I get upset, I remember it better. That is the pattern I note.

I also noted that I have not lost a game with a large SL-Booster (100% up) since last xmas. But with those I don’t use unspaded stuff but carefully pick the setting to cash them to the max. On average, I get 800SL for every 1 percent of the booster. A 100% SL booster will give me 80.000 SL on average. That is a very stable pattern.

What I find irritating is the difference in judgement what is good and what is bad. The worst way the game can screw you is to put you on a glorious team with the idiots on the other side. Before you know it, the game is won. And you survive with 0 score. Bye booster.

Imho your diagnosis is rather an insult - i prefer:

Apophenia (/æpoʊˈfiːniə/) is the tendency to perceive meaningful connections between unrelated things.[2]


I guess you mean RP booster - 100 RP in Air RB = 1 crew XP…

Whilst i am in general open-minded regarding rather sinister hidden “features” of the MM the often mentioned “booster curse” is imho not really a thing - i am way more concerned about RNG effects.

My last 10 deaths in Air RB:

6 x lost server connection / sudden increase PL out of nowhere
3 x one shot/fire by ai gunners from 2 player and 1 ai aircraft
1 x heavy midfield aaa

Besides that countless RNG effects (“hit,hit, hit” and no damage or fire with 20mm HE or US 12.7 mm API-T) which were similar annoying.

Correct.

2 Likes

That’s true but pretty unusual. Sealclubbing is far more common, but second to teams who downright ignore capture zones and are culled and one-death-quit in the first minute as they “position to snipe”

Hate to break it to you but your diagnosis is skill issue. Literally all of my 100%+ boosters from recent memory have ended with me raking in 20k - 50k rp even if the match ended in a loss

Wow, cool! One of my last battles with a 300% XP bonus was me with 8 bombs, 2 AAMs, no guns and no countermeasures vs 7 after they sweeped all my team… and I still hadn’t made it to a base because I was going the long way around the spawn-to-spawn killzone.

I’m sure you would had shot down 4 with the 2 missiles, killed two more with well timed bomb drops and led the last one to eject in awe at your prowess. But I just took 3 missiles from 3 different directions and ended up with 2200 XP for the trouble…

…with a talismaned jet. Top Gun ain’t me and I’d rather take my chances without a bonus, which kind of negates the concept of a bonus.

Or would have a MM that was agnostic to whether the player haves an active bonus. That would feel better.

So you booster bomb and blame the game for enemy air superiority?

Using boosters on that is really a waste. Because they dont stack with talisman.
If you have talisman and premium, your 200% RP booster will add 50% to the end result.

Are you sure about that? Because I’ve used the Mig-21MF and SMT with a talisman to grind and I seem to get the same amount of RP that I would with a premium jet. Most of my highest RP games were actually in the SMT with a talisman and booster.

You know, by trying to be snarky you proved my point lol. YOU are the one who made the bold decision to hide at the edge of the map and watch your friends die just to drop some bombs and get ganged up on by 4+ people. YOU were the one who made the even more bold decision to not bring a gun. YOU were the useless team mate who did literally nothing all game.

There’s nothing wrong with being bad, everyone starts out bad and there’s a very steep learning curve in this game when even just shooting and hitting people consistently takes a decent amount of skill. Blaming others for your mistakes isn’t so cool and a really good way to stay bad at something forever though.
If you don’t have flares, then carry rocket pods or pay attention to your positioning so you never have a missile shot at you that can reach you in the first place. Free look is one of your best friends and you should use it a lot.

I got all of the flight performance mods for the Super Sabre recently, and the way I played it was by staying fast and trying to make a splash early in the game so my team has a better chance of winning. Usually this consisted of wiping out a b̶o̶t base bomber or two with missiles/guns and then running around the map putting out fires popping up by helping my team mates that are locked in fights and getting slow.


I think it worked pretty well

You don’t have to ask me. Mouse over the medal in the debriefing screen, where you see the exact contributions of premium and boosters.
Talisman and Premium plane work the same RP wise. Talisman and premium time multiply.

But it is Gaijins philosophy that boosters give the same to all players. So if a free player has a 100% booster and earns 100RP, he gets another 100RP from the booster. If someone with premium time and talisman would earn 100RP, he gets 400RP instead. Plus the same 100 RP from the booster. 25% boost of income for him.

I just checked, the bonuses are identical. Both my Mig-21MF with a talisman and my J-35XS have a 1044% bonus with a 150% booster and before popping it their bonuses were also identical.

That is what I said above your post:

But that is not what you asked about before:
I said that BOOSTERS don’t stack with talismans (or premiums). I also gave a sample calculation to make my statement clearer. My calculation you can check if you look at the actual outcome of a boosted game.

If I take your numbers, the J35XS income should be way higher with an actual +150% boost. From your own numbers, it is only a 50% boost (from 696% to 1044%). And if you look at the actual outcome at the end of the battle (check the medal) it is only 37.5%. (This is because the stat cards don’t give the combined effect of premium time and talisman/premium correctly)

Well it’s handy that I didn’t use that 150% booster yet and had a spare to test this.
The results are…



They’re identical.


Just to unclutter this


I’m typing here