Variance in Experience by Nation's Playerbase - Impacts and Solutions

While I’ve not been enthused by all the import/export vehicles recently, It’s given be a chance to take look at the relative capability/skill of different nation’s player bases. I think that look into these differences can tell us a bit about who is playing which trees, and what steps can be down to balance out the trees more effectively.

Thesis:

Minor Nations aren’t attracting new players and inexperienced players like the Big-3 Trees(Russia, Germany, and the US) are, which is skewing vehicle performance, balancing, player counts, profitability for the devs, and dev focus.

Methodology:

For this analysis I’ve compared the August 2025 K/D by nation for several identical, or near identical vehicles that can be found in 2+ nations. For the time being I’ve examined the Leopard 2a4, T-72A, M44, SK-105, M10, M18, T-55, and Leopard 1A5. I’ll make an expanded version of this down the line as well.

For each vehicle I’ve determined the overall average K/D for August 2025 (based on all total vehicle kills and deaths), and the K/D for each specific nation, then I’ve listed the variance from the mean by nation.

All stats come from statshark, for Ground RB in August 2025.

I’ve compared each nation relative to others for any given vehicle, and near the end of the post I’ve plotted Big-3 vs minor nation relative performance to give a visual impression of the issue with comparing at vehicles based on in game W/R or K/D as opposed to vehicle capabilities.

While I can’t seem to upload all my supporting work to this post, you can see it the subreddit here,

Below is an example of my work, use the M44 as it ha been placed in numerous TT’s. I applied the same methods to all the other vehicles listed earlier on.

Summary of Results:

Below is the placement of each nation into buckets based on performance about the mean. This means that for nations with multiple identical vehicles (ex. M18, Black Cat, “Hell” M18 - USA) I’ve calculated the aggregate K/D and used that to avoid clutter.

As shown above, the variance is generally normally distributed, and there’s even a normal distribution of Big-3 Nation performance on the left side of the bell curve.

The Issue at Hand:

While no analysis can be definitive, I believe that minor nations are attracting significantly more experienced players than Big-3 trees, which is leading to impacts on BR rating decisions AND more importantly, means that the minor trees are less profitable, hence getting less focus.

I’m concerned that with the current way BRs are determined and adjusted, minor nations are being left by the way side. I firmly believe that they need to take steps to make minor nations more appealing to new players so that they have a better blend of player experience in each tree.

Solutions:

While small changes like making one random rotating nation have a research boost every day could help distribute players better across the tree, at the end of the day it’s clear that minor trees really need increased focus and shouldn’t be made to be similar to other trees (like with France/BeNeLux and Germany/Switzerland effectively trading vehicle designs between the two nations).

At the end of the day I think a combination of steps need to be taken to address this issue, since single decisions rarely have enough impact on their own.

A few suggestions include:

  • Adding a random 15% (or other) fixed booster every day to a random nation for each player. As there are more minor than Major nations, this should incentivize player trying minor nations (akin to the old days with the first win boost for each nation)

  • Adjusting the “daily bonus to vehicle research” to cover all tiers below a players max tier, but with the same stepping impact, thus adding a slight incentive for players to go try other trees for a slight reduction in grind time

  • Filling capability gaps in minor trees. There are a number of capability gaps in minor trees, like Chinese top tier support vehicles, French top tier support vehicles, the gap in Viable french line ups between 10.0 and 12.0, several gaps in the Israeli tree, etc, that make the trees less competitive and ergo less interesting to new players

  • Minor nations (and their subtrees) have had several flag ship designs and interesting vehicles locked behind limited time events, like the EBR-1954, Turan, Toldi, EBR-1963, TOG II, etc. These vehicles are often what draws players to trees, and time locking them may dampen interest in trees.

  • For many players, premium vehicles are there first experience in the tree and are used to show case tree potential, especially the top tier pack premiums. Unfortunately, some minor nations have been saddled with foreign imports as their premium vehicles (Octo, Christian II, etc) this means grinding these minor nations is just a rehash of some other tree, reducing the uniqueness of the tree. Adding domestic designs should help give the minor trees spice/a different feel

  • Many of the subtrees are becoming less unique through both the insertion of import vehicles, and the loss of unique co-developed variants, giving new players less of a reason to grind through a tree that may be 20-50% repeats of what they’ve already seen. For example the Finnish and BeNeLux trees have only only one-two unique vehicles, which are low tier, don’t fill many capability gaps in their respective trees (none in the case of BeNeLux), and are almost entirely repeats from other trees. Additionally, minor trees are facing the loss of unique and interesting co-developed designs that reduce how unique they are and rob them of native designs, such as the 15 or so Franco-Swiss vehicles that may now end up in the German tree instead of where they belong in the French tree.

Further Research

I’m aiming to expand this examination into 15 or so more vehicles to better size out my sample, which should give better credence to these conclusions.

10 Likes

Not supposed to use RED . . . . just saying . . .
still have time for an edit . . . ☻

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dont use red, its admin/mod only

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other nations players play better then German/USA mains… picture me surprised.
Also don’t use Bald Red

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Also the game’s hidden vehicle efficiency never includes play rate. lmao.

That’s a good analysis that pretty much supports what has been known for a while now.
Gaijin already said that they’re going to keep copy paste vehicles at the same BR, regardless if one has much better stats than the other, which makes me wonder if they’re already dealing with this increased skill levels before moving something from minor nations.

If we could figure it out by just using SS, I bet Gaijin could do it much better with their internal stats.

Big 3 nations are interesting to new players because they have famous vehicles throughout their tree.
Shermans, Tigers and T-34s will always be more interesting to a wider community than stuff like EBR, SAAB, AMX, etc.

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I hate AI.

Please stop this.

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Logged off right after posting, but I appreciate the heads up - noted for the next time through

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At least for these vehicles since there are too many variables to prove it for, say, comparing the 2s38 and STRF9040C, but we can at least make conclusions about the overall pops based on what we see, and the second order implications on vehicle BR decisions.

Luckily I dislike AI too, and I’m not sure why I’d bother with having AI write it for me if I clearly went through the trouble of tabulating the data and using powerpoint to make accompanying graphics.

the 2s38 just has arround 100mm more pen then the STRF

True, but then you have power to weight, crew layout, armor, reload, etc. Personally I think it’s better, but who is to decide how to factor in exactly which specs matter? Currently it’s done through vehicle stats, but the goal of my post is to show that until the nations have relatively equal levels of experience, that balancing method too is imperfect.

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I’m a bit confused on what the goal is, and what it is that is to be fixed. I get that new players tend to migrate to the large nations. However there are 4 imo, not 3, as Britain has a big tree consisting of unique vehicles with very little overlap.

From that starting point I’m not clear what the actual problem is and how “skewing vehicle performance, balancing, player counts” is effected? New players will be in any given game and assuming they flock to the big 4, they will be roughly balanced per game over time. The fact an M44 performs worse in, say, the US tree as compared to Japan doesn’t seem to be an issue to me as it simply balances out over time and is not really a problem.

If there is a big skew it’s not with vehicles, its with country. Germany dominates in the bad performance brackets all the way up the line, with one small exception at 4.7 (which I suspect is bad data, because its a 25% variance from the data points directly before and after). This is undoubtedly driven by the fact that Germany has the iconic WWII tank line drawing in new players first, which ultimately branch out into other trees once they realize a Tiger or Panther aren’t as massively overpowered here compared to their historical accounts.

But in the end I don’t see that as something to be fixed per se, it’s just the nature of how players migrate into the game.

My 2 bits anywhooo

It’s well put together, and he’s put effort into the graphics, even if there is AI usage, I commend it in this case since he’s got a clear thesis and offers a decent number of solutions.

Eyeroll

Well aren’t you just a great and nice guy.

There is also the fundamental issue that players feel disencouraged to focus on more than one TT at a time.

I still think it would have been better to make tech trees supra-national much more aggressively, and much earlier. If there were five consolidated tech trees this distribution problem would be greatly lessened.

I suspect part of the reason why we see tech trees being more and more samey is that the devs have decided to make every tree a “complete experience” so that tech trees are supra-national (we’re headed that way) but are not consolidated because they all have a bit of everything. We’ll see if that’s the case or not.