It’s 3% of your mod RP converted to crew skills in AB and only 1% in SB/RB, yet the RP rates are not normalized between modes. AB levels so much faster it’s a joke.
The original excuse was “multiple lives in AB air so need more crew skill points for divide” but this is irrelevant since ground exist for 10 years for rb/sb and EC.
But everything else you get are worse. Realistic is good for grinding tanks since you can try flanking and also since you get like (I think) 50% more RP. I don’t know for sure, but that’s what I think since grinding RB was faster for me than AB.
Of course it’s pay to win from the beginning, paid units have higher hit points, better defense, better fire power and everything. A single 2s38 driver stopped a cannon shell with 600 penetration shot from the rear and survived, nothing else was damaged, only in this money grabbing game. Paid jets has better chance to doge missiles, and their missiles can’t be lured by countermesures, it’s very hard for non paid jets to counter them. Nerf the old jets to unplayable level, this money grabbing practice is so disgusting. Don’t spend a single penny, it’s easier to delete this game anytime you want to quit.
We have a genius here. “‘Chance’ can be described by 3 categories: guaranteed success, guaranteed failure, and possibility of either. Therefore flipping a coin is the same as buying a lottery ticket.” Why don’t you spend all your money on the lottery then?
“Increasing the odds of winning” has been simplified to “There are still 2 possible outcomes, win or loss, so the situation is the same”. Who in the world thinks like this?
If you can get something through in game means without paying, I don’t really see it as a clear P2W.
Expert/Ace crews are flirting with P2W much more than let’s say bushes. Things like those are just a borderline acceptable ways to promote something as pay2progress.
Most of the time in War Thunder it’s pay to make your grind and gameplay smoother and more comfy.
The paid features you mentioned do provide some advantages, but not “massive” enough like you said to impact game outcomes in 16 vs. 16 battles with players of similar skill levels. Skilled paying players could stomp the whole enemy team likewise using their experience and game knowledge without bushes, crew skills, or backups when there’s a large skill disparity.
My take is that these features help to convert competitive players who want to invest time and effort into War Thunder into actual paying players.