the actual worst thing in ground rb is the mediocre map design combined with non-mixed battles. try playing rhine against bmpts, you’ll very quickly change your mind about how mixed battles are bad. mixed matches would hypothetically force people to learn how to fight their own vehicle, and by extension, how to most effectively play it (the meme of german mains having zero clue how to deal with things like the tigris and kungstiger are a meme for a reason)
It’s been a while since I checked this thread, yes I agree the terminator completely sent the high BRs to shit
There is your issue. Those things ruin any match they’re in
I say Gaijin needs to tell us our teams when we are loading into the match (the teams will be showcased by flags over the map, sort of like how you know the teams in Sim). Why? So if I see Russia on the other team at BMPT BRs, I can quit without getting crew locked.
They’re never gonna let you quit without crew lock. Just accept it and stop playing top tier. I’ve done that and the game experience improves immensely
Yeah, unfortunately a bunch of virgins who act like game is life forced Gaijin to implement Crew Lock, and they wonder why everyone is in queue with Russia at the moment.
Did they tho? Was it not always a thing gaijin implemented themselves.
It’s because they have the bes CAS and quite good tanks as well as the BMPT since gaijin does not want to give NATO their better weapons/shells and russian vehickes just dominate. It has nothing to do with crew lock.
Crew lock is a more recent thing, wasn’t always in the game. I guess technically 2020 is not “recent”, but still. Wasn’t always there.
That’s what I’m getting at, you basically have to play with Russia at top tier to have a semblance of fun, but even then, it’s not really fun when you got Kh-38s and BMPTs stealing all your elims.
Yeah but that is not relevant to crew lock.
Kinda is, I would rather like to know the teams prior to the threshold for getting crew locked. It’s like how people leave when they see a terrible map. I want to know who my team is, and who the enemy team is.
bmpts are far less of an issue on larger, more open maps. sands of sinai and large tunisia being good examples. what gaijin needs to do is to start putting upper br limits on maps such as abandoned factory and rhine, which are simply unplayable in general at brs higher than ~7.7/8.0; why are mbts suited for long range engagements fighting at point blank range in urban environments? of course the abrams and leopards will struggle in close range urban maps, they werent designed for it at all.
anyways, i believe that bmpts simply are an addition to the compound of issues we currently have in grb in general, poor maps, nation v nation mm, modelling issues etc etc.
OR strange concept… you dont leave the match?
Not wasting my time on a lost match
I would like to suggest reducing the current Air Realistic Battles matchmaking spread from ±1.0 BR to ±0.7 BR as a temporary improvement while waiting for further BR decompression.
The current system often creates battles where aircraft performance differences are too large, especially between different technological generations. This can negatively affect gameplay balance, aircraft viability, and the experience of both casual and new players.
Below is a visual summary of the suggestion and its potential benefits:
Current Problems with ±1.0 Matchmaking
1. Performance gaps are too large
A 1.0 BR difference can represent:
- major speed advantages;
- much better climb rates;
- superior energy retention;
- stronger weaponry;
- or even completely different aircraft generations.
This often creates situations where lower BR aircraft:
- cannot catch enemies;
- cannot disengage;
- cannot properly use their intended strengths.
As a result, battles may depend more on raw aircraft performance than player skill.
2. Full uptiers create frustrating gameplay
Many players frequently experience full uptiers where they face aircraft with major advantages in:
- acceleration;
- top speed;
- climb rate;
- and overall combat capability.
This can lead to:
- one-sided engagements;
- passive gameplay;
- frustration;
- and less enjoyable matches overall.
3. New players are heavily affected
New players already need to learn:
- aiming;
- positioning;
- energy fighting;
- aircraft strengths and weaknesses;
- and map awareness.
Facing aircraft that are also significantly stronger mechanically can make the learning curve unnecessarily punishing.
A ±0.7 matchmaking spread could:
- help new players survive longer;
- allow them to achieve more kills;
- improve confidence and learning;
- and create a more beginner-friendly experience overall.
Players who feel useful in battle are more likely to continue playing and improving.
4. Aircraft balancing becomes easier
Currently, aircraft must be balanced around:
- downtiers;
- same BR fights;
- and full uptiers.
This makes balancing very difficult because some aircraft become:
- extremely strong in downtiers;
- but weak or ineffective in uptiers.
Reducing the matchmaking spread could improve overall balance consistency.
Benefits of ±0.7 Matchmaking
More balanced engagements
Smaller BR spreads would create:
- fairer fights;
- more skill-based engagements;
- and better preservation of aircraft roles.
Players would more often fight aircraft with relatively comparable performance levels.
Greater aircraft variety
Many aircraft currently only perform well in downtiers.
Reducing matchmaking spread could:
- improve aircraft viability;
- reduce dependence on “meta” vehicles;
- and encourage greater lineup diversity.
Queue times may not increase significantly
One concern is that reducing matchmaking spread could increase queue times.
However:
- War Thunder has a very large active playerbase;
- many BR ranges are already highly populated;
- and many players would likely accept slightly longer queues for fairer matches.
Improved gameplay quality may also improve long-term player retention.
Temporary Solution Before BR Decompression
This suggestion is not intended to replace BR decompression.
A full decompression would still be beneficial long-term, but it would require:
- large-scale BR adjustments;
- economy balancing;
- and extensive testing.
Reducing matchmaking spread to ±0.7 could serve as a simpler temporary improvement while those larger changes are developed.
Conclusion
The current ±1.0 matchmaking spread often creates battles with excessive performance gaps between aircraft.
Reducing the spread to ±0.7 could:
- improve overall balance;
- make gameplay more skill-oriented;
- help new players enjoy the game more;
- reduce frustration;
- and improve match quality overall.
Thank you for reading.
I miss when the matchups actually made sense tbh. US vs Japan 4.7 air RB, Allies/Axis tank matchmaking, Jets RB not being enforced mixed battles 24/7… it feels like ground RB is NATO vs Warsaw Pact matchups even at ww2 brs and it’s so lame
Tried playing top tier lately and just…
Top tier isn’t fun anymore. The LMUR spam, the Pantsir SM and BMPT have made the game so unfun
All Gaijin saw was more queue times and instantly deleted your post
What is this AI slop??
