Every single time Ive tried to fire a Skyslugs using PDV. It misses without explanation. Well within parameters.
Exact same shot fired when in SRC. Hits with ease.
I need to gather more data ideally. But it’s a jet I hate playing. But something is definetly wrong with Skyslugs guided on PDV and I’ve heard the same from a few Viggen players too
It’s generally so bad, that I just avoid using PDV whenever I play it in SB and just stay high and use SRC
Then there is no means for RAF phantoms to keep on the same BR as US Naval Phantoms
unless ‘Phantom drivers from US suck bad compared to us on average’
(No offence, Just an example of efficiency which you bring is wrong)
Also @TIGER_TANK_1 Both FG1 and F-4J are rather equal within Skyflash range, which is where most fights occur at this BR.
Well, FG1 is superior due to its notably better high-speed energy retention, but not by much.
It’s why I said F-4J UK should be moved down, and Tornado F3 moved up.
Make 12.0 the BRs of the AIM-9G PD Phantoms and any similar vehicles.
Come on, Alvis.
He is a mindless base bomber, he claimed that Brit Phatoms are the same BR because of
they are faster, and they throw bombs. so they bomb faster.
as reason.
it is completely wrong unless napalm meta goes dead.
Also, In his theory, all three British phantoms needed to have lower BR than F-4J unless major American skill issues occurred.
By the way, seems you submitted the wrong Image maybe?
it shows F-4K and F-4EJ Kai. not F-4K vs F-4J.
I also want to disagree with your claim that the difference between Skyflash and AIM-7F is marginal.
(In the match, not on paper)
but sounds better than ‘bombing caused same BR’
Well, when I say “player efficiency”, everything is counted, even bombing. Let’s face it, there are reasons why Tornado, late F-104 variants aren’t downtiered, because people bomb with them and thus earn decent SL/RP.
We have the F-5AG with same missile kit as IDS, but at .3 lower BR.
There’s a reason the Q-5L and Yak-28B, with their 0.1X somewhere KB, aren’t downtiered.
Efficiency is defined as normalize silver lion gain, as per their official post.
Nothing else matters at first pass evaluation - only how it measures to its peer vehicles in obtaining silver lions at a normalized rate.
Why?
Their argument is that SL gain is an indicator of all “useful actions” it performs in a match without bias - bombing, killing, winning etc.
I think they really need to add a filter to this efficiency data based on the origin of said data (ergo: if someone has terrible “efficiency” across the board, weigh their data lass. Same for people with exceptional efficiency.)
While we’re here, we’d like to give some additional context behind Battle Ratings and how they’re decided. Battle Ratings are decided based on how much a vehicle earns, but this is not purely economical. We use this metric because it’s all encompassing and considers every action a player makes with their vehicle, so this considers frags, assists, caps, and effectively every useful action a vehicle can perform all bundled into one universal metric.
This is the “Efficiency” of each vehicle and gives us a very well rounded perspective on all of its abilities and how it’s actually being used.
If a vehicle has high efficiency, it’s outperforming its contemporaries in multiple ways the majority of times it spawns on the map, and as a result may have to be increased in Battle Rating. Whereas a vehicle with low efficiency is not performing well across the board against what it fights, and may be moved down. However this is not purely a data driven process, we often consider additional factors such as the volume of players using a certain vehicle, its lineup, new features that may be altering performance in different ways etc — and this often leads us to delay a change we otherwise would have made to gather more information. Even though we do primarily go by this efficiency metric, we aren’t bound by it, and spend a lot of time each Battle Rating cycle to look over feedback for different perspectives and elements we may not have initially considered.
Ultimately, it’s very hard to balance a vehicle in a vacuum. On paper an aircraft might have incredible speed, or a tank might have great penetration for its Battle Rating, but this is cold data, in the sense that just because a vehicle on the surface has a very impressive asset, it doesn’t mean that asset guarantees high performance. It’s more about how a vehicle is actually functioning in the game, rather than weighing up its assets in isolation. So efficiency is good data to be informed by as it considers everything and everyone.
We’d like to note that when balancing aircraft before the introduction of separate Battle Ratings by mode, in the vast majority of cases the Battle Rating was set according to the performance for Air Battles, and not Ground Battles. We understand that many of you wanted a Battle Rating reduction for strike aircraft in Air Battles, so we have some additional answers for you on this below.