Vehicle Profitability in Version 2.8
Credits are one of the primary in-game currencies. You can use credits to upgrade your vehicles or purchase a more powerful tank. Every tanker receives some credits after the battle; the amount may vary as it depends on personal performance in battle, and related costs for repairs and ammunition resupply. The profitability level is set individually for each vehicle, and in the new version this parameter has been adjusted for many of them.
These changes allow us to solve two issues. First of all, it is necessary to align the varying profitability of vehicles introduced in the game in different versions. Secondly, players with insufficient performance in Tier IX–X vehicles, suffer significant losses. To fix these issues, we have reduced the cost of repairs—the main expense for high-tier vehicles.
For illustrative purposes, we have carried out an experiment with the T62-A, its repair cost will be reduced by 56%, and profitability—by 13%. We selected a less experienced player as a tank commander. He fought 5 battles in a row in this tank. All battles were fought without Premium Account and camouflage, with APCR shells only, and using Automatic Fire Extinguisher, First Aid Kit and Repair Kit.
Results of 5 battles before and after version 2.8
Average performance for 5 battles before and after version 2.8
As a result, average profitability decreased by 3,834 credits, and repair cost by 12,027, which has increased net credits earned. Thus, after the release of version 2.8 our commander would have earned 10,245 credits instead of spending 30,717 credits.
Profitability adjustments for version 2.8 are presented below. Increase in profitability and decrease in repairs cost are highlighted in green. It should be noted that in certain cases reduced profitability is compensated by a significant decrease in repair cost.
- T-34: profitability +17%;
- KV-1: profitability +14%;
- SU-85: profitability +11%;
- SU-100: profitability +15%;
- T-150: profitability −29%;
- T-43: profitability +3%;
- IS: profitability +12%;
- KV-13: profitability −25%;
- ISU-152: profitability +12%, repairs −10%;
- IS-3: profitability +5%, repairs −24%;
- T-44: profitability −10%, repairs −35%;
- KV-4: profitability −10%, repairs −31%;
- Object 704: profitability −6%, repairs −23%;
- IS-8: profitability −19%, repairs −44%;
- T-54: profitability −12%, repairs −50%;
- ST-I: profitability +8%, repairs −41%;
- Object 268: profitability −6%, repairs −32%;
- T-62A: profitability −13%, repairs −56%;
- Object 140: profitability +5%, repairs −46%;
- IS-4: profitability +5%, repairs −42%;
- IS-7: profitability −23%, repairs −46%.
- Pz.Kpfw. II Luchs: profitability −39%;
- Pz.Kpfw. IV Ausf. D: profitability −41%;
- Durchbruchswagen 2: profitability +28%;
- Hetzer: profitability +18%;
- StuG III Ausf. G: profitability +13%;
- VK 30.01 (H): profitability +13%;
- Jagdpanzer IV: profitability +15%;
- VK 36.01 (H): profitability +15%;
- VK 30.01 (P): profitability −20%;
- VK 30.01 (D): profitability −25%;
- Tiger I: profitability +9%;
- Jagdpanther: profitability −28%;
- Jagdpanther II: profitability +3%, repairs −17%;
- VK 45.02 (P) Ausf. A: profitability −5%, repairs −32%;
- Ferdinand: profitability +4%, repairs −18%;
- Indien-Panzer: profitability +4%, repairs −29%;
- Tiger II: profitability +9%, repairs −30%;
- Panther II: profitability −2%, repairs −37%;
- Leopard Prototyp A: profitability +14%, repairs −48%;
- E 50: profitability −12%, repairs −49%;
- VK 45.02 (P) Ausf. B: profitability +3%, repairs −42%;
- E 75: profitability −19%, repairs −42%;
- Jagdtiger: profitability −5%, repairs −29%;
- Maus: profitability −4%, repairs −45%;
- E 50 Ausf. M: profitability −15%, repairs −53%;
- Leopard 1: profitability +5%, repairs −56%;
- E 100: profitability −27%, repairs −48%;
- Jagdpanzer E 100: profitability −7%, repairs −29%.
- T1 Heavy Tank: profitability +20%;
- M10 Wolverine: profitability +16%;
- M6: profitability +11%;
- M4A3E8 Sherman: profitability +5%;
- M4A3E2 Sherman Jumbo: profitability −21%;
- M18 Hellcat: profitability +8%;
- M36 Jackson: profitability +9%;
- T20: profitability +11%;
- T29: profitability +15%;
- T25 AT: profitability −6%;
- T28 Prototype: profitability +7%, repairs −7%;
- T28: profitability +14%, repairs −9%;
- M26 Pershing: profitability +3%, repairs −28%;
- T32: profitability +11%, repairs −27%;
- T30: profitability +14%, repairs −29%;
- M103: profitability −18%, repairs −42%;
- M46 Patton: profitability −19%, repairs −52%;
- T95: profitability −12%, repairs −17%;
- T110E4: profitability +25%, repairs −36%;
- M48A1 Patton: profitability −19%, repairs −57%;
- T110E3: profitability −9%, repairs −31%;
- T110E5: profitability −17%, repairs −46%.
- Alecto: profitability +19%;
- Churchill I: profitability −26%;
- AT 2: profitability +9%;
- AT 8: profitability +14%;
- AT 7: profitability +32%;
- Centurion Mk. I: profitability +2%, repairs −37%;
- AT 15: profitability +28%, repairs −22%;
- Caernarvon: profitability +7%, repairs −29%;
- Conqueror: repairs −46%;
- Tortoise: profitability +11%, repairs −32%;
- Centurion Mk. 7/1: profitability +11%, repairs −48%;
- FV215b: profitability +5%, repairs −41%;
- FV215b (183): profitability +24%, repairs −26%;
- FV4202: profitability +7%, repairs −54%.
- STA-1: profitability −2%, repairs −38%;
- Type 61: profitability +7%, repairs −47%;
- STB-1: profitability +6%, repairs −54%;
- Panzer IV Anko Special: profitability −28%.
In order to anticipate some of your questions and add some clarity and transparency to the issue, we decided to interview Andrew Panasiuk, who is responsible for vehicle profitability rebalance.
How comfortable will it be to play in the vehicles after the profitability rebalance? What exactly will change?
We took a focus group of players with average effectiveness rate and made two things:
- Decreased the repair cost
- Adjusted the profitability of all vehicles to the numbers close to the ones of the old pre-release vehicles
This resulted in players being able to receive more credits with old expenditures.
How should we understand the phrase “Make the cost of a mistake less for high tiers (IX–X)”? Does this mean that I’ll not be going dramatically negative in battle results if I play a relatively bad battle compared to my overall statistics?
Practically, yes. Repair is the main item of expenses for Tier IX–X vehicles, and its cost is now basically reduced in half.
Are you going to reduce the profitability of any other vehicles in future?
We knew about the problems of the “old” and “new” branches, as well as about the profitability disbalance of some other vehicles, and we’ve been putting the decision off in order to do it all at once. And from now on, we will monitor the profitability of all vehicles and fix all the issues right away. All the changes will be included into the release notes.
It’s well-known that high-tier vehicles have low profitability rates. Don’t you think that playing in these vehicles will become very unpopular, and the incentive to research the top vehicles will be lost?
More like the other way around. Players will be able to play in Tier X vehicles even without Premium Account, consumables and ammunition are used wisely.
Will the new branches be released with already adjusted profitability?
Yes, the new branches will have readjusted profitability.
Will this change be applied to Premium vehicles in future?
We didn’t change the settings of Premium vehicles.
Tier VI–VIII vehicles used to be the most profitable ones. What vehicles will be the most comfortable in terms of saving credits now?
Tier V–VIII vehicles, just like it used to be.
Are you planning to rebalance vehicle cost in credits due to the decreased profitability of some vehicles?
Practically, the profitability is the same, so we’re not planning to change the costs.
The Panzer IV Anko Special’s profitability was reduced, but the developers claimed that Premium vehicles would not be rebalanced. What caused this change? I got a vehicle with a certain profitability rate, but got changed.
The Panzer IV Anko Special was a special vehicle. It appeared that there are too many of these vehicles in battles now, and the profitability of the Panzer IV Anko Special became higher than we expected. However, players who have such vehicle had had quite a lot of time to save some credits before the update 2.8 was released.
In the previous updates, the Jagdpanther was something special due to its high profitability rate. Didn’t you consider an option to leave it that way?
Developers mentioned earlier on the forum that profitability of this vehicle was too high, and that they had planned to fix it during rebalancing of “old” and “new” branches. So, profitability changes were expected and planned.
Let’s look at the E 50 Ausf. as an example. Its repair cost was reduced by 53% and profitability decreased by 15%. Have reduced repair cost and decreased profitability made this vehicle more favorable?
Here are the rounded results of the focus group research.
- Credits earned—30,000
- Repair cost—19,000
- After rebalancing:
- Credits earned—25,000
- Repair cost—9,000
So, you earn 5,000 credits less and spend 10,000 credits less on the repair. It means that your profit is 5,000 credits more.
Will high tier shell/consumable cost be reduced due to profitability decreasing?
We’ll make this decision after all statistics concerning the economic changes will be gathered and analyzed.