Thanks you @4018075 for the picture. This very much tell how it’s going to be with these numbers & how the rates works now (what I mentioned as they are adding up) this is a literal P2W. The reason is the game between non-paying players & paying players is so huge & it touch the main power progression points.
First, the 100%+ army experience, this is probably what is meant by Campaign, unlocking squads at 2 times of a normal account will give faster gain to locked weapons, soldier types & equipment from the lootbox system (Logistics). This allow them to unlock varies weapons faster (basically avoiding to get most the standard Mosin 1907 for USSR at 2 times the speed) with faster unlock to get equipment beside the weapons, unlocking the possibility for them to drop at 2 times the speed.
Second, both 100%+ experience gain for squads & soldiers. As I point earlier in the post lvling the different squads is essential as it determine how strong your squad & soldiers could get. Through those upgrades you can increase the number of soldiers you could have (based on type), increase reserve soldiers (total soldiers inactive), that soldier type exp rate gain, increased inventory, what weapons they can equip based on their type, the max lvl upgrade of weapons, disassemble parts & decrease upgrade parts needed.
What this means that paying players are having 2 times the speed to unlock all of that from the get go, some are more affecting that others i.e. weapon upgrades & what their soldiers can equip, this mean they could have better weapons in their squads PPD-34/38 (box) vs (drum), having better upgrade efficiency (less lost parts) & better max lvl on weapon. They can also get to unlock perks on soldiers at 2 times the speed & most of them at least are applicable with some really standing out which give way better performance. The max lvl of a soldier bring with it a possibility of picking from wider range of perks & some are better than others again (i.e. vitality +35% HP).
As the Campaign would allow better weapons & different types of soldiers to appear from the lootbox system (Logistics) the squads allow you increase the inactive soldiers you could have, if a player reached the reserve cap that he have he won’t be bring new more soldiers through the lootbox system (Logistics) which lock him the possibility of getting more soldiers needed to upgrade the ones he or the different types for overall better performance. They can delete soldiers but note that deleting a soldier does not give anything back which is harm to progress (will take about that more on that +100 reserve).
Third, both max allowed divisions in battle of 2 types by 1. For a normal players they could only have a total 4 division in battle this due to being able to take a maximum of 3 infantry divisions & 1 vehicle division. with increasing each by 1 this means they can have a total of 6 division, one more infantry & all of the vehicle divisions (as there are only 2). This allow for better respond to the match situation as they are having wider options to pick from, this could also result in better soldier lvling efficiency as they can bring more of the soldiers they want to lvl up across the different with lowered side effects (it effective take some highly lvled soldiers & let the AI control them as they are better responding to engagement) basically spread the low lvl or fresh soldiers across the divisions they are having. Being able to better respond to the battle situations means better chances (options too) to win the match which would result in the win (I believe there is a bonus for winning & also it one of the ways to get weapons/soldier boxes for the lootbox system -Logistics-).
Forth, both 2x times Academy train speed & +100 reserve. To start with the Academy there isn’t much to be said other than allowing paying players from getting the upgraded soldiers faster & freeing the reserve faster (due to it taking 3 soldiers of the same lvl & type to upgrade it). However, for the +100 reserve it is a different case since that number to start with is really huge. There are a total of 13 different divisions (all types included) & in each squad you could get 2 more reserve slots, this means a total of 26 (which is a quarter of that 100), I don’t know how much reserve slots players start with on a fresh account but it is surely influenced by the total number of squads you have (not the active ones just in total).
I want to take my situation as an example, currently I have 10 squads, 12 reserve upgrade perks (2 perks from 6 squads) & 62 total reserves. By doing a simple math we can sorta guesstimate the number that each unlocked squad on the campaign brings in terms of reserves. 62-12= 50 & those 12 reserves from perks are gone. 50/10=5 total of 50 reserves by total of 10 squads means each squad brings 5 reserve slots. Based on that we could guesstimate the maximum reserve slots a free player could have, 513=65 total of 65 reserve slots from all the 13 squads, 213=26 total of 26 reserve slots from squad upgrade perks, now add them 65+26=91 a maximum of 91 reserve slots.
It is unrealistic for anyone to reach such numbers & to have a 91 inactive soldiers, the problem is that those 91 reserve slots are gained through a very long grind & slowly increasing over time, while a paid player could have more than that number from the get go, the side harm of deleting a soldier in hope of getting what you currently need to lvl you soldiers up (powering up) is totally deleted means they can basically open boxes on the spot which could result in sometimes of high max lvl soldiers dropping.
Concluding all of this you can see how of huge gap of convenience is created, because the systems & mechanics of the game are intricately being designed & each represent a powering up system, this huge gap constitute a P2W method of monetization.