Wouldn't it be better to use the XP BOOSTERS after the battle?

I’m tired of collecting some 200% or higher XP boosters, just to use them in a match that ends faster than sex, or a long match where I unfortunately can’t get many points…
There is no mechanic that allows us to use the booster only at the end of the battle, when we are looking at the STATISTICS on the main screen, and there they could add 1 or 3 boosters in that match to multiply the points.
Yesterday I achieved a record never before reached by myself, I had two consecutive games where I scored 10 thousand points, how did I do it? Until today I’m still trying to understand, the fact is that I lost both games, but there were no XP boosters in either of them. After all, how could I see the future to use the BOOSTER beforehand…

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bro cant go long, pray for his girl

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yea it would be nice to choose if i want to use boost or not after the match especially if i have 500% of it.

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Teams cure this problem. Joining a team of strangers is a throw of the dice.

Sometimes I think the game understands I have 300% booster and intentionally throttles the match.

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This kind of thing happens all the time in WT. Whenever you use a 500% booster, your teammates are usually lone players or low-level inexperienced users. The opposing team is almost always much stronger on average, trapping you in a losing battle.

Winning becomes really tough with a booster active. Pretty much every player has had this annoying experience, and there are even memes about it. Your idea is great — hold off on using the booster until after you get into the match. That way you can avoid wasting it on unwinnable games.

I agree that would be great…but, it is a form of gambling where you bet on a match performance. If you are playing blackjack in a casino, they don’t let you wager after everyone’s cards are revealed or betting on the outcome of a world cup match as time expires.
I think you should be able to use them while queuing but they should say what map and what mission type…that way you can guage your play style to it…like if you like farming tanks but you are on a map where people don’t use them.

Statistically it works out. The bias is that we assume everytime we use it some how the match is unfair if we lose, get a short match or did not get hero. Your idea is great for the player bad for the concept. It is like asking a casino if you can pick the bonus after you won not before.

Teams help sorta, I play with a bunch of good players so we are all competing for the highest score versus if I am going solo. Also Join any battle really ups that % even more. Its maximizing. The formula would be points per minute, length of match, total points for both. Ideal match is max points max time, least ideal, low points, short time. The longer match allows you more time to get badges. There is a lot more involved.

This battle 500 silver a minute with a 450% bonus. I think most matches have a hard cap of 30 minutes This puts the battle in the more time category. Game bonus .7 for the victory .5 and hero .2. That can be max 1.3 Join any .3, victory .5, top hero .5.

Long story short this could have produced more points but in three metrics it registers all positive outcomes. The weakest advantage being the loss of not joining any battle, or being the top player in the match.

Here is 150% bonus

It is 250 silver per minute -300% booster less exp but but also missing the other % Join any making it 750 if I went with your idea.