WoT Onslaught: Rewards Comparisons, Pegasus vs. Griffin/CG Seasons


source
For a previous comparison of Onslaught seasons, see here: (https://www.reddit.com/r/WorldofTanks/comments/135py8a/onslaught_rewards_comparison_current_vs_last/)

As was the case previously, note that I am only comparing in-game performance and economic rewards (credits, bonds, equipment, tanks, premium time, and other such things that have equivalent value). The 1st track of rewards for the progressive 2d styles and progressions of decals/badges/dog tags is irrelevant:

Season of the Griffin Rewards:

  • 4000 bonds

  • 8 days of prem

  • Bond turbo (Currently priceless)

  • Universal training manual (2.5m credit value)

  • 4 million credits

  • 1x of vert stab, rammer, and vent (300k credits value each)

  • 32 pieces of big consumables (320k credit value when bought at discount)

  • 48 vent and rammer directives (24 each) (576 bond value)

  • 8 each of the battle XP and crew/free XP personal reserves. (Debatable equivalent value)

Total credit equivalent value by my reckoning: 7.72m credits + 8 days of prem

Total bond equivalent value: 4576 bonds + a priceless bond turbo

Requirements: 160 victories over any number of matches.

Season of the Crimson Griffin Rewards:

  • 1500 bonds

  • 6 days of prem

  • 3 million credits

  • 6 “lucky chips”

All 6 lucky chips then grants

  • 1500 more bonds

  • 3 days of prem

  • 1 universal manual (2.5m credit value)

  • 50 rammer directives (600 bond equivalent value)

  • (10) 1hr 50% credit boost personal reserves (Debatable equivalent value)

Total credit equivalent value by my reckoning: 5.5m credits + 10 credit boosters + 9 days of prem

Total bond equivalent value: 3600 bonds

Requirements: Complete all 5 weekly missions, consecutively, every week from season launch to season close (6 sets in total, spread over 40 days)

These missions are:

  1. Be in the top 5 of 7 players on your team by Prestige Points in 1 battle

  2. Earn 150 Prestige Points over any number of battles

  3. Cause 3000 HP of damage over any number of battles

  4. Destroy 3 tanks over any number of battles

  5. Win 2 battles

Season of the Azure Pegasus Rewards:

  • 1500 bonds

  • 6 days of prem

  • 3 million credits

  • (6) 1hr 50% credit boost personal reserves (Debatable equivalent value)

  • 30 gun rammer directives (360 bond value)

  • 30 vstab directives (300 bond value)

  • 6 “”Lucky chips””

All 6 lucky chips then grants

  • 1500 more bonds

  • 3 more days of prem

  • 1 universal manual (2.5m credit value)

  • (5) more 1hr 50% credit boost personal reserves (Debatable equivalent value)

  • (1) Improved bond Hardening equipment (6000 bond equivalent value)

Total credit equivalent value by my reckoning: 5.5m credits + 9 credit boosters + 9 days of prem

Total bond equivalent value: 9660 bonds

Requirements: Complete all 5 weekly missions, consecutively, every week from season launch to season close (6 sets in total, spread over 40 days)

These missions appear to be (taken from screenshot in WG’s launch video):

  1. Be in the top 5 of 7 players on your team by Prestige Points in 1 battle

  2. Earn 300 Prestige Points over any number of battles

  3. Cause 7500 HP of damage over any number of battles

  4. Destroy 5 tanks over any number of battles

  5. Win 2 battles

As you can see, Weekly missions #2, #3, and #4 have increased in cumulative requirement to make the grind for the lucky chips marginally longer. I would estimate the average (Silver or Gold rank) Onslaught player will have to play between 4 and 6 more battles to complete the weekly progression relative to what that person would have had to do to complete that same part of the progression in the Crimson Griffin season.

Year of the Pegasus Annual Rewards:

WG has chosen to implement what appears to be a version of the ‘highest running accumulation’ style of rewards structure for the annual rewards shop, which it appears is their new quasi-ranked shop feature. This system works by the player accumulating ‘colors’ (points) in each season, based on the rank they finish in. The accumulation of points unlocks rewards in a 6-step hierarchy, with 3 points between each step (3-6-9-12-15-18). Each step corresponds roughly to an averaged, annualized placement in the 6 rank structure of Onslaught (Iron-Bronze-Silver-Gold-Champion-Legend)

  • 1 Medal & Corresponding 2D style for Averaged annual rank by color

  • 1 improved equipment of your choice awarded at 6 colors (Average placement in Bronze rank over entire year)

  • 1 improved equipment of your choice awarded at 9 colors (Average placement in Silver rank over entire year)

  • 1 improved equipment of your choice awarded at 15 colors (Average placement in Champion rank over entire year)

  • 1 Hurricane (CS-63 with Unique Style) awarded at 12 colors (Average placement in Gold rank over entire year)

    • Comes with Full crew, with Zero-perk BIA and enough XP to train next 2 perks of your choice to 100% – same as Battlepass reward crew members

  • More special badges and decals if you finish with Average placement in Champion or Legend rank

  • Example 1: A player finished in Gold for all 3 seasons – That player gets 12 colors; enough for 2 improved equipment choices, and the Hurricane. This player would be getting 4 colors per season, and would thus unlock the first piece of Bond equipment (which takes 6 colors) after getting his 2nd batch of 4 points (8 in total) at the end of Season 2, and would get the 2nd piece of equipment and the Hurricane after getting his 3rd batch of 4 points (12 in total) at the end of Season 3.

  • Example 2: A player finished in Bronze (lol), then Gold, then Champion – That player gets 11 colors; enough for 2 improved equipment choices, but not the Hurricane. This player would be getting 2 colors in Season 1, 4 in Season 2, and 5 in Season 3. This player would thus unlock his 1st piece of bond equipment at the end of Season 2 (now having 6 points exactly), and the 2nd piece of bond equipment at the end of Season 3 (now having 11 points, with 9 needed for the 2nd piece of bond equipment).

I should say that it is unclear if you get equipment/reward tank by ‘spending’ your points on a given item, or if the rewards ‘unlock’ for you once you reach a cumulative point total. If it is the latter, you get many more rewards. If it is the former, you would get many fewer. Based on the look of WG’s article, it appears to be the latter.

Lastly, you could still earn a theoretical maximum of 2000 more bonds by attaining legend rank the first day of the event, and staying there successfully for all 40 days, thus earning the 50 bond per day bounty that a Legend rank player achieves. This is nowhere near as lucrative as the rewards for simply grinding through the weekly missions, however, and the vast majority of the seasonal rewards, and yearly special shop rewards would be earned by averaging a position in Champion rank instead.

4 thoughts on “WoT Onslaught: Rewards Comparisons, Pegasus vs. Griffin/CG Seasons

  1. I think the rewards/effort ratio in the upcoming season will be the best – the rewards in the first season were better, but 160 victories usually means 320 battles (for average players). And each battle is around 4-5 minutes so 21-27 hours of Onslaught only – too much in my view. Sure, the bond turbo is priceless, but it makes an appearance every now and then (anniversary token store) and the difference between bounty and bond turbo is 1kp/h forwards, 1 kp/h backwards and 0.5% engine power – not insane I’d say.

    I needed around 15 battles weekly to complete the missions last season, so now it will now be 20 per week or 120 in total – 3 times less battles.

    Also, the CS-63 copy is lazy content from WG – they have some tier 9s and 10s in the game files, which could’ve been used as a reward – LKPz 70 K (German LT, 10), MBT-B (American HT, 10), K-91 Version II (Soviet MT, 9), Object 590 (Soviet MT, 9), TS-60 (American TD, 9) and more.

  2. Let’s say it will take a maximum of 10 battles per week, consider Queue time, loading time, and battle time (avg of 5mins) => 1-1.5h of torturing yourself in this mode every week for 6 weeks.
    Consider the 10-battle Qualification, let’s say I get my avg winrate of 60% and always in the top 5, so it should start at least from Silver or higher, I assume it will still take 100+ battles in total to get Champion rank.
    The grind is definitely shorter now, but it’s still there and we’ll still need to sweat our asses to get all the rewards.

    1. I wouldn’t really call Onslaught torture – the first 10 or so rounds are fun, but the map pool is poor and gets repetitive quickly. I’m not aiming for Champion, I’m not good enough, but Gold is achieveble if I don’t get crappy teammates towards the latter part of the event, who have grinded their asses out to reach my rank.

Leave a Reply