05.08.2023

Crew skills and abilities. What are perks in World of Tanks? Rules for choosing perks for the crew Ram master how it works


The official website of World of Tanks, although it contains comprehensive information about the skills that each of the crew members of the combat vehicle can acquire, but, firstly, few people will smile at re-reading several pages of technical text, and secondly, the official information is dry and streamlined . There they will never tell you in plain text that this skill is nonsense, but this one is not bad. Therefore, tankers will have to go to forums, where they will have to shovel through a lot of topics of several dozens, even hundreds of pages, in order to find out the necessary information for themselves. The purpose of this material is to describe in detail and at the same time briefly, intelligibly and in a simple way each of the skills for each of the crew members, without hiding absolutely anything.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for many times improving the characteristics of your combat vehicle. Often the value of skills is underestimated, but in vain. So let's go.

Firefighting.

In the humble opinion of the author, as well as many experienced tankers, this is the least useful skill, which is easier to replace with an ordinary fire extinguisher. And to statements, they say, what will happen if you are set on fire a second time, you can answer that such a probability is extremely small. In general, Firefighting is a skill with frankly weak utility. Alternatively, you can take the “Clean and Tidy” skill, which reduces the likelihood of an engine fire.

Disguise.

This skill is studied indiscriminately, especially by beginners who believe that now their tank will be inconspicuous and they can play plenty in sniper mode. This is wrong. The fact is that not all tanks in the game are able to disguise themselves. Some do it better, some do it worse, and some are huge, high-profile machines that don't know how to disguise themselves at all. For example, a T-62 with camouflage upgraded to 100% can remain invisible when stationary up to almost 300 meters, while the same E-100 can hide under similar conditions only at a distance of a little more than 400 meters. As an alternative, it is better for the tank to acquire camouflage, as well as hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most versatile skill in its usefulness. Repairs can and should be done. As an alternative or as an add-on, a tool box is great, as well as a large or small repair kit. Each tank must have a tanker trained in repair.

The Brotherhood of War.

Another universal, team skill that gives 5% increase in points of all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two terms is summed up, so it is better to study the brotherhood of arms and install ventilation. If you add cola, chocolate or coffee to everything else, then skills can increase up to 120%. Not a bad skill, which is especially good for gunners.

Now let's move on to the personal skills of each of the crew members.

Commander.

The mentor skill allows the commander to train his charges faster. It gives the greatest effect when studying at the very beginning of development. However, this skill only provides accelerated pumping of other skills, and, in fact, does not bring any benefit. In general, for the most impatient, this skill will do.

The skill is good. It allows you to see removed or damaged nodes in enemy vehicles on tanks, but Expert works only with 100% pumping, and also if enemy vehicles can be kept in sight for about 5 seconds, which is not always acceptable in random battles. Bottom line: this skill is more suitable for duels. It carries more informational assistance, which may not always be useful in battle, where you often shoot where you can, or even at random. A skill with debatable utility.

One of the most important skills in the game, if not the most important. The famous "bulb" is vital in every battle. A skill that signals the fact that your technique is illuminated. If the light comes on, it means the tank has been found. It is essential to study, and the sooner the better.

This skill allows the commander to replace a disabled crew member. Most often, instead of this skill, players prefer to purchase first-aid kits to treat the injured. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum view of the tank by 2%. The use of this skill is the lot of experienced players. For beginners, this skill is unlikely to be useful, however, if you are fighting with Bat Chat, Patton or other vehicles with a good vision function, then you can and even need to take Eagle Eye. Bottom line: this skill will be useful if you know how and like to use disguise and know how to calculate the detection range. As an alternative, as well as additions, you can take radio interception, coated optics, a stereo tube or an additional ration with ventilation.

The sniper skill will increase the chance of dealing critical damage. Quite a rewarding profession. This will be especially evident after comparing the results of battles on vehicles where the gunner is trained in sniper shooting, and where he is not trained. The difference will be noticeable. A tank with this skill will inflict much more crits, including useful ones such as a fire or an ammo explosion. Does not work with HEAT shells. A very worthy choice, practically obligatory for studying.

This skill allows you to see the disappearing enemy in the scope for two additional seconds. It works only if you personally spotted this enemy. In other words, gunners who have accelerated to download this skill should know that it will not be useful, because for artillery, the enemy is illuminated by other tanks, and not by the artillery itself. Bottom line: an almost useless skill that is better not to download.

Everything is clear here: in sniper mode, it will be easier to aim when turning the tower, if there is one. Do not download the skill if your tower does not rotate. An alternative is to install a stabilizer. However, the benefits add up. In short, this skill is one of the most useless. You can not study, you will lose a little.

Everything is said in the title. After 100% pumping, the gunner can predict with a high degree of probability what type of projectile will be needed in the future. The skill is interesting and even funny, but almost useless. Instead, study better repair or the same disguise.

A very important skill, since damaging the ammo rack immediately turns your tank into a pile of scrap metal, and learning this skill allows you to reduce the chance of an ammo explosion by 13%. Quite a useful specialty, although many prefer to study something else. Bottom line: be sure to learn if you plan to fight on tanks with traditionally poorly protected ammo racks.

Pretty original stuff. Its essence boils down to the fact that as soon as the equipment has less than 10% health, the loader starts to shoot faster by 10%. As an addition or alternative, a rammer is great. It is better to pump this skill on a tank with a lot of health. Bottom line: a useful, albeit specific, skill for the loader.

Radio operator.

This skill increases the range of radio communication. Practically useless skill. In general, it is worth noting that the special skills of the radio operator are famous for the greatest uselessness among the rest of the team. It is better to teach a radio operator general rather than specialized skills.

Another useless skill that increases the communication distance with all allied vehicles. You can try to learn, but only if you play artillery.

This skill increases visibility. With a full 100% study, it adds +3% to the range. Conclusion: more or less useful, although not a vital skill. You can learn if you really want to.

A specific skill responsible for sending information about the location of enemies a few seconds after the destruction of equipment. A vengeful skill that makes sense to learn only on fireflies - reconnaissance tanks.

Driver mechanic.

This skill will be most useful for driving a tank with poor dynamics. When fully trained, grants a 5% increase in turning speed. Not the most useful skill, which can only prove useful when your combat tactics require frequent turns and similar maneuvers.

Due to this skill, the driver will be able to add a little more maneuverability to your tank on heavy surfaces such as swamps and other off-road conditions. An almost useless skill that few people learn.

This skill allows you to reduce the spread when firing on the move. Removed 4 modest percent of the diameter of the sight. It makes sense to study only on light or medium tanks. The slower the tank, the less sense in learning this skill. Not a very useful acquisition, which can be replaced with a smooth running stabilizer.

An excellent skill that allows you to increase up to 15% damage when performing a ramming technique. It is an excellent addition for heavy and fast vehicles. Armed with the ramming skill, ordinary medium or even light tanks can bring a lot of trouble to the enemy. Highly recommended for study.

This skill reduces the chance of fire by 25%. Not a bad skill, especially if you do not plan to use fire extinguishers. If there is always a fire extinguisher in stock, then there is no point in downloading Cleanliness and Order. In addition, it can be perfectly replaced by the same general skill of firefighting, although this is not at all the same thing. As an alternative or addition, the Cyclone filter is also suitable.

Hello tankers! This article will focus on one of the fundamental features of WoT -

Rules for choosing perks for the tank crew


Hello tankers! This article will focus on one of the fundamental features of WoT - crew skills.

In order not to make a mistake with the choice of crew skills, you need to initially understand how you will use a particular vehicle. However, there are perks recommended for everyone.

1. Sixth sense

Some of you probably already know that the developers plan to make this skill available to all crew commanders after leveling the main profession to 100%. However, while this innovation is in the status of "CTTS", it is worth pumping
the commander first. Lighting up 2 seconds after the light, the “Light Bulb” will often save you from a splash of PT or art. If you yourself play on PT or art, your priority in the light for enemies is even higher, and the lamp is more needed.

2. Repair

Usually this is how it is customary to start pumping the crew. First of all, the commander - "The Sixth Sense", the rest - "Repair". And this technique pays off.
After all, initially repairing a downed harp on some tanks at 100% of the main skill was more than 10 seconds! This means that you lose a repair kit and / and a significant amount of durability points without a pumped repair. But you still need to drag the fight!

3. Combat Brotherhood

This perk adds only 5% to all crew skills, so it is usually recommended in combination with ventilation that works similarly. Then you get
+10% in total, which significantly adds to the combat capability of any tank.
The exception is machines with a loading drum and without the possibility of installing ventilation (WT E100). You will definitely notice a 5% reduction in reload time on the drum. Whether or not to pump "BB" with the second perk is an individual choice.

4. Alternative second perk

If you decide not to upgrade the "BB" second, then you need to start leveling the critical flaws of the tank. Weak ammo rack? (T-44, T-54, etc.) to the loader - "Contactless ammunition rack". You play on the “crystal cannon” (borscht, waffle of the 9th level) for everyone - “Disguise”. When playing with light on LT or ST, it is worth increasing the view to increase the chance to illuminate the enemy earlier. Commander - "Eagle Eye", radio operator - "Radio Interception". For mechanical drivers of strands, it is worth advising the "Master of Ram" (for fast type IS-7
and heavy ST type E-50 M) or "Virtuoso" or "King of off-road" for clumsy cars like E-100. Accordingly, ST drivers need to be taught how to move smoothly, because you often have to shoot on the go.

5. Third perk. Customization

As a rule, with the exception of very complex vehicles like the WT E100, the third perk brings the gameplay on the tank closer to comfortable. Previously missed perks are being downloaded. On CT it is worth studying "Camouflage", "Smooth turret turn" for the gunner, machines developed by gloomy French geniuses like "bat-chat" or AMX 50B, it makes sense to think about choosing the Master of All Trades perk for the commander. The crew is often critical, sometimes they can help. It’s time for those who load on classic TTs to pump in the “Contactless ammunition rack” and “Desperate”. For gunners, drummers and tanks with a large alpha-strike, Sniper will be relevant, which will make it possible to break modules to opponents much more often.

6. Completion of customization.

The fourth perk You need to understand that each subsequent perk requires 2 times more experience than the previous one to fully pump. For the fourth, this is already - 1.68 million units of experience. So you should seriously think about which of the remaining skills will make your life easier. In this case, advice is hardly needed, by this moment you will already have an understanding (and if not, you have 42% of victories and it doesn’t matter how the crew is upgraded :)).

7. Perks of last importance

This term means: “Masking” for heavy tanks, “Fire fighting” for rarely burning tanks (it’s better to put a gold fire extinguisher, you don’t need to be afraid of spending, it will come out cheaper, because the tank will not burn at all) and similar skills.

8. Useless Perks

The developers have created a number of absolutely useless perks. Most players agree that it is not worth downloading on any machine: "Inventor", "Repeater", "Expert". Such perks as "Vintage" and "From last strength" can also be classified as partially useless, because they are not applicable anywhere because of their low probability of use. Such perks are usually chosen by the overridden players for specific purposes.


Conclusion. A few simple but important tips.

A) " The Brotherhood of War» swings only for all crew members at the same time and starts to act at 100%.
B) it is worth distinguishing between the skills and abilities of the crew. For example, " Repair», « Disguise" And " radio interception” start to work with 1% study, gradually increasing their effectiveness, and “Lamp”, “Contactless ammo rack” and “Combat Brotherhood” only after full study.
C) the study of crew professions, although marked with percentages, is incorrect. Each subsequent percentage requires more experience than the current one.
G) " Firefighting» - not the most useful perk, because it is quite well replaced by a gold fire extinguisher. Swing 4m-5m-6m perk, excluding "fire tanks" (Germans, KV-3, etc.).
E) the general principle of the choice of skills and abilities: to maximize the advantages, then level the most serious shortcomings.
E) do not be lazy, test the car you are going to download, see the guides. This will help you choose the right tank and the method of pumping it. G) if possible, do not save gold, train, retrain and reset perks for gold. By the middle of the fourth perk, leveling is very slow, experience is never superfluous.

A game

Genre

Localization

Year of issue

Payment

MMO tanks

Russian

2010

Free

Recall that with the release of patch 0.7.2. tank personnel will have skills and abilities. Skills begin to act only when they are studied at 100%, and skills become active already from 1% study. To make it easier for you, by going through you can find a description of the skills and abilities.

What are the best skills to acquire first?


For artillery it is best to equip:

Commander first you need to pump the sixth sense skill and expert skill.
Gunner- sniper skill or vindictive skill.
Driver mechanic it is best to learn the virtuoso skill first.
loader In our opinion, it is best to learn the Intuition skill or the Desperate skill.
to the radio operator it is best to learn radio interception skill first.
After that, you can learn all the skills that are left.

For Fri Sau:


Commander- we advise you to learn the eagle eye skill first, then the sixth sense skill, the third expert skill, give the rest of the skills as you like.
gunner- here the sniper skill is definitely the first thing to learn.
Charging- optional, as all three skills: non-contact ammo rack, intuition and desperate learn depending on the style of your game. If you are sitting in the bushes and often defend yourself, then you need to learn the intuition skill first, then the non-contact ammo rack skill, and then only the desperate skill.

Driver mechanic- definitely the first thing we learn is the skill of a virtuoso.
radio operator- The ability to radio interception, then at your discretion.

Basic skills and abilities for light tanks in the game World of Tanks :


Commander- Be sure to learn the skill of an eagle eye.
gunner- definitely for the firefly, first of all we learn the vindictive skill, and then the rest as desired.
Charging- we learn the skill of non-contact ammunition, then the skill is desperate.
Driver mechanic. It all depends on the style of the game. If your main goal is to destroy artillery, then first of all we learn the skill of a smooth move, the skill of a virtuoso, then the skill of the off-road king, the rest at your discretion. If you are trying to just highlight enemies, then the first thing you need to learn is the Virtuoso skill.

radio operator. For a firefly, it is better to first learn a last-minute skill or a radio interception skill. Again, it all depends on the style of the game. If you are going to shine irrevocably, then it is better to first learn the skill with the last of your strength, and only after it the skill of radio interception.

Basic skills for heavy tanks in the game World of Tanks:

Commander- First you can learn the jack of all trades skill or the expert skill.
gunner- First of all, we learn the skill of a sniper.
Charging. Basically it's up to you here.
Driver mechanic. If you are on heavy tanks, then you can learn the skill of a ram master and, if possible, pinch enemies. For most heavy tanks, we recommend learning the smooth move skill first.
radio operator- the skill of radio interception, then the skill of the last forces.

For medium tanks:

Commander- learn the skill of an eagle eye, then an expert.
gunner- the skill of a smooth turn of the tower, then we learn the skill of a sniper.
Charging– we recommend learning the non-contact ammo rack first, since medium tanks often die due to the explosion of ammo racks.
Driver mechanic- first of all, the skill of a virtuoso, and then the skill of a smooth move, or vice versa.
radio operator- the ability to radio interception must be taught first, then at will.

Additional skills and abilities are available for study by a crew member after mastering the main specialty by 100%. When this mark is reached, a “plus sign” will appear in the menu, by clicking on which, you can select the required skill or skill. After learning the first skill, an opportunity is given to learn the second, and then the third, and so on. skills. To learn each subsequent skill, you need twice as much experience as the previous one.

Skill - begins to act from the beginning of the study

Skill - begins to act only after learning 100%

General skills and abilities

Repair(skill) - accelerates the repair of damaged modules. The average skill level of the crew is taken into account. A 100% pumped repair for each crew member reduces the repair time by 2 times. The effect stacks when combined with the Toolbox equipment. Necessarily needed on all machines, except for self-propelled guns - there it is no longer particularly critical. If you are going to play without repairs, be prepared for the fact that you will often be killed while standing on the broken tracks.

Disguise(skill) - Reduces the overall visibility of the tank. The average skill level of the crew is taken into account. The effect stacks when combined with the Camouflage Net equipment. A very important skill, especially for small cars. Large machines like Mouse, SU-14, T92 hardly need this skill, the increase will be minimal. But if you're playing a T-54, STUG III, or something similar, rest assured that the Stealth skill will give you a nice stealth bonus.

The Brotherhood of War(skill) - improves the level of mastery of the main specialty and all the skills and abilities of the crew. The "Combat Brotherhood" skill gives a bonus to the "Mentor" skill. The effect is cumulative when combined with Improved Ventilation equipment, Extra Rations, Chocolate, Coke of Cola equipment, etc. Its uniqueness lies in the fact that it works only when it is 100% pumped for all crew members. It is most popular in self-propelled guns, because there often remain undistributed skills and abilities, since repairs and fire fighting are not particularly important there. +5% to the crew, but in reality the real increase is half as much to the parameters of the tank. For example, cooldown is reduced by 2.5%, as is the case with "Improved Ventilation" equipment.

Firefighting(skill) - accelerates fire extinguishing. The average skill level of the crew is taken into account. A useful skill for tanks that often burn. Some people do without it by using fire extinguishers, but if you cut through vehicles that are prone to frequent fires, and at the same time you do not have free slots for a fire extinguisher, then the fire extinguishing skill will definitely come in handy.

Commander

Sixth Sense(skill) - allows the commander to determine if his tank is detected by the enemy. An additional visibility indicator appears in the interface, which fixes only the fact of illumination, but not its duration. The indicator works after three seconds. Works in sniper and arcade and artillery modes. A wonderful skill that will save you from many problems. Can be used on tanks that fight at long range and use cover for camouflage. Extremely useful on self-propelled guns and tank destroyers. On melee active combat tanks, this skill is unlikely to be needed, because in this case you yourself know when they see you.

An eagle eye(skill) - increases the maximum viewing range. With faulty observation devices, the effectiveness of the skill is higher. The effect is cumulative in combination with the "Radio Intercept" skill, "Coated Optics" and "Stereo Tube" equipment. + 0.2% for every 10% skill, with faulty devices + 2% for every 10% skill. An analogue of coated optics, but its effect is weaker. You need to bet on "sighted" tanks, then the increase will be tangible. On "blind" tanks there will be little use.

Handyman(skill) - allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The replacement efficiency drops when the next crew member is disabled. Useful commander skill, especially important on tanks, which are distinguished by good survivability and armor. Often a situation arises when such tanks begin to shoot countless HE shells that incapacitate the crew. This skill will save one first-aid kit. Efficiency +50%.

Mentor(skill) - provides additional experience to all crew members, except for the commander. A skill for those who are going to pump the crew long and hard to the state of "Rambo". Taken for long-term use, begins to justify itself after several hundred fights. Everyone except the commander gets +1% experience for every 10% skill.

Expert(skill) - allows the commander to determine the critical damage of tanks in the scope. It works both in direct fire mode and in artillery aiming mode. Shows critical damage to vehicles, both enemy and friendly. There are only a few nuances: 1) a time delay, 2) the skill shows the crits of vehicles in the sector of your weapon, i.e. does not show the crits of cars that are behind obstacles or outside your viewing radius. Many people wonder why he does not work for self-propelled guns - that's why. It only works in line of sight. +/- 15 degrees from the direction of the gun, shows 4 seconds after aiming at the enemy.

Driver mechanic

Virtuoso(skill) - increases the speed of turning the tank. The effect is cumulative in combination with the "Additional lugs" equipment, the "Lend-Lease Oil" consumable, "Twisted Engine Speed ​​Control", "100, 105 - Octane Gasoline". A useful skill for vehicles that require a high turning speed. For PTs and TTs, this is more of a patch, because often these vehicles do not turn around very quickly. Naturally, the Shtug hardly needs this skill, it spins well without it. But large and severe PTs are slow. This skill will help them. The situation is the same with TT, you just need to determine whether you have enough maneuverability. Well, on CT this is the right skill for an aggressive style of play. Spinning the enemy with a virtuoso mechanical driver will be easier and more fun. For LT, the situation is similar to ST. Very often they ask if this skill is needed for self-propelled guns. Here everyone will have to decide for himself: on the one hand - a quick turn, on the other - a stronger dispersion of the gun when turning the hull. +5% Turn Speed ​​while moving or standing still.

off road king(skill) - reduces the resistance of weak and medium soils when the tank is moving. Increases the tank's maneuverability and reduces the time it takes to reach maximum speed. The effect is cumulative when combined with the Extra Grousers equipment. A useful skill for cars that often have to go where others do not go. "Firefly" riding through the swamp, for example, it will come in handy. It will also be useful for PT, as it increases the speed of turning in place. +10% on soft ground or +25% on average at 100%.

Smooth running(skill) - reduces spread when firing on the move. The skill does not affect the spread when turning and when shooting on the spot. An analogue of a stabilizer, but its effect is weaker. The effect stacks when combined with the Vertical Stabilizer equipment. Very effective on tanks that you often fire on the fly. +4% at 100% skill learning.

Ram Master(skill) - reduces damage to your own tank and increases damage to an enemy tank when ramming. Only affects moving tanks and is not taken into account when colliding with allied tanks. +15% at 100% skill learning. One of the most fun and specific skills. Shows itself on fast and heavy machines, such as E50, AMX 50 100/120/V, VK2801. If you often like to literally "crush" enemies, then this skill is simply necessary for you.

Cleanliness and tidiness(skill) - reduces the likelihood of an engine fire, preventing oil and fuel leaks in the engine compartment. The effect stacks when combined with the Automatic Fire Extinguisher consumable. A skill that would be worth putting on a vehicle like the IS-7 or Mouse, which have a large amount of HP and thick armor. It will be a pity to catch fire and lose a lot of HP due to a fire. Coefficient 0.75.

gunner

Sniper(skill) - increases the probability of inflicting critical damage on modules and the crew of an enemy tank. Only for armor-piercing and sub-caliber and HEAT shells. If the skill is acquired by two gunners, the effect is not increased. An excellent skill, useful for everyone except those who shoot HE shells. For APs, cumulatives and sub-calibers, the effect is +3% to the probability.

Smooth turn of the tower(skill) - reduces the spread when turning the tower. The effectiveness of the skill increases as you learn. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account.

The effect stacks when combined with the Vertical Stabilizer equipment. Most often used on machines with an aggressive play style. People often ask if this skill works on self-propelled guns or tank destroyers? Yes, it works within the range of the gun's traverse, since the gun's traverse in the game is equivalent to the turret's traverse. +7.5% at 100% leveled skill.

Master Gunsmith(skill) – reduces the spread of a damaged weapon. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account. The effect stacks when combined with the Vertical Stabilizer equipment.

A skill from the "for tenacious machines" series. It will be especially useful for those whose guns are damaged more often than usual. Therefore, everyone must determine for himself whether he needs this skill or not. -2% spread per 10% skill.

vindictive(skill) - allows the gunner in the field of view to see the enemy tank in the scope for an additional two seconds. It works both in direct fire mode and in artillery aiming mode. If the skill is acquired by two gunners, the effect is not increased. A skill that allows you to see the target illuminated for longer than usual. It is worth noting that the skill will not work if the target is outside the line of sight. That is, on self-propelled guns, he will only work practically point-blank. +2 seconds in a 10 degree sector.

Charging

Non-contact ammo rack(skill) - increases the durability of the ammo rack. The shells are laid out in such an order that they do not touch each other. The effect does not stack if the skill is acquired by two loaders. The effect stacks when combined with the Wet Ammo Pack equipment. Ammo rack HP increase is 50%, respectively, the higher the level of the vehicle, the more (HP ammo racks depend on the level of the vehicle mainly). The skill will be useful on high-level machines.

Desperate(skill) - accelerates the reloading of the gun if the tank has less than 10% durability. If the skill is acquired by two chargers, the effect does not stack. The effect stacks when combined with the Gun Rammer equipment. Interesting and good practice. Obviously, machines with a lot of HP are needed - Mouse, E100. There the situation "left with 10% HP" happens often. Another application is on self-propelled guns. "Cunning" players keep 10% for themselves with the help of their team. Of course, the reload speed in this case increases, but do not forget that with 10% any shot will send you to the hangar. +10% reload speed if durability is less than 10%.

Intuition(skill) - creates a chance that the desired ammo is already loaded when changing the type of shells. To use the skill again, you must fully reload the weapon. The effect is enhanced if the skill is acquired by two loaders. Useful if you often change the type of projectile. Depending on the number of loaders, the probability is from 15% to 30%.

radio operator

radio interception(skill) - increases the viewing range. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. The effect stacks when combined with Eagle Eye. +3% at 100% skill learning. The better the view of the tank, the greater the increase from the skill.

Inventor(skill) - increases the communication range of the radio station. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. +20% at 100% skill learning. Useful for tanks with weak radios like the T2LT for example.

Repeater(skill) - increases the communication range of all allied tanks within the range of the player's radio station. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. +10% at 100% skill learning. A kind of skill. No benefit to you, but benefit to the team. Useful in tournaments.

From the last strength(skill) - allows the radio operator, who was not disabled at the time of the destruction of the tank, to transmit the coordinates of enemy tanks for another two seconds. The effect does not stack if the skill is acquired by two radio operators. A wonderful skill for fireflies. How often did it happen that the self-propelled guns did not have time to converge on illuminated targets? With this skill, there will be fewer such cases.

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills and abilities (click on +), however, many inexperienced players do not quite understand what to choose and therefore, this article will help you in choosing the right skills and abilities, so Let's consider the most optimal assembly options for various types of equipment.

And let's start with a general description of what each skill and skill represents and its need for learning.

● Commander. The commander has some of the most useful sets of perks and skills to choose from.

1. The sixth sense, or in the common people “light bulb”.

Allows the commander to detect if our tank is illuminated, however, it is worth remembering that the light comes on after 3 seconds of enemy exposure to us. One of the most useful perks, we definitely download the commander first.

2. Jack of all trades.

This skill allows the commander to master the specialty of a disabled crew member. At 100% learning - 50% of the skill of a shell-shocked crew member. Useless perk, download at the very end.

3. Mentor

Gives additional experience to all crew members, except for the commander.
At 100% study, it gives 10% experience. Also not a very useful skill, we leave it for the end.
Skill. Works as you learn.


4. Eagle eye

An extremely useful perk for big-eyed CTs and LTs to make their vision even better. At 100% study, it gives 2% to our review, + 20% with damaged observation devices. It also gives an additional effect in the presence of optics, a stereo tube and the ability to radio intercept.
Skill. Works as you learn.

5.Expert

Allows you to see when aiming a sight (even artillery) which modules are damaged by the enemy and see the shell-shocked crew. It is worth remembering that it starts working when holding the enemy in the scope for 4 seconds. A very ambiguous perk, for an amateur, definitely if you pump it, then at the end.
Skill. Effective at 100% study.

● Gunner. A set of stupid perks, except for the smooth rotation of the tower.

1. Resentful

Allows us to additionally see the enemy for 2 seconds in a sector of 10 degrees. Not a very useful perk, only suitable for passive light so that your team throws more on the enemy in extra time.
Skill. Effective at 100% study.

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% research, it gives -20% to the dispersion of damaged weapons. Enhanced in the presence of a vertical stabilizer. Almost stupid perk, save for last.
Skill. Works as you learn.

3.Smooth turret rotation

Reduces dispersion when traversing the turret by 7.5%. Extremely useful for ST, LT and TT. With the vertical stabilizer installed, the effect is enhanced.
Skill. Works as you learn.

4. Sniper.

Increases the chance to deal damage to a crew or module by 3% at 100% research. Doesn't work for HE shells Useless perk
Skill. Effective at 100% study.

● Driver. A set of perks, as a rule, to improve the driving performance of the tank and improve shooting on the move. Extremely useful for LT and ST.

1. Virtuoso

Useful perk for tanks with slow turn rates. At 100% research, it gives +5% to the tank's turn speed. It is enhanced with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a twisted speed controller.
Skill. Works as you learn.

2.King off-road

Reduces soil resistance during movement. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. Enhances a little the dynamics of the tank as a whole. Enhanced with additional lugs. Gives us +10% to passability on soft ground and +2.5% on average ground at 100% study.

3. Ram master

A wonderful perk for tanks such as E50M, KV-4.5, etc., which allows you to reduce damage to your tank and increase damage to the enemy tank when ramming. With 100% study, it gives + 15% damage to the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Works as you learn

4. Smooth running

This perk reduces spread when firing on the move. Enhanced in the presence of a vertical stabilizer. Good for all types of technology. At 100% research, it gives -4% movement spread.
Skill. Works as you learn

5. Cleanliness and order

Reduces the chance of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (Probability of fire can be seen in a detailed examination of the engine in the hangar). Increased by the presence of an automatic fire extinguisher.
Skill. Effective at 100% study.



● Radio operator. One of the most meager skills in terms of usefulness, it is extremely easy to make a choice.

1. From the last forces

Allows our radio operator, who was not disabled during the destruction of the tank, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Effective at 100% study.

2. Inventor

Increases communication range. At 100% research, it gives +20% radio range. Extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the view of our tank by 3% at 100% study. Enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. For sharp-sighted ST and LT, we highly recommend.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies within the radius. At 100% study, it gives +10% to the communication range of allies. Again, a very useless perk.
Skill. Works as you learn.

● Charging. The loader has the smallest set of perks, you don’t even have to choose much.

1. Non-contact ammo rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with a weak ammo rack (for example, the Soviet ST T-44 and T-54). Enhanced by wet ammo pack
Skill. Effective at 100% study.

2. Intuition

Gives a 17% chance to instantly change a projectile (for example, from AP to HE) from the moment the projectile starts reloading. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Effective at 100% study.

3. Desperate

Reduces gun reloading by 9.1% if our tank's durability is less than 10%. A controversial skill, for an amateur. Enhanced in the presence of a gun rammer.
Skill. Effective at 100% study.

P.s. All these perks do NOT stack with multiple crew members! (for example, desperate pumped for 2 loaders does not add up, so do not forget this and take more useful perks).

And now let's look at the skills and abilities available to all crew members. It is worth knowing that the effectiveness of these skills is taken into account from the average of the crew that owns this skill (for example, if you have repaired 2 out of 4 crew members, then the increase in repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any type of vehicle, with the exception of art. Increases the repair speed of damaged tank modules. Enhanced with a large repair kit or tool box. At 100% study, it gives +100% repair speed. First of all, pump for almost any technique.
Skill. Works as you learn.

2. Disguise.

Reduces the visibility of our tank. Enhanced by the presence of a camouflage net. An extremely useful perk for stealthy ATs, LTs, arts. At 100% research, it gives +100% to the stealth of the tank.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire when ignited by 100% with 100% pumping for the entire crew. It will be necessary for fire hazardous tanks or if you are a fan of not carrying a fire extinguisher with you. We pump only on tanks burning like a Christmas tree, or last.
Skill. Works as you learn.

4. Combat Brotherhood

This perk is often confused by beginners. UP TO 100% STUDY OF ALL CREW MEMBERS IS REQUIRED FOR ITS WORK. Increases with improved ventilation, chocolate, tea pudding, extra rations, crate of cola, strong tea, improved diet, and onigiri (for each nation, respectively). When fully studied, it gives +5% to all to the main skill, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repairs, eagle eye.
Gunner: Repair, bb, smooth traverse of the turret, camouflage.
Loader: Repair, bb, disguise, desperate.
Driver: Repair, bb, off-road king, ram master.

(bb-combat brotherhood, at the personal discretion of everyone).

Medium tanks (ST)


Commander: Sixth sense, bb, eagle eye, disguise
Gunner: repair, bb, camouflage, smooth turret traverse
Loader: repair, bb, disguise, desperate
Driver mechanic: repair, bb, off-road king, smooth ride or disguise
Radio operator: repair, bb, radio interception, camouflage.


(For the last perks, it's strictly up to you, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, disguise, eagle eye, repair, bb.
Gunner: Camouflage, repairs, smooth turret rotation, bb.
Loader: Disguise, repair, desperate, bb.
Driver: Camouflage, repair, off-road king, bb.
Radio operator: Camouflage, repair, radio interception, bb.

(Combat brotherhood at the personal discretion of everyone).
(For the last perks, it's strictly up to you, depending on your technique).

tank destroyer


Commander: Sixth sense, disguise, bb, repairs.
Gunner: Camouflage, repairs, BB, firefighting.
Loader: Disguise, repair, bb, desperate.
Driver: Camouflage, repair, bb virtuoso.
Radio operator: Camouflage, repair, bb, radio interception.

(If the PT is huge, the first perk instead of masking is downloading repairs).
(For the last perks, it's strictly up to you, depending on your technique).

ART SAU


Commander: Sixth sense, bb, disguise, repairs.
Gunner: Camouflage, bb, vindictive, repair.
Loader: Camouflage, bb, intuition, repair.
Driver: Camouflage, bb, virtuoso, off-road king.
Radio operator: Camouflage, bb, repair, radio interception.

(For the last perks, it's strictly up to you, depending on your technique).

All skills and abilities go sequentially for leveling, however, you can change their places if you see fit, or they fit your specific technique, because. it is impossible to choose the same perks for all tanks. It is also worth remembering that each next skill requires 2 times more experience than the previous one, we treat this wisely.


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