What perks to pump on is. Pumping tank destroyers (modules, crew, additional equipment). What to choose consumables

IS - Soviet TT level 7. It has excellent chassis characteristics and powerful weapons. Quite a frequent guest at lvl 7-8. Popular with players precisely for 122mmD-25t. I can say that the beginning of the legendary IS branch began precisely with him. The rest is in the guide below.

→Leveling✮

With a competent game on the IS-1, you can easily earn experience and silver and quickly upgrade your tank. So let's start with tuning the tank.

The first thing worth pumping is the chassis, thereby increasing the carrying capacity and maneuverability of the tank.

Secondly, we will pump the tower, increase the visibility and we will have the opportunity to put top guns.

Thirdly, we put the engine, thereby increasing the power of our car by 100hp

Weapon selection time:

  • 100 mm D-10T - accurate and quick-firing, for a start it will suit us
  • 85 mm D-5T-85B - the gun is inferior to almost all the others in terms of characteristics, so it is not recommended to pump it + besides, the accuracy is lame.
  • 122 mm D2-5T - the pre-top gun has parameters second only to the rate of fire of the 122 mm D-25T gun will be open if you pump it to kv1s.
  • 122 mm D-25T - Top-end gun - power, rate of fire are the very features that the IS needs. In addition, the gun pierces the T-29, the Tiger is easy if you know where to shoot, but there may be problems with breaking through tanks. In addition, there is one more bun with By upgrading this gun, we get the "PREMIUM tank" status, which will facilitate the upgrade of the crew, etc.

From the rest, we just have to pump the radio 12RT-625m - communication range. TT should not be left without contact with allies.

So, after the global pumping. IS-1 TOP appears before us

TOTAL for pumping:

  • Silver spent: 360590*
  • XP spent: 86425*

*modules were pumped according to my method as described above.

→Combat Tactics✮

  • The tactics of playing on the IS tank resembles the game on the KV-1S or the Pz.Kpfw.VI Tiger(P). But the KV1S does not have 120 mm sloping frontal armor, which saves you from ricochets during firefights. With a top-end gun, you should know weak spots their enemies, since the armor penetration of the Top guns is not the best. Our gun is not very accurate, so it will be difficult to hit these points, but if you aim a little higher, then everything impossible is possible. The weight of the machine itself (47.5 tons) allows you to use ramming tactics, breaking opponents, but you should be careful when ramming the same IS-4, you will inflict damage on yourself, and not on him. You should always use your advantage in frontal armor (do not stand sideways or with your back to the enemy). Due to its maneuverability and cross-country ability, the IS can be used in areas of location with the largest number of shelters in the form of houses, stones, terrain elevations, etc.
  • The style of the game depends entirely on the state of the tank and being on the list.
  • We are in stock - If at the top of the list, then we break through the flank, but we do it carefully, while not forgetting about shelters. It is worth remembering that you are leading the team, not it you. Only a firefly can go ahead of you. In maps with a completely open space, we drive ao the flank through the bushes. Having exposed the enemy, you should not do stupid things in the form of a ram attack. It is worth finding cover and starting a shootout.
  • If we at the end or in the middle of the list-Here we have little choice or guard the base or support the allies.
  • Allied support on IS-from the very beginning of the battle, we are looking for that ally tank that can hide from enemy fire. It is also worth looking at its stat through the "deer gauge". After that, we coordinate actions with the allies and interact with each other. When the enemy is detected, we interact as follows
  • Ally-shot.
  • Ally Reload - You shot at the enemy.
  • You are a reload-ally shot at the enemy.
  • In this order, we destroy the enemy.
  • We are in the top - In the top complication, we are the main force, we think over the route of the breakthrough in advance (in no case is this open area-in the maps where there are city labyrinths, we go to them. Since the artillery is not asleep and will try to shoot us down in the open area. When shooting with the enemy, we take into account his weaknesses (I will describe below) - We shoot down the caterpillar and disassemble the enemy, thereby sending him to drink tea in the hangar. In the middle and at the end of the list we support or guard art (if there is one, of course)

Our penetration zones

Hidden text

→Additional.❂

Of the additional equipment on the tank, it is worth installing-

rammer: -10% to reload time, thereby reducing the reload time of the TOP gun by a little.

Reinforced aiming drives: we increase the speed of aiming.

When giving preference to the Soviet branch of heavy tanks, players are often faced with the choice of which heavyweight to prefer: or IS-7? If we analyze the statistics, the choice in favor of the latter is made by the lion's share of tankers. Let's try to figure out what caused such interest.

IS-7 guide

So, let's start with the basics. For the IS-7, a very comfortable development branch is provided for pumping. Accordingly, getting to the main prize, players get acquainted with quite interesting cars. For example, KV-85.

This tank appeared in the game relatively recently, replacing the legendary tier 6 tanker KV1-S at the combat post. The technique is quickly mastered by beginners, brings a lot of pleasant sensations to experienced players.

In the same branch there is an absolute level 8 imba, and its older brother T-10. Both machines are also easy to learn, have excellent damage for their level, and make it possible to prepare for the acquisition of the IS-7.

If we talk about the branch, everything does not look so rosy. There is the only noteworthy tank ST-1. Perhaps someone will say that the KV-4 looks attractive, but on this tank, beginners will experience the pain and suffering of slow strands.
The main criterion for the survival of heavy tanks in random is the margin of safety and the thickness of the reduced armor. The IS-7 cannot boast of the first parameter: 2,150 HP, this is far from the best indicator on the level. But in terms of armor, the Soviet heavy can give odds to any tank in the game.

In addition, the "seven" has greater speed, better dynamics and maneuverability, which allows you to change the direction of attack depending on the situation.
Of course, the legendary and attractive IS-7 is not without flaws. In particular, the ammo rack is located in the front of the tank, so breaking through the cheeks can lead to critical damage and an explosion.
Let's talk about weapons. On this front, the seventh IS is not so rosy and cloudless. So, a 130-millimeter S-70 gun is installed on the equipment. Armor penetration by the base projectile is 250 mm, one-time damage - 490 units. The rate of fire of the gun is quite acceptable at the level: the tank can distribute up to 2 150 units of damage per minute. In principle, the indicator is not phenomenal, however, it is quite consistent with its class of technology. It is worth noting that the characteristics of the gun allow you to do without gold, but for greater confidence and comfort, a dozen sub-caliber shells will not be superfluous.

What really causes dissatisfaction is the accuracy, stabilization and long convergence time. When firing at long distances, the tank will frankly smear. In this regard, the IS-4 looks a little more attractive, although in addition to accuracy, the Quartet's gun is inferior in penetration and one-time damage.
A separate line are uncomfortable vertical guidance angles. The barrel drops down only 6 degrees, which prevents effective game from the terrain.

Where to pierce the IS-7

So, the frontal projection of the IS-7 turret has an armor thickness of 240 mm, which, taking into account the gun mask and the correct location of the armor plates, provides reliable protection against any gun in the game. The front of the hull is covered with 150 mm armor plate. The indicator is not impressive, however, the tank is the proud owner of a "pike nose", which does not allow to penetrate the "seven" at a right angle. However, NLD and cheeks remain vulnerable if the tank tries to tank with a diamond, and experienced players usually find penetration zones without difficulty. Therefore, in close combat and the clinch, you must constantly “dance”, increasing the chance of a rebound.
The sides are not distinguished by good armor, but they are covered with a narrow screen, which well extinguishes hits from cumulatives and sub-calibers. Therefore, often even top strands do not penetrate the IS-7 gold. If we continue the analogy with the IS-4, then this tank can be penetrated by experienced players in the forehead without much difficulty, which often causes dissatisfaction. At the same time, critics forget about one nuance: the “four” comfortably breaks through only at a right angle. An easy turn of the hull, and the tank confidently tanks with the side in front of opponents of any level. Therefore, the IS-7 seems more attractive: it is almost impossible to break through the cord at a right angle.

Equipment on the IS-7

Of the additional equipment, a rammer and a pickup stabilizer are uniquely installed. The last slot is filled variably, but it is better to opt for improved ventilation in order to comprehensively improve all characteristics.
There is no choice for combat consumables, so we load an automatic fire extinguisher, a large repair kit and a first aid kit. Such a set of equipment will significantly increase the chance of survival of the car. If there are problems with silver, premium consumables can be replaced with basic consumables.

Crew of the IS-7

Leveling the crew skills for the IS-7 differs little from the standard set of any heavy tank in the game. Therefore, we adhere to the following sequence:
In addition, it will be useful for the driver of the "seven" to master the "King of Off-Road" skill, which will help to significantly improve the driving characteristics of the car. It is important to remember that one of the loaders combines his specialization with the duties of a radio operator, so you can master the radio interception skill. Mandatory perks include Combat Brotherhood and Disguise.

How to play the IS-7

We started the review by comparing the two top heavyweights of the Soviet tech tree. So, the IS-7 is a breakthrough tank that can rush the direction, confidently repulsing random hits with its armor. The IS-4 is a defense vehicle capable of confidently defending any city street or exposing its sides to enemy attacks, holding back the onslaught near its base.
Speaking about the IS-7, the main task of the tank is to systematically squeeze out the enemy in the chosen direction. At the same time, the car can also protect any of the flanks that the teammates have thrown.
So, using the impressive parameters of the given armor, the “seven” needs to hide NLD and take any hits with the tower. It is worth noting that the frontal armor well holds shells fired by tank destroyers of the 10th level, therefore, purely theoretically, the IS-7, if properly positioned, is quite capable of holding back an enemy attack alone.
If it is not possible to completely hide the NLD, we use any cover to ride out on the enemy, turning our cheeks. Here, the armor plates are placed at good angles, which gives a high chance of ricocheting. Thus, you can look out from behind the corners of buildings, destroyed equipment. The enemy sees only part of the turret and hull, which prevents him from dealing damage. Although rare hits can still go into the lower armor plate, you can’t get away from this: completely hide the tank on open maps fail.
It is important to understand that it is better not to be alone. Not a single tank in the game can stand against several opponents that are piling up in a crowd, so ideally, IS-7s should be covered by 1-2 teammates who will not let you bypass the heavies from the sides.
Remember, that " seven"has good dynamics, so it manages to take advantageous positions, change directions of attack or return to protect its base.
When meeting rapid-fire opponents in a random house, it is better to converge with them in a clinch. This is how we neutralize the advantage of the enemy's weapons, do not let him get out of the confrontation. Converging at point-blank range, you need to constantly aim at the enemy’s gun, preventing him from targeting vulnerable areas. The mechanics of the game is designed in such a way that a shot into the barrel with an armor-piercing projectile does not cause damage, and a high-explosive charge becomes dangerous for the shooter. In the clinch, you should not “dance” with the enemy, substituting vulnerable cheeks. The IS-7 may well look at the enemy in the forehead, catching non-penetration and dealing damage.

IS-7 output

The IS-7 looks attractive to beginners and experienced tankers. The tank feels confident at the forefront, opening up enemy defenses like a tin can. At the same time, the car does not require getting used to and can drag even in inexperienced hands. Continuing the comparison, we note that the IS-4 is more suitable for experienced players who can quickly master the intricacies game mechanics on this hard. Therefore, when deciding which load to pump out at the beginning, the scales definitely tip in favor of the formidable IS-7.

IS-7 video

Among the huge number of games dedicated to the theme of the Great Patriotic War or World War II, World of Tanks stands out in particular. In it, we were finally able to take the place of the entire crew of a military tank and valiantly fulfill our role.

Everyone has their own role

Branch Soviet tanks in World of Tanks, almost all the equipment of those times is represented, ranging from incredibly powerful self-propelled artillery mounts and ending with light tanks of the BT-7 type, which played the role of a reconnaissance rather than a combat vehicle. Each of the representatives of military equipment performed its own narrow task: artillery poured powerful weapons on the enemy, turning the battlefield into a real nightmare, heavy tanks pushed through the central defense, medium vehicles and anti-tank installations were used to support heavy ones, as well as to protect the flanks or swift attacks.

Surely all players are familiar with one of the best Soviet attack tanks. The IS-3 in World of Tanks truly inspires respect and fear in its enemies. Thanks to its excellent design, this tank feels great when attacking from the flanks. Its armor is very high, and the angles are so sharp that not everyone will be able to break through it even at close range. High speed and maneuverability make it an excellent vehicle for flank attacks, and a powerful gun can even hit armored targets. True, it is not without drawbacks. The gun, although it deals high damage and is distinguished by its penetration, takes a long time to converge, and its accuracy leaves much to be desired, which makes it extremely problematic to use this tank for long-range firefights.

Weak sides

The IS-3 tank should not be used for a frontal attack against powerful tank destroyers enemy. In this case, his armor will not be able to withstand the shots. The sides are also rather weakly protected. If not for the high maneuverability of the tank, it would be completely useless in the game. It is also important which perks you need to download on the IS-3 first, and which - after. The effectiveness of the tank also depends on this. It is worth noting that the heavy branch of Soviet tanks in World of Tanks does not end with the famous IS-3. However, even in championships and international tournaments, it is most often used.

Commander Skills and Abilities

We will not consider general skills crew and go straight to the commander, since his skills are among the most important for a tank of this type. Of all the available skills and abilities, "Expert" and "Mentor" look the most effective. Pay attention to them right away if you don’t know which perks to download. On the IS-3, the Sixth Sense and Eagle Eye perks look completely useless. Jack of All Trades is an interesting enough skill, but in real combat it doesn't come in handy often enough to pump precious experience points into it. Although, if you play very aggressively, then it makes sense to pay attention to him. Let's take a look at the "Expert" skill. It allows you to see what critical damage a particular vehicle has received.

If you play aggressively, which is almost a must for the IS-3, you can easily track the damage of enemy tanks, understand when it is better to retreat, and when the enemy’s ammo or gun is damaged. You need a “Mentor” only if you plan to closely develop the crew of this vehicle, since this skill will not show itself in any way right away, but it will allow you to develop other soldiers faster.

Driver's skills

We immediately discard "Virtuoso", "Master of Ram", "Cleanliness and Order". In general, forget about ramming, especially heavy tanks. The IS-3 does not weigh that much, and, therefore, it will lose a large number of lives from a ram. If you don’t know what perks to download on the IS-3 driver, then first turn your attention to the “King of Off-Road”, thanks to him you will not lose a lot of speed when driving through swamps, forests and fields, which is very important for an attack tank . Also, we often have to shoot on the move, so the "Smooth move" is the best fit for our combat vehicle.

Gunner Skills

"Resentful", "Master gunsmith" immediately go to the background. In general, although we need to increase the survival rate of our tank, we will feel very little benefit from the same "Master", but we will sacrifice much more useful skills and abilities. First of all, we take the "Sniper", which will have a good effect on the effectiveness of our shooting. The effect is especially good if you shoot. Also, the "Smooth turn of the tower" looks very good. We will have to turn it quite often, so a smooth turn will help us maintain a more accurate mixing.

Loader Skills

What perks to download on the IS-3 for the loader? This comrade is able to provide us with good increases if we invest experience points correctly, and become practically useless if we make a mistake. Immediately remove the "Intuition". Yes, the skill itself is very good, but we are unlikely to change the type of projectile often when playing as an IS-3. The Desperate skill looks a lot more interesting, but only works if your vehicle has less than 10% hit points. For the IS-3, this is usually fatal, and the tank itself does not have such a huge amount of strength to make the most of it. It is much better to immediately invest in the "Contactless ammunition rack". It is very unpleasant to go to the hangar, having received only one accurate shot, and therefore the most vulnerable spot in any tank needs to be covered with something, and here the IS-3 is no exception.

And especially for freebies with a choice of skills and abilities, you can’t go wrong! In this article, I will give some valuable recommendations for selecting perks for different classes of vehicles in the World of Tanks.

The most important skill in World of Tanks!

To begin with, I would like to immediately decide on the first perk for the crew commander. This, of course, is the "Sixth Sense", which is also called the "light bulb". This skill allows the tank commander to feel the light, as they say, "spinal cord". At the same time, after 3 seconds from the moment of light, a light on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART SPGs.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride for a very long time with the “inoperative” first perk, or choose some other skill for the commander and then, after the first skill is pumped up to 100%, retrain the commander.

Actually, if you are a donor, it is recommended to choose some other skill (for example, "Repair" or "Disguise") and then retrain the commander. If you don’t have 100-200 gold for retraining, choose the “Sixth Sense” for the commander and wait until he pumps it up to 100%.

IsoPanzer Perk Pickup Video Guide

Video guide on the selection of perks from VSPISHKA

General subjective characteristics of different skills and abilities in World of Tanks

Below is a general description of skills and abilities. I draw your attention to the fact that the characteristic is subjective. My opinion may not coincide with your subjective opinion. It should also be remembered that skills are active in World of Tanks as they are learned, while skills begin to act only after 100% learning (usually it is recommended to learn skills, and then reset skills and teach the tank crew new skills). Be careful!

Overview of the skills of the World of Tanks

General skills and abilities

Repair: The most important skill for the crews of heavy and medium tanks, allows you to quickly repair internal and external modules, especially important when repairing downed tracks.

It should be remembered that the "Repair" skill is considered as the average for the crew, i.e. to get a 100% repair, you need to fully upgrade it to all crew members. So, if you pump “Repair” to the Gunner, Driver and Loader, and pump the “light bulb” to the Tank Commander, then the average repair rate for the crew will be 75%.

Skills such as "Disguise" and "Fire Fighting" work in a similar way.

Disguise: the most important skill for the crews of light tanks and small tank destroyers. It is considered as the average for the crew.

Firefighting: it is pumped out on heavy and medium tanks according to the residual principle. It is considered as the average for the crew.

The Brotherhood of War: the skill increases the characteristics of the crew by 5%, thereby increasing the characteristics of the tank by 2.5%. Usually pumped out on tanks to reduce the reload time of the gun and increase the rate of fire. It is recommended to use together with the "Fan" equipment (which gives another 2.5% to the characteristics of the tank). Please note that this skill takes effect only if it is pumped out to 100% for all crew members without exception.

Skills and abilities of a tank commander

Mentor: a moderately useless skill that gives bonus experience to other members of the tank crew (i.e. at 100% of the skill, the most "backward" member of the tank crew gets experience = experience earned during the battle). Useful on tanks with a small crew (such as MS-1 or ELC AMX), because. allows you to significantly speed up the pumping of the crew. However, since the Commander already has a lot of useful perks, in general it is not recommended to take it.

Eagle Eye: it makes sense to take for fireflies with a high view. It is generally not recommended to take tanks with a low view.

Handyman: according to the description, almost imba, in fact - about nothing. If you want, see for yourself.

Expert: an unnecessary skill.

Sixth Sense: the most useful, most important skill in World of Tanks.

Skills and abilities of the radio operator

A radio operator on a high-level vehicle is almost never found in its pure form. Usually this specialization is combined by the Tank Commander.

Radio interception: the action is similar to the “Eagle Eye” of the Tank Commander. The recommendations are also the same. By the way, this is the only really useful skill for the Radio Operator.

From the last forces: in theory, this skill gives a chance to get some experience and credits for dealing damage and destroying enemy tanks in your light. In practice, nothing.

Inventor and Repeater:- about nothing.

Skills and Abilities of the Gunner

Smooth turn of the tower: reduces spread when turning the turret, it makes sense to take on all tanks without exception, including turretless tank destroyers and art destroyers. Their dispersion decreases with a change in the angle of horizontal aiming of the gun. A very useful skill.

Weapon Master: almost always, the gunner can upgrade some other, more useful skills or abilities. Well, it's a pretty useful skill.

Sniper: literally by a few percent increases the probability of a critical module or crew. Begins to act only after 100% training, i.e. the gunner will have to be retrained for this skill! In general, nothing.

vindictive: Considering that in the game you can quite effectively shoot with blindshots (i.e. without glare at the known coordinates of a tank that has left the glare), the skill can hardly be classified as really useful. In addition, like any skill, it only takes effect after 100% learning.

Skills and Skills of a Driver

Offroad King: increases the speed of movement on soft ground. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turn speed. Useful skill. First of all, it makes sense to take on tank destroyers and ART-ACS.

Smooth move: reduces dispersion when firing on the move. A very useful skill for light and medium tanks, which are destined to shoot on the move.

Ram Master: a very useful skill for tanks with a large mass and good dynamics (or at least high speed when driving downhill, like the KV-5).

Cleanliness and tidiness: reduces the risk of engine fire. must have on tanks with a front transmission / engine.

Loader Skills

All loader skills (as well as any other skills, for that matter) only work after they are 100% learned, which significantly reduces their value. Be careful! It makes sense to choose one of the skills in the event that you still put the second perk "Combat Brotherhood" and retrain the crew. Then the first perk can be taken one of the following skills. However, their value is rather doubtful in any case.

Intuition: it makes sense to take only the fourth or fifth skill, and even then, if you often use gold ammo.

Desperate: speeds up the reloading of the gun if the tank has less than 10% durability left. Not a bad skill, if you take it on a residual basis.

Non-contact ammo rack: increases hp. internal module "Ammo rack". It makes sense to take on tanks on a residual basis, and even then, only if this tank really often has an ammo rack.

Skill selection for light tank crews

Light tanks, which have equally low visibility when stationary and on the move, need to download Camouflage. It is this skill, and no other, that should be chosen first for light tanks.

It makes no sense to take "Repair" as the first skill: light tanks do not have good armor and a lot of HP, in addition, internal modules and crew are easily critted by them. It is better to repair a downed caterpillar with a repair kit, and not with a “Repair” at all.

After pumping out Disguise, it makes sense to retrain the commander to the Sixth Sense and start downloading Disguise again. Well, the third skill, you can choose "Eagle Eye", which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth turret rotation, Repair
  • Driver mechanic: Camouflage, Off-Road King, Virtuoso, Smooth Ride, Repair
  • Radio operator: Masking, Radio interception, Repair
  • Charging: Camouflage, Repair

Skill selection for medium tank crews

Further, it is possible to retrain the tank crew to "Combat Brotherhood" (after all, it is better for the commander to take the "Sixth Sense" perk as the first one, i.e. retraining is best done when the second perk is completely pumped out of the tank crew). Or pump individual skills like “Smooth Turret Rotation” and “Smooth Ride”.

  • Commander: Sixth Sense, (Brothers in Arms), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Turret Sweep
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Combat Brotherhood), Camouflage

Skill selection for heavy tank crews

Heavy tanks differ little from medium tanks in terms of skills and abilities. The main difference is in the size of the tanks - since heavy tanks are usually larger than medium ones, and their guns are mostly equipped with muzzle brakes, it often does not make sense to equip them with Camouflage. As with medium tanks, it is recommended that heavy tanks be upgraded with "Repair" first. Further, after the opening of the third perk, the crew can be retrained for "Combat Brotherhood".

If the tank is on fire often, it makes sense to take "Fire Fighting", or wait until the gold "Automatic Fire Extinguishers" for silver appear in the game.

If the tank has a front transmission/engine, the driver should pump out "Clean and Tidy".

  • Commander: Sixth Sense, (Combat Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Repair, (Combat Brotherhood), Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Concealment, or Firefighting.
  • Charging: Repair, (Combat Brotherhood), (Disguise, Firefighting, or any of the available special skills)

It turns out that the crews of heavy tanks have nothing special to teach ?! It turns out - yes! Those. from really useful skills, you should choose those that are higher. So, I still recommend not to neglect the “Combat Brotherhood” skill. The rest of the perks are to taste.

Skill selection for tank destroyer crews

If the tank destroyer is compact enough, it makes sense to take Disguise as the first perk and sit in the bushes. If it's a monstrosity like Ferdinand, it makes sense to take Repair and tank. In general, even "Ferdinand-shaped" tank destroyers make sense to upgrade "Camouflage", because tank destroyers have a class bonus to stealth when stationary.

Repair even for “inconspicuous” tank destroyers makes sense to download in any case, for example, the second perk (or third, if you download “Combat Brotherhood”). Those. for conventional tank destroyers, we take “Camouflage” as the first perk, then “Repair”, retrain (or not) the crew to “Combat Brotherhood” and again take “Repair”.

For huge heavily armored tank destroyers, you can take "Repair", then "Camouflage", retrain the crew to "Combat Brotherhood" and start pumping "Camouflage" again. That's the whole difference.

  • Commander: Sixth Sense, (Brothers in Arms), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Combat Brotherhood), Repair, Turret Sweep
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Camouflage, (Combat Brotherhood), Repair

The choice of skills for ART-SAU crews

The first perk makes sense to take "Disguise". In any case, it makes sense for the commander to download the “Sixth Sense”, even on the ART-SAU, the “light bulb” gives quite a tangible advantage. "Repair" on ART-SAU can not be downloaded at all.

  • Commander: Sixth Sense, (Combat Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Disguise, (Combat Brotherhood), Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Radio Interception
  • Charging: Disguise, (Combat Brotherhood)

Mini-FAQ on skills and abilities in World of Tanks

Question: will the skill "Sixth Sense" work if I transfer the commander to new tank, and he will lose 10% (or even 20%) of the main specialty?
Answer: unbelievable, but true - it will!

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 kinds technology.

Let's start with general description what each skill and ability 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 reducing dispersion 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% study, 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 pumping, however, you can change their places if you see fit or they suit 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.