Which perk is better - “Radio Interception” or “Eagle Eye”? Description, features and recommendations. A guide to recommended perks for Soviet tank destroyers World of tanks, what skills to upgrade to the crew

And especially for free workers, there is no way to go wrong with the choice of skills! In the article I will provide several valuable recommendations for selecting perks for different classes of World of Tanks vehicles.

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 in what is called the “spinal cord.” In this case, after 3 seconds from the moment of illumination, a light comes on on the screen. This is the most valuable perk in World of Tanks. It is necessary to download it on all tanks, including tanks and even ART-SAU.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride around for a very long time with the “non-working” first perk, or choose some other skill for the commander and then, after the first skill is upgraded 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 “Sixth Sense” for your commander and wait until he upgrades it to 100%.

Video guide for selecting perks from IsoPanzer

Video guide for selecting perks from VSPISHKA

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

Below is a general description of skills and abilities. Please note that the characteristics are subjective. My opinion may not coincide with your subjective opinion. You should also remember that skills work in World of Tanks as they are learned, while skills begin to work only after 100% study (usually it is recommended to study skills, and then reset the skills and teach the tank crew new skills). Be careful!

Overview of World of Tanks skills and abilities

General skills and abilities

Repair: The most important skill for crews of heavy and medium tanks, it 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 100% repair, all crew members need to fully upgrade it. So, if you pump up the “Repair” for the Gunner, Driver and Loader, and pump up the “light bulb” for the Tank Commander, then the average repair rate for the crew will be equal to 75%.

Skills such as “Camouflage” and “Fire Extinguishing” work in a similar way.

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

Firefighting: pumped out on heavy and medium tanks on a residual basis. It is considered as an 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 gun reload time and increase the rate of fire. It is recommended to use it together with the “Fan” equipment (which gives another 2.5% to the tank’s characteristics). Please note that this skill begins to take effect only if it has been pumped out to 100% for all crew members without exception.

Tank Commander Skills and Abilities

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 is awarded experience = the 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 crew leveling. However, since the Commander already has a lot of useful perks, it is generally not recommended to take it.

An eagle eye: It makes sense to take it for fireflies with high visibility. It is generally not recommended to take it to tanks with low visibility.

Handyman: According to the description, it’s practically imbecilic, in fact it’s nothing. If you want, see for yourself.

Expert: It's a useless skill.

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

Radio Operator Skills and Abilities

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

Radio interception: The action is similar to the Tank Commander's Eagle Eye. The recommendations are also similar. By the way, this is the only truly useful skill the Radio Operator has.

With the last of his strength: in theory, this skill gives you a chance to gain some experience and credits for causing damage and destroying enemy tanks in your spot. In practice - nothing.

Inventor and Repeater:- about nothing.

Gunner Skills and Abilities

Smooth rotation of the tower: reduces dispersion when turning the turret, it makes sense to take it on all tanks without exception, including turretless tank destroyers and artillery destroyers. Their dispersion decreases when the gun's horizontal aiming angle changes. A very useful skill.

Master Weaponsmith: Almost always, the gunner can upgrade some other, more useful skills or abilities. And so, quite a useful skill.

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

Grudge: Considering that in the game you can quite effectively shoot blindshots (i.e., without being spotted at the known coordinates of the tank that emerged from the spot), the skill can hardly be considered truly useful. Moreover, like any skill, it begins to work only after 100% training.

Skills and abilities of a driver

Off-Road King: increases speed on soft soils. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turning speed. Useful skill. First of all, it makes sense to take on tank destroyers and artillery destroyers.

Smooth ride: reduces spread when shooting on the move. A very useful skill for light and medium tanks, which are born 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 moving downhill, like the KV-5).

Cleanliness and tidiness: reduces the likelihood of engine fire. Must have on tanks with front transmission/engine.

Loader Skills

All loader skills (as, indeed, any other skills) are effective only after they have been 100% studied, which significantly reduces their value. Be careful! It makes sense to choose one of the skills if you will still be installing “Combat Brotherhood” as the second perk and retraining the crew. Then the first perk you can take is one of the following skills. However, their value is rather questionable in any case.

Intuition: It only makes sense to take the fourth or fifth skill, and only if you often use gold ammunition.

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

Non-contact ammunition rack: increases HP internal module "Ammunition rack". It makes sense to take it on tanks on a residual basis, and even then only if this tank’s ammo rack is really often critical.

Selection of skills for light tank crews

Light tanks, which have equally low visibility when stationary and in motion, need to upgrade to “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, their internal modules and crew are easily attacked. It is better to repair a downed track with a repair kit, and not with “Repair”.

After leveling up “Masking”, it makes sense to retrain the commander for “Sixth Sense” and start leveling up “Masking” again. Well, the third skill you can choose is “Eagle Eye”, which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth rotation of the tower, Repair
  • Driver mechanic: Camouflage, Off-road King, Virtuoso, Smooth ride, Repair
  • Radio operator: Camouflage, Radio interception, Repair
  • Charging: Disguise, Repair

Selecting skills for medium tank crews

Next, you can retrain the tank crew for “Combat Brotherhood” (after all, it is better for the commander to take the “Sixth Sense” perk as the first perk, i.e. it is better to retrain when the tank crew has completely drained the second perk). Or upgrade individual skills like “Smooth tower rotation” and “Smooth move”.

  • Commander: Sixth Sense, (Brotherhood), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Smooth turret rotation
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Brotherhood), Disguise

Selection of skills for heavy tank crews

In terms of leveling up skills, heavy tanks differ little from medium tanks. 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 makes no sense to take the “Maskirovka” on them. Like medium tanks, heavy tanks are recommended to upgrade “Repair” first. Further, after opening the third perk, the crew can be retrained for the “Combat Brotherhood”.

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

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

  • Commander: Sixth Sense, (Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Smooth rotation of the tower
  • Driver mechanic: Repair, (Combat Brotherhood), Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Camouflage or Fire Fighting.
  • Charging: Repair, (Combat Brotherhood), (Camouflage, 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. Of the truly useful skills, you should choose those that are higher. So, I still recommend not neglecting the “Combat Brotherhood” skill. The rest of the perks are to taste.

Selection of skills for tank destroyer crews

If the tank destroyer is quite compact, it makes sense to take “Camouflage” as the first perk and sit in the bushes. If a monster like Ferdinand, it makes sense to take Repair and tank. In general, even “Ferdinand-shaped” tank destroyers make sense to upgrade “Masking”, because tank destroyers have a class bonus to stealth when stationary.

Even for “inconspicuous” tank destroyers, it makes sense to upgrade repairs in any case, for example, with the second perk (or third, if you upgrade “Combat Brotherhood”). Those. for ordinary tank destroyers, the first perk is “Camouflage”, then “Repair”, retrain (or not) the crew for “Combat Brotherhood” and again take “Repair”.

For huge, heavily armored tank destroyers, you can take “Repair”, then “Disguise”, retrain the crew for “Combat Brotherhood” and start leveling up “Disguise” again. That's the whole difference.

  • Commander: Sixth Sense, (Brotherhood), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Brotherhood), Repair, Smooth turret rotation
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Off-Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Disguise, (Combat Brotherhood), Repair

Selection of skills for ART-SAU crews

It makes sense to take “Disguise” as the first perk. In any case, it makes sense for the commander to download the “Sixth Sense”; even on an ART SAU, the “light bulb” gives a very noticeable advantage. “Repair” on the ART-SAU does not need to be downloaded at all.

  • Commander: The Sixth Sense, (Brotherhood), Disguise
  • Gunner: Camouflage, (Brotherhood), Smooth turret rotation
  • Driver mechanic: Camouflage, (Brotherhood), Virtuoso, King of the Off-Road
  • Radio operator: Masking, (Combat Brotherhood), Radio Interception
  • Charging: Masking, (Combat Brotherhood)

Mini-FAQ on skills in World of Tanks

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

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

Rules for choosing perks for a tank crew


Hello everyone, 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 up the main profession to 100%. However, as long as this innovation is in the “CTTS” status, it’s worth upgrading
the commander first. The “Light” that lights up 2 seconds after the light will often save you from being splashed by PT or art. If you yourself play on a PT or art, your priority when illuminating enemies is even higher, and the lamp is more necessary.

2. Repair

Usually this is how it is customary to start pumping up the crew. First thing for the commander is “Sixth Sense”, for the rest - “Repair”. And this technique justifies itself.
After all, initially repairing a downed harp on some tanks at 100% basic skill takes more than 10 seconds! This means you lose a repair kit and/or a significant amount of strength points without upgraded repairs. But we still need to 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
in total +10%, which significantly adds combat effectiveness to any tank.
The exception is vehicles 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 up “BB” with a 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 out the critical shortcomings of the tank. Weak ammunition? (T-44, T-54, etc.) to the loader - “Non-contact ammo rack”. You play on the “crystal cannon” (borscht, waffle level 9) to everyone - “Disguise”. When playing with light on LT or CT, it is worth increasing the view to increase the chance of illuminating the enemy earlier. To the commander - “Eagle Eye”, to the radio operator - “Radio Interception”. For mechanical drives of heavy beams, it is worth recommending “Bram Masters” (for fast ones like IS-7
and heavy ST type E-50 M) or “Virtuoso” or “King of the Off-Road” for slow-moving vehicles like E-100. Accordingly, ST mechanics need to be taught to move smoothly, since they will often have to shoot on the move.

5. Third perk. Customization

As a rule, with the exception of very complex vehicles like the WT E100, the third perk makes gameplay on the tank closer to comfortable. Previously missed perks are restored. On CT it is worth studying “Camouflage”, “Smooth rotation of the turret” for the gunner, machines developed by the gloomy French geniuses such as “bat-chat” or AMX 50B, it makes sense to think about choosing the “Jack of all trades” perk for the commander. The crew criticizes often, sometimes it can help. It’s time for loaders of classic TTs to pump up the “Non-contact ammo rack” and “Desperado”. For gunners of drummers and tanks with a high alpha strike, “Sniper” will be relevant; this will allow them to break opponents’ modules significantly 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 upgrade. For the fourth, this is already 1.68 million units of experience. This means you should seriously think about which of the remaining skills will make your life easier. Advice in this case is hardly needed, by this moment you will already have an understanding (and if not, you have 42% of victories and absolutely no matter how leveled up the crew is :)).

7. Perks of the last degree of importance

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

8. Useless perks

The developers have created a number of completely useless perks. Most players agree that it is not worth downloading on any machine: “Inventor”, “Relay”, “Expert”. Perks such as “Venedictive” and “With all the strength” can also be classified as partially useless, since they are rarely applicable due to their low probability of use. Such perks are usually chosen by skilled players for specific purposes.


Conclusion. A few simple but important tips.

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

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

As we know, when mastering the main specialty 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.

Let's start with a general description of what each skill and ability is and its need to be studied.

● Commander. The commander has some of the most useful sets of perks and skills, so choose them wisely.

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

Allows the commander to detect whether our tank is illuminated, but it is worth remembering that the light appears after 3 seconds of being illuminated by the enemy. One of the most useful perks, we definitely download it to the commander first.

2.Jack of all trades.

This skill allows the commander to master the specialty of an incapacitated crew member. With 100% study - 50% of the skill of the shell-shocked crew member. Useless perk, download at the very end.

3.Mentor

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


4. Eagle Eye

An extremely useful perk for big-eyed STs and LTs to make their review even better. With 100% study it gives 2% to our review, +20% for damaged observation devices. It also gives an additional effect if you have optics, a stereo tube and radio interception skills.
Skill. Works as you learn.

5.Expert

Allows you, when aiming a sight (even an artillery one), to see which modules are damaged by the enemy and to see the shell-shocked crew. It is worth remembering that it starts working when you hold the enemy in sight for 4 seconds. A very ambiguous perk, it’s not for everyone; if you upgrade it, it’s definitely at the end.
Skill. Valid with 100% study.

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

1. Grudge

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

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% study it gives -20% to the dispersion of a damaged weapon. It is enhanced by the presence of a vertical stabilizer. An almost stupid perk, we’ll leave it for last.
Skill. Works as you learn.

3.Smooth rotation of the tower

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

4. Sniper.

Increases the chance of causing damage to the crew or module by 3% at 100% research. Does not work for high explosive shells Useless perk
Skill. Valid with 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

A useful perk for tanks with a low turning speed. With 100% study it gives +5% to the tank's turning speed. It is strengthened with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a tightened speed controller.
Skill. Works as you learn.

2. King of off-road

Reduces soil resistance when moving. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. It slightly enhances the dynamics of the tank as a whole. Strengthens with additional lugs. Gives us +10% to cross-country ability on soft ground and +2.5% on medium ground with 100% study.

3. Ram Master

A wonderful perk for tanks such as the 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. Valid as you learn

4.Smooth running

This perk reduces the spread when shooting on the move. It is enhanced by the presence of a vertical stabilizer. Suitable for all types of equipment. At 100% study it gives -4% to movement dispersion.
Skill. Valid as you learn

5. Cleanliness and order

Reduces the likelihood of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (the likelihood of a fire can be seen by examining the engine in detail in the hangar). Intensified by the presence of an automatic fire extinguisher.
Skill. Valid with 100% study.



● Radio operator. One of the least useful skills, it is extremely easy to make a choice.

1. With all my might

Allows our radio operator, who is not disabled when the tank is destroyed, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Valid with 100% study.

2. Inventor

Increases communication range. With 100% study it gives +20% to radio communication range. An extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the visibility of our tank by 3% with 100% research. It is enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. We highly recommend it for sharp-eyed STs and LTs.
Skill. Works as you learn.



4. Repeater

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

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

1. Non-contact ammunition rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with weak ammunition (for example, Soviet ST T-44 and T-54). Strengthens when there is a wet ammo rack
Skill. Valid with 100% study.

2. Intuition

Gives a 17% chance to instantly change the projectile (for example, from an armor-piercing to a high explosive) from the moment the projectile begins to reload. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Valid with 100% study.

3. Desperate

Reduces gun reload by 9.1% when the durability of our tank is less than 10%. A controversial skill, not for everyone. Strengthens with the presence of a gun rammer.
Skill. Valid with 100% study.

P.s. All these perks DO NOT stack if multiple crew members have them! (for example, desperately pumped up for 2 loaders does not stack, so don’t forget this and take more useful perks).

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 indicator of the crew that owns this skill (for example, if you have upgraded repairs for 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 speed of repairing damaged tank modules. Strengthens with a large repair kit or tool box. With 100% study it gives +100% to the repair speed. First of all, upgrade for almost any vehicle.
Skill. Works as you learn.

2. Camouflage.

Reduces the visibility of our tank. It is enhanced by the presence of a camouflage network. An extremely useful perk for stealth tanks, tanks, and artillery. With 100% study it gives +100% to the tank's stealth.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire during a fire by 100% with 100% pumping for the entire crew. It will be necessary for fire-hazardous tanks or if you like not to carry a fire extinguisher with you. We upgrade only on tanks that are burning like a Christmas tree or as a last resort.
Skill. Works as you learn.

4. Combat brotherhood

Beginners often get confused with this perk, because... REQUIRES UP TO 100% STUDY OF ALL CREW MEMBERS FOR ITS OPERATION. Increases in the presence of improved ventilation, chocolate, pudding with tea, extra ration, a box of cola, strong tea, an improved diet and onigiri (for each nation, respectively). When fully studied, it gives +5% to all basic skills, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repair, eagle eye.
Gunner: Repair, bb, smooth rotation of the turret, camouflage.
Loader: Repair, bb, camouflage, desperate.
Driver: Repair, bb, king of off-road, master of ramming.

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

Medium tanks (ST)


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


(For the last perks it is strictly your choice, depending on your technique).

Light tanks (LT)


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

(Combat brotherhood is at the personal discretion of each person).
(For the last perks it is strictly your choice, depending on your technique).

Tank destroyer


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

(If the PT is huge, the first perk instead of camouflage is upgraded to repair).
(For the last perks it is strictly your choice, depending on your technique).

ART-SAU


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

(For the last perks it is strictly your choice, depending on your technique).

All skills and abilities go sequentially for leveling up, but you can change them in places if you consider it necessary or if 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.

With the introduction of patch 0.7.2 into the game, new crew skills and abilities appeared, which made it possible to improve some of the vehicle’s characteristics. Before this patch, each crew member could learn three skills - camouflage, repair and firefighting. With the new patch, their number has expanded to twenty-two. The old skills are still in the game. But for each type of equipment you can now upgrade your own set of skills and abilities in order to improve the parameters of the machine, make up for its disadvantages, etc. Some of the introduced skills are practically useless, while others, on the contrary, play a very important role on every tank.


The WOT game features 5 crew members of different professions. Sometimes the tank crew may not be complete, consisting of two or three members. Then the skills and abilities of the absent crew member are transferred mainly to the commander, which makes it difficult to upgrade important skills. If the crew consists of 6 people, then it is much easier to upgrade the skill set of any specialty.

Basic skills
A skill differs from a skill in that it begins to take effect from the moment you start pumping, and in order for a skill to take effect, you need to pump it up to one hundred percent. All crew members are provided with general and special skills and abilities. General skills include camouflage, firefighting, repair, and the only general skill is “Combat Brotherhood”. In the case of the first three skills, they are effective from the moment they are upgraded, and their effectiveness depends on how many crew members have upgraded this skill.

Disguise affects the visibility of the vehicle and its 100% upgrade for the entire crew reduces the overall visibility of the tank by half. This skill is very useful for self-propelled guns and tank destroyers, as well as for medium tanks. For heavy tanks this skill is less useful, but for large vehicles it is practically useless.

Repair Useless, perhaps, only for artillery, since almost any hit in the artillery results in being sent to the hangar. For all other tanks, the skill is important, since the speed of repairing tank modules doubles. For tank destroyers without a turret, this skill allows you to spend less time on track repairs. And as you know, a bird on a gusle is a direct road to the hangar.

Firefighting- a skill that most players do not level up due to the use of appropriate consumables - a manual and automatic fire extinguisher. Useless for non-flammable tanks; the entire German branch and the IS-7 really need this skill. But, however, you can get by with fire extinguishers.

The Brotherhood of War- the only general skill that begins to work only when all crew members are 100% leveled up. The skill gives a 2.5 percent bonus to the characteristics of the tank, increasing the visibility of the combat vehicle, the rate of fire of the gun, the speed of rotation of the chassis and turret, and much more. The skill is very useful and can be upgraded on all vehicles, and together with improved ventilation it gives a significant bonus of 5% to the performance characteristics of the tank.

All other skills and abilities are classified as “special” and can only be upgraded with a specific crew member.

Special skills and abilities of the commander
The following special skills and abilities are provided for the tank commander: sixth sense, mentor, eagle eye, expert, jack of all trades.

Expert, perhaps the most unnecessary skill of a commander. Firstly, to activate the skill it is required that the enemy tank be in the crosshairs for at least 4 seconds. Secondly, if the enemy is behind a building or a rock, then the skill does not work. Expert allows you to determine your opponent's crits.

Sixth Sense allows the commander to find out whether the tank has been detected by the enemy. The skill is activated three seconds after detection and is very useful for artillery and tank destroyers that lead an ambush lifestyle. For tanks with an aggressive driving style, the skill is of no use, since even by intuition you can guess whether you are exposed or not. Since this is a skill, 100 percent leveling is required for the sixth sense to start working.

Mentor gives a 10% bonus to the experience earned by the entire crew except the commander. The skill will be required for players who want to upgrade their crew to the Rambo state.

An eagle eye– a skill that increases the tank’s viewing range by two percent. It makes sense to upgrade tank crews with good visibility (beyond 400 meters), as it gives a good bonus. For blind tanks, the skill is useless, because the increase in vision will be minimal. For example, if the tank’s visibility is 350 meters, then the increase will be only 7 meters.

Handyman– another skill from the “important” category. The skill is especially useful for tank crews with frequently criticized members. For example, the KV-5 radio operator was shell-shocked almost every battle. This skill makes it possible to replace an incapacitated crew member without spending a first aid kit on treating a shell-shocked one. For example, if your loader is wounded, and the commander has this skill upgraded, then the second penalty for loading a gun will be halved.

Special skills and abilities of the gunner
The gunner, like the commander, also has useful and useless skills. The useful categories include:
smooth rotation of the turret– reduces the spread of the gun when turning the turret. It is required to upgrade the crews of medium tanks and self-propelled guns.
sniper– a skill that allows you to increase the chance of crit of enemy modules. This skill is only useful for rapid-fire weapons. A sniper will not help artillery, since no more than 10 shells are fired per artillery battle, and this skill does not work when firing landmines.

The gunner's useless skills and abilities are master gunsmith And vindictive. The first skill reduces the spread of a damaged weapon and is useful only for a few tanks with a frequently critical weapon, and the second skill makes it possible to see the enemy in the sights for a couple of seconds longer and can only be useful for tank destroyers.

Special skills and abilities of the driver
The driver is the only crew member who has all the skills and abilities that are useful. Skill " Virtuoso"increases the tank's turning speed and is practically required by all vehicles, since there are few nimble tanks in the game. Smooth ride reduces gun spread when driving and is effective from the beginning of pumping. An extremely useful skill for light and medium tanks, since they shoot while moving almost all the time.

Ram master increases damage when ramming by 15 percent and reduces damage to your own tank. This skill is developed by owners of heavy and high-speed cars. Together with the anti-fragmentation lining, the ram master is a “second weapon” for inflicting damage on the enemy.

Cleanliness and tidiness pumped up by players of “flammable tanks”. This category mainly includes the Germans, who, when a projectile hits the engine, it ignites. Of course, you can use a fire extinguisher, but it happens that fires are set on fire several times during a fight.

King of off-road– another skill that improves the dynamics of the car. Gives a bonus to cross-country ability on soft and medium soils, and also increases the speed of turning in place. It is better to upgrade the king of off-roads to all tanks, with the exception of self-propelled guns. Since only asphalt roads are classified as hard ground, this skill has taken root in almost all players.

Special skills and abilities of the loader
There are three special skills and abilities for the loader, but since there are often two loaders in tanks, they are pumped up quickly.

Non-contact ammunition rack important for tanks with frequently exploding ammunition. Refers to the tanks of the Soviet IS series (IS3/IS-8), as well as the T54 and tanks based on it - Type 59, WZ-120 and others. With this skill, the ammo rack will explode less often, but this does not affect critical resistance in any way.

Intuition– a skill for tankers who often change the type of projectile. If there are two loaders in the crew, then it is better to pump both. It is mainly used by artillery operators, since they often have to switch between armor-piercing and high-explosive shells. For tanks with rapid-fire cannons, the skill is useless.

Desperate– a skill that increases the rate of fire of a gun by 9 percent when you have less than 10 percent of your durability left. Absolutely useless on tanks with a small margin of safety and rapid-fire guns.

Special skills and abilities of a radio operator
The radio operator is a rather rare crew member on top-end vehicles. In most cases, his responsibilities are assigned to the commander. Among the useful skills of a radio operator, only radio interception with an operating principle similar to that of an eagle eye. Only the increase in the review will be three percent with 100% pumping.

Inventor may only be needed at low and medium levels when the radio's range is short, as it increases its range by 20 percent.
Repeater is a “help your friends” skill, as it increases the range of your allies’ radar by 10 percent.

A skill "With all my might" Only the fireflies will need it, and then after being sent to the hangar. This skill allows you to transmit a signal about the location of the enemy when destroyed for a couple of seconds longer.

Each tank requires a certain approach when choosing skills and abilities, since you need to know the characteristics and specifics of the combat vehicle. And mindlessly pumping up perks will not bring any benefit.

Leveling up the crew in World of Tanks is a kind of “game within a game”: you have to think for a long time about the order of leveling up perks, read forums, watch guides, and analyze. Naturally, all this must be done if you want to achieve maximum combat effectiveness.

The matter is greatly complicated by the fact that it is almost impossible to pump out all the skills and abilities on one tank (this will simply take a huge amount of time). A crew with five or even six perks is considered truly “pumped up”. But for the average player, even a fourth perk is usually an unattainable dream; pumping out the last percent of the third can take months.

Abilities differ from skills in that they take effect immediately after selection, even if they are upgraded by 1 percent. For skills to work, they need to be pumped up to 100. Therefore, players often pump up not very necessary skills to 100 percent, and then reset them and take the necessary skill. You can reset perks without penalty only for gold.

However, not all skills and abilities are equally useful and popular. There are really effective perks that almost all players are among the first to pump out, and there are those that almost never level up. Skills and abilities are divided into general and specific for each specialty.

General skills and abilities

Of the general ones, repair, camouflage and military brotherhood are definitely useful. But from There is no use for fire extinguishing on the vast majority of tanks: it is replaced by a fire extinguisher. Fire extinguishing is relevant only for those cars that catch fire literally every second break. For example, some Chinese vehicles are famous for this, which, like Soviet tanks, often have tanks in the forehead.

Repair, as the name suggests, speeds up the repair of damaged modules. This skill is especially useful on heavy tanks, whose tracks can be shot down many times during a battle. Repairs on medium tanks are less useful: a knocked-down track on them usually leads to destruction; in most cases it is better to use a repair kit.

Repairs are also being studied on assault-type tank destroyers, which are in many ways similar to heavy tanks. But on artillery and light tanks, repairs are useless: a damaged track is easier to restore with a repair kit, and these vehicles usually do not survive a second hit.

But on light tanks, the first perk is almost always camouflage; it is very effective on them, since it does not halve during movement, as on other types of equipment. In addition, the camouflage skill is not a fixed value that increases as you level up, but a multiplier. That is, the higher the basic camouflage of the vehicle, the more effective this skill will be.

This is why there is no point in upgrading camouflage on large and very visible vehicles: the basic camouflage there is very small, so the skill does not have much effect. But, by the way, a camouflage network can be effective on large machines, since its bonus is precisely a fixed value, and not a multiplier.

The Combat Brotherhood increases the level of proficiency of all tankers in their main specialties, as well as skills and abilities by 5 percent. The effect of Combat Brotherhood is identical to the effect of improved ventilation, which are best used together. After all, an increase of 5 percent in the level of proficiency in a specialty actually means an increase in the characteristics of the tank by only 2.5 percent.

The Combat Brotherhood begins to operate only after all tankers have studied it 100%, that is, it needs to be upgraded by everyone. Usually, combat brotherhood is taken as the first perk on artillery; on other types of equipment it can be taken first, and second, and third, it all depends on individual preferences.

Now let's move on to individual skills and abilities:

The commander’s sixth sense (the so-called “light bulb”) is extremely important, which signals that the enemy has detected you. It is very difficult to overestimate this skill; it is extremely useful on almost all types of equipment, except for tanks focused on close combat. But even with them, the sixth sense can be useful. On light tanks and ambush-type tank destroyers, this perk must be upgraded first.

A good choice for a commander is also the Eagle Eye, which increases vision by 2 percent. This is a skill, so the eagle eye takes effect immediately. It must also be said that if the observation devices are damaged, the eagle eye already gives an increase of 20 percent, essentially compensating for the damage.

Handyman

A jack of all trades allows the commander to replace shell-shocked crew members. Since this is a skill, the jack of all trades begins to act immediately. When fully studied, it restores half of the lost percentage of the specialty proficiency level.

For example, when a gunner is concussed, the level of proficiency in his main specialty drops by half (for example, from 100 percent to 50). With a fully upgraded jack of all trades, the level of proficiency in the specialty of such a shell-shocked gunner will be not 50, but 75 percent. The effect is quite significant, but a jack of all trades is rarely upgraded, since the commander has more useful perks.

Mentor

The least useful skill a commander has is mentor. When fully studied, it gives a 10 percent increase in the experience that every tanker receives, except for the commander. It would seem that the increase is significant, but it only makes sense to take this skill if you are going to upgrade the crew of a given tank to three or more perks.

Expert

An expert is even less useful; this skill allows you to determine critical damage to an enemy whom you hold in your sights for four or more seconds. Of course, learning that an enemy tank's ammo rack is damaged, for example, can be useful, but players usually give preference to other perks. In general, the commander has many useful perks, so the choice is often difficult to make.

A continuation of the article will be published soon.

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