Skills wot. Computer service expert. Proper crew pumping in world of tanks

5 years and 4 months ago Comments: 18


Many may say that there is nothing secret about leveling perks. The answer, of course, is obvious: you learn the main specialty of a tanker and then download perks. But now you have already pumped out this particular car and you need to buy new tank, as well as retrain the crew, but at the same time you will again lose precious experience for pumping the main skill of the crew.

Here's a little help.

If you retrain the crew in the regimental school for 20 thousand silver for one crew member whose main specialty is 100% studied, then after retraining for vehicles of that class, but a level higher, he will lose only 10% of his original skill from the previous tank . This in experience will amount to approximately 39153 combat experience, which, of course, is not felt much while upgrading a new tank from stock to top condition.

But after all, it would be possible, for these 39153 combat experience, for example, to pump the third perk from 0 percent to 37 percent. Not bad huh? Of course, you can make it much easier and buy yourself some kind of premium tank, such as the IS6, and upgrade the crew after retraining, for example, to .

This will happen without losing the main skill, but here it is necessary to retrain the crew from the previous tank to the IS-3. This will again lead to the loss of the same 39152 combat experience (if retraining took place through the regimental school). But since the IS-6 is immediately an elite vehicle, when you check the box for accelerated crew training, the crew will be pumped 50 percent faster, since all the experience earned will go to crew training.

And the secret that I wanted to tell you is that it is not necessary to retrain the crew immediately after purchasing new equipment of the same class.

Let's analyze this using the example of medium tanks of the USSR.

You have been pumping yourself for a very long time. During his leveling, you have already learned several perks and brotherhood in arms. And finally, you have researched the legendary . So, the loss of the crew, without retraining them to the new T-54 tank, will be only 25 percent of the full skill. But we have already upgraded the “combat fraternity” perk, which gives us plus five percent to the entire crew skill, plus we add here equipment in the form of improved ventilation and equipment in the form of additional rations. We already get plus 20 percent to the basic skill of the crew. After simple calculations, it turns out that a non-retrained crew will already have 95 percent of the main skill, but since it is not retrained on the T-54, the main skill of the crew will not be upgraded, and all the experience earned will go to learning additional skills, that is perks. Which is not so bad, right?
And the difference between a completely retrained crew and a crew not retrained for this tank will not be significant. By playing this crew until you have fully mastered all the modules and the next tank from this development branch, you will already have learned a couple of new perks.

It is also possible transplant crew from the same nation, but different types of tanks. Losses in the main skill will already be much more, namely 50 percent of the original skill.

Summing up all of the above, I want to note that this crew leveling scheme is very convenient, especially for leveling the third and subsequent perks, where 840.240 combat experience is needed to level 3 perks from 0 percent to 100 percent. And all subsequent perks will require twice as much experience, and to upgrade the eighth perk you will already need 26,887,880 combat experience.

Prepared by: Pilot_An2

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. taken into account average level crew skills. 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.

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. Analog 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 machines for which it is important high speed turn. 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. How better review 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.

Crew leveling 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 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 (it will just take a huge amount of time). A truly “pumped” crew is considered to be a crew with five or even six perks perks. But for an ordinary player, even the fourth perk is usually an unattainable dream, pumping out the last percent of the third can take months.

Skills differ from skills in that they begin to act immediately after the choice, even if pumped by 1 percent. For skills to work, they need to be pumped to 100. Therefore, players often pump skills that are not very necessary 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 pump. Skills and abilities are divided into general and specific for each specialty.

General skills and abilities

Of the general ones, repairs, camouflage and combat brotherhood are certainly useful. But from fire extinguishing on the vast majority of tanks is of no use: it is replaced by a fire extinguisher. Fire extinguishing is relevant only for those cars that literally catch fire from every second penetration. This is famous, for example, for some Chinese cars, which, like Soviet tanks, tanks are often in the forehead.

Repair, as the name implies, speeds up the repair of damaged modules. This skill is especially useful on heavy tanks, whose tracks can shoot down many times in a battle. Repairs on medium tanks are less useful: a downed caterpillar 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 downed caterpillar 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 decrease by half in movement, as on other types of vehicles. In addition, the disguise skill is not a fixed amount that increases as you level up, but a multiplier. That is, the higher the basic disguise of the car, the more effective this skill will be.

That is why it makes no sense to upgrade camouflage on large and very noticeable vehicles: the basic camouflage there is very small, so the skill does not have a special effect. But, by the way, on large machines, a camouflage net can be effective, since its bonus is just a fixed value, and not a multiplier.

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

Combat Brotherhood begins to act only after all tankers have studied it 100%, that is, everyone needs to pump it. Usually, brotherhood in arms is taken as the first perk on artillery, on other types of equipment it can be taken both 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 vehicles, except for tanks focused on close combat. But even on them, the sixth sense is useful. On light tanks and ambush tank destroyers, this perk must be upgraded first.

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

Handyman

Jack of all trades allows the commander to replace shell-shocked crew members. Since this is a skill, the master of all trades begins to act immediately. When fully trained, it restores half of the lost percent of the skill level.

For example, when a gunner is shell-shocked, the level of proficiency in his main specialty drops by half (for example, from 100 percent to 50). With a fully pumped 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 the master of all trades is rarely pumped, since the commander has more useful perks.

Mentor

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

Expert

Even less useful is an expert, this skill allows you to determine critical damage on an enemy that you hold in your scope for four or more seconds. Of course, it can be useful to know that an enemy tank is damaged, for example, an ammo rack, but players usually prefer other perks. In general, the commander has a lot of useful perks, so the choice is often difficult to make.

AT soon will continue the article.

Attention if games do not work for you, .

The 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 and abilities for heavy tanks in 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.