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About this blog

A Collection random observations and useful stuff and a link/thread dump of a pubbie.

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Current 5/31/18
A short, if effective break down on Consumables.

Consumables, now have unlimited use per match for the same flat cost. so if you use a Large repair 5 times, you still only pay the 20k silver it takes to restore it after the match. Sadly, You still can't run 2 small kits side by side but a small and a large version can be done for the passive bonuses. Both small and Large versions have a 90 second cooldown.
For instance, in my T95 doom turtle I carry a small Medkit, a small repair, and a large repair. It rarely catches fire because of the angle on the back deck (its near auto bounce) so it's worth the risk to have the faster track repair and the ability to double untrack myself if someone gets cheeky with HE shells to my sides, or at the least rapid repairs to the tracks.

Bound to the 4/5/6 keys, these will save your butt.
The 4 slot should always be your Medkit. Why? your driver will be the critical (Cdr, gun, drv) crew member most often hurt. his position is the #4. so all you need to do when he's hurt is double tap 4 and its all good, and you never have to sweat out looking for buttons.
The 5 slot should always be your Repair kit. Why? your Tracks are going to be the thing you repair most, and it is the #5 button. So, just like the Medkit above, you double tap 5 and you are back in action.
The 6 slot should be your fire extinguisher. Why? dying to fire sucks is why. Some rebind this to the space bar or CAPS (or a spare mouse button) for faster reactions. pick a key that makes sense to you! Now, the bigger question is Small, or large?
For pub matches, Small is generally the most cost effective. There are also advantages to the Larger consumables, ironically, you are also less likely to need them.

Passive bonuses! 
The interesting thing is that once these large consumables are used it doesn't give the full passive bonus. (boooo!)

The Large Medkit gives a +15% bonus to crew survivabilty so it's less likely they will be hurt and you need it. Works great if you have a tank with fairly exposed crew members, such as an E25, or a low crew count such as the higher tier Swedes. Heals all crew at once instead of just the 1 that the small does. Remember that a crewman that is disabled at the end of a match DOES NOT get the full crew exp!
The Auto Fire Extinguisher (AFE) gives a 10% reduction for the chance of catching fire. (check your engine in 'research' for the chance of catching fire on a direct hit). It also has the benefit of only giving 1 tick of fire damage, instead of the minimum 6 ticks with the small manual version. These are the single most useful thing out there. All my tanks carry one and I rarely need it.

The Large Repair kit gives 10% (which is the same speed as 1 crewman (of 5) trained to 100% repairs) to the repair speed of all modules (tracks, gun) but generally don't bother unless you get tracked-and-racked at the same time a lot. (which is rare). Repairs all modules to full, instead just 1 for the small. FOOD! Food gives a direct and FLAT(additive) bonus to all your Major Qual skills AND to your crew's skills as well (Camo repairs etc). So your 100% loader becomes 110%! Gun handling is less Potato! (looking at you STA/B...) Some tanks need it to be comfortable, others it makes amazing.  All the gold shells and consumables can be bought for credits (make sure you have the silver option selected) or for gold (ok, but why?). Shell prices vary on the gun and tank, large consumables are 20,000 silver/50gold each. the small ones are 3,000 silver. "But they are expensive and I'm broke!" It's better to have them on your tank and not use them, than to need them and not have them. A Dead tank costs more to repair than a damaged live one. If you think it's going to be a total loss then don't bother to use them and save the money. I can say I've never regretted carrying a full set of consumables, and in some cases I've used all 3 several times in a match and carried.  

If you would rather buy when it's cheap, instead of Full Price, Nov-Dec they will usually go on sale for 50% for a short while. Generally around US Thanksgiving but there are other times of the year as well. Don't be afraid to blow 8-12 mil on consumables. I do. I've got 500 of all 3 Large consumables each and 200 of each nation's food. I don't sweat using them during the year. the smaller ones are super cheap and its easy to stockpile them for later use.

Also, and I know this is a thing, but please don't sell them off if you get them for free from an event or mission. I know it seems like free money and can help boost your bank account in the short term but all it does is rob your future self when you need another one. If you have a soft limit of a stockpile, (IE ~300) you can sell down to that soft limit (from 367 down to 300), but don't zero it out. people complain tier 10 is expensive for just this reason.




Basic Equipment layouts

Current 5/31/18
A basic explanation of Equipment! and obviously, the "Improved Equipment" for bonds is way better. Directives are useful but a one off boost. Unless you play Tier X a lot and earn more than 1 a match, its almost a waste. Run Food instead.
Got a tank and you can't decide what to run on it? check out and find your tank on the list and then check out the Equipment tab (its right next to the crew skills tab also mentioned by me  ) Gun Laying Drive vs Vertical Stabilizer
Always always always Vert stab. 20% against ALL movement penalties. This means smaller bloom on turret moving, smaller bloom on hull rotation, smaller bloom on the move, Smaller chance of a miss overall. If you aren't running a Vert stab, it should be that you can't equip one. ALL scouts/lights can carry a Vstab now so there's no excuse.

why start at 1.7x when you can start at 1.27x? It's a much tighter reticle and you still beat the GLD to minimum bloom by .3 sec? Obviously both are best but Rammer - Vstab - Optics are the Trifecta. Gun Laying Drive 
10% faster aim in! Generally only useful for snipers and arty. To be used only if a Vstab isn't available AND you are planning to playing a non-peek-a-boom style. Generally not for heavies but sometimes, its what's there. Binocs vs Coated optics.
Optics over binocs. simple. The sole practical advantage that bincos have is the free swap out. Bincos give you +25% while stationary for 3 seconds, Optics gives you +10% always. Why optics? because unless you are a TD/SPG/stationary tank with a decent spotting range doing you own spots (like you solo holding a side), you aren't going to be sitting still for very long and if you are like most TD's (not the UDES and above), you are going to have to shift your hull occasionally for shots, which breaks the bonus. Your 'on the move' spotting is the spotting that counts the most in almost every game situation. Whether on initial deployment, or you vs 3 of them in a last stand, chances are you will not be sitting still for long no matter what. The extra 30 yards of spotting on the move can save your life. TL;DR: Binocs when Kemp Boosh! Vents
+5% to all crew skills. Only for closed top turrets sadly, but this does stack with BIA and food! Due to the math, it gets figured in as a 2.2% overall increase in direct skill efficiency. (not to be sneezed at!) Gun Rammer
10% faster shell loading times. sadly not for autoloaders. Does what it says on the box . more pew pew, always a good idea! Generally a #1 slot pick Now, class specific equip loads and uses: Heavies!
Vstab/GLD - Rammer - Vents. Optics are less a concern here but they have their place in high base VR heavies (T-10, etc)

Vents - Rammer - Optics. This is less a rule of thumb than the other classes. Meds are a widely varied class and the equipment needed varies between vstab/rammer/optics and gld/vents/rammer and can even vary from gun to gun on a single tank. TDs
GLD - Rammer - Vents/binocs Lights/scouts
Rammer (or vents) - Optics - VStab (for autoloaders or single shot)
Vents - Optics/Binocs - camo net (for certain personal missions)

GLD - Rammer - Camo net.... Chemo therapy.... (I kid, I kid)
Binocs are a viable option on this class in certain SPGs with good base VR and the potential for clutch shots (like Clan wars)

It's worth pointing out that if you are self spotting a target, even if it was initially spotted by someone else, will help to maximize your Exp. Since radio spotting for your dmg splits the EXP between you and the spotter. If you can see it "yourself" you get more exp for hurting it.




Crew training/retraining. "moar numbers" edition

Current 5/31/18
First off, props and a big thank you to my brother in arms, ShakeNBake, for doing the number engineering on this and making me look like I know what I'm talking about. And another thank you to @8_Hussars (again) for proof reading this and double checking my work in case I go full retard.

So, this post is going to talk about Crew Experience and how to manage it to your benefit. What this post is NOT going to talk about is skill builds/selection, the equipment you can put on your tanks, and the %'s you see next to their names in the garage.

***************"Major Qualification Training and Retraining**********************

The Primary Qualification (i.e. Commander, Driver) works separately from the rest of the skills. Changing the tank assignment has no* effect on crew skills. All numbers, except where noted, represent the amount of Crew XP that is lost when retraining for Credits (not the Free) rather than Gold. Retraining for Gold is always 0 XP lost.
One of the few occasionally I'll actually cite the wiki:   Or:
-The Initial Grind, 75% -> 100% Primary = 72543 (73K) Crew XP
-Cross Class Retrain, 80% -> 100% = 63856 (64K) Crew XP
-Same Class Retrain, 90% -> 100% = 39152 (39K) Crew XP
Note: Same Class Retraining for free rather than for Credits (80% rather than 90%) loses you an extra 25K Crew XP. 20K credits or 25k XP.

Retraining for Silver is entirely doable (especially within classes). The losses are extremely small AND(!!!) you can cheat the system a few ways as well. Unlock the new tank, and retrain the crew to that new tank but keep them in the old tank to grind the stock off the crew. (not the best way but it works) Girl crew! / Keep the crew in that tank The Kustom Krew method: Requires a premium tank of that nation and a decent crew from somewhere else. Put the good crew into the Premium, then send (to start with) the Cdr to the barracks and put a new 75% cdr in the premium. With ACT running, the Cdr gets double exp for a long as you keep him in there so you can knock out 1 or 2 skills fairly quickly. Once at the desired level, remove the premium Cdr, put the old one back in and work down the major qual list (gunner then driver then RO then loader) as needed for the new tank. Put original crew back together, and you have a 1 or 2 skill crew trained on the premium ready to be retrained to your new tank of whatever class. Profit Put the crew into a premium tank of that nation, (same class is best but any will do. just takes longer) retrain the crew to the new tank for silver, and then grind the crew to 100% while in the Premium tank. EX:
If you have a US TD crew (say a 25/2) but don't own a US premium TD (and I don't blame you. I hate the scorp.) but you have a US premium Heavy, say a T34, you can retrain the crew to the new US TD (28 proto) and then grind the primary exp in the T34. You lose out on some of the accelerated benefits for being in the same class/type but not all of it and your crew exp continues to build at half rate in the premium, plus you get to pull in a few creds as well! and scroll down a bit: The thing to remember is that you have to have the new tank unlocked to retrain the crew to it, but you do not need to buy it (unless you really want to)

***************************Skill/Perk Training and Retraining****************************** Skills count from a different pool of XP than Primary Qualifications. This pool can get huge at 3x+ crew levels. On your third skill, getting from 87% to 88% takes almost 22k XP*. Resetting skills for Credits loses a flat 10% off of the total XP (not just that skill, in total) in the crew exp pool. At (3)87%, the total skill exp pool is 1088K XP. A skill reset for credits of your 3 skill crew loses 109K XP. (218 games worth of exp @ 500exp/battle)

Reference points for silver retrain:
-21K crew XP lost from 100% on first skill (42 battles. meh. )
-23K crew XP lost from 36% on second skill (first skill remains at 100%)
-39K crew XP lost from 82% on second skill (equivalent to same class retrain)
-63K crew XP lost from 100% on second skill (126 games worth of exp. poof.)
-64K crew XP lost from 17% on third skill (equivalent to cross class retrain) (128 battles worth btw.)
-70K crew XP lost from 49% on third skill (second skill remains at 100%) (or 140 battles )
-73K crew XP lost from 55% on third skill (equivalent to initial primary grind from 75%)
-147K crew XP lost from 100% on third skill  (294 games worth!)
-164K crew XP lost from 52% on fourth skill (third skill remains at 100%)
-315K crew XP lost from 100% on fourth skill ( 630 games that never happened!! Y U DO DIS!?!?)

Remember, you lose a crapton of exp per silver retrain. How much is 21k exp? about 42 battles worth. (averaging 500 exp/battle) or an average of 5 hours of playing that tank only. (7 mins a game averaged)
If you notice, that's the LOW number for silver skill retrains. 42 battles is barely tolerable to get back to where you were. After that, the losses are simply staggering. Into the hundreds or maybe thousand(s) of battles.

How much XP is worth 200 gold is a question everyone will have to answer on their own. Personally, I do the first skill resets (I actually train 2 skills, then reset  to what's needed. Except the commander for 6th asap.) and same class retrains for credits. Everything else is gold.

****************************Accelerated Crew Training (ACT)*******************************

Either on a Premium Tank, or a normal tank that you have completely researched (Elited!!!), There is a small check box above the crew members that will allow you to double the exp that 1 crewman gets. It automatically goes to the person with the LOWEST TOTAL EXP, not the lowest Major Qualification or even crew skill. This lucky person gets double the amount of Crew exp than he normally would INCLUDING (and this is cool) any modifiers like personal reserves. ACT does this by taking the exp that the 'tank' gets (its how you unlock modules and the next tank etc) and giving that exp to 1 crewman.

How much crew exp does he normally get?
The amount of Exp it shows you on either the 'detailed results' breakdown, or the "personal achievements" on the after battle screen(s). 

However, Checking the ACT box will prevent you from stockpiling exp on that tank to convert later to free exp with gold (if you like to do that, me not so much.)

Which Brings us to...

*****************************Bonus Math and Personal Reserves*********************************
                                                         (Now with ACT!)
**Warning! Math ahead!**

If you ever played D&D then this makes total sense to you. If you didn't, then welcome to Weird Math 101.

All the Bonuses are Additive, not Multiplicative. <--------- Remember this.
So you would think that with your 2x daily multiplier and a 200% (2x) experience personal reserve and a 200% (2x) crew exp personal reserve running that you would get (2x2x2)= 8x Experience from your first win? 
You get 4x.
Here's why. The bonuses don't stack. Each one individually sees the base Exp (from the personal results or details screen remember?) and does their own action to it. So the daily double does its thing and the personal reserves do their thing. But they never see each other and the base exp only counts once and then they all get added together.
The short version:
TotalCrewmanXP = [earnedXP*(crewXPMod+(firstWinMod-1))]*[1+Accel]

ok, lets expand it a little: base exp+ daily double + 2x personal reserve + 2x personal crew exp reserve + 10% clan reserve and accelerate crew training 
(       1      +     (2-1)       +               (2-1)           +                  (2-1)                   +      (base exp x .1) ) = 4.1 x base crew exp

and if you have ACT on you get 4.1 x 2 = 8.2 for that 1 crewman

Or in long hand for the same example:
base exp    +       daily double         +        2x personal reserve         +    2x personal crew exp reserve + 10% clan reserve and accelerate crew training 
(Base exp + (2x base exp - base exp) + (2x base exp - base exp)   +  (2x base exp - base exp)          +   (base exp x .1) ) = 4.1 x base crew exp X 2 (for ACT)

No? ok, the long way then.
500 (base exp) (it counts here!)
500 (base exp) x2 (daily double) = 500 exp. (because the base exp doesnt count here)
500 (base exp) x2 (exp personal reserve ) = 500 exp.  (and it doesnt count here either!)
500 (base exp) x2 (crew exp personal reserve) = 500 exp.    which gives you:
500exp (base exp) + 500exp (from the daily double) + 500exp (from exp personal reserve) + 500 (crew exp personal reserve) = 2000exp because the base exp is only included once. or "4x" instead of the 8x you were expecting.

Clear as mud? yeah I thought so.

To make it easier, subtract 1 from the bonus and add it to the other bonuses to get what you are actually seeing.

So if you run everything possible, you could have a 2x daily double, a 200% crew exp multiplier from personal reserves, a 200% exp multiplier from personal reserves + your Clan popped a clan reserve of +10% more exp. Got all that? Lets break it down:

Base exp +  base exp +  base exp    +    base exp + (base exp x .1)    = 4.1 x base exp. If your base exp is 500 then your crewman gets 2050 exp 
      ^                   ^                 ^                      ^                   ^   
base exp       2x daily     2x Per. Res.    2x Per. Res.   clan reserve

Let's make it a BIT more obvious.
WG is doing a 5x month and is running a 3x crew exp weekend and you pop a 2x personal reserve. you get 8x exp for that 1 fight.

(     1         +     (5-1)       +         (3-1)        +        (2-1)          ) = 8x base crew exp
      ^                  ^                        ^                        ^                 
Base Exp   +  4x base exp + 2x base exp + base exp = 8x or
  500         +       (4x 500)   +    (2x 500)     +      500     = 4000 exp per crewman or 8000 exp for 1 guy and 4000 for the rest with ACT running

Neat! Hope that cleared some of the mud out. If it didn't please ask questions below!

*(Both stars) After retraining the Primary Qualification, the XP that would have been between the 87% and 88% skill mark, some amount less than 22k, gets dropped to the primary qualification. Your third skill will remain at 87% and your primary skill will increase.
You had 18K (90%) of 22K(100%) and retrained in-class. Your primary qualification would now be 94%; 39K XP lost to the silver retrain, 18K gained in Primary Qualification from the skill reset. Please note that you have to retrain the skills to get the exp in a skill to funnel back into the Major Qualification crew exp pool, even if you have a bunch of exp in a skill slot that you haven't chosen yet.

But, But if you are going to do that, then you might as well gold retrain him to major qual and be done with it instead of silver retraining his major qual then silver retraining his skills to get it to backfill and eating a significant exp penalty that's worse than the major qual exp loss.
Or just throw them in a Premium tank?

--------------------------------------------------------------------------------------For The Math Phobic------------------------------------------------------------------------------------

To say it avoiding math: Primary Qualification is a small pail with some water. Skills are a huge bucket of water. They aren't connected at all, but if you get a cup and scoop some out of the bucket into the pail, it will fill up. The cup is what kind of retrain you are going and how many holes/leaks it has. (lots of holes for Free, a few holes and cracks for Silver and no leaks at all for Gold)

Graphs for the number shy:
Exp required for each skill level:

or, for the whole thing:

Do yourself a favor and retrain for gold after skill 2. Wait for sales if you must. Play in weekend/weekday warrior tournys if you need some quick small gold.
If gold retrain isn't an option at all for you, Please ask anyone (make a thread, google search the wotlabs forums, status update, post here, anything.) about the way to grind the skill order without retraining (it can suck, esp with perks, but it's doable and more exp effective than silver retrain in the long run)  




Crew skillzzz that pay the billz

Current 5/31/18 
Welcome to my Massive Skill breakdown post!
This is just my general opinion on the skills. Some are utter trash obviously, and some are gold, and others are of questionable use.
vBAddict has way more detailed info on a per-tank basis and should be the preferred source. and then click the tank you want and review the crew skills for that tank.

Many thanks to @8_Hussars for reading this and correcting a few things and Links!!

This entire list is Tank-agnostic, which mean's that it's not built for anything specifically. It's just a general review of the crew Skills. The higher up the skill is, the more priority it should have/better it is.

General Crew skills:
All of these require it to be on every crewman to be at 100% and it's averaged out. For a 5 man crew, with 2 people with camo and 3 without it looks like this:
(100+100+0+0+0)/5 = 40% effective camo. (or repairs or FF)

BIA also boosts the effectiveness of all 3 of these skills. Camo and repairs are generally your first skill out of the box, but which one you run greatly depends on the tank and your playstyle. This one is odd because it's a Perk AND requires ALL crewmen to have it at 100% before it's functional at all. Now compatible with the Female Sisterhood of Steel perk! yay! Girl commanders and Gunners for all! (also with the Sabaton special crew) BIA:  always useful, but it's MORE effective if it gets trained as a 2nd or 3rd skill due to the way it works. (+5% to general crew skills (repairs FF camo) and to major qualifications, but not to, say Recon or Snapshot) Requires ALL crew members to have it. It's a perk so its 100% effective only (also a good reason to train it 2nd or 3rd) Repairs: (Skill) are pretty much a 'must' with meds and heavies, esp tier 8+. Fixes everything faster. tracks, turret rings, gun etc.  Camo: (Skill) is a good idea for scouts and most mediums. It's a waste on most heavies, but critical and useful on others! (IE: AMX 50B) Do your research on!

Firefighting: (Skill) is actually useful if your tank gets set on fire a lot. see This spreadsheet  and Thread on effectiveness. (fire dmg -10%, no extra chance to save modules). Run an AFE if it's that much of an issue and save the skill slot for something else.
6th: #1 best skill ever. running a tank without it is voluntarily just trying to give away health to baddies. 
Recon: +2% VR and a good skill. If you can put Sit Aware(3% VR) on your Cdr do that first. Seeing them before they see you = good.
JOAT: Useful skill on tanks that get crew members knocked out a lot. Probably a good 4th skill in general. Doesn't stack with anything, but it's fairly useful for non-Large Med Kit equip setups if you prefer to run food instead. (or your driver likes to die a lot like on Chinese Heavies)
Eagle Eye: There's some use for this skill in personal missions. Esp in high ROF/Auto tanks and super caliber tanks due to the way that module damage is computed. Functions the same way that Designated target does. (your crew has to spot the tank and then your gun has to be pointed at the tank for a few sec to see if anything is damaged. DOES work with arty.)
Mentor: Treat it like a perk and retrain it to 100% and keep it on. Really only useful for 6+ men crews. and then you waste the skill slot. Just let it go....
Snap Shot: Pretty useful for all tanks, even casemates and arty. Reduces bloom by 7.5% on turret rotation/Gun movement (3.5 effective). Works great with Vstab! Does stack with Driver's Smooth Ride skill
Deadeye: also fairly useful! extra chance to break stuff is always a good thing! AWESOME on auto loaders and high caliber hitters. High ROF tanks and super caliber tanks get some nice benefit from it due to the way that module damage is computed. (it's basically an overmatch rule, similar to the 2x mechanics. some supercalibers can get into 3x turf vs medium/lights tanks.) This is one of my favorite practical skills. The extra dmg to De-Track (all that tasty track dmg bonus) and also to maybe wreck someone's crew/modules is entertaining
Designated target: Great for scouts (just autolock and run), Some meds. 400+ base VR is a good candidate for this skill. Works the same way that Eagle Eye works. Heavies, unless you need it for a personal mission skip it.
Armorer: train Repairs before thinking about this skill, then train this. Repairs works for all red modules and tracks, Armorer only works on improving the accuracy of a busted yellow gun. shooting > not shooting.
Off Road Driving: Best skill a driver can have, improved movement on non-paved surfaces and you can outturn someone with clutch braking. Good for fast tanks.
Clutch braking: 2nd best skill! tiny bit faster deg/sec PIVOT turning (A/D only not W/S) than ORD but worse passibility all over. Good for casemates/arty and slow turning tanks (T67 hellcat, grille T95 etc)
Smooth Ride: This skill is hotly debated. If your tank has more than .25-.27 dispersion on Forward movement (W key only), it's worth getting early. otherwise, its only use is to counter Clutch Braking's increased dispersion. (more deg/s = more bloom) get if after ORD and Clutch. Look up your favorite tank at in the stats or compare tabs!
Preventative Maint: Great for preventing engine fires (not gas tank fires). Stacks with Auto Fire Ext! Training the crew on FireFighting is a good idea as well if you plan to run Food instead of AFE.
Controlled Impact: Only for teh lulz if you like ram kills (KV5/E50M hate train) and maybe Cromwell blitzing in SH. Hilarious but not needed.
Safe stowage: best loader skill. +25% durability to Ammo racks. (ammo rack HP+25%) Stacks with the wet ammo rack equip. Spreadsheets to look at
Adrenaline: Useful if you are consistently below 10% health. Obviously of limited usefulness, but you can win a reload fight with it.
Intuition: lol no. of very limited usefulness even if you change shell types A LOT. and there are times where it might screw you over.
Radio Operator:
Situational awareness: +3% to VR. the ONLY useful skill the RO has. if you aren't training this, train camo/repairs/bia/firefighting before anything else.
Call for vengence: Useful ONLY if you are in the habit of suiscouting. otherwise its a waste.
Relaying: lol no.
Signal boosting: see Relaying.
When figuring out the skillset you want to have, it's always important to consider the playstyle of the tank and how many available slots you have for crew skills. What are the weaknesses? what are the strengths? how can I improve this tank with my skills? This is the 'tactical' sense of crew skills.
I always consider where I want this crew to stop at on the tech tree (tier 6/8/9/10) and think about what that tank needs as well then build towards that in an efficient 'strategic' sense. Any time the Tech tree forks, I always consider if it's a change in class (light to med, med to heavy) and if I want both branches or just 1 and if I can use a premium tank to develop both sets of crews. There are some tanks (meds) I prioritize immediate surviveability on (repairs/plznoenginefire) and others where mobility (Lights/heavies) and accuracy are the order of the day (Primary combat skills, passive combat skills).
For pretty much everything it starts with Camo/Repairs, BIA, then Vision/accuracy skills. Consider the tank and it's playstyle to make the right picks. Verify on or just start there.




What I wish i knew.....

Updated 5/31/18 
Lots of links on Mind-sets and "what I wish I knew"

The more advanced stuff:

Worth reading:




The guide to Caller/FC guides. wut?

Updated 5/31/18 Hellfish's FC guide. Great surface guide and methods. WaterWar's FC guide  this IS a PDF so it will set off all kinds of alarms but its clean. awesome read on military theory and how it applies to the game. Great read for those who want to be a better indepth caller.

I'll add more as I come across them. (good ones. not meh)




The Clutch/SR/Snap clusterfuck AKA ACCURACY!

Current as of 5/31/18  ^ proven partially true and untrue. it's a case of false advertising on WG's part and bad poor wiki wording. SR only works on hull MOVEMENT ( W/S ) not HULL traverse (A/D), 

There are three factors affecting overall dispersion. One due to moving traverse (affected by Smooth Ride), one due to hull traverse (Clutch), and one due to turret traverse (affected by Snap Shot),
and the files you can verify it in is: 
it's unencrypted but you do need a tool reader to view it. Also the lang is python if its not obvious. Some people are reporting this as being encrypted. WG uses the Blowfish cipher, and its not too hard to break.

The Clutch skill can affect Hull turn dispersion by making it worse/faster for a shorter period of time. Nothing makes it better save equip/BIA. Clutch is still vital for tactical movement so it's validity isn't questioned but knowledge that it can make your dispersion worse while turning should be paid attention to.

.25 is pretty much the 'useful line'. I found that the actual line is a bit grey, but that it tends to stay between .25 and .27 on forward movement dispersion. Greater than .25 makes it useful, less than .25 or .27 is a case of diminishing usefulness and run something else. Exact dispersion on forward movement for your favorite tank can be found at in the stats or compare menus. Useful to have as a counter skill to clutch braking.

8_Hussars and my work on SR/Snap/Clutch: 
.25 movement dispersion (which is fairly high) seems to be the 'useful' line for where SR is viable. save for sub tier 6 (and the scout/heavies of 6, not the meds generally) SR should be reserved for a 4th/5th skill. certain premium tanks (type 64, superP) benefit from having the skill but most won't see any kind of useful gain. Hull traverse google doc. interesting if you want the raw numbers and why people are all ORD > Clutch for non-casemates. A note on dispersion: after turning for 1 second you have reached max dispersion and will carry that value until the turn rate is decreased or stopped.
It's interesting that Clutch can actually make turning dispersion worse. moar talky and some maths. decent crew skill discussion if you are interested on FF and combat skills.




Turn the page(s) Link dump!

The blog post!
Current 5/31/18   <--- not bad     <------ my prefered WG news aggregate/blog 


Data Mining: (dont forget to use the ADU!) some really in depth info if you want to dig for it. the site is clunky but it works and there's some really nice stuff in there. mostly camo but has other stuff too. 

Clan/Personal Statistics: <----it's up and functional now! <--- Wotnumbers.exe. good local program if you don't want mods or net based.   <---- ReplayAnalyzer.exe also a good program but requires every replay to be saved seperately. (all instead of Last battle) Time Wasters: this place is a black hole. its fun to get lost! look up your favorite media and dive in!  




the first post of many

This blog will be a collection of various things that I find interesting about tanks and related material. Mostly from WotLabs but also from the official forums, (lol) and Reddit and random other places. I've tried to sort this out but some of these are several years old and some are modern. Always check against the newest version of the game! most of this is stuff I wish I knew when I was starting out.
Anyway, let the link spam begin! In russian, but it's a fantastic micro positioning series. close captioning is awesome. The modern stuff starts around #100 or so but it's all useful for a time killer. It averages about one update a month.  
The micro thread: short but for teh lulz 4tankersandadog's passive scouting and micropositioning.




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