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Found 13 results

  1. I thought that the Mentor skill provided additional crew skills to all crew, but the commander. I moved my Tiger II crew, which is on its 5th skill/perk to the E 100 on Saturday. Today, I found myself putting together a new Tiger II crew, so I gave the commander Mentor, 2 crew members repairs and the radio operator situational awareness to restart. Low and behold, I played my first game with the new crew, got a 2nd class badge with 1738 damage, 2031 spotting assist and 240 blocked damage. The commander now is 25% trained on Mentor and the other crew members got 17%. The radio operator was already 31% on Situational Awareness, as he was left over from a sold tank. I don't know if you can see the picture I'm trying to attach or not. https://drive.google.com/file/d/0By1Pal24ZYNKYVpqYXlpNzJNenc/view?usp=sharing
  2. ^ proven partially true and untrue. it's a case of false advertising on WG's part and bad 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, and one due to turret traverse (affected by Snap Shot), and and the files you can verify it in is: res/scripts/avatar.pyc it's unencrypted but you do need a tool reader to view it. Also the lang is python if its not obvious. 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 tanks.gg 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: https://docs.google.com/spreadsheets/d/1TqvlcnQIdPpAzy3X0OK4lxdNjWoqo9ejcdRqu_HqIuc/edit?usp=sharing .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. https://docs.google.com/spreadsheets/d/10VIumnYWrLsc2xpPFnZp-MaVdfBHg_xZOHb04ie1HU8/edit?usp=sharing 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. edit: Can I into links?
  3. Hey Wotlabsians, I have a question I need assistance with. When my crew reaches 100% on their second skill, I almost always have BiA as 1st skill, and repairs (for heavies) or camouflage (for mediums and lights) as 2nd skill for everyone at that point. What I almost always do here is retrain my crew by keeping BiA and dropping repair/camo for things like Sixth Sense, Situational Awareness, Snapshot and Smooth Ride (on heavies let's say) or stuff that work from 100% proficiency. The main reason I'm doing this is because I want to churn out every last drop of my gun handling. I'm playing a lot of Russian tenks where my thinking tells me that the gun needs that extra bit of love. Is this totally bad practice, and should I just keep Repairs for all those 4 second track repair times, or is this something that goodies do as well? I salute you all for your constructive input!
  4. 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. http://www.vbaddict.net/tankstatistics/overall 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. Perk AND requires ALL crewmen to have it at 100% before it's functional. Not compatible with the Female Sisterhood of Steel perk. 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) Repairs: are pretty much a 'must' with meds and heavies, esp tier 8+. Fixes everything faster. tracks, turret rings, gun etc. Camo: 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 tanks.gg! Firefighting: 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. Commander: 6th: #1 best skill ever. running a tank without it voluntarily is just seeking 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) 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.... Gunner: Snap Shot: Pretty useful for all tanks, even casemates and arty. Reduces bloom by 7.5% on turret rotation/Gun movement. Works great with Vstab! Deadeye: also fairly useful! extra chance to break stuff is always a good thing! best 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 tanks.) Designated target: Great for scouts (just autolock them), Some meds. 390+ 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 Driver: 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 (not on the move) than ORD but worse passibility all over. Good for casemates/arty and slow turning tanks (T67 hellcat, grille T95 etc) 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 hate train) and maybe Cromwell blitzing in SH. Smooth Ride: This skill is hotly debated. If your tank has more than .25-.27 dispersion on Forward movement, it's worth getting early. otherwise, its a joke. get if after ORD and Clutch and BIA and repairs and maybe camo (unless you are one of a few premium tanks that actually get a use out of it and some random normal tanks). Look up your favorite tank at Tanks.gg in the stats or compare tabs. Loader: 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 I prioritize immediate surviveability on (repairs/plznoenginefire) and others where mobility and accuracy are the order of the day (Primary combat skills, passive combat skills). TL;DR: 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.
  5. So I recently purchased the T49, and one thing I've noticed is that it really benefits from multiple skills. Its a light tank, so vision control skills are very important. Its sluggish for a light tank, so mobility skills are quite useful. And of course it has a giant, troll gun, so gunnery skills are a must. With so many needs, BIA is probably even more important on this tank than most. Equipment can't really cover all your bases, so having multiple skills on your crew is all the more imperative. I feel like the boost it gets from each skill level, at least for the first 3-5 skills, is greater than any other tank I've played. The closest is probably the ELC, since there's only two crew members. Of course, I've only played a fraction of the tanks in the game. What do other people think? What tanks benefit the most from crew skills?
  6. Hello, recently I have been fooling around on tanks.gg with various different vehicles (Tier 8 +)the effect that various driver skills effect the performance. To my surprise smooth ride had minimal effect to high tier mediums, most of the times with only 0.01 dispersion value decrease (or even less than that) only when moving the tank. On the other side, clutch braking seemed to be the most consistently effective skill to train, as the mobility increase was actually pretty significant. Off-road driving was more effective at tanks that already had pretty bad terrain resistance values on soft and medium terrain, as it is a % deduction. But important to note is that you are not actually moving on soft ground all that often, you tend to avoid it altogether. So my question is : What is the optimal way to train your driver crew skills? Has the new physics changed the "correct" way?
  7. I am like a lot of you. Despite playing this game for years, I have always given my Driver the Smooth Ride skill. Sometimes it was the 2nd skill, sometimes the 3rd, but I would nearly always have it and all my tier 10s had it too. The reason: I, like most people, thought that it made the benefit gained from Vert Stabs 4% better when moving the hull. 4% isn't much, but it's still nice, right? Anything to help you shoot faster. Combine it with the Gunner skill Snap Shot and you basically improve your Vert Stab in whatever situation you're in. What's not to like? Well, it doesn't do what it says on the tin. In fact, it only applies when you're using your 'W' or 'S' keys i.e. going backwards and forwards. So as soon as you turn left or right (such as when you're angling in a heavy, circling in a medium or avoiding everything in a light) you lose the benefit. It only applies when you drive forwards - or reverse - in a completely straight line. Think about that for a second. How often do you drive in a completely straight line and shoot? Not often, I'd wager. So why pick this skill? The simple answer is, for the vast majority of tanks, you shouldn't. Driver skills are generally pretty shit, but I would rather take Clutch Braking or Off Road Driving over Smooth Ride, and I would take Reparis/Camo/BIA over any of them, maybe even Firefighting if I ran Food. So don't be ignorant like me and give your Driver Smooth Ride because you always have done, or it seems like it's good. It isn't good, and you're wasting a skill.
  8. So with the current FASTBOIS meta in tier 6 skirmishes what should I focus on for crew skills and equipment? Those that enhance firepower / ability to do damage or those that enhance the spotting ability of light tanks? Oh and add why too!
  9. Need tips and suggestions to decide how to crew my t-54 ltwt. It will be used in competitive play. All crew members are at 2 full skills + 90% third skill. Equipment will be rammer/optics/vstab or rammer/optics/vents, depending on crew skills i suppose... Possible options: Commander: BiA, 6th sense, camo Gunner:BiA, camo, snap shot Driver: BiA, camo, smooth ride Loader(radio operator): BiA, Safe stowage, camo Commander: 6th, camo, recon Gunner: camo, snap shot, repairs Driver: camo, smooth ride, repairs Loader: camo, safe stowage, sit. awareness Or, the above except all repairs on third skill. Not really sure where to go.. as I can see situations where all would be useful.. the question is which is the MOST useful? It will probably be used less as a scout and more as a flanker or brawler (against other lights) so i'm leaning towards the third option.Not sure if BiA is worth it with/without vents... Suggestions? recommendations? reasons?
  10. Gentlemen and Ladies, I recently inherited an account(FALWORTH) from one of my sons who rage quit over "lame" solo teams. With this in mind I am taking a break from my regular account to try and salvage that account. To the point there is a Panther II which after reviewing Taugrim's video looks like a decently "fun" tank. However after using Garbad's formula, I am left with a few skill black holes. I changes out to as follows: CMR : 6th Sense, Recon GUN : Snap Shot, Camo DRV : Smooth Ride,? RDO : Situational Awareness, Camo LDR : Safe Stowage, Camo I am at a loss for the second driver skill, and would be elated to get any advice on all the skills including the next set to shoot for. Thanks for the great community, the extra help , and your time and patience .
  11. I have a 2.95 skill Chinese medium crew, a Type 59, and am currently researching the Type 58. I intend to do a light-duty grind towards the 121, but I may decide to stop the grind due to future patches affecting the line. I am perfectly fine with using gold to reset my secondary skills. I also have access to gamesmodels3d, in case anyone tells me how to accurately value the figures listed there. Commander: 6th, Camo, BIA (95%) Gunner: Camo, Repairs, BIA (95%) Driver: Camo, Repairs, BIA (95%) Loader: SS, Camo, BIA (95%) Radioman: Camo (69%) [only relevant for the Type T-34 and the Type 58] I want to reset the third skill into some useful non-perk, before resetting the completed third skill into BIA. I'm pretty set on Commander/Loader Repairs and Snap Shot for the Gunner. I don't know about the Driver. Smooth Ride, for half the bonus of Snap Shot, but even more bloom management? Clutch Braking, for faster hiding/dodging/circling? Off Road Driving, to exploit the good Chinese track friction for #gottagofast? I play the Type 59 as a camo/hard cover brawler. tl;dr Chinese mediums, especially the Type 59: After Camo/Repairs, do I go Smooth Ride, Clutch Braking, or Off Road Driving? You can't answer with "BIA".
  12. In light of the large number of threads in this forum, I've decided to create a Simple Question, Simple Answer Poasting Guidelines 1. Try to keep the answer you require short, ideally, answerable within a paragraph or two at most, or better yet, within a few words, a short answer given when a long answer is needed is going to be an inaccurate one. 2. Try to be specific when asking questions, the more specific the question, the more accurate a short answer would be. e.g. Vents or GLD? alone is a terrible question. Vents or GLD on ISU-152? is a more specific one. 3. Don't expect too much elaboration here, this thread is mainly to deal with short questions. 4. If you need a long answer, then create a thread Thanks all.
  13. I have 6th sense in my scout tanks and tds, but I have seen many people say it should be the first skill on your commander on every tank, but why? Do i really need 6th sense in my Maus to realize I'm spotted? Or any other front line tanks, I can see it might be useful in scout tanks to know when you are spotted to know when to move when your passive scout cover is blown and on TD's to know when to dodge artillery fire, but I think there are other skills more useful on heavy and medium tanks. Such as repair on heavy tanks to prevent perma-tracking and to lessen the effect of being tracked in an awkward spot, and even firefighting in those German box tanks. What advantages do 6th sense give you in heavy and medium tanks? Or it is only to dodge the space lasers?