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Found 11 results

  1. 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. 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. 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 tanks.gg! 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. Commander: 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.... Gunner: 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. 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 (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 Tanks.gg 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. 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 (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). 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. Verify on VBAddict.net or just start there.
  2. Skilled casuals. International english-speaking clan for people with skills since 2013/03/19. Our stats (2017/06/19) according to wotinfo.net: 55.42% avg win rate with 1986 WN8 We don't play for pixel glory because we don't care. We roll platoons only. Our expectations are: WN8 of at least 2000 (rerolls 2400) overall with 2200+ recent. Check your WN8 here: click! You have to speak english AND behave, if you don't please look for another clan. Join our Discord: click! Want to join? Contact m1ch through forum PM, this thread or ingame. About us: wotinfo.net: click! wotlabs.net: click! noobmeter.com: click! eu.wargaming.net: click!
  3. Sp00kyScarySkeleton

    More luck than skill (Löwe Replay Review)

    Team Bone Bones back with some more content, today we will be featuring a replay from panbartosz_ from the EU server in his Löwe.
  4. I have a very well defined discrepancy in my skill levels between ship classes. I am sub par with DD's, mediocre with cruisers, and adequate with Battleships. I have equivalent numbers of battles between them, so it's not like there is a really small sample that is throwing off the numbers. DD: 256 battles, 46% w/r, 970 xp, 20,979 dmg, .67 kdr, 14.8% sr CA: 247 battles, 51% w/r, 1009 xp, 25,638 dmg, 1.32 kdr, 21.1% sr BB: 230 battles, 56% w/r, 1159 xp, 38,750 dmg, 1.62 kdr, 40.0% sr Aside from the fact that the stats are not very good, it's odd to me that there is such a clear cut difference in the results. I am 54, and while my mental faculties are still sharp, my speed reflexes are not. I feel like rapid decision making and quick reflexes are an advantage when playing DD's that require aggressive and fast changing play. With BB's, it feels like I have to plan a few minutes ahead to make sure I am in the right place to have good fire lanes to support my team. I feel much more comfortable picking the location that I want to engage from, instead of trying to react from overextending in a DD. SO far the only DD that I feel comfortable playing anymore is the Gremyaschy - it's camo and 14K gun range allow me to deal damage while hidden in smoke for quite a while before I have to redeploy. I suffer in it when rushed by higher tier Russian and American DD's though. Do the rest of you have big differences in Ship Class stats, or do you perform equally well in all of them?
  5. Googly_Laser

    How does one evade artillery

    So, I recently bought myself a Conqueror. Awesome tank, although the driver and ammo rack are constantly being knocked out. However, that is not the point of this. How does one evade artillery? More specifically, how does one evade artillery in a big, slow, weakly armoured tank that does 34 km/h forwards and 12 mm/h backwards? Do I camp at the back of the map sniping the whole time? I try to use evasive maneuvers but let's face when you're as slow as the Conqueror you aren't moving very quickly. I would also like to point out that it's not like I'm making myself and obvious target, I'm usually at the back of the group (because I'm trying to avoid artillery choosing me) one shell will be fired into the E 75's, VK 45.02 B's, IS-8's (you know the tanks that have SOME armour, well the VK has a little more than "some") but after that one shell they won't fire again until they see me at which point they'll open up on me, in fact a Bat Chat 155 58 STOPPED firing at an E 100 and switched to me when I got spotted after he'd put two shells into the E 100. Is this something I just have to put up with? Should I just go drive medium tanks or heavy tanks with sufficient armour to minimise the damage received from an artillery strike? This video (while completely crap) shows how much I get focused down by artillery. Yes at some points I wasn't trying my hardest to dodge the artillery, and yes past the first move on the hill I played crap but I was basically scared of the artillery destroying me after that as I'd already had to repair my gun http://wotreplays.com/site/2091969?secret=2152c558d347bd9ed7b829af0f4d28c5 P.S. The stats under my name are completely wrong, I've played almost 8K games, don't know where the numbers are coming from :/
  6. Hey, I heard of WotLabs before and have been meaning to ask for help here, finally, after Jingle's video where he mentioned there are some great players here, I decided to come forward and ask for your help to improve my gameplay. I watch Quickybaby and Jingles to pick up tips, although the latter is mainly for entertainment, and although I do learn a bit from them, I feel that platooning with a good player, and discussing my gameplay after would help me so, so much more. If a knowledgeable player could platoon with me and help me improve, I would be very grateful. I want to be an asset to my team, not just another member of the team. Right now, I am playing my A-44 (which I seem to be doing fairly well in - for me) I have every tier except 10, but I would rather stay away from tier 9 if at all possible, since my skill level isn't high enough yet. I play on the EU server, and I can get on most times, just reply what times are convenient for you and ill try to get on. Thanks for reading, look forward to hopefully getting some help:) (Btw, my stats: http://www.noobmeter.com/player/eu/Jack_E/509981135/)
  7. So i wanted to know how effective the levels of a crew's training are. For Example, the loader's level effects how fast you reload but does a 100% trained loader give you 10% faster reload speed than someone with a 90% loader?
  8. I've searched around and wiki'ed, but I'm not quite sure if I get it. Does it only works for the targets you spot yourself (or could have spotted if not previously spotted by someone else), or does it work even for targets spotted by others, outside your spotting range, but are targeted by you? The wiki seems to suggest the latter:
  9. Hello there. My very first post here. What do you think of setting the intuition perk for the 2 loaders on my ST-I? First skill is repair on both of them but now I have to decide what to put as second. My reason for this is (as per the wiki): "The effect of this Perk is cumulative, so if a vehicle has two Loaders and both Loaders have this Perk then the chance for a switch will increase by 34%." As I dont think twice to load premium ammo whenever the situation requires Iam constantly switching between regular and HEAT rounds on my ST-I. If the perk would let me 1 instant load/battle Id say using it would be worth it. What do you think? thanks in advance
  10. EDIT: Wrong section. Should this be in Core Skills & Mechanics? Different people obvious measure it in different ways (Efficiency Rating, WN*, Win Rate), but what is it really? At least, what is your definition or interpretation? My definition is ability to do that which is required to create a situation which will allow your team to win the game with the capabilities of your tank, compared to those against and with whom you battle. If a tank is naturally worse at winning, then that doesn't necessarily mean the player is worse at winning. Tazilon thinks that this is a stupid way of looking at skill. I don't know what the fuck he's on. Does anyone else know? Any idea?
  11. Hi everyone. I was just watching a livestream by Russian player Kirilloid, who is really good, and I noticed that on his E-100 that he was playing, every member of his almost 4-skill crew has camouflage as their first skill, with repair being in the 3rd slot. Would anyone be able to answer as to why he might do that? I mean, he's a Russian Unicum, so he obviously knows what he is doing, but I have no idea why you'd use repair instead of things like recon, jack of all trades, snap shot,, clutch breaking and even firefighting. Thanks in advance