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  1. Current 1/6/20 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. I'm considering resetting my crew skills once I unlocked the m48, not just retraining my m46 crew for the m48. It basically amounts to dropping camo and losing/gaining other more useful skills than I have currently. I plan on using Gun Rammer, Vents, and Vert Stabilizer for equipment. Right now, their skills are: I plan to make them: Commander: BiA, 6th Sen, Repairs, Camo, Recon Commander: BiA, 6th Sen, Eagle Eye, Recon, Repairs Gunner: BiA, Snap S, Repairs, Camo, Desig Tar Gunner: BiA, Snap S, Deadeye, Desig Target, Repairs Driver: BiA, Smooth, Repairs, Camo, Off-Road Driver: BiA, Smooth, Clutch Breaking, Off-Road, Repairs, Radioman: BiA, Sit Awa, Repairs, Camo, Fire Fight Commander (new for M46): BiA, 6th Sen, Repairs, Recon, JoAT Loader: BiA, Safe St, Repairs, Camo, Adrenaline Loader: BiA, Sit Aware, Safe St, Adrenaline, Repairs Thoughts? Feedback? Some minor changes really, but I'm finding anyone with view range is spotting me automatically. That camo skill just doesn't seem to be helping much at all with the m46 even though it's maxed and the M48's camo is only going to get worse than the m46's.
  3. 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!
  4. How useful 6th sense on HT? in particular on IS line. I'm grinding from KV-13 to IS currently and training my future IS crew for it in IS-2 got to 2nd skill and was planing to reset CM (with gold) to get 6th sense.. but posts like this http://forum.worldoftanks.eu/index.php?/topic/113531-is-crew-skillsperks/page__pid__1922843#entry1922843 make me doubt how valuable 6th on HT. On scout, TD it's no-brainier, on MT... I'd say same... but how about HT and not just any HT (e.g. long-range support like US T34/T32 or German Löwe ) but Russian brawler. My current Crew Tank Role Skill 1 Skill 2 Skill 3 Req Battles Req XP IS-2 Gunner Brothers in Arms Snap Shot TBD 25% IS-2 Loader Brothers in Arms Repairs Camouflage 25% IS-2 Driver Brothers in Arms Off-Road Driving TBD 25% IS-2 Commander Brothers in Arms Mentor TBD 25% BiA actually skill "0" and by the time I'll open IS, I'll be ~ 50% on my 2nd skill... 1.SO, should I just set rest of "TBD" to Repair to get it max. for this crew and do not reset CM? 2. I also have 70+K free xp and thinking about x5 convert event.. (at the moment it will get me to 98-99% on 2nd skill) so I could get mentor+6th without reset. Good idea? 3.How essential is Smooth Ride for Dr. ? I normally even don't try to shoot on the move.. except in F2F (e.g. circling in few meters) situations.
  5. So, while trying to redo some 5 crew skills, I became interested in how accurate the info an popular understanding of firefighting was. It's a small sample, but I'll add a few different ones later to validate results Methodology: Target: 215b - it's got a very exposed and soft fuel tank for a lot of HP. Shooter mt-25 - good pen vs low alpha Went through replays with a hitlog and recorded each fire damage, hp at time, tick for module damage, number of ticks. Threw out any where fire killed tank. Groupings: Test 1 & 2 Skills: FF 100% + BIA Test 3 & 4: BIA Results: - Fire damage is based on Hull HP - FF has no effect on reducing module damage, - The first tick of 1st fire is ~3.9% of max HP (+/- 0.3%) regardless of FF - The first tick of 2nd fire is~3.5% of max hp(+/- 0.3%) Regardless of FF - FF increases the inter-tick reduction of fire damage by ~50% (wow, close to what was written) (In test it reduced each tick by 10 +/- 1, non FF reduced each tick by 5 +/- 1) - fires burn until tick damage = ~0 - FF reduces ticks by great e - The first fire seems to cost ~22% +/- 3 maxHP with FF The first fire seems to cost ~40% +/- 5 maxHP without FF - Second fire seems to cost ~15% with FF - Not enough data for cost without FF Conclusions: Basic fire equation FireDam = (MaxHP*~0.039(0.95n-(.05*X))) X = FF skill If people wish to test this data, feel free to post here and I'll try and update as it goes. Edit: Special thanks to Etrenety, a random NA player who was kind enough to run through a number of test runs.
  6. A couple of the recent Q&A's have mentioned that wg is considering changing the crew system to be like what is used in the ships game. I haven't played that, so how would that look? Also, wouldn't they face a lot of backlash from changing the current crew system when so many people have spent lots of gold on training crews?
  7. Okay where is the secret decoder ring for the using the Crew Skills reset with update 9.6? I looked on the WOT Wiki, forums, can't find how to use it correctly and it looks like I lost some crew skills by doing it... I was tweaking my crew skills for my French heavy line, and I hit reset at the 90% option...babaam! Gunner was 2.23, now he's .97...what da faq? 90% of 2.23 should be 2.007... Am I not using the reset correctly? This blows...so you pay to reset your skills, but you don't actually get the % back you expected? I must be missing something... Picture below to get an idea what I'm talking about.
  8. Skills and Perks are one of the only ways we can customize the capabilities of our tanks in WoT. For this reason your decisions one which skills and perks to choose will have a huge impact on your game and your score. In this series we look at: How to train and move and transfer Crews How to drop skills and perks Which skills and Perks are beneficial to certain Tank types. Please like and Sub if you glean something useful have a good day.
  9. I have looked around for what skills to train on the t62a. I have seen posts for the 54 and i have seen some stuff for the 62. Most of the information out there does not go past second or third skill. i have 4 perks done on my T62A crew and am looking to improve my game as well as make the most out of what i have and would like the advice from those who know what they are talking about. my crew set is as follows Commander- 6th/mentor/bia/camo Gunner- deadeye/snashot/bia/camo Driver- Smoth ride/Preventivie mat./bia/camo Loader- Safe stowage/ Situational awa./bia/camo Alot of what i have read sugests that i have repair on medium tanks. with that said i am left woundering which skills should be changed to accomdate repair, and should there be other ones switched out for something else?
  10. Please forgive me if this has been clearly explained previously and I've overlooked it. I did spend some time looking and don't feel like I understand it. What I'm trying to figure out is....once I've trained up a crew and transfer that crew to a new tank (same type, different tier, same country), how can I tell in the future what tanks that crew is trained up for? An example: I had a crew with almost two full sets of skills in my M8A1. Once I was able to buy a T25/2 I thought to myself I didn't want to have a crew with no skills at that tier, so I transferred the crew up and trained them in the new TD. This is where I started asking questions. I was later looking at the T25/2 and I couldn't find any place in the crew (did I overlook it, forget my brain, herp a derp?) where the crew showed that they were ALSO trained to run in the M8A1. What if I was playing with a platoon mate, and didn't want the newbie crew and thought "hey, I can put the old crew in here for today." I guess the first real question is, can I move them back and forth on two tanks they've played and been trained for? Since it's not a premium tank, is my crew stuck in the new tank unless I want to pay AGAIN to retrain them on the old tank? Second question, if I'm looking at a tank and their crew, how can I tell which tank I moved the crew up from (say a German Heavy crew at T6 that I moved from T5)? I suppose if you can't move them back then it really doesn't matter. I know I can use premium tanks for training crews and move them around, although admittedly I haven't started doing that yet because I only own a couple of T8 prems and I really have no business playing up there yet. One of them was a gift and the other I bought after too many cervezas. I'll keep them for the future. I finally figured out I really needed to move back to tiers 5 and 6 and learn a lot more than I knew about getting gud at tonks before I moved up. Consequently, my crew training has been in tanks I'm grinding or playing a lot. Thanks in advance for any advice you can give me about managing my crews better. ~r4z0rz~
  11. Hi - In the esteemed opinion of the purple people, is it worth it to train your commander on Jack of All Trades so you can ditch your first aid kit and run High Octane gas on your French Surrender Tank Autoloader? The reason for jack of all trades is to mitigate driver death. I figure if you lose the gunner or commander you can get by. If not, please suggest your / an auto-loader consumable load out. I currently run small first aid, small repair, coffee. Thanks! -j.
  12. So I bought an M6 and the crew are at 100%, and I don't know which perks/skills I should put on each member. Also, I'm probably going to keep the crew for the T29. Any recommendations?
  13. Hi everyone. I just bought my T-34-85 and I went for the 100% crew so that I could grab skills and perks and have them level up as I transfer the crew all the way up to the T-62a. Which skills and perks would you all recommend that I could start them on so that when they reach the T-62a will be leveled up? And why? Thanks!
  14. I've greatly enjoyed its predecessedors, the T69 and especially the T54E1. As I had the T57 Heavy already researched now for a while I bought it during the current sale (on EUW). How would you skill a 3.5 skills crew? I thought about: Commander: BIA, 6th Sense, Repair, x? (x=recon?) Gunner: BIA, Repair, designated target?, snap shot?, deadeye? Driver: BIA, clutch braking, repair. offroad? smooth ride? Loader: BIA, safe stowage, repair. camo? fire fighting? Along with: vert, gld, vents Thanks so much in advance!
  15. So I have a E2 crew (my only USA crew) which I use for SP, and it has 6th sense / BIA / Repairs (60%) However, I have decided to go up the E5 line, which is a heavy tank line. Should I start with a completely new crew (0 skill), or should I retrain my E2 crew to the heavy line? I'm stuck between being gimped if I have 0 skills on a T7 tank (T29) or being unable to farm credits efficiently (SP is my credit farming tank; I need the repairs at least). Any input is much appreciated
  16. First of all, I discovered this forum yesterday and already read and learned a ton. Thanks so much everyone of you. BTT: I am not a 100% sure about my crew's skills and the equipment for the T69. Equipment reads as follows: Vertical Stabilizer, GLD, Vents (should i switch Vents with optics?) My crew is at 75% of the 3rd skill and picked so far are: Commander: BIA, Sixth Sense, Sit Aw. Gunner: BIA, Snap Shot, Rep Driver: BIA, Smooth Ride, Clutch Loader: BIA, Rep, Camo Are these skills well picked? I have often read that most(?) of you prefer Off Road over Smooth Ride, is this the case for the T69 as well? One last thing: My perception is that a T69 does not catch fire often . Would it then be better to switch extinguisher with a large rep kit? Would cola be even better? Thank you so much in advance!
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