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#Post#: 39942--------------------------------------------------
Crews - skills and Perks
DIR By: guest355
Date: October 19, 2015, 5:50 pm
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Crews - skills and perks seam to be a big debated topic on the
WOT forms. So with that being side I have a few questions. We
all have our way of training crews and setting up for different
class of tanks. For now I am interested in my first question.
1. What are the first 5 skills and perks you get when training
and why ?
For me I do the falling in order combined with vents and
combat rashings:
six sense, the best skill on all tanks classes a must have.
mentor, improves the skill of my new crew and helps helps
with training process.
brother in arms, improves all major qualifications of crew
and helps with training process.
preventive maintenance, reduces the chance of fire and some
damages.
repairs, improves the crews ability to preform repair
effectively.
Please note I only use these first five up to my 8th or 10th
skill and perks, at which time I change out mentor for a more
useful skill or perk. I have found that by the 8th slot the
boost in training is diminished to the point that again is not
noticed.
If I am training a crew for a TD or Lite, I will train them
to the 5th only to get them to the 5th as quickly as possible
maximizing use of bonus to the crew, then rearrange them to look
as the following: also combined with combat rashings.
Six sense, Camo, Re-con, Situational awareness, and Brother
in Arms.
I believe this combination maximizes view range and improves
stealthiness to the base max.
If you combine these with the new skills and perks green thumb,
muffled shot, and silent driving it improves on your
stealthiness even further when using bushes properly for cover.
Enemy goes crazy trying to find you.
#Post#: 39951--------------------------------------------------
Re: Crews - skills and Perks
DIR By: TKE919
Date: October 19, 2015, 8:53 pm
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Great topic -- and no easy answer, really, as it not only
depends on the class of tank, but also the type of tank within
that class and the nation.
The one exception is 6th Sense, which is for every tank and
first, IMHO, as knowing when you are spotted vs. when you are
being aimed at by the enemy (which is the difference between 6th
Sense and "Detected!") is just critical. Playing lights without
it is just...oof. Painful. (Also note that I always train a
skill first vs. actually training 6thS, and pay the gold to
switch it; it's more important to have something useful as you
train, IMHO, and worth the nickel. :grin: ).
Also, I've started to skip Mentor. Someone on the forums did the
math and it just isn't worth having a skill that gives you no
battlefield improvement for the little it boosts the training.
Also, I've started to focus more on skills that keep me alive on
tanks that need it, like heavies and mediums I play aggressively
-- not getting ammo racked as often is better than aiming 10%
faster, for example.
So...with that absurdly long-winded way of saying "it depends"
-- :bigsmile: -- here are my general rules (all assume 6thS is
trained):
Lights --1. Camo; 2. train Recon switch for Green Thumb; 3.
train Recon but keep; 4. train Situational Awareness, switch for
Brothers In Arms; 5. train Sit Aware again but keep. From there
it depends on the light tank -- I might train Smooth Ride, but
switch it for Muffled Shot on tanks that can snipe well whilst
camping bush (most U.S. lights), but keep Smooth Ride for lights
I tend to be more aggressive with and shoot on the move, like
the VK28 or AMX Chaffee. Eventually, they'll all get Smooth
Ride, Snap Shot, Signal Boosting, and Off-Road Driving (which
can also be moved up for non-speedster lights).
Mediums -- 1. Recon, which I switch for BiA; 2. Recon but keep;
3. Smooth Ride, though I switched this for Safe Stowage on Brit
and Soviet lines due to ammo racks being made of porcelain, but
kept it on my Pershing and Panther II; 4. Preventative
Maintenance (Smooth Ride if I had Safe Stowage); 5. U.S was Snap
Shot; I switched Snap for Silent Driving on my Soviet (rest are
too big to make that all that viable, IMHO); this is
Firefighting on German tanks. After that, Repairs and
Firefighting, depending on nation, if they have a tendency to
have tracks eat shots vs. being set ablaze, etc. Rest are things
like Camo, Situational Awareness, etc. Basically, add light tank
skills on aggressive mediums, view range ones on American, heavy
skills on German (e.g., Controlled Impact, because E-50M :troll:
).
Heavies: 1. Repairs, which I switch for BiA; 2. Repairs but
keep; 3-5: these are things like Firefighting, Safe Stowage,
Track Mechanic for side-scraping tanks...just depends on the
nation, really. The key here is to keep your tank alive and
functioning given that you're likely to be on the front and
getting shot a lot. After that, Smooth Ride, Snap Shot, etc.,
depending on how you play it and the nation (French seem to
benefit from more medium-like skills, for example.)
TD: 1. Camo, switch for BiA; 2. Camo; 3. Recon; 4. Situational
Awareness, trade for Muffled Shot; 5. train Sit Aware again. (MY
HANDS ARE TIRED NOW :grin: ). All about view range and camo.
Those w/out a turret should definitely get Clutch Breaking.
Arty: 1. Don't play arty so this won't be an issue. :troll:
tl;dr: Depends.
:bigsmile:
#Post#: 39958--------------------------------------------------
Re: Crews - skills and Perks
DIR By: guest355
Date: October 19, 2015, 11:05 pm
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Thank you TKE919 for replying to my post. I think this topic
is avoided do to the fact that there are no easy answers. your
are right there are so many levels to answering my question.
I never really looked at my applying skills and perk by
nation, I have for general tank classes. So this will help me to
investigate another direction. There are other things I do
depending upon individual tank weaknesses and strengths to help
compensate or enhance performance. I apply skills and perks to
help make it more mobile, or help with slow turret, and speed up
reload times and such.
I think most new players are unaware of stacking certain
skills and perks along with equipment to maximize performances.
#Post#: 39974--------------------------------------------------
Re: Crews - skills and Perks
DIR By: AhBuaya
Date: October 20, 2015, 7:59 am
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I agree with TKE that the first one should be sixth sense in any
tank and I generally agree with TKE for the others as well.
However, I think you need to consider (in addition to the class
type) the nationality of the tanks and the tier level as well.
#Post#: 39976--------------------------------------------------
Re: Crews - skills and Perks
DIR By: Remy1974
Date: October 20, 2015, 8:02 am
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For me, it doesn't really matter what type of tank I'm in, I'm
pretty much always looking to improve view range first (and
sixth sense, of course.) More view range=more spotting
damage=more XP. I love being in a heavy sitting behind a few
tanks but still getting the spotting points or spotting an enemy
who can't see me. This is why all my tanks have optics except
for TD's which have binocs.
So it looks something like this:
Mentor
Brother in Arms
Sixth Sense
Recon
Situational Awareness
This is not set in stone but pretty much my default setting.
#Post#: 39983--------------------------------------------------
Re: Crews - skills and Perks
DIR By: oxidative stres
Date: October 20, 2015, 8:24 am
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I agree with TKE that 6th sense is the first one that I get,
however I always train repair first for both mediums and
heavies, spend 10g to convert to 6th sense, and then train
repair again. I also do not train mentor either since it does
not seem as big of a boost to training as it should..... you get
a better boost from the one game in your premium tank......
Over the past few months, especially since we started doing 5v5
Fridays and Saturday Showdowns my philosophy has changed a bit
for my heavies and mediums. For me it is all about 2 things....
staying operational on the battlefield and the ability to
inflict damage..... With 90% of the heavies, you are up close
and personal and with the mediums you should keep moving and be
able to hit on the move:
Heavy---6th sense, repair, BIA, jack of all trades, snap shot,
Armorer, safe stowage, preventative maintenance, and then some
random order of firefighting, deadeye, clutch braking.
Medium---- 6th sense, repair, BIA, smooth ride, snap shot, jack
of all trades, off road driving, preventative maintenance, safe
stowage, and then some random order of firefighting, deadeye,
clutch braking.
#Post#: 39988--------------------------------------------------
Re: Crews - skills and Perks
DIR By: guest252
Date: October 20, 2015, 8:32 am
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Normally;
1. 6th Sense (train Off Road Driving & swap)
2. Brothers in Arms (train Off Road Driving & swap)
3. Off Road Driving
After this it becomes much more tank specific - I try to improve
the tanks strengths such as Dead Eye if a quick firer or to
strengthen a serious weakness - such as using Safe Stowage.
I agree that the maths backing not using Mentor is very
convincing so I don't use it anymore.
Edit - I got Off Road Driving and Smooth Ride mixed up! Now its
correct :salute:
#Post#: 40017--------------------------------------------------
Re: Crews - skills and Perks
DIR By: AhBuaya
Date: October 20, 2015, 10:13 am
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If you are a brawling heavy you must have Repairs and Track
mech.
#Post#: 40123--------------------------------------------------
Re: Crews - skills and Perks
DIR By: guest355
Date: October 20, 2015, 4:51 pm
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I thank you all for taking time to responded to this topic.
The information you all have provided is to be beyond
calculable or appraisable value; of inestimable worth; priceless
to all players. I would hope that these discussions continue,
and maybe with time spread out to other topics of simular
topics, strengthening our members, providing sound advice to
players who want to excel in understanding our game of tank
chess.
I would strongly encourage our new member to please join in
and ask question, for there are no foolish questions, only
insane moments struggling not knowing.
Ken1.0 I never really looked at my set up from the nationality
of the tanks, I know now that is a weakness on my part of not
knowing general rules for nations common weaknesses. So that
diffidently is a major weakness I need to address.
Remy1974, I totally agree with you on this. In the beginning I
put camo and bino on just about everything I had for 2 reasons
1. I did not want to pay gold to dismount equipment 2. figure
bino gave me best chances of spotting before I got hit. Over
time realized that bino seemed to be for snipping and spotting a
far off but was really hurting my game play. When I was brawling
I had no eyes on tanks out side of my base view range and was
killed easily. After time I started to place Optic’s on any of
my tanks even some of my TD’s that I was on the move all the
time. Normally running six sense, recon, Situational Awareness,
and BIA to help with poor view rage. New people usually do not
realize a first that bino takes time to turn on and work only
when setting still and Optic’s are on all the time, always
giving you the capacity to do more.
oxidative stres, 2 things I did not mention is that I use these
crews in premium tanks only and I also make sure that when I run
a crew to get my first 5, I make sure I use operations providing
XP bouns. I know that the XP can be used in other areas, but
using in combination with BIA, mentor, and vents, when
training, it seems to take bigger bites out of the training to
get to 5 skills and perks, Then when put back in to the intended
tank you have 5 skills/ perks you can swap out to your needs.
Keep in mind that you trained the first 5 as quickly as
possible.
I totally agree with your philosophy on your heavies and
mediums.s. “staying operational on the battlefield and the
ability to inflict damage..... With 90% of the heavies, you are
up close and personal and with the mediums you should keep
moving and be able to hit on the move.”
I am ashamed to admit there are a few skills I have not used:
jack of all trades, safe stowage, preventative maintenance,
Armorer, and firefighting. Mostly I did not understand the need
over skills that did not help kill or be maneuverable. I have
started using some of these recently. trying to stay alive more.
Repairs and Track mech with toolbox is combination I do use but
not on all heavies, just because other equipment seem to be more
favorable when you have a slow, inaccurate gun.
#Post#: 40167--------------------------------------------------
Re: Crews - skills and Perks
DIR By: CamDaddy222
Date: October 21, 2015, 6:50 am
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Thanks to you TwoTon for the post and all you seasoned vets for
your insight on these skills and perks. This has been very
informative for me. There were several things mentioned that I
had not considered when setting my skill paths.
Much appreciated.
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