URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       Old Farts & Fogies
  HTML https://wotoff.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: General Board
       *****************************************************
       #Post#: 39942--------------------------------------------------
       Crews - skills and Perks
   DIR By: guest355
       Date: October 19, 2015, 5:50 pm
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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.
       *****************************************************
       Page 1 of 2
   DIR Next Page