What to download to the crew. World of Tanks - what skills and abilities of the crew should be bestowed first

The game

Genre

Localization

Year of issue

Payment

MMO tanks

Russian

2010

Free

Recall that with the release of patch 0.7.2. tank personnel will have skills and abilities. Skills begin to act only when they are studied at 100%, and skills become active already from 1% study. To make it easier for you, by going through you can find a description of the skills and abilities.

What are the best skills to acquire first?


For artillery it is best to equip:

Commander first you need to pump the sixth sense skill and expert skill.
Gunner- sniper skill or vindictive skill.
Driver mechanic it is best to learn the virtuoso skill first.
loader In our opinion, it is best to learn the Intuition skill or the Desperate skill.
to the radio operator it is best to learn radio interception skill first.
After that, you can learn all the skills that are left.

For Fri Sau:


Commander- we advise you to learn the eagle eye skill first, then the sixth sense skill, the third expert skill, give the rest of the skills as you like.
gunner- here the sniper skill is definitely the first thing to learn.
Charging- optional, as all three skills: non-contact ammo rack, intuition and desperate learn depending on the style of your game. If you are sitting in the bushes and often defend yourself, then you need to learn the intuition skill first, then the non-contact ammo rack skill, and then only the desperate skill.

Driver mechanic- definitely the first thing we learn is the skill of a virtuoso.
radio operator- The ability to radio interception, then at your discretion.

Basic skills and abilities for light tanks in the game World of Tanks :


Commander- Be sure to learn the skill of an eagle eye.
gunner- definitely for the firefly, first of all we learn the vindictive skill, and then the rest as desired.
Charging- we learn the skill of non-contact ammunition, then the skill is desperate.
Driver mechanic. It all depends on the style of the game. If your main goal is to destroy artillery, then first of all we learn the skill of a smooth move, the skill of a virtuoso, then the skill of the off-road king, the rest at your discretion. If you are trying to just highlight enemies, then the first thing you need to learn is the Virtuoso skill.

radio operator. For a firefly, it is better to first learn a last-minute skill or a radio interception skill. Again, it all depends on the style of the game. If you are going to shine irrevocably, then it is better to first learn the skill with the last of your strength, and only after it the skill of radio interception.

Basic skills for heavy tanks in the game World of Tanks:

Commander- First you can learn the jack of all trades skill or the expert skill.
gunner- First of all, we learn the skill of a sniper.
Charging. Basically it's up to you here.
Driver mechanic. If you are on heavy tanks, then you can learn the skill of a ram master and, if possible, pinch enemies. For most heavy tanks, we recommend learning the smooth move skill first.
radio operator- the skill of radio interception, then the skill of the last forces.

For medium tanks:

Commander- learn the skill of an eagle eye, then an expert.
gunner- the skill of a smooth turn of the tower, then we learn the skill of a sniper.
Charging– we recommend learning the non-contact ammo rack first, since medium tanks often die due to the explosion of ammo racks.
Driver mechanic- first of all, the skill of a virtuoso, and then the skill of a smooth move, or vice versa.
radio operator- the ability to radio interception must be taught first, then at will.

Which modules to download first? What is better to put on your PT - "horns" or optics? Which crew perks should be downloaded in the first place, and which ones are not needed at all? What shells to install in the ammunition? Read about it below.

The order of pumping modules:

  1. gun/undercarriage
  2. engine
  3. walkie-talkie

Recall: PT is, first of all, a tool. The tool feeds us, it brings us income and experience. And therefore, if the running gear allows, we pump over the gun in the first place. Having a good weapon on board, we will be able to farm experience much faster for everything else. The next step is to pump the chassis. Without a new chassis, you will not be able to install the remaining modules, you may not have enough load capacity. The main bonus of the new chassis is the increased turning speed of the car. And for tank destroyers, in which the change of the sector of fire occurs mainly by rotating the hull, this is an important indicator.

The only exception to this rule is the case when the existing chassis does not allow us to install the top gun. In this case, the running gear will be pumped first.

The next module pumps the engine. At the same time, we further increase the speed of acceleration and turn of the car. This allows us to quickly enter the desired positions, quickly change them, and also leave them faster if they are detected. All this directly affects our survival.

The last module is pumping the radio station. The module is quite important, but for a machine that is located in the rear of the main forces, it is not the most necessary. (Later on, playing on low-level machines, you will of course realize how much you lack a good radio station, since you can not fully evaluate the minimap, but in a normal, non-deer-perverted combat, it is not the most important module).

What consumables to choose?

Don't skimp on consumables. Your life sometimes depends on their presence. Here is the technology:

First of all, put in the second slot small repair kit. This is almost our most important consumable. You may not have a first aid kit or a fire extinguisher, but a repair kit must be present. Don't be greedy and put it on! The first and most common malfunction in the game is downed tracks. The missing caterpillar for a vehicle without a turret, in which the change of the firing sector directly depends on the chassis, is tantamount to death. Therefore, we put the repair kit in the second slot and, if necessary, very quickly activate it by double-clicking on the 5 key. Why exactly on the 5 key? Because the tracks are in fifth position, and they are often shot down.

first aid kit— the second necessary consumable. It is very bad to play with a critical gunner or mechdriver. Therefore, a first aid kit is also needed. They install it in different ways, it’s more convenient for us in slot 4, because there is a mechanical driver at number four on the list, without which you are an easy target.

Fire extinguisher? We do not see the need for a fire extinguisher for vehicles that do not have special armor and do not even have time to catch fire when hit. Therefore, for tank destroyers of the hunter class, buy better gasoline (or oil, tightened regulator). Due to this, you will get a noticeable increase in speed, power (and hence throttle response and turning speed).

If it is unprofitable to carry gasoline, or you think that it is not the most necessary element for you, carry automatic fire extinguisher. It will add fire resistance to the car and will automatically work once every five years, which may save your life. Believe me, it's much more convenient. manual fire extinguisher. In addition, it will pay off in 4-5 battles.

Which optional equipment put:

First module: Camouflage net. For a machine that has to fight like a sniper, camouflage is the first thing you need. Buy without thinking. It is inexpensive, and the benefits to you from it are simply agro-mad. This equipment can be removed and put on other machines, therefore, even if you don’t like the machine, it will still come in handy on the farm.

Alternative view of the grid:

The fact is that disguise is relevant at the time of entering the position, i.e. in move. But when we move and we really need masking, the mesh doesn't work. De facto, while firing, we can only rely on the bush, the terrain or the blindness of the enemy, the mesh has almost no effect on camouflage at the time of the shot and very little enhances camouflage in the bush. There is some significant bonus from the network when standing in an open field without shooting only, but the very fact of standing still in an open field means that we are doing something wrong. Camouflage, IMHO, is more important than mesh, because. Camo always works and allows us to move unnoticed.

Second module: Yagers, like a real sniper, have good eyesight and high visibility. Reinforcing it is a good idea. But here there will be a choice between what to install: coated optics or a stereo tube. Resolve this problem should be based on your style of play.

More information about the network:
I took it to the OF in the developers' answers:
Question:
Does the action of the camouflage net disappear after a shot if the tank remains stationary?
Answer:
No. The camouflage net effect does not disappear after a shot.

Camouflage network. WiKi
Effect: Significantly reduces the visibility of a stationary tank after three seconds after stopping. Acts as a component. For PT - 15%; For ST, LT - 10%; For TT, Arta - 5%
Cost: 100000 Credits
Weight: 100 kg

How does the camouflage net work?
Camouflage net - removable equipment that significantly reduces the visibility of a stationary tank (after three seconds after the vehicle stops). Being a removable piece of equipment, the Camouflage Net can be transferred to another tank.

The camouflage net gives a certain bonus to the level of camouflage of the tank, depending on its type. This bonus will be higher for tank destroyers, and lower for medium and light tanks. For heavy tanks and the SPG bonus from Camouflage Net will be lower than the bonus for medium and light tanks and tank destroyers. In order for this additional equipment to become active, it is necessary to fix the body of the vehicle for 3 seconds, after which the Camouflage Net will begin to operate - this will be indicated by the corresponding backlight Green colour around the edges of the Camouflage Net emblem. Any subsequent movement will again require 3 seconds of rest to activate the Camouflage Net. If you prefer to support tanks from the second line in battle, then the tanks will shine for you and the stereo tube (which, like the maskset, works only 5 seconds after stopping), you will not definitely need it. And it is better to put optics. The increase in viewing range from optics, of course, is not so big, but at least it is constant. If you prefer ambush tactics in open areas, then the stereo tube will come in handy here. In the field, armed with a level 2 or 3 tank destroyer with a basic field of view of 370-400m, it can sometimes even stop a level 5 tank and hold it before it approaches you at a detection distance. It is enough to shoot down his harp, crit modules and hit weak spots, and then the rest of the team will arrive in time and help this monster to be dismantled. In addition, the pipe is a removable module that can be moved from car to car and therefore useful in any case. The correctness of the choice of modules is usually confirmed by the enemy. More or less like this:

Third module: At low levels, it is not possible to install a rammer, so your choice is reinforced aiming drives. The change in the firing sector on the PT often occurs with the help of caterpillars, while the convergence flies. Therefore, faster mixing will be of great help to you.

At levels above the third, there is more choice of modules. Complete the car with modules depending on what you want to achieve: improve the strengths of your car or strengthen the weaknesses. For solo play, of course, it is worth strengthening the weaknesses. If you have a company or platoon vehicle, it is better to strengthen it.

Weaknesses and strengths can be assessed based on the performance characteristics of the machine. For example, a view of 350 meters, like the SU-100, is a weak point. If you play solo, take the "horns", rammer and mesh. If you play as a platoon or in a company, take a grid (or a fan if you already have a well-pumped crew and everyone has 100% camouflage), drives and a rammer.

shells:

Here is one piece of advice. If the ammunition load allows, do not be stingy, carry with you 4-5 sub-caliber (cumulative) shells and a dozen high-explosive ones. They will help you when you run into some kind of cast-iron muzzle like KV or T1 Heavy. At long distances, common for PTs, it is sometimes difficult to hit the AP in a weak spot.

Fougasses help a lot. They are guaranteed to remove at least some HP from the enemy, forcing him to think ten times about continuing to move in your direction. Land mines are also very good for one-shotting small art. You need to make 2 shots with an AP shell, during the reload time for the second shot, artillery can either knock you down or respond by swan-shotting you.

Please note that sub-caliber shells lose armor penetration at a long distance, so it is better not to use them. The fact that you bought a projectile for in-game gold does not guarantee penetration =)

Crew Perks Perk number one - disguise. High-quality disguise is the key to the survival of any sniper. The same applies to anti-tank self-propelled guns of the Yager class. Upgrade everything crew disguise.

Quote from cheburillo:

Cloaking only affects detection distance. The time of disappearance from the light ranges from 1 to 8 seconds (without lotions like vindictive ones) and it depends only on the order in which the server calculates “view ticks”. (30 Jan 2013 - 13:20)

Many people think that the commander immediately needs to start pumping the sixth sense (light bulb) and the rest of the crew - disguise. This is incorrect for two reasons: firstly, in this case, you will carry a useless commander with you all the time while leveling the 1st perk (the light bulb starts working only after reaching 100%), and secondly, you must have YOUR sixth sense.

You must intuitively feel when you are visible and when not, when you need to change position and “tear your claws”, when not to shoot, when not to move, etc. etc. The lamp works after the fact, 3 seconds after you are discovered. We can say that when it caught fire, the enemy is already aiming at you, and there is nothing to think about - shedding instantly. And besides, the lamp will first dull your own feeling. Being already an experienced fighter, You will learn to identify the danger without it, and the lamp will simply confirm your fear. In addition: by pumping 100% disguise to the commander, you can always reset this perk and turn it into a light bulb.

The next perks after disguise should be to download the same light bulb, vindictive for the gunner (a very useful skill for shooting through opaque bushes), which enhances your maneuverability

And especially for freebies with a choice of skills and abilities, you can’t go wrong! In this article, I will give some valuable recommendations for selecting perks for different classes of vehicles in the World of Tanks.

The most important skill in World of Tanks!

To begin with, I would like to immediately decide on the first perk for the crew commander. This, of course, is the "Sixth Sense", which is also called the "light bulb". This skill allows the tank commander to feel the light, as they say, "spinal cord". At the same time, after 3 seconds from the moment of light, a light on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART SPGs.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride for a very long time with the “inoperative” first perk, or choose some other skill for the commander and then, after the first skill is pumped up to 100%, retrain the commander.

Actually, if you are a donor, it is recommended to choose some other skill (for example, "Repair" or "Disguise") and then retrain the commander. If you don’t have 100-200 gold for retraining, choose the “Sixth Sense” for the commander and wait until he pumps it up to 100%.

IsoPanzer Perk Pickup Video Guide

Video guide on the selection of perks from VSPISHKA

General subjective characteristics of different skills and abilities in World of Tanks

Below is general characteristics skills and abilities. I draw your attention to the fact that the characteristic is subjective. My opinion may not coincide with your subjective opinion. It should also be remembered that skills are active in World of Tanks as they are learned, while skills begin to act only after 100% learning (usually it is recommended to learn skills, and then reset skills and teach the tank crew new skills). Be careful!

Overview of the skills of the World of Tanks

General skills and abilities

Repair: The most important skill for the crews of heavy and medium tanks, allows you to quickly repair internal and external modules, especially important when repairing downed tracks.

It should be remembered that the "Repair" skill is considered as the average for the crew, i.e. to get a 100% repair, you need to fully upgrade it to all crew members. So, if you pump “Repair” to the Gunner, Driver and Loader, and pump the “light bulb” to the Tank Commander, then the average repair rate for the crew will be 75%.

Skills such as "Disguise" and "Fire Fighting" work in a similar way.

Disguise: the most important skill for the crews of light tanks and small tank destroyers. It is considered as the average for the crew.

Firefighting: it is pumped out on heavy and medium tanks according to the residual principle. It is considered as the average for the crew.

The Brotherhood of War: the skill increases the characteristics of the crew by 5%, thereby increasing the characteristics of the tank by 2.5%. Usually pumped out on tanks to reduce the reload time of the gun and increase the rate of fire. It is recommended to use together with the "Fan" equipment (which gives another 2.5% to the characteristics of the tank). Please note that this skill takes effect only if it is pumped out to 100% for all crew members without exception.

Skills and abilities of a tank commander

Mentor: a moderately useless skill that gives bonus experience to other members of the tank crew (i.e. at 100% of the skill, the most "backward" member of the tank crew gets experience = experience earned during the battle). Useful on tanks with a small crew (such as MS-1 or ELC AMX), because. allows you to significantly speed up the pumping of the crew. However, since the Commander already has a lot of useful perks, in general it is not recommended to take it.

Eagle Eye: it makes sense to take for fireflies with a high view. It is generally not recommended to take tanks with a low view.

Handyman: according to the description, almost imba, in fact - about nothing. If you want, see for yourself.

Expert: an unnecessary skill.

Sixth Sense: the most useful, most important skill in World of Tanks.

Skills and abilities of the radio operator

A radio operator on a high-level vehicle is almost never found in its pure form. Usually this specialization is combined by the Tank Commander.

Radio interception: the action is similar to the “Eagle Eye” of the Tank Commander. The recommendations are also the same. By the way, this is the only really useful skill for the Radio Operator.

From the last forces: in theory, this skill gives a chance to get some experience and credits for dealing damage and destroying enemy tanks in your light. In practice, nothing.

Inventor and Repeater:- about nothing.

Skills and Abilities of the Gunner

Smooth turn of the tower: reduces spread when turning the turret, it makes sense to take on all tanks without exception, including turretless tank destroyers and art destroyers. Their dispersion decreases with a change in the angle of horizontal aiming of the gun. A very useful skill.

Weapon Master: almost always, the gunner can upgrade some other, more useful skills or abilities. Well, it's a pretty useful skill.

Sniper: literally by a few percent increases the probability of a critical module or crew. Begins to act only after 100% training, i.e. the gunner will have to be retrained for this skill! In general, nothing.

vindictive: Considering that in the game you can quite effectively shoot with blindshots (i.e. without glare at the known coordinates of a tank that has left the glare), the skill can hardly be classified as really useful. In addition, like any skill, it only takes effect after 100% learning.

Skills and Skills of a Driver

Offroad King: increases the speed of movement on soft ground. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turn speed. Useful skill. First of all, it makes sense to take on tank destroyers and ART-ACS.

Smooth move: reduces dispersion when firing on the move. A very useful skill for light and medium tanks, which are destined to shoot on the move.

Ram Master: a very useful skill for tanks that have a large mass and good dynamics (or at least high speed when moving downhill, like the KV-5).

Cleanliness and tidiness: reduces the risk of engine fire. Must have on tanks with front transmission/engine.

Loader Skills

All loader skills (as well as any other skills, for that matter) only work after they are 100% learned, which significantly reduces their value. Be careful! It makes sense to choose one of the skills in the event that you still put the second perk "Combat Brotherhood" and retrain the crew. Then the first perk can be taken one of the following skills. However, their value is rather doubtful in any case.

Intuition: it makes sense to take only the fourth or fifth skill, and even then, if you often use gold ammo.

Desperate: speeds up the reloading of the gun if the tank has less than 10% durability left. Not a bad skill, if you take it on a residual basis.

Non-contact ammo rack: increases hp. internal module "Ammo rack". It makes sense to take on tanks on a residual basis, and even then, only if this tank really often has an ammo rack.

Skill selection for light tank crews

Light tanks, which have equally low visibility when stationary and on the move, need to download Camouflage. It is this skill, and no other, that should be chosen first for light tanks.

It makes no sense to take "Repair" as the first skill: light tanks do not have good armor and a lot of HP, in addition, internal modules and crew are easily critted by them. It is better to repair a downed caterpillar with a repair kit, and not with a “Repair” at all.

After pumping out Disguise, it makes sense to retrain the commander to the Sixth Sense and start downloading Disguise again. Well, the third skill, you can choose "Eagle Eye", which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth turret rotation, Repair
  • Driver mechanic: Camouflage, Off-Road King, Virtuoso, Smooth Ride, Repair
  • Radio operator: Masking, Radio interception, Repair
  • Charging: Camouflage, Repair

Skill selection for medium tank crews

Further, it is possible to retrain the tank crew to "Combat Brotherhood" (after all, it is better for the commander to take the "Sixth Sense" perk as the first one, i.e. retraining is best done when the second perk is completely pumped out of the tank crew). Or pump individual skills like “Smooth Turret Rotation” and “Smooth Ride”.

  • Commander: Sixth Sense, (Brothers in Arms), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Turret Sweep
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Combat Brotherhood), Camouflage

Skill selection for heavy tank crews

Heavy tanks differ little from medium tanks in terms of skills and abilities. The main difference is in the size of the tanks - since heavy tanks are usually larger than medium ones, and their guns are mostly equipped with muzzle brakes, it often does not make sense to equip them with Camouflage. As with medium tanks, it is recommended that heavy tanks be upgraded with "Repair" first. Further, after the opening of the third perk, the crew can be retrained for "Combat Brotherhood".

If the tank is on fire often, it makes sense to take "Fire Fighting", or wait until the gold "Automatic Fire Extinguishers" for silver appear in the game.

If the tank has a front transmission/engine, the driver should pump out "Clean and Tidy".

  • Commander: Sixth Sense, (Combat Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Repair, (Combat Brotherhood), Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Concealment, or Firefighting.
  • Charging: Repair, (Combat Brotherhood), (Disguise, Firefighting, or any of the available special skills)

It turns out that the crews of heavy tanks have nothing special to teach ?! It turns out - yes! Those. from really useful skills, you should choose those that are higher. So, I still recommend not to neglect the “Combat Brotherhood” skill. The rest of the perks are to taste.

Skill selection for tank destroyer crews

If the tank destroyer is compact enough, it makes sense to take Disguise as the first perk and sit in the bushes. If it's a monstrosity like Ferdinand, it makes sense to take Repair and tank. In general, even "Ferdinand-shaped" tank destroyers make sense to upgrade "Camouflage", because tank destroyers have a class bonus to stealth when stationary.

Repair even for “inconspicuous” tank destroyers makes sense to download in any case, for example, the second perk (or third, if you download “Combat Brotherhood”). Those. for conventional tank destroyers, we take “Camouflage” as the first perk, then “Repair”, retrain (or not) the crew to “Combat Brotherhood” and again take “Repair”.

For huge heavily armored tank destroyers, you can take "Repair", then "Camouflage", retrain the crew to "Combat Brotherhood" and start pumping "Camouflage" again. That's the whole difference.

  • Commander: Sixth Sense, (Brothers in Arms), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Combat Brotherhood), Repair, Turret Sweep
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Camouflage, (Combat Brotherhood), Repair

The choice of skills for ART-SAU crews

The first perk makes sense to take "Disguise". In any case, it makes sense for the commander to download the “Sixth Sense”, even on the ART-SAU, the “light bulb” gives quite a tangible advantage. "Repair" on ART-SAU can not be downloaded at all.

  • Commander: Sixth Sense, (Combat Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Disguise, (Combat Brotherhood), Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Radio Interception
  • Charging: Disguise, (Combat Brotherhood)

Mini-FAQ on skills and abilities in World of Tanks

Question: will the skill "Sixth Sense" work if I transfer the commander to new tank, and he will lose 10% (or even 20%) of the main specialty?
Answer: unbelievable, but true - it will!

Additional skills and abilities are available for study by a crew member after mastering the main specialty by 100%. When this mark is reached, a “plus sign” will appear in the menu, by clicking on which, you can select the required skill or skill. After learning the first skill, an opportunity is given to learn the second, and then the third, and so on. skills. To learn each subsequent skill, you need twice as much experience as the previous one.

Skill - begins to act from the beginning of the study

Skill - begins to act only after learning 100%

General skills and abilities

Repair(skill) - accelerates the repair of damaged modules. The average skill level of the crew is taken into account. A 100% pumped repair for each crew member reduces the repair time by 2 times. The effect stacks when combined with the Toolbox equipment. Necessarily needed on all machines, except for self-propelled guns - there it is no longer particularly critical. If you are going to play without repairs, be prepared for the fact that you will often be killed while standing on the broken tracks.

Disguise(skill) - Reduces the overall visibility of the tank. The average skill level of the crew is taken into account. The effect stacks when combined with the Camouflage Net equipment. A very important skill, especially for small cars. Large machines like Mouse, SU-14, T92 hardly need this skill, the increase will be minimal. But if you're playing a T-54, STUG III, or something similar, rest assured that the Stealth skill will give you a nice stealth bonus.

The Brotherhood of War(skill) - improves the level of mastery of the main specialty and all the skills and abilities of the crew. The "Combat Brotherhood" skill gives a bonus to the "Mentor" skill. The effect is cumulative when combined with Improved Ventilation equipment, Extra Rations, Chocolate, Coke of Cola equipment, etc. Its uniqueness lies in the fact that it works only when it is 100% pumped for all crew members. It is most popular in self-propelled guns, because there often remain undistributed skills and abilities, since repairs and fire fighting are not particularly important there. +5% to the crew, but in reality the real increase is half as much to the parameters of the tank. For example, cooldown is reduced by 2.5%, as is the case with "Improved Ventilation" equipment.

Firefighting(skill) - accelerates fire extinguishing. The average skill level of the crew is taken into account. A useful skill for tanks that often burn. Some people do without it by using fire extinguishers, but if you cut through vehicles that are prone to frequent fires, and at the same time you do not have free slots for a fire extinguisher, then the fire extinguishing skill will definitely come in handy.

Commander

Sixth Sense(skill) - allows the commander to determine if his tank is detected by the enemy. An additional visibility indicator appears in the interface, which fixes only the fact of illumination, but not its duration. The indicator works after three seconds. Works in sniper and arcade and artillery modes. A wonderful skill that will save you from many problems. Can be used on tanks that fight at long range and use cover for camouflage. Extremely useful on self-propelled guns and tank destroyers. On melee active combat tanks, this skill is unlikely to be needed, because in this case you yourself know when they see you.

Eagle Eye(skill) - increases the maximum viewing range. With faulty observation devices, the effectiveness of the skill is higher. The effect is cumulative in combination with the "Radio Intercept" skill, "Coated Optics" and "Stereo Tube" equipment. + 0.2% for every 10% skill, with faulty devices + 2% for every 10% skill. An analogue of coated optics, but its effect is weaker. You need to bet on "sighted" tanks, then the increase will be tangible. On "blind" tanks there will be little use.

Handyman(skill) - allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The replacement efficiency drops when the next crew member is disabled. Useful commander skill, especially important on tanks, which are distinguished by good survivability and armor. Often a situation arises when such tanks begin to shoot countless HE shells that incapacitate the crew. This skill will save one first-aid kit. Efficiency +50%.

Mentor(skill) - provides additional experience to all crew members, except for the commander. A skill for those who are going to pump the crew long and hard to the state of "Rambo". Taken for long-term use, begins to justify itself after several hundred fights. Everyone except the commander gets +1% experience for every 10% skill.

Expert(skill) - allows the commander to determine the critical damage of tanks in the scope. It works both in direct fire mode and in artillery aiming mode. Shows critical damage to vehicles, both enemy and friendly. There are only a few nuances: 1) a time delay, 2) the skill shows the crits of vehicles in the sector of your weapon, i.e. does not show the crits of cars that are behind obstacles or outside your viewing radius. Many people wonder why he does not work for self-propelled guns - that's why. It only works in line of sight. +/- 15 degrees from the direction of the gun, shows 4 seconds after aiming at the enemy.

Driver mechanic

Virtuoso(skill) - increases the speed of turning the tank. The effect is cumulative in combination with the "Additional lugs" equipment, the "Lend-Lease Oil" consumable, "Twisted Engine Speed ​​Control", "100, 105 - Octane Gasoline". A useful skill for vehicles that require a high turning speed. For PTs and TTs, this is more of a patch, because often these vehicles do not turn around very quickly. Naturally, the Shtug hardly needs this skill, it spins well without it. But large and severe PTs are slow. This skill will help them. The situation is the same with TT, you just need to determine whether you have enough maneuverability. Well, on CT this is the right skill for an aggressive style of play. Spinning the enemy with a virtuoso mechanical driver will be easier and more fun. For LT, the situation is similar to ST. Very often they ask if this skill is needed for self-propelled guns. Here everyone will have to decide for himself: on the one hand - a quick turn, on the other - a stronger dispersion of the gun when turning the hull. +5% Turn Speed ​​while moving or standing still.

off road king(skill) - reduces the resistance of weak and medium soils when the tank is moving. Increases the tank's maneuverability and reduces the time it takes to reach maximum speed. The effect is cumulative when combined with the Extra Grousers equipment. A useful skill for cars that often have to go where others do not go. "Firefly" riding through the swamp, for example, it will come in handy. It will also be useful for PT, as it increases the speed of turning in place. +10% on soft ground or +25% on average at 100%.

Smooth running(skill) - reduces spread when firing on the move. The skill does not affect the spread when turning and when shooting on the spot. An analogue of a stabilizer, but its effect is weaker. The effect stacks when combined with the Vertical Stabilizer equipment. Very effective on tanks that you often fire on the fly. +4% at 100% skill learning.

Ram Master(skill) - reduces damage to your own tank and increases damage to an enemy tank when ramming. Only affects moving tanks and is not taken into account when colliding with allied tanks. +15% at 100% skill learning. One of the most fun and specific skills. Shows itself on fast and heavy machines, such as E50, AMX 50 100/120/V, VK2801. If you often like to literally "crush" enemies, then this skill is simply necessary for you.

Cleanliness and tidiness(skill) - reduces the likelihood of an engine fire, preventing oil and fuel leaks in the engine compartment. The effect stacks when combined with the Automatic Fire Extinguisher consumable. A skill that would be worth putting on a vehicle like the IS-7 or Mouse, which have a large amount of HP and thick armor. It will be a pity to catch fire and lose a lot of HP due to a fire. Coefficient 0.75.

gunner

Sniper(skill) - increases the probability of inflicting critical damage on modules and the crew of an enemy tank. Only for armor-piercing and sub-caliber and HEAT shells. If the skill is acquired by two gunners, the effect is not increased. An excellent skill, useful for everyone except those who shoot HE shells. For APs, cumulatives and sub-calibers, the effect is +3% to the probability.

Smooth turn of the tower(skill) - reduces the spread when turning the tower. The effectiveness of the skill increases as you learn. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account.

The effect stacks when combined with the Vertical Stabilizer equipment. Most often used on machines with an aggressive play style. People often ask if this skill works on self-propelled guns or tank destroyers? Yes, it works within the range of the gun's traverse, since the gun's traverse in the game is equivalent to the turret's traverse. +7.5% at 100% leveled skill.

Master Gunsmith(skill) – reduces the spread of a damaged weapon. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account. The effect stacks when combined with the Vertical Stabilizer equipment.

A skill from the "for tenacious machines" series. It will be especially useful for those whose guns are damaged more often than usual. Therefore, everyone must determine for himself whether he needs this skill or not. -2% spread per 10% skill.

vindictive(skill) - allows the gunner in the field of view to see the enemy tank in the scope for an additional two seconds. It works both in direct fire mode and in artillery aiming mode. If the skill is acquired by two gunners, the effect is not increased. A skill that allows you to see the target illuminated for longer than usual. It is worth noting that the skill will not work if the target is outside the line of sight. That is, on self-propelled guns, he will only work practically point-blank. +2 seconds in a 10 degree sector.

Charging

Non-contact ammo rack(skill) - increases the durability of the ammo rack. The shells are laid out in such an order that they do not touch each other. The effect does not stack if the skill is acquired by two loaders. The effect stacks when combined with the Wet Ammo Pack equipment. Ammo rack HP increase is 50%, respectively, the higher the level of the vehicle, the more (HP ammo racks depend on the level of the vehicle mainly). The skill will be useful on high-level machines.

Desperate(skill) - accelerates the reloading of the gun if the tank has less than 10% durability. If the skill is acquired by two chargers, the effect does not stack. The effect stacks when combined with the Gun Rammer equipment. Interesting and good practice. Obviously, machines with large quantity HP - Maus, E100. There the situation "left with 10% HP" happens often. Another application is on self-propelled guns. "Cunning" players keep 10% for themselves with the help of their team. Of course, the reload speed in this case increases, but do not forget that with 10% any shot will send you to the hangar. +10% reload speed if durability is less than 10%.

Intuition(skill) - creates a chance that the desired ammo is already loaded when changing the type of shells. To use the skill again, you must fully reload the weapon. The effect is enhanced if the skill is acquired by two loaders. Useful if you often change the type of projectile. Depending on the number of loaders, the probability is from 15% to 30%.

radio operator

radio interception(skill) - increases the viewing range. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. The effect stacks when combined with Eagle Eye. +3% at 100% skill learning. How better review tank, the greater the increase from the skill.

Inventor(skill) - increases the communication range of the radio station. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. +20% at 100% skill learning. Useful for tanks with weak radios like the T2LT for example.

Repeater(skill) - increases the communication range of all allied tanks within the range of the player's radio station. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. +10% at 100% skill learning. A kind of skill. No benefit to you, but benefit to the team. Useful in tournaments.

From the last strength(skill) - allows the radio operator, who was not disabled at the time of the destruction of the tank, to transmit the coordinates of enemy tanks for another two seconds. The effect does not stack if the skill is acquired by two radio operators. A wonderful skill for fireflies. How often did it happen that the self-propelled guns did not have time to converge on illuminated targets? With this skill, there will be fewer such cases.

World of Tanks: Fast Crew Leveling

Today's review will not be devoted to a tank, but to such an element of game mechanics as the crew upgrade for vehicles in World of Tanks. I will try to consider all ways to upgrade the crew and highlight the most effective methods of upgrading. In addition, we will consider the subtleties and nuances of this laborious and lengthy process.

It is clear that the leveling of the crew is a very important point, since a 100% trained crew uses with maximum efficiency all the advantages of the equipment for which they are trained, for example, acceleration to maximum speed, reload and convergence speed, repair speed of damaged modules, and so on. At the same time, a tank with a fully trained crew, even without additional skills, will have undeniable advantages in battle over a similar tank with 50% crew. Additional skills give an even greater advantage in battle.

It is worth noting that the number of people in the crew for each vehicle is different and the composition may also differ, for example, in some vehicles there are 2 loaders, and in some the commander acts as a driver or radio operator. Accordingly, on such vehicles, for example, the commander will have access to radio operator skills that will be useless on other vehicles when retraining on them.

Also, for those who are not in the know, please pay attention to the fact that each crew member receives experience in the process of pumping separately, with a different amount of experience. Therefore, some learn faster, others slower. For example, a shell-shocked driver mechanic gets less experience per battle than a surviving commander if you did not heal him during the battle.

First, let's look at the ways to train the crew, there are several of them in the game.

Training for gold

This is the fastest and at the same time the most expensive way to train the crew up to 100%, since it requires investing real money in the gameplay. Suitable for those who do not want to roll a couple of hundred battles with a semi-trained crew. The advantages of this method are the minimum time spent, the disadvantage is the price, since training one crew member up to 100% will cost 200 units of game gold, given that there are from 4 to 6 people on high-level tanks, it turns out that their training will require from 800 to 1200 gold, which is not that small. But the learning process is very simple: we go into the personal file of each crew member, choose to study at the tank academy and get 100% mastery of skills. This method will not work for most, since it becomes very costly to train the crew in this way for each tank.

Silver Training


This is the most common way of training, it is similar to training for gold, with the only difference being that each crew member should be trained not at the tank academy, but at the regimental school. At the same time, each crew member is trained from 50% to 75%, 20,000 game silver is spent on each, real money is not required to be invested in the game. The method does not allow you to train the crew up to 100%, but we get 75% of the crew, which is still much better than 50%, while we use only the game currency. Up to 100% the crew is already pumped in battles.

Training in combat

The most severe, long and difficult way to upgrade the crew. The good thing is that it does not require any investments at all, since all you need is just to play, participating in battles. On the other hand, to upgrade to 100%, you will need to play a lot of battles, and you will have to fight on a obviously weak vehicle, since the full potential of the tank will not be revealed. Nevertheless, sooner or later the crew will reach the coveted 100%, it's only a matter of time.

These were the main and obvious ways to upgrade crews, now let's talk about the nuances.

Premium account

For obvious reasons, if you have a premium account, the crew leveling will be faster, because in this case the player gets 1.5 times more experience per battle, including for the crew. Therefore, the best way to upgrade would be to buy a premium account and upgrade the crew with 75% along with the tank branch, but we will talk about this a little later.

Crew leveling on elite vehicles

It's probably not a secret for anyone that a vehicle on which all modules are researched and the vehicle that follows in the branch (not necessarily purchased, but researched) receives the "Elite" status. After obtaining such a status, it is possible to enable accelerated crew leveling on this vehicle. To do this, just above the crew list there is a special checkbox, by marking which we will turn on this very accelerated leveling. In this case, all the experience earned on this vehicle will be used to train the crew, and the crew member with the lowest skill percentage will receive double experience per battle. Such a crew member will be marked with the gold badge of the "Tank Academy" in the crew list. At the same time, this vehicle will not receive experience that could be converted into free experience, since all this experience will be transferred to the crew.

Thus, the "Elite" technique is a very good simulator for training the crew for subsequent transfer to another tank.

Crew leveling on premium vehicles

Premium equipment, as well as gift tanks, is an even better simulator for the crew, since it initially has the status of "Elite", that is, you do not need to learn anything on it, accelerated pumping can be turned on right away. At the same time, premium vehicles have such a wonderful function as crew training without retraining them to a premium tank. It sounds a little confusing, so I'll try to explain with an example.

Let's say you have a Soviet premium tank IS-6 and a Soviet TT IS-3 for which you would like to train the crew. To do this, on the IS-3 you must already have a crew trained for the IS-3. For its accelerated training or pumping skills, we land the crew first in the hangar, and then put them on the IS-6 without retraining. Remember that the crew will gain experience on premium vehicles even if they are not trained for this tank, in this example, on the IS-6. An indication of this will be that the skill percentage in the crew list will be displayed in red (font). At the same time, he would not gain experience on any other vehicle, but on premium vehicles he does. The training itself, of course, takes place in battles. After reaching 100% skill or pumping the required skill, we simply transfer the finished crew back to the IS-3 and have a profit. In this case, only time is spent, game currency is not needed. However, the downside is the need to have a premium tank in the hangar, which can only be purchased for in-game gold, that is, by investing real money in the game. At the same time, only crews for tanks of the same nation can be trained on premium vehicles, that is, a crew from a Tiger cannot be placed on an IS-6 and vice versa.

Additional features to speed up learning

All of the above methods will somehow allow you to train the crew and learn additional skills, however, there are some not obvious points that will allow you to speed up the training a little more.

"Mentor"

The tank commander of any nation, upon reaching 100% of the skill, can learn the additional skill (skill) "Mentor". The crew of a tank with such a commander will receive +10% experience after each battle (except for the commander himself). At the same time, if you turn on "Accelerated training", the crew will receive even more experience.

In addition to "Mentor", all crew members can learn such a skill as "Combat Brotherhood", which increases all crew skills by 5%, while also increasing the commander's "Mentor" skill, so the "Mentor" + "accelerated crew training" + " Combat Brotherhood" further increases the speed of learning.

We should also not forget about such a tank module as "Improved ventilation". Ventilation, like "Combat Brotherhood", increases the mastery of the main specialty and additional skills by 5%. That is, the most effective bundle that allows you to train the crew as quickly as possible is "Premium Account" + "Mentor" + "Combat Brotherhood" + "Improved ventilation" + "Accelerated crew training" - that is, this is completely for maniacs, but nevertheless, such a method has the right to exist.

Among other things

And among other things, Wargaming quite often holds promotions on weekends or holidays, during which crew training for certain types of vehicles or for any vehicle is doubled or even tripled, respectively, during such promotions it is more profitable to upgrade the crew.

Typical crew leveling process

As I promised at the beginning, I will tell you how to upgrade the crew using the above methods, while also upgrading the tank branch, without being distracted from the gameplay. And so, playing World of Tanks, you somehow pursue such a goal as pumping a tree to some kind of tank, while the tanks that you have already "passed" are most likely sold (or not sold, it doesn't matter). So the schema is:

1. We play on such and such a vehicle, play until the moment when it is already open and there is an opportunity to buy the next vehicle in the development branch

2. We buy this equipment without a crew. At the same time, if there is very little left up to 100% training (say, 2-5%), then it is better to finish playing on the old vehicle until the crew receives 100%

3. We land 100% of the crew from the old equipment in the barracks

4. We put him on a new technique with retraining for this technique. With free retraining, we will get 80% of the crew on new vehicles, with retraining for silver - 90% of the crew. In this case, it makes no sense to study for gold, since the cost will not differ from training a new crew, so there is no point (if you don’t transfer the crew for the sake of the additional skills and abilities received earlier)

5. We research modules and subsequent equipment, after which we turn on accelerated crew training

6. As soon as the next tank in the branch is bought, the crew transfers to it.

Repeat until the required tank in the branch is opened. Following this simple method from level 1 to 10, by the tenth level we will get a 100% trained crew with 2.5 - 3 additional skills. Another plus of this simple instruction is that on each subsequent tank in the branch we will have 90% of the crew (or 80% with free retraining), which in turn also simplifies the leveling of the vehicle branch.

If you have any comments, additions or suggestions, please leave them in the comments to the article.

Thanks and good luck on the run!