Maximum crew in world of tanks. Crew retraining in World of Tanks

How to retrain the crew to 100 percent for silver in WoT on new tank, without gold, because many simply forget about these methods, and beginners World games of Tanks hadn't even heard of it.

The first way to retrain the crew

That is, the main specialty is 100% trained, and in the plus sign there should be 65 percent for one skill (see the table below).


That will allow, when retraining the crew for new equipment, to get 100 percent possession of basic skills.

Advantages: loss of crew experience will be no more than 10% during retraining;
Flaws: a crew with unallocated experience is required.

In most cases, in practice, 1 method of crew retraining is applicable, since there is not always free (not distributed) experience, and when pumping a new skill, you always want to open a new perk as soon as possible. It is best to use this method when researching cactus vehicles, on which the game is a real torture, and with not 100% crew, the desire to go into battle simply disappears.

The official website of World of Tanks, although it contains comprehensive information about the skills that each of the crew members of the combat vehicle can acquire, but, firstly, few people will smile at re-reading several pages of technical text, and secondly, the official information is dry and streamlined . There they will never tell you in plain text that this skill is nonsense, but this one is not bad. Therefore, tankers will have to go to forums, where they will have to shovel through a lot of topics of several dozens, even hundreds of pages, in order to find out the necessary information for themselves. The purpose of this material is to describe in detail and at the same time briefly, intelligibly and in a simple way each of the skills for each of the crew members, without hiding absolutely anything.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for many times improving the characteristics of your combat vehicle. Often the value of skills is underestimated, but in vain. So let's go.

Firefighting.

In the humble opinion of the author, as well as many experienced tankers, this is the least useful skill, which is easier to replace with an ordinary fire extinguisher. And to statements, they say, what will happen if you are set on fire a second time, you can answer that such a probability is extremely small. In general, Firefighting is a skill with frankly weak utility. Alternatively, you can take the “Clean and Tidy” skill, which reduces the likelihood of an engine fire.

Disguise.

This skill is being studied en masse, especially by beginners who believe that now their tank will be inconspicuous and they can play plenty of sniper mode. This is not true. The fact is that not all tanks in the game are able to disguise themselves. Some do it better, some do it worse, and some are huge, possessing high profile Cars don't even know how to camouflage themselves. For example, a T-62 with camouflage upgraded to 100% can remain invisible when stationary up to almost 300 meters, while the same E-100 can hide under similar conditions only at a distance of a little more than 400 meters. As an alternative, it is better for the tank to acquire camouflage, as well as hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most versatile skill in its usefulness. Repairs can and should be done. As an alternative or as an add-on, a tool box is great, as well as a large or small repair kit. Each tank must have a tanker trained in repair.

The Brotherhood of War.

Another universal, team skill that gives 5% to increase points of all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two terms is summed up, so it is better to study the brotherhood of arms and install ventilation. If you add cola, chocolate or coffee to everything else, then skills can increase up to 120%. Not a bad skill, which is especially good for gunners.

Now let's move on to the personal skills of each of the crew members.

Commander.

The mentor skill allows the commander to train his charges faster. It gives the greatest effect when studying at the very beginning of development. However, this skill only provides accelerated pumping of other skills, and, in fact, does not bring any benefit. In general, for the most impatient, this skill will do.

The skill is good. It allows you to see removed or damaged nodes in enemy vehicles on tanks, but Expert works only with 100% pumping, and also if enemy vehicles can be kept in sight for about 5 seconds, which is not always acceptable in random battles. Bottom line: this skill is more suitable for duels. It carries more informational assistance, which may not always be useful in combat, where you often shoot where you can, or even at random. A skill with debatable utility.

One of the most important skills in the game, if not the most important. The famous "bulb" is vital in every battle. A skill that signals the fact that your technique is illuminated. If the light comes on, it means the tank has been found. It is essential to study, and the sooner the better.

This skill allows the commander to replace a disabled crew member. Most often, instead of this skill, players prefer to purchase first-aid kits to treat the injured. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum view of the tank by 2%. The use of this skill is the lot of experienced players. For beginners, this skill is unlikely to be useful, however, if you are fighting with Bat Chat, Patton or other vehicles with a good vision function, then you can and even need to take Eagle Eye. Bottom line: this skill will be useful if you know how and like to use disguise and know how to calculate the detection range. As an alternative, as well as additions, you can take radio interception, coated optics, a stereo tube or an additional ration with ventilation.

The sniper skill will increase the chance of dealing critical damage. Quite a rewarding profession. This will be especially evident after comparing the results of battles on vehicles, where the gunner is trained in sniper shooting, and where he is not trained. The difference will be noticeable. A tank with this skill will inflict much more crits, including useful ones such as a fire or an ammo explosion. Does not work with HEAT rounds. A very worthy choice, practically obligatory for studying.

This skill allows you to see the disappearing enemy in the scope for two additional seconds. It works only if you personally spotted this enemy. In other words, gunners who have accelerated to download this skill should know that it will not be useful, because for artillery, the enemy is illuminated by other tanks, and not by the artillery itself. Bottom line: an almost useless skill that is better not to download.

Everything is clear here: in sniper mode, it will be easier to aim when turning the tower, if there is one. Do not download the skill if your tower does not rotate. An alternative is to install a stabilizer. However, the benefits add up. In short, this skill is one of the most useless. You can not study, you will lose a little.

Everything is said in the title. After 100% pumping, the gunner can predict with a high degree of probability what type of projectile will be needed in the future. The skill is interesting and even funny, but almost useless. Instead, study better repair or the same disguise.

A very important skill, since damaging the ammo rack immediately turns your tank into a pile of scrap metal, and learning this skill allows you to reduce the chance of an ammo explosion by 13%. Quite a useful specialty, although many prefer to study something else. Bottom line: be sure to learn if you plan to fight on tanks with traditionally poorly protected ammo racks.

Pretty original stuff. Its essence boils down to the fact that as soon as the equipment has less than 10% health, the loader starts to shoot faster by 10%. As an addition or alternative, a rammer is great. It is better to pump this skill on a tank with large quantity health. Bottom line: a useful, albeit specific, skill for the loader.

Radio operator.

This skill increases the range of radio communication. Practically useless skill. In general, it is worth noting that the special skills of the radio operator are famous for the greatest uselessness among the rest of the team. It is better to teach a radio operator general rather than specialized skills.

Another useless skill that increases the communication distance with all allied vehicles. You can try to learn, but only if you play artillery.

This skill increases visibility. With a full 100% study, it adds +3% to the range. Conclusion: more or less useful, although not a vital skill. You can learn if you really want to.

A specific skill responsible for sending information about the location of enemies a few seconds after the destruction of equipment. A vengeful skill that makes sense to learn only on fireflies - reconnaissance tanks.

Driver mechanic.

This skill will be most useful for driving a tank with poor dynamics. When fully trained, grants a 5% increase in turning speed. Not the most useful skill, which can only prove useful when your combat tactics require frequent turns and similar maneuvers.

Due to this skill, the driver will be able to add a little more maneuverability to your tank on heavy surfaces such as swamps and other off-road conditions. An almost useless skill that few people learn.

This skill allows you to reduce the spread when firing on the move. Removed 4 modest percent of the diameter of the sight. It makes sense to study only on light or medium tanks. The slower the tank, the less sense in learning this skill. Not a very useful acquisition, which can be replaced with a smooth running stabilizer.

An excellent skill that allows you to increase up to 15% damage when performing a ramming technique. It is an excellent addition for heavy and fast technology. Armed with the ramming skill, ordinary medium or even light tanks can bring a lot of trouble to the enemy. Highly recommended for study.

This skill reduces the chance of fire by 25%. Not a bad skill, especially if you do not plan to use fire extinguishers. If there is always a fire extinguisher in stock, then there is no point in downloading Cleanliness and Order. In addition, it can be perfectly replaced by the same general skill of firefighting, although this is not at all the same thing. As an alternative or addition, the Cyclone filter is also suitable.

Many tankers, having spent more than one thousand battles in the game, have already forgotten their first days in tanks, when you, like a blind kitten, drove a gun in a circle and fired at the first silhouette you saw, not understanding who was in front of you an enemy or ally. They were surprised at the first ricochets and non-penetrations. It is unlikely that you will remember how you looked at the faces of your tank crews, their shoulder straps and put off until a better time the analysis of the principle of their development.

But one of the most important features of the World of Tanks game is crew training. Many beginners will find this article very useful.

1. Experience and leveling of the crew.

Let's start with the basics. As you know, there are 2 types of pumping in World of Tanks. First, you need to earn experience for researching new types of vehicles and modules that improve their characteristics. Secondly, during the game, new skills are increased for the tankers who control your vehicles. First you need to understand that the crew has two types of skills - basic and additional. The basic skill of a tanker determines the degree of his mastery of the profession. So, for example, the better the driver is trained, the faster he changes gears and presses the gas pedal, the faster the tank accelerates and turns, its turret spins. The gunner's skill affects accurate shooting and aiming speed. Charger for reload speed and so on. With each battle, except for training ones, your tank earns a certain amount of experience. Moreover, the better the battle went, the more damage you inflicted, discovered and destroyed enemies, the more experience you get. The amount of experience earned is credited to the tank itself and to each member of its crew. Moreover, if the tank has the status of an elite one (it has nothing to research), then the experience that it should receive can be transferred to the balance of the most lagging tanker using the flag for accelerated crew training. When the tanker skill level reaches 100%, you will get the opportunity to learn one of the additional skills. After completing the pumping of the selected additional skill, the tanker can learn any of the remaining ones. Each next skill requires twice as much experience. Few players have upgraded more than four additional crew skills. By the way, for learning additional skills, the crew of your tank is encouraged to rise in the service. For every 50% he gets another military rank, but no more than 8 promotions. There are no tank generals in the game. According to the stated rules of the game, the main skill also affects the level of possession of all additional skills. This should mean that if a tanker has additional skills pumped and he is retrained with a loss of experience, then these skills work by the same percentage worse than his primary skill has become less. But this, at least, is not always the case. Firstly, the so-called "perks", which only work when fully upgraded, continue to work even when the tanker's basic skill is less than 100%. And secondly, the work of some, not all, gradually improving skills at the moment does not depend on the level of the main skill. The basic skill of a crew member, oddly enough, is not limited to 100%. It is additionally affected by the skill of the commander, which improves the skills of all other tankers by one tenth of his own skill, ventilation, brotherhood in arms and one-time premium consumables (their own for each nation).

2. Transplant Crew World of Tanks from tank to tank. Each of us, having pumped any tank, anti-tank or self-propelled artillery mount and having accumulated the necessary amount for its purchase, he is faced with the question: "how to transfer the crew to it?". Whether to take new tankers, or retrain existing ones from the previous vehicle. Complicating the task is the fact that when the crew is retrained for a new tank, they immediately forget everything that connected them with the previous vehicle. Transplanting back will require a new retraining. This feature of the game, which has a rather weak connection with reality, nevertheless must be taken into account. If you are going to leave a tank you especially liked in the hangar, then it makes sense to leave its crew on it. Exceptions are premium and promotional tanks. But about them a little later. Transferring crew from an old tank or hiring new tankers is done in one of three ways: for free, for silver credit or in-game gold. The difference between these methods lies in the amount of experience lost. In this case, only the experience of the first main skill is lost. The experience invested in additional skills during the budgetary retraining of a tanker for new equipment theoretically does not disappear anywhere. In practice, there may be a slight transfer of experience from additional to basic. This is probably due to rounding errors. If you land a new crew, then from the buy menu you get a tanker with a 50% skill level, who is very bad at handling new vehicles. By spending 20 thousand silver per person, you will bring the skills of their skill to 75%. You will get a more or less capable crew. And by paying 200 gold for each vacant place, you can immediately and fully use all the characteristics of your new tank. If you transfer the crew from a previous tank of the same type - from medium to medium, from light to light, and so on, then a free retraining will take away 20% of their current main skill. Silver will reduce the loss of skill by half, and gold will immediately allow you to get a crew ready for battles on a new car. If a transfer occurs between vehicles of different types, for example, in cases where a heavy tank appears in the medium tank development branch, then the loss of experience increases somewhat. However, according to one of the basic principles of the game, investing real money does not give the player a decisive advantage. And when training the crew, a small loophole was left for players who do not have the desire to pay gold. Before you choose the next additional skill, the experience gained is simply accumulated for the tanker, and when the tanker is transferred to a new vehicle, this lost experience is first taken from this stock. If you have accumulated enough unallocated experience, with a free or silver retraining you can immediately get a tanker with 100% basic skill. In addition, when training the crew, the player is left with the right to make a mistake, which is not often seen in World of Tanks. If you accidentally transferred the crew from tank to tank in a cheaper way than planned, then you can return the lost experience by paying for the training of the next level. With one caveat, if unallocated additional experience was spent, then it will not be possible to restore it.

With a temporary registration for a tank of someone else's crew without retraining at all, you will be able to get into battle on this tank. But, firstly, the tankers will manage their duties as if they had undergone free retraining. And secondly, they will receive half the experience for the battles they have fought, and the double experience for the first victory of the day will pass them by. There is one exception here, which allows us to upgrade the crews of interesting tanks much faster. By purchasing a premium tank, you will not only be able to earn much-needed silver credits faster, but the crew of the same nation of the same type transferred to it will be able to perform their duties and gain experience earned to the same extent. True, you still won’t be able to land fighters from a light or medium tank on a premium heavy tank without a penalty. Now in World of Tanks it is not possible to transfer the crew to the vehicles of other nations, or change the profession of a tanker. But soon the opportunity to change professions for tankers may appear. Therefore, do not rush to demobilize extra radio operators and gunners, they can still come in handy.

3. Selection of additional skills for WoT crew members, training. When choosing additional crew skills, first of all, you need to know the mechanics of their work well, so as not to accidentally choose useless skills. The choice of skills is your individual decision, it should be made based on the class of the tank, its key features and your own style games. No review can give you the best advice that is right for you. Different players successfully use completely different trained crews on the same vehicle. However, we will try to give you some universal recommendations.

For any tank in random battles, the Sixth Sense perk is very useful. If your tank is able to withstand at least three or four hits, then it is imperative for the crew to study repairs. For small crews and light tanks with a good base stealth coefficient, the stealth skill is perfect.

In addition, regardless of the vehicle class, the Combat Brotherhood skill in combination with ventilation will significantly increase the fighting qualities. A typical mistake of players who begin to pump out a combat brotherhood is to pump it first, to the sixth sense, repair or disguise. However, playing a tank without a sixth sense and with a base repair rate is much more difficult than playing a tank without brotherhood. And before the light bulb starts working in this case, you will have to gain an extra 210 thousand experience. That is, to spend 200-400 fights more than if you downloaded it first. And so in the first set of skills, it is better to choose the sixth sense for the commander and repair or disguise for all other crew members. With the second skills, you can safely experiment. Such experience, although it may require certain costs to reset skills, will certainly not be superfluous.

4. Practical differences in the characteristics of tanks depending on the skill of the crew.

And now let's see how a 100% crew differs from the one transferred to the tank for free or for silver credits. The first and most striking differences are that the crew trained for gold immediately spends the experience gained on learning additional skills. And when transferring for silver credits or free training, before improving secondary skills, the crew will first have to raise their main skill to the maximum one hundred percent. Secondly, everything that a less trained crew does is worse. After retraining the crew, some perks continue to work, regardless of the main skill. The level of the main skill of the crew does not affect the repair speed in any way. On the other hand, the dispersion of the gun with full aiming when fired directly depends on the level of training of the tankers, and specifically the gunner. The same applies to the speed of information. The influence of even a fairly low level of crew skills on the reload time is quite noticeable (up to 10 seconds). The more effort you put into crew training, the more accuracy you can expect. The dynamics of the tank also depend on the training of the crew, including ventilation and combat brotherhood, the same applies to the turning speed. Depending on the skill of the commander, differences in the viewing radius are clearly visible. Every 10% of his main skill tens of meters increases the tank's vision range.

What other tips can you give on crew training. To train the crew of your new tank, you will have to spend either time or money. The higher the skills of the crew, the better most of the characteristics of the tank, the more combat-ready it is and the more opportunity you get to influence the outcome of the battle. So, when transferring for silver, even from vehicles of the same class, in order to upgrade skills from 90 to 100%, you will have to get almost 40,000 experience and spend several dozen battles on a tank, the characteristics of which are somewhat underestimated due to the lack of training of tankers. The developers of World of Tanks rightly expect that for many players 200 gold, or about 20 rubles in real money terms, for each crew member will not seem like a big price to pay for the opportunity to avoid these inconveniences and for transferring the experience gained from the first battles into secondary crew skills. But, according to the authors of the game, these differences are not so important as to force players to make such payments. In any case, the last word will be yours. Pay gold for a small improvement and comfort, or demonstrate an example of resilience and spend time pumping the crew in battle. The only thing that can be said with complete certainty is that you should not transfer the crew for free!

5 years and 4 months ago Comments: 18


Many may say that there is nothing secret about leveling perks. The answer, of course, is obvious: you learn the main specialty of a tanker and then download perks. But now you have already pumped out this particular vehicle and you need to buy a new tank, as well as retrain the crew, but at the same time you will again lose precious experience for pumping the main crew skill.

Here's a little help.

If you retrain the crew in the regimental school for 20 thousand silver for one crew member whose main specialty is 100% studied, then after retraining for vehicles of that class, but a level higher, he will lose only 10% of his original skill from the previous tank . This in experience will amount to approximately 39153 combat experience, which, of course, is not felt much while upgrading a new tank from stock to top condition.

But after all, it would be possible, for these 39153 combat experience, for example, to pump the third perk from 0 percent to 37 percent. Not bad huh? Of course, you can make it much easier and buy yourself some kind of premium tank, such as the IS6, and upgrade the crew after retraining, for example, to .

This will happen without losing the main skill, but here it is necessary to retrain the crew from the previous tank to the IS-3. This will again lead to the loss of the same 39152 combat experience (if retraining took place through the regimental school). But since the IS-6 is immediately an elite vehicle, when you check the box for accelerated crew training, the crew will be pumped 50 percent faster, since all the experience earned will go to crew training.

And the secret that I wanted to tell you is that it is not necessary to retrain the crew immediately after purchasing new equipment of the same class.

Let's analyze this using the example of medium tanks of the USSR.

You have been pumping yourself for a very long time. During his leveling, you have already learned several perks and brotherhood in arms. And finally, you have researched the legendary . So, the loss of the crew, without retraining them to the new T-54 tank, will be only 25 percent of the full skill. But we have already upgraded the “combat fraternity” perk, which gives us plus five percent to the entire crew skill, plus we add here equipment in the form of improved ventilation and equipment in the form of additional rations. We already get plus 20 percent to the basic skill of the crew. After simple calculations, it turns out that a non-retrained crew will already have 95 percent of the main skill, but since it is not retrained on the T-54, the main skill of the crew will not be upgraded, and all the experience earned will go to learning additional skills, that is perks. Which is not so bad, right?
And the difference between a completely retrained crew and a crew not retrained for this tank will not be significant. By playing this crew until you have fully mastered all the modules and the next tank from this development branch, you will already have learned a couple of new perks.

It is also possible transplant crew from one nation, but different types tanks. Losses in the main skill will already be much more, namely 50 percent of the original skill.

Summing up all of the above, I want to note that this crew leveling scheme is very convenient, especially for leveling the third and subsequent perks, where 840.240 combat experience is needed to level 3 perks from 0 percent to 100 percent. And all subsequent perks will require twice as much experience, and to upgrade the eighth perk you will already need 26,887,880 combat experience.

Prepared by: Pilot_An2

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills and abilities (click on +), however, many inexperienced players do not quite understand what to choose and therefore, this article will help you in choosing the right skills and abilities, so Let's consider the most optimal assembly options for various kinds technology.

Let's start with general description what each skill and ability represents and its need for learning.

● Commander. The commander has some of the most useful sets of perks and skills to choose from.

1. The sixth sense, or in the common people “light bulb”.

Allows the commander to detect if our tank is illuminated, however, it is worth remembering that the light comes on after 3 seconds of enemy exposure to us. One of the most useful perks, we definitely download the commander first.

2. Jack of all trades.

This skill allows the commander to master the specialty of a disabled crew member. At 100% learning - 50% of the skill of a shell-shocked crew member. Useless perk, download at the very end.

3. Mentor

Gives additional experience to all crew members, except for the commander.
At 100% study, it gives 10% experience. Also not a very useful skill, we leave it for the end.
Skill. Works as you learn.


4. Eagle eye

An extremely useful perk for big-eyed CTs and LTs to make their vision even better. At 100% study, it gives 2% to our review, + 20% with damaged observation devices. It also gives an additional effect in the presence of optics, a stereo tube and the ability to radio intercept.
Skill. Works as you learn.

5.Expert

Allows you to see when aiming a sight (even artillery) which modules are damaged by the enemy and see the shell-shocked crew. It is worth remembering that it starts working when holding the enemy in the scope for 4 seconds. A very ambiguous perk, for an amateur, definitely if you pump it, then at the end.
Skill. Effective at 100% study.

● Gunner. A set of stupid perks, except for the smooth rotation of the tower.

1. Resentful

Allows us to additionally see the enemy for 2 seconds in a sector of 10 degrees. Not a very useful perk, only suitable for passive light to get your team to hit more enemies in extra time.
Skill. Effective at 100% study.

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% research, it gives -20% to the dispersion of damaged weapons. Enhanced in the presence of a vertical stabilizer. Almost stupid perk, save for last.
Skill. Works as you learn.

3.Smooth turret rotation

Reduces dispersion when traversing the turret by 7.5%. Extremely useful for ST, LT and TT. With the vertical stabilizer installed, the effect is enhanced.
Skill. Works as you learn.

4. Sniper.

Increases the chance to deal damage to a crew or module by 3% at 100% research. Doesn't work for HE shells Useless perk
Skill. Effective at 100% study.

● Driver. A set of perks, as a rule, to improve the driving performance of the tank and improve shooting on the move. Extremely useful for LT and ST.

1. Virtuoso

Useful perk for tanks with slow turn rates. At 100% research, it gives +5% to the tank's turn speed. It is enhanced with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a twisted speed controller.
Skill. Works as you learn.

2.King off-road

Reduces soil resistance during movement. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. Enhances a little the dynamics of the tank as a whole. Enhanced with additional lugs. Gives us +10% to passability on soft ground and +2.5% on average ground at 100% study.

3. Ram master

A wonderful perk for tanks such as E50M, KV-4.5, etc., which allows you to reduce damage to your tank and increase damage to the enemy tank when ramming. With 100% study, it gives + 15% damage to the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Works as you learn

4. Smooth running

This perk reduces spread when firing on the move. Enhanced in the presence of a vertical stabilizer. Good for all types of technology. At 100% research, it gives -4% movement spread.
Skill. Works as you learn

5. Cleanliness and order

Reduces the chance of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (Probability of fire can be seen in a detailed examination of the engine in the hangar). Increased by the presence of an automatic fire extinguisher.
Skill. Effective at 100% study.



● Radio operator. One of the most meager skills in terms of usefulness, it is extremely easy to make a choice.

1. From the last forces

Allows our radio operator, who was not disabled during the destruction of the tank, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Effective at 100% study.

2. Inventor

Increases communication range. At 100% research, it gives +20% radio range. Extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the view of our tank by 3% at 100% study. Enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. For sharp-sighted ST and LT, we highly recommend.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies within the radius. At 100% study, it gives +10% to the communication range of allies. Again, a very useless perk.
Skill. Works as you learn.

● Charging. The loader has the smallest set of perks, you don’t even have to choose much.

1. Non-contact ammo rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with a weak ammo rack (for example, the Soviet ST T-44 and T-54). Enhanced by wet ammo pack
Skill. Effective at 100% study.

2. Intuition

Gives a 17% chance to instantly change a projectile (for example, from AP to HE) from the moment the projectile starts reloading. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Effective at 100% study.

3. Desperate

Reduces gun reloading by 9.1% if our tank's durability is less than 10%. A controversial skill, for an amateur. Enhanced in the presence of a gun rammer.
Skill. Effective at 100% study.

P.s. All these perks do NOT stack with multiple crew members! (for example, desperate pumped for 2 loaders does not add up, so do not forget this and take more useful perks).

And now let's look at the skills and abilities available to all crew members. It is worth knowing that the effectiveness of these skills is taken into account from the average of the crew that owns this skill (for example, if you have repaired 2 out of 4 crew members, then the increase in repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any type of vehicle, with the exception of art. Increases the repair speed of damaged tank modules. Enhanced with a large repair kit or toolbox. At 100% study, it gives +100% repair speed. First of all, pump for almost any technique.
Skill. Works as you learn.

2. Disguise.

Reduces the visibility of our tank. Enhanced by the presence of a camouflage net. An extremely useful perk for stealthy ATs, LTs, arts. At 100% research, it gives +100% to the stealth of the tank.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire when ignited by 100% with 100% pumping for the entire crew. It will be necessary for fire hazardous tanks or if you are a fan of not carrying a fire extinguisher with you. We pump only on tanks burning like a Christmas tree, or last.
Skill. Works as you learn.

4. Combat Brotherhood

This perk is often confused by beginners. UP TO 100% STUDY OF ALL CREW MEMBERS IS REQUIRED FOR ITS WORK. Increases with improved ventilation, chocolate, tea pudding, extra rations, crate of cola, strong tea, improved diet, and onigiri (for each nation, respectively). When fully studied, it gives +5% to all to the main skill, additional skills and abilities.

Heavy tanks(TT)


Commander: Sixth sense, bb, repairs, eagle eye.
Gunner: Repair, bb, smooth traverse of the turret, camouflage.
Loader: Repair, bb, disguise, desperate.
Driver: Repair, bb, off-road king, ram master.

(bb-combat brotherhood, at the personal discretion of everyone).

Medium tanks (ST)


Commander: Sixth sense, bb, eagle eye, disguise
Gunner: repair, bb, camouflage, smooth turret traverse
Loader: repair, bb, disguise, desperate
Driver mechanic: repair, bb, off-road king, smooth ride or disguise
Radio operator: repair, bb, radio interception, camouflage.


(For the last perks, it's strictly up to you, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, disguise, eagle eye, repair, bb.
Gunner: Camouflage, repairs, smooth turret rotation, bb.
Loader: Disguise, repair, desperate, bb.
Driver: Camouflage, repair, off-road king, bb.
Radio operator: Camouflage, repair, radio interception, bb.

(Combat brotherhood at the personal discretion of everyone).
(For the last perks, it's strictly up to you, depending on your technique).

tank destroyer


Commander: Sixth sense, disguise, bb, repairs.
Gunner: Camouflage, repairs, BB, firefighting.
Loader: Disguise, repair, bb, desperate.
Driver: Camouflage, repair, bb virtuoso.
Radio operator: Camouflage, repair, bb, radio interception.

(If the PT is huge, the first perk instead of masking is downloading repairs).
(For the last perks, it's strictly up to you, depending on your technique).

ART SAU


Commander: Sixth sense, bb, disguise, repairs.
Gunner: Camouflage, bb, vindictive, repair.
Loader: Camouflage, bb, intuition, repair.
Driver: Camouflage, bb, virtuoso, off-road king.
Radio operator: Camouflage, bb, repair, radio interception.

(For the last perks, it's strictly up to you, depending on your technique).

All skills and abilities go sequentially for leveling, however, you can change their places if you see fit, or they fit your specific technique, because. it is impossible to choose the same perks for all tanks. It is also worth remembering that each next skill requires 2 times more experience than the previous one, we treat this wisely.