Post by Lazo on Jul 10, 2012 20:17:02 GMT -5
From the ashes once again rises the crew skills megathread. Come here for all your crew skill information needs.
Common:
To reach full effectiveness in Repair, Camouflage or Firefighting you need to train them on all your crewmen - train the skill on fewer and the effect is proportionally weaker.
Camouflage: Improves your tank's camoflage value by 100%. SKILL averaged over the entire crew.
- Good as a default pick for lights and TDs. If your skill setup has you at less than 100% Camo for these tanks, consider if the tradeoff is really worth it.
- This skill will greatly expand the number of spots you can stay safely hidden at, sometimes even allowing you to stay hidden after firing if your tank has especially good base or firing camouflage.
Repair: Improves module repair rate by 100%. SKILL averaged over the entire crew.
- A necessity for mediums and heavies, and very useful for tank destroyers. If your skill setup has you at less than 100% Repair for these tanks, consider if the tradeoff is really worth it.
- Lights usually die in moments if they're tracked, so consider skipping this and relying on your repair kit instead.
Firefighting: Increases the rate that fires are extinguished at, resulting in significantly lower overall damage. SKILL averaged over the entire crew.
- A bad skill that should be avoided. Hit your extinguisher faster.
Brothers in Arms: +5% crew skill. Must be fully trained on the entire crew to activate. PERK, must be trained on the entire crew to activate.
- A very nice improvement in overall performance for a tank, it makes you just a little better at almost everything - basically an extra set of Improved Ventilation. If you can squeeze it in, get this.
Commander:
Mentor: +10% experience gain for the rest of the crew. SKILL.
- Takes a long while to pay off, even on tanks with a big crew. I'd recommend against it unless you're really in for the long haul with the crew in question.
Eagle Eye: Lets you see damaged modules on your target. 4 second delay. Only works if you've got vision on the target yourself. PERK.
- It's satisfying to see for sure that you broke some dude's stuff, but it's not going to win you that many games. Your call.
Jack of all Trades: The commander fills in for knocked out crewmen at 50% efficiency. If multiple crewmen are dead the bonus is spread out. SKILL.
- Generally this is a skip, since it's what you carry a med kit for. But some tanks suffer a lot of crew turnover and only losing half effectiveness on your inevitable second crew casualty is very nice. Note that it doesn't do anything if it's your commander that dies.
Sixth Sense: Pops up a lightbulb over your tank when you're spotted. 3 second delay. PERK.
- A must-have for scout tanks, and a reasonable pick for TDs, SPGs and anything that's played in a stand-off role (e.g. Panther).
Recon: +2% view range with working optics, +20% with damaged optics. SKILL.
- More VR is always nice. Still, 2% is not a lot. The bonus when your optics are damaged is also nice, but you're still basically blind. Just a little less so.
- Get this if you're explicitly maximizing your tank's view range, skip it otherwise.
Driver:
Preventative Maintenance: Reduces your chance of catching fire by 25%. PERK.
- I usually deal with fire by hitting the extinguisher REALLY quickly and not showing my engine. Still, it's a pretty decent reduction in fire chance. Worth considering on some of the more flammable tanks.
Smooth Ride: 4% reduced aim bloom from track movement and rotation. SKILL.
- The first half of the VStab skills, this one helps out a bit with aim bloom from track movement and turning.
- The improvement is small, but to a very important area. Get this if you regularly fire on the move, or if your tank's accuracy suffers badly from moving the tracks. (e.g. T-34-85, T34, ARL-44)
Clutch Braking: 5% improved turning speed. SKILL.
- Better turning is always nice, but 5% isn't very much. Many TDs will love this, most tanks don't really care.
Off-Road Driving: 10% better traction on soft ground, 2,5% better traction on medium ground. SKILL.
- A slight edge in mobility over grass can be very useful, and as a bonus you're a bit faster over swamp and bog.
Controlled Impact: 15% better ramming (only works when your tank is moving). SKILL.
- #1 for fun factor, not that great for actually winning games. Don't bother unless your tank is both heavy and fast.
Gunner:
Snap Shot: 7,5% reduced aim bloom from turret and gun movement. SKILL.
- The other VStab half. Aim bloom from gun/turret movement is big deal on a lot of tanks, and negligible on others. A complete must-have on the T34 or T-54, while you won't be able to tell the difference on an IS-7. Works for all gun movement, including SPGs and TDs.
Armorer: 20% improved accuracy while the gun is damaged. SKILL.
- A minor bonus that's rarely relevant. Avoid.
Deadeye: Straight +3% chance to damage modules (e.g. Engine 45% -> 48%, Ammo rack 27% -> 30%). Only works with AP and APCR shells. PERK.
- An unimpressive skill that does not measure up to Repair/Camo, BIA or Snap Shot - the practical increase in enemy module loss just isn't that great. Remember that it does not work with HEAT or HE shells.
- It does get you slightly more ammo rack kills though and those are always amusing.
Designated Target: Enemy tanks within a 10° arc of you gun stay visible for an additional 2 seconds after you lose vision on them. This only works on targets you are spotting yourself.
- Very nice for standoff snipers, but the limitations are pretty strict. Overall a nice pick for anything that prefers to fight patiently at long range.
Loader:
Safe Stowage: +12,5% ammo rack health. PERK.
- A decent complement to, but not a replacement of, the Wet Ammo Rack equipment. Generally worth considering on tanks that have weak or exposed racks.
Adrenaline Rush: +10% ROF when under 10% health. PERK.
- You're not actually under 10% that often, and 10% isn't a very large bonus. Avoid, grab some extra Repair/Camo instead.
Intuition: 17% chance to not reset your reload when switching shell type. Works both when loaded and while reloading. PERK.
- You're not getting any free reloads out of this. Don't even try. It is however pretty neat to fool around with.
- The problem with this skill is that you're not going to risk resetting your reload unless you're desperate, so it basically goes unused.
Radio Operator:
Situational Awareness: 3% extra view range. SKILL.
- If your radio operator is full on Repair/Camo/BIA, get this.
Signal Boosting: 20% extra radio range. SKILL.
- There's a couple of low tier tanks that could use this I guess? Maybe?
Call for Vengeance: Keep transmitting enemy positions for 2 seconds after you're knocked out. PERK.
- Can be useful when things go wrong, or if you suicide-scout. You shouldn't suicide-scout.
Relaying: Improves the radio range of friendly tanks within your radio range by 10%. SKILL.
- Useless.
Common:
To reach full effectiveness in Repair, Camouflage or Firefighting you need to train them on all your crewmen - train the skill on fewer and the effect is proportionally weaker.
Camouflage: Improves your tank's camoflage value by 100%. SKILL averaged over the entire crew.
- Good as a default pick for lights and TDs. If your skill setup has you at less than 100% Camo for these tanks, consider if the tradeoff is really worth it.
- This skill will greatly expand the number of spots you can stay safely hidden at, sometimes even allowing you to stay hidden after firing if your tank has especially good base or firing camouflage.
Repair: Improves module repair rate by 100%. SKILL averaged over the entire crew.
- A necessity for mediums and heavies, and very useful for tank destroyers. If your skill setup has you at less than 100% Repair for these tanks, consider if the tradeoff is really worth it.
- Lights usually die in moments if they're tracked, so consider skipping this and relying on your repair kit instead.
Firefighting: Increases the rate that fires are extinguished at, resulting in significantly lower overall damage. SKILL averaged over the entire crew.
- A bad skill that should be avoided. Hit your extinguisher faster.
Brothers in Arms: +5% crew skill. Must be fully trained on the entire crew to activate. PERK, must be trained on the entire crew to activate.
- A very nice improvement in overall performance for a tank, it makes you just a little better at almost everything - basically an extra set of Improved Ventilation. If you can squeeze it in, get this.
Commander:
Mentor: +10% experience gain for the rest of the crew. SKILL.
- Takes a long while to pay off, even on tanks with a big crew. I'd recommend against it unless you're really in for the long haul with the crew in question.
Eagle Eye: Lets you see damaged modules on your target. 4 second delay. Only works if you've got vision on the target yourself. PERK.
- It's satisfying to see for sure that you broke some dude's stuff, but it's not going to win you that many games. Your call.
Jack of all Trades: The commander fills in for knocked out crewmen at 50% efficiency. If multiple crewmen are dead the bonus is spread out. SKILL.
- Generally this is a skip, since it's what you carry a med kit for. But some tanks suffer a lot of crew turnover and only losing half effectiveness on your inevitable second crew casualty is very nice. Note that it doesn't do anything if it's your commander that dies.
Sixth Sense: Pops up a lightbulb over your tank when you're spotted. 3 second delay. PERK.
- A must-have for scout tanks, and a reasonable pick for TDs, SPGs and anything that's played in a stand-off role (e.g. Panther).
Recon: +2% view range with working optics, +20% with damaged optics. SKILL.
- More VR is always nice. Still, 2% is not a lot. The bonus when your optics are damaged is also nice, but you're still basically blind. Just a little less so.
- Get this if you're explicitly maximizing your tank's view range, skip it otherwise.
Driver:
Preventative Maintenance: Reduces your chance of catching fire by 25%. PERK.
- I usually deal with fire by hitting the extinguisher REALLY quickly and not showing my engine. Still, it's a pretty decent reduction in fire chance. Worth considering on some of the more flammable tanks.
Smooth Ride: 4% reduced aim bloom from track movement and rotation. SKILL.
- The first half of the VStab skills, this one helps out a bit with aim bloom from track movement and turning.
- The improvement is small, but to a very important area. Get this if you regularly fire on the move, or if your tank's accuracy suffers badly from moving the tracks. (e.g. T-34-85, T34, ARL-44)
Clutch Braking: 5% improved turning speed. SKILL.
- Better turning is always nice, but 5% isn't very much. Many TDs will love this, most tanks don't really care.
Off-Road Driving: 10% better traction on soft ground, 2,5% better traction on medium ground. SKILL.
- A slight edge in mobility over grass can be very useful, and as a bonus you're a bit faster over swamp and bog.
Controlled Impact: 15% better ramming (only works when your tank is moving). SKILL.
- #1 for fun factor, not that great for actually winning games. Don't bother unless your tank is both heavy and fast.
Gunner:
Snap Shot: 7,5% reduced aim bloom from turret and gun movement. SKILL.
- The other VStab half. Aim bloom from gun/turret movement is big deal on a lot of tanks, and negligible on others. A complete must-have on the T34 or T-54, while you won't be able to tell the difference on an IS-7. Works for all gun movement, including SPGs and TDs.
Armorer: 20% improved accuracy while the gun is damaged. SKILL.
- A minor bonus that's rarely relevant. Avoid.
Deadeye: Straight +3% chance to damage modules (e.g. Engine 45% -> 48%, Ammo rack 27% -> 30%). Only works with AP and APCR shells. PERK.
- An unimpressive skill that does not measure up to Repair/Camo, BIA or Snap Shot - the practical increase in enemy module loss just isn't that great. Remember that it does not work with HEAT or HE shells.
- It does get you slightly more ammo rack kills though and those are always amusing.
Designated Target: Enemy tanks within a 10° arc of you gun stay visible for an additional 2 seconds after you lose vision on them. This only works on targets you are spotting yourself.
- Very nice for standoff snipers, but the limitations are pretty strict. Overall a nice pick for anything that prefers to fight patiently at long range.
Loader:
Safe Stowage: +12,5% ammo rack health. PERK.
- A decent complement to, but not a replacement of, the Wet Ammo Rack equipment. Generally worth considering on tanks that have weak or exposed racks.
Adrenaline Rush: +10% ROF when under 10% health. PERK.
- You're not actually under 10% that often, and 10% isn't a very large bonus. Avoid, grab some extra Repair/Camo instead.
Intuition: 17% chance to not reset your reload when switching shell type. Works both when loaded and while reloading. PERK.
- You're not getting any free reloads out of this. Don't even try. It is however pretty neat to fool around with.
- The problem with this skill is that you're not going to risk resetting your reload unless you're desperate, so it basically goes unused.
Radio Operator:
Situational Awareness: 3% extra view range. SKILL.
- If your radio operator is full on Repair/Camo/BIA, get this.
Signal Boosting: 20% extra radio range. SKILL.
- There's a couple of low tier tanks that could use this I guess? Maybe?
Call for Vengeance: Keep transmitting enemy positions for 2 seconds after you're knocked out. PERK.
- Can be useful when things go wrong, or if you suicide-scout. You shouldn't suicide-scout.
Relaying: Improves the radio range of friendly tanks within your radio range by 10%. SKILL.
- Useless.