Crew skills and abilities. World of Tanks

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

As we know, when mastering the main specialty 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 types of equipment.

Let's start with a general description of what each skill and ability is and its need to be studied.

● Commander. The commander has some of the most useful sets of perks and skills, so choose them wisely.

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

Allows the commander to detect whether our tank is illuminated, but it is worth remembering that the light appears after 3 seconds of being illuminated by the enemy. One of the most useful perks, we definitely download it to the commander first.

2.Jack of all trades.

This skill allows the commander to master the specialty of an incapacitated crew member. With 100% study - 50% of the skill of the shell-shocked crew member. Useless perk, download at the very end.

3.Mentor

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


4. Eagle Eye

An extremely useful perk for big-eyed STs and LTs to make their review even better. With 100% study it gives 2% to our review, +20% for damaged observation devices. It also gives an additional effect if you have optics, a stereo tube and radio interception skills.
Skill. Works as you learn.

5.Expert

Allows you, when aiming a sight (even an artillery one), to see which modules are damaged by the enemy and to see the shell-shocked crew. It is worth remembering that it starts working when you hold the enemy in sight for 4 seconds. A very ambiguous perk, it’s not for everyone; if you upgrade it, it’s definitely at the end.
Skill. Valid with 100% study.

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

1. Grudge

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

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% study it gives -20% to the dispersion of a damaged weapon. It is enhanced by the presence of a vertical stabilizer. An almost stupid perk, we’ll leave it for last.
Skill. Works as you learn.

3.Smooth rotation of the tower

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

4. Sniper.

Increases the chance of causing damage to the crew or module by 3% at 100% research. Does not work for high explosive shells Useless perk
Skill. Valid with 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

A useful perk for tanks with a low turning speed. With 100% study it gives +5% to the tank's turning speed. It is strengthened with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a tightened speed controller.
Skill. Works as you learn.

2. King of off-road

Reduces soil resistance when moving. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. It slightly enhances the dynamics of the tank as a whole. Strengthens with additional lugs. Gives us +10% to cross-country ability on soft ground and +2.5% on medium ground with 100% study.

3. Ram master

A wonderful perk for tanks such as the 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. Valid as you learn

4.Smooth running

This perk reduces the spread when shooting on the move. It is enhanced by the presence of a vertical stabilizer. Suitable for all types of equipment. At 100% study it gives -4% to movement dispersion.
Skill. Valid as you learn

5. Cleanliness and order

Reduces the likelihood of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (the likelihood of a fire can be seen by examining the engine in detail in the hangar). Intensified by the presence of an automatic fire extinguisher.
Skill. Valid with 100% study.



● Radio operator. One of the least useful skills, it is extremely easy to make a choice.

1. With all my might

Allows our radio operator, who was not incapacitated when the tank was destroyed, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Valid with 100% study.

2. Inventor

Increases communication range. With 100% study it gives +20% to radio communication range. An extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the visibility of our tank by 3% with 100% research. It is enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. We highly recommend it for sharp-eyed STs and LTs.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies in the radius. With 100% study, it gives +10% to the communication range of allies. Again, an extremely useless perk.
Skill. Works as you learn.

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

1. Non-contact ammunition rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with weak ammunition (for example, Soviet ST T-44 and T-54). Strengthens when there is a wet ammo rack
Skill. Valid with 100% study.

2. Intuition

Gives a 17% chance to instantly change the projectile (for example, from an armor-piercing to a high explosive) from the moment the projectile begins to reload. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Valid with 100% study.

3. Desperate

Reduces gun reload by 9.1% when the durability of our tank is less than 10%. A controversial skill, not for everyone. Strengthened by the presence of a gun rammer.
Skill. Valid with 100% study.

P.s. All these perks DO NOT stack if multiple crew members have them! (for example, desperately pumped up for 2 loaders does not stack, so don’t forget this and take more useful perks).

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 indicator of the crew that owns this skill (for example, if you have upgraded repairs for 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 speed of repairing damaged tank modules. Strengthens with a large repair kit or tool box. With 100% study it gives +100% to the repair speed. First of all, upgrade for almost any vehicle.
Skill. Works as you learn.

2. Camouflage.

Reduces the visibility of our tank. It is enhanced by the presence of a camouflage network. An extremely useful perk for stealth tanks, tanks, and artillery. With 100% study it gives +100% to the tank's stealth.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire during a fire by 100% with 100% pumping for the entire crew. It will be necessary for fire-hazardous tanks or if you like not to carry a fire extinguisher with you. We upgrade only on tanks that are burning like a Christmas tree or as a last resort.
Skill. Works as you learn.

4. Combat brotherhood

Beginners often get confused with this perk, because... REQUIRES UP TO 100% STUDY OF ALL CREW MEMBERS FOR ITS OPERATION. Increases in the presence of improved ventilation, chocolate, pudding with tea, extra ration, a box of cola, strong tea, an improved diet and onigiri (for each nation, respectively). When fully studied, it gives +5% to all basic skills, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repair, eagle eye.
Gunner: Repair, bb, smooth rotation of the turret, camouflage.
Loader: Repair, bb, camouflage, desperate.
Driver: Repair, bb, king of off-road, master of ramming.

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

Medium tanks (ST)


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


(For the last perks it is strictly your choice, depending on your technique).

Light tanks (LT)


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

(Combat brotherhood is at the personal discretion of each person).
(For the last perks it is strictly your choice, depending on your technique).

Tank destroyer


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

(If the PT is huge, the first perk instead of camouflage is upgraded to repair).
(For the last perks it is strictly your choice, depending on your technique).

ART-SAU


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

(For the last perks it is strictly your choice, depending on your technique).

All skills and abilities go sequentially for leveling up, however, you can change their places if you consider it necessary or if they suit 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.

The official World of Tanks website, although it contains comprehensive information about the skills that each member of the crew of a combat vehicle can acquire, but, firstly, few people would smile at re-reading several pages of technical text, and secondly, the official information is dry and streamlined . 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 need to sift through many topics of several dozen or 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 simply, each of the skills for each of the crew members, without hiding absolutely nothing.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for repeatedly improving the characteristics of your combat vehicle. The importance of skills is often 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 a regular fire extinguisher. And to statements like what will happen if you are set on fire a second time, you can answer that such a probability is extremely low. In general, Firefighting is a skill with frankly weak utility. As an alternative, you can take the “Cleanliness and Order” 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 have a lot of fun playing in sniper mode. This is wrong. The fact is that not all tanks in the game are capable of camouflage. Some do it better, some worse, and some, huge, high-profile machines, do not know how to camouflage themselves at all. 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 to purchase camouflage for the tank, and also hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most universal skill in its usefulness. Repairs can and should be carried out. As an alternative or as a supplement, a tool box, as well as a large or small repair kit, are excellent. Each tank must have a tanker trained in repairs.

The Brotherhood of War.

Another universal, team skill that gives a 5% increase in points for all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two components is summed up, so it is better to study the military brotherhood and install ventilation. If you add cola, chocolate or coffee to everything else, your skills can increase up to 120%. A good skill that is especially good for artillerymen.

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

Commander.

The skill of a mentor allows the commander to train his charges faster. The greatest effect is achieved when studied at the very beginning of development. However, this skill only provides accelerated leveling of other skills, and, in fact, does not bring any benefit. In general, this skill is quite suitable for the most impatient.

Not a bad skill. It allows you to see removed or damaged components in enemy vehicles on tanks, but Expert only works with 100% pumping, and also if you can hold the enemy vehicle in sight for about 5 seconds, which is not always acceptable in random battles. Bottom line: this skill is more suitable for duels. It provides more informational assistance, which may not always be useful in battle, where you often shoot where you can, or even at random. A skill of questionable usefulness.

One of the most important skills in the game, if not the most important. The famous “light bulb” is vital in every battle. The skill signals the fact that your equipment has been exposed. If the light comes on, it means the tank has been found. It is a must to study, and the sooner the better.

This skill allows the commander to replace an incapacitated crew member. Most often, instead of this skill, players prefer to purchase first aid kits to treat victims. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum visibility of the tank by 2%. The use of this skill is for experienced players. This skill is unlikely to be useful for beginners, however, if you fight on a Bat Chat, Patton or other vehicle 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 and like to use camouflage and know how to calculate the detection range. As an alternative, as well as an addition, you can take radio interception, coated optics, a stereo tube or an additional solder with ventilation.

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

This skill allows you to see a disappearing enemy in your sights for two additional seconds. It only works if you personally spotted this enemy. In other words, artillery operators who are eager to upgrade this skill should know that it will not be useful, since 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 upgrade.

Everything is clear here: in sniper mode it will be easier to aim when turning the turret, if there is one. Don't upgrade your skill if your tower doesn't rotate. An alternative is to install a stabilizer. However, the benefits add up. To be brief, this skill is one of the most useless. You don't have to study, you'll lose a little.

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

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

Quite an original thing. Its essence boils down to the fact that as soon as a vehicle has less than 10% health left, the loader begins to shoot 10% faster. A rammer is an excellent addition or alternative. It is better to level up this skill on a tank with a lot of health. Bottom line: a useful, albeit specific, skill for the loader.

Radio operator.

This skill increases the radio communication range. Almost useless specialty. In general, it is worth noting that the special skills of the radio operator are famous for being the most useless among the rest of the team. It is better to train a radio operator in general rather than specialized skills.

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

This skill increases visibility. At full 100% study, it adds +3% to range. Conclusion: more or less useful, although not a vital skill. You can learn it 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 controlling a tank with poor dynamics. When fully learned, it gives a 5% increase in turning speed. Not the most useful skill, which can only show its usefulness when your combat tactics require private turns and similar maneuvers.

Thanks 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. A practically useless skill that few people learn.

This skill allows you to reduce spread when shooting on the move. A modest 4 percent of the scope's diameter is removed. It makes sense to study only on light or medium tanks. The slower the tank, the less point there is in learning this skill. Not a very useful purchase, which can be replaced with a smooth ride stabilizer.

An excellent skill that allows you to increase damage by up to 15 percent when performing a ramming technique. It is an excellent addition for heavy and fast equipment. Armed with the ramming skill, regular 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 don't plan to use fire extinguishers. If you always have a fire extinguisher in stock, then there is no point in downloading Cleanliness and Order. In addition, it can be perfectly replaced with the same general firefighting skill, although this is not at all the same thing. The Cyclone filter is also suitable as an alternative or addition.

Additional skills and abilities are available for study by a crew member after mastering the main specialty 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, you are given the opportunity to learn the second, and then the third, etc. skills. To learn each subsequent skill, you need twice as much experience as the previous one.

Skill - begins to operate from the beginning of learning

Skill - begins to work only after learning 100%

General skills and abilities

Repair(skill) - speeds up the repair of damaged modules. The average skill level of the crew is taken into account. Having 100% upgraded repairs for each crew member reduces the repair time by 2 times. The effect is cumulative when combined with the Tool Box equipment. It is definitely needed on all vehicles except self-propelled guns - there it is no longer particularly critical. If you're going to play without repairs, be prepared to get killed a lot while you're standing on ripped tracks.

Disguise(skill) - Reduces the overall visibility of the tank. The average skill level of the crew is taken into account. The effect is cumulative in combination with the Camouflage Network equipment. A very important skill, especially for small machines. Large vehicles like Maus, 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, then rest assured that the camouflage skill will give you a nice bonus to stealth.

The Brotherhood of War(skill) - improves the level of proficiency in 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 in combination with the “Improved Ventilation” equipment, the “Dop Rye”, “Chocolate”, “Code of Cola” equipment, etc. Its uniqueness lies in the fact that it only works when all crew members are 100% pumped. It is most popular on 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 tank’s parameters. For example, recharge is reduced by 2.5%, as is the case with the Improved Ventilation equipment.

Firefighting(skill) - speeds up fire extinguishing. The average skill level of the crew is taken into account. A useful skill for tanks that often burn. Some people get by without it, using fire extinguishers, but if you are driving on equipment that is prone to frequent fires, and you don’t 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 whether his tank is detected by the enemy. An additional visibility indicator appears in the interface, which records only the fact of illumination, but not its duration. The indicator lights up after three seconds. Works in sniper, arcade and artillery modes. A wonderful skill that will save you from many problems. Can be used on tanks that fight at long ranges and use cover for camouflage. Extremely useful on self-propelled guns and tank destroyers. On active melee combat tanks this skill is unlikely to be needed, because in this case you yourself know when they see you.

An eagle eye(skill) - increases the maximum viewing range. If the observation devices are faulty, the effectiveness of the skill is higher. The effect is cumulative in combination with the “Radio Interception” skill, the “Coated Optics” and “Stereo Tube” equipment. + 0.2% for every 10% of skill, with faulty devices + 2% for every 10% of skill. An analogue of coated optics, but its effect is weaker. You need to bet on “sighted” tanks, then the increase will be noticeable. There will be little use on “blind” tanks.

Handyman(skill) - allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The effectiveness of replacement decreases when another crew member is disabled. A useful skill for a commander, especially important on tanks that have good survivability and armor. A situation often arises when countless HE shells are fired at such tanks, which incapacitate the crew. This skill will help you save one first aid kit. Efficiency +50%.

Mentor(skill) - provides additional experience to all crew members except the commander. A skill for those who are going to pump up the crew for a long time and persistently to the “Rambo” state. It is taken for long-term use and begins to justify itself after several hundred fights. Everyone except the commander receives +1% experience for every 10% skill.

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

Driver mechanic

Virtuoso(skill) – increases the tank’s turning speed. The effect is summed up in combination with the equipment “Additional lugs”, equipment “Lend-Lease oil”, “Twisted engine speed controller”, “100, 105 - octane gasoline”. A useful skill for cars for which high turning speed is important. For PT and TT, this is more of a patch, because often these vehicles do not turn around very quickly. Naturally, the Stug 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 the TT, you just need to determine whether you have enough maneuverability. Well, on ST this is a necessary skill for an aggressive playing style. Twisting the enemy with a virtuoso driver will be easier and more fun. For LT the situation is similar to ST. People often ask whether this skill is needed for self-propelled guns. Here everyone will have to decide for themselves: on the one hand - a quick turn, on the other - a stronger dispersion of the gun when turning the body. +5% to turn speed while moving or standing still.

King of off-road(skill) - reduces the resistance of weak and medium soils when the tank moves. Increases the maneuverability of the tank and reduces the time it takes to reach maximum speed. The effect is cumulative in combination with the “Additional lugs” equipment. A useful skill for cars that often have to go where others don't go. A “firefly” traveling through a swamp, for example, will need it. It will also be useful for AT, as it increases the speed of turning in place. +10% on soft ground or +25% on average at 100%.

Smooth ride(skill) - reduces spread when shooting on the move. The skill does not affect spread when turning or when shooting in place. An analogue of a stabilizer, but its effect is weaker. The effect is cumulative in combination with the Vertical Stabilizer equipment. Very effective on tanks where you often shoot straight away. +4% with 100% learning of the skill.

Ram master(skill) - reduces damage to your own tank and increases damage to the enemy tank when ramming. Affects only moving tanks and is not taken into account in collisions with allied tanks. +15% with 100% learning of the skill. One of the most fun and specific skills. It 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 by preventing oil and fuel leaks in the engine compartment. The effect is cumulative in combination with the Automatic Fire Extinguisher equipment. A skill that would be advisable to install on a vehicle like the IS-7 or Mouse, which has a large amount of HP and thick armor. It would be a shame to catch fire and lose a lot of HP due to the fire. Coefficient 0.75.

Gunner

Sniper(skill) - increases the likelihood of causing critical damage to enemy tank modules and crew. Only for armor-piercing and sub-caliber and cumulative shells. If the skill is acquired by two gunners, the effect does not increase. An excellent skill, useful for everyone except those who shoot HE shells. For BB, cumulative and sub-caliber weapons, the effect is +3% to the probability.

Smooth rotation of the tower(skill) - reduces spread when turning the tower. The effectiveness of the skill increases as it is learned. If a skill is acquired by two gunners, the maximum skill level for the crew is taken into account.

The effect is cumulative in combination with the Vertical Stabilizer equipment. Most often used on machines with an aggressive playing style. People often ask whether this skill works on self-propelled guns or tank destroyers? Yes, it works within the range of gun rotation, since rotating the gun in the game is equivalent to rotating the turret. +7.5% with 100% leveled skill.

Master Weaponsmith(skill) – reduces the spread of a damaged weapon. If a skill is acquired by two gunners, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the Vertical Stabilizer equipment.

A skill from the “for tenacious machines” series. It will be especially useful for those whose weapons are damaged more often than usual. Therefore, everyone must determine for themselves whether they need this skill or not. -2% to spread for every 10% skill.

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

Charging

Non-contact ammunition rack(skill) - increases the strength of the ammunition 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 is cumulative in combination with the Wet Ammunition Storage equipment. The increase in HP of the ammunition rack is 50%, respectively, the higher the level of the vehicle, the more (HP of the ammunition rack depends mainly on the level of the vehicle). The skill will be useful on high-level machines.

Desperate(skill) - speeds up gun reloading if the tank has less than 10% strength left. If a skill is acquired by two chargers, the effect does not stack. The effect is cumulative in combination with the Gun Rammer equipment. Interesting and good skill. Obviously, machines with a lot of HP are needed - Mouse, 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% to reload speed if durability is less than 10%.

Intuition(skill) - creates the likelihood that the required ammunition 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 viewing range. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the Eagle Eye skill. +3% with 100% learning of the skill. The better the tank's visibility, the greater the increase in skill.

Inventor(skill) - increases the communication range of the radio station. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. +20% with 100% learning of the skill. Useful for tanks with weak radios, such as 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 for the crew is taken into account. + 10% with 100% learning of the skill. A peculiar skill. No benefit to you, but benefit to the team. Useful in tournaments.

With all my might(skill) - allows a radio operator who was not incapacitated 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 self-propelled guns did not have time to converge on illuminated targets? With this skill there will be fewer such cases.

17.3.2017 6950 Views

In the World of Tanks game, a lot depends not only on the technical characteristics of combat vehicles and the player’s “skill,” but also on the crew placed on the vehicle. The experience of the crew in World of Tanks directly affects the quality of battles, because the game contains vehicles in which, when playing with a stock crew, the player only receives a sea of ​​discomfort and negative emotions. But as soon as you put a crew on such tanks with at least 3 perks correctly selected, the vehicle, which was suffering before, will begin to play with completely different colors.

Therefore, many tankers ask the question: “How to upgrade the crew in World of Tanks?” or “How to transfer a crew to World of Tanks?” Another common question remains “What crew skills in World of Tanks should be developed on this or that vehicle?” This article will give basic recommendations on leveling up the crew, a set of perks that are worth learning on a particular vehicle, and equipment that can enhance certain perks.

How to upgrade your crew in world of tanks

There are several ways to train a crew in World of Tanks. The majority of players use the experience earned in each battle to raise the level of each crew member. This experience is automatically awarded and, depending on your achievements in battle, it can be more or less. Upon reaching 100% level of pumping, each crew member unlocks additional perks. They can be both general (for example, repairs, fire extinguishing) and unique (eagle eye, radio interception, etc.). Some of the perks can be enhanced in combination with others. The Combat Brotherhood perks, in combination with skills that enhance visibility, provide a significant increase in the range of vision of a combat vehicle.

Another option for leveling up the crew is to convert combat experience into free experience for gold, after which this experience can be converted into experience for crew members. This method involves spending real money to buy gold coins, but it significantly increases the speed of learning certain perks.

How to retrain the crew in world of tanks

Crew retraining in World of Tanks is used to transfer crew from one tank to another. During such transfers, the player pays an experience penalty, after which the crew resets the main skill by several tens of percent. You can also retrain your crew for silver and gold. In the process of retraining the crew for silver coins, the fine becomes slightly smaller.

Retraining a crew for gold allows you to use the upgraded crew on a new vehicle without any penalties. Players who are just beginning to explore the world of tanks often ask “How to retrain the crew in World of Tanks or how to change the crew in World of Tanks?” To do this, you need to select a crew member in the hangar, right-click on him and select retrain in the training tab, after which you need to select the retraining method.

Proper leveling up of the crew in world of tanks

For each individual car, it is worth selecting those perks and skills that are most suitable for it. Proper leveling of the crew in World of Tanks can significantly increase the player’s effectiveness in battle. To play on light tanks, first of all, all crew members should learn “Camouflage”. After achieving 100% learning of camouflage, the commander should reset this perk and put “Sixth Sense” in its place. The second perk is to study the commander's camouflage, and all other crew members need review perks. The third skill is to pump up the military brotherhood.

To play comfortably on medium tanks, you should download repairs first. The commander, as in the first case, needs to reset the skill and select the “light bulb”. Next comes perks for gun stabilization and the third perk is also combat brotherhood. For heavy tanks, the same perks are suitable as for light ones, but in some vehicles it is worth giving priority to pumping out fire extinguishing. In most cases, the following perks are suitable for tank destroyers - camouflage, repair, Brotherhood of Battle, all perks for stabilizing the gun. It is worth remembering that the commander’s first perk must be “Sixth Sense”. For a comfortable game on self-propelled guns, it is worth pumping out camouflage, gun stabilization perks, and combat fraternity.

Additional crew skills in World of Tanks can be improved in combination with the equipment installed on the vehicle. Such equipment includes a “fan”, which gives another + 5% to the crew’s skills, optics or a camouflage net. This is not the entire list of possible improvements to a combat vehicle, so the effect of each perk should be enhanced with equipment that is maximally capable of unleashing the combat potential of the crew.

Crew skills in World of Tanks do not end with the above list and they may differ on each individual vehicle. For example, when playing on the Jagdpanzer E 100, you should not waste energy on upgrading camouflage, since this machine “glows” even with this skill pumped up. A detailed table of crew upgrades in World of Tanks is given below.

Female crew in world of tanks


Female crew in World of Tanks appeared with the introduction of personal combat missions. They can be earned by fulfilling the conditions of these tasks and they differ from the usual pumpable male crews in that they already have the “Battle Friends” perk and another perk that the player can immediately train.

The “Battlefriends” perk has the same characteristics as the “Combat Brotherhood”. It is worth remembering that these two skills do not work together, so it is worth using only male or female crews on one vehicle.

Leveling up the crew in World of Tanks takes quite a long time, but at the same time it remains a rather important component of the game, which should not be forgotten. Crew training in World of Tanks should be carried out with an understanding of the game itself and with an eye on future vehicles that the player will meet in one or another research branch. After all, transferring a crew to World of Tanks with skills that were ideally suited to the previous tank can make playing on the next tank completely uncomfortable and force the player to reset all skills in order to learn more suitable ones for the new tank.

All constant victories with a good crew!

Hello, my dear tankers!

Today I will tell you about the most valuable thing in WorldofTanks, namely about crews your combat vehicles.

Why is the crew the most valuable thing in the game? Very simple. If your account is hijacked and the attacker sells all the tanks and spends all the money, the community department can reimburse the cost of your equipment, but no one will return the crews, they will all be entry-level. Taking into account the fact that the maximum level of crew development can be achieved as a result of at least 10,000 battles on one tank, the loss of a well-trained crew can be considered irreparable.

IN "antediluvian" At the time, crews did not have any additional skills, but when purchasing basic skills, they could, as now, be obtained in three options:

  • 50% (the crew is available for free when purchasing a tank, but has significant disadvantages in terms of accuracy, maneuverability, and so on);
  • 75% (the crew can be purchased for 20,000 silver - each tanker, there are disadvantages, but they are already less than with a 50% crew);
  • 100% (crew can only be purchased for gold and has no disadvantages or penalties).

This does not mean that the 50% crew did not become 100%. He became, but only after a certain number of battles in which he earned experience along with his tank.

General view of the tanker’s personal file with researched and incompletely researched perks.

Crew development level from 0 to 100% is possibilities crew, which allows the tank to fight better. The dynamics of acceleration, aiming speed, reloading and many other parameters directly depend on the level of the crew. At the same time, armor, damage, theoretical maximum speed and other strictly defined parameters do not depend in any way on pumping.

Upgrading will not add armor to BatChat, but he will accelerate and turn faster, and this is critical for him.

Skills

Now, after achieving 100% of the main specialty, tankers can receive additional skills and abilities , which seriously improve the combat characteristics of the tank and add some special abilities, essentially bordering on "battle magic".

The first skills (or “perks”) that Wargaming introduced into World of Tanks were:

  • Repair(with the development of this perk, a tank that received damage “repaired” the damaged module faster).
  • Firefighting(with the development of this perk, the likelihood of a fire decreased and the speed of its extinguishing increased).
  • Disguise(this perk increased the camouflage of vehicles and worked even while moving, unlike the module "camouflage network").

Each crew member now has 8-9 perks, and if someone combines two or more positions (like the commander of this T2, who is also responsible for the gunner), the number of perks can reach 16 pieces.

At the moment, a large number of skills And skills - both general (for all crew members) and individual, which are available only to tankers of certain specialties.

ATTENTION: Skills start to act straightaway, A skills- only upon reaching 100% development in this skill.

General Perks

So, let's look at the general perks first.

This is already known to us "Repair", "Firefighting", "Disguise", and "The Brotherhood of War".

  • If this skill is 100% developed in all tankers, then the tankers receive a maximum bonus to repair, fire-fighting and camouflage time.

"Repair"+ 100% to repair time.

"Firefighting"+ 80% to fire extinguishing speed.

"Disguise"+ 100% to the initial “camouflage” indicator.

  • If not everyone has leveled up this skill and/or not to 100%, then the arithmetic average is taken.

For example, by 40% for all tankers, the bonus is still valid, but its usefulness is reduced accordingly by 60% of the maximum. This algorithm also works if, for example, you have two tankers in your crew who are 100% proficient in the skill, and two who are not proficient at all - in this case, take the “average temperature in the hospital” and the total bonus of the perk will be 50%. When three tankers have learned 100%, and there is only one ignoramus for the crew, it turns out (100+100+100+0)/4=75% from the maximum bonus.

To speed up the leveling, I would like to take the commander “Mentor”, but then he won’t have to wait for the second perk to get maximum camouflage.

"The Brotherhood of War"- a very specific skill. It gives a 5% bonus to all professional abilities of the crew - turn speed, reload speed, etc. (the action is similar to the module "Ventilation"), but starts working only when ALL crew members reach 100% pumping. And since many tankers have much more important skills and abilities, and achieving 100% of each next perk requires much more experience, the “combat brotherhood” has extremely limited use - as a rule, for artillery.

Personal perks

Now, let's look at the individual skills of each crew member.

  1. Commander.

The commander is the central member of the crew, his brain. The game has a so-called " commander bonus ": every 10 percent of commander development (from 0 to 100%) gives a 1% increase to the crew. That is, if your commander has 50% development, then the crew receives +5% to their capabilities, and if 100%, then +10% to their capabilities.

However, in addition to this bonus, the commander has a set of, perhaps, the most useful skills.

"Sixth Sense" skill, allowing you to determine whether the enemy has “exposed” you. It starts working 3 seconds after illumination - a light comes on at the top of the screen. This skill is incredibly useful because it allows you to avoid receiving “extra” damage from enemy tanks, artillery or tank destroyers. If the light bulb goes on, you need to urgently look for cover or change your position so as not to get splashed. Starts working at 100% learning. Important on all tanks.

The work of the Sixth Sense perk.

"Mentor" - skill, gives a bonus in the form of additional experience when leveling up the crew. For every 10% of developed skill, all tankers (except the commander) are given + 1% of the experience earned in battle. At 100% leveling, it gives 10% of experience in battle per tanker. A very useful skill if you are “pumping up” the crew for a top tank. Important on all tanks, but keep in mind that it is useless in battle. Here you decide for yourself what is more important to you - accelerated pumping or increased efficiency.

"Eagle Eye" - skill, gives a bonus to maximum visibility of the tank. Upon reaching 100% of the skill, the bonus is 2% for working optical devices and 20% for broken ones. The bonus is cumulative with the radio operator skill "Radio Interception" and bonuses from modules "Stereoscopic telescope" or "Coated optics". The perk is useful on all tanks (especially light ones), but is not a priority. Its effect is too modest.

"Expert" is a skill allows the commander to “see” critical damage to enemy equipment that is currently aimed at. Unfortunately, it works with a time delay (2-3 seconds after aiming at an enemy tank). An interesting perk, but again not a priority, since if you are in a clinch with an enemy tank, it will be more important for you to remember the zones of penetration of this vehicle in the forehead than to know that the enemy’s radio operator died (this is useless) or the turret is jammed (this is so visible). By the way, self-propelled guns can use this skill only if they themselves “see” the enemy in close combat, and not through an artillery sight in someone else’s light.

“Jack of all trades” is a skill allows you to replace a disabled tanker by 50% (if skill = 100%). That is, when the gunner is wounded, the commander takes his place and fires from the cannon himself, thereby reducing the spread of the aiming circle by half; when the radio operator is wounded, he himself begins to turn the transmitter knobs, and so on. This is not the most necessary skill if you have a tanker killed, that is, a first aid kit. If your tanker is killed for the second time, then you are doing something wrong and you don’t have long to live. Partly useful on French tanks, where there are small crews and every specialist is worth gold.

  1. Gunner.

The gunner is responsible for the accuracy of the gun's fire. Accordingly, all his skills are aimed at improving this particular parameter. ATTENTION! There can be two gunners in the game, so there is no point in leveling up the same skill/ability for both gunners, since according to the game mechanics only one of them will work. Namely, the one whose level of this skill is higher.

"Sniper" - skill, adding 3% to the probability of causing critical damage for armor-piercing, cumulative and sub-caliber projectiles (on reaching 100% of the perk). A useful skill, since dealing a crit, killing a crew member, or setting an enemy tank on fire is much better than just dealing a few points of damage. Not very useful on most self-propelled guns, since they mainly fire high-explosive fragmentation shells.

“Smooth turn of the tower” - skill, which reduces the convergence circle when aiming at a target. Maximum - 7.5% less than usual (at 100% skill). The effect stacks with the vertical stabilizer module. Quite a useful skill, as it reduces the aiming time by a split second and allows you to make an aimed shot faster. It even works on self-propelled guns, since turning the gun in a stationary wheelhouse is equivalent to turning the turret.

"Master Weaponsmith" - skill, allowing you to fire from a damaged gun with less spread. When reaching 100%, it gives -20% to gun dispersion. Not the most important skill, since if your gun is knocked out, it can be repaired with a consumable. If your gun is knocked out a second time, you are clearly doing something wrong. The exception is American TTs, who like to tank with their impenetrable masks, which is why they often receive barrel crits.

"Granted" - skill, which allows the tank to “see” the enemy for two additional seconds. The downside is that it only works if you yourself see the enemy tank, and also only in a sector of 10 degrees from where the sight is aimed. Useful for light tanks working as a "stationary light".

For a ST, a full set of spread-reducing skills is never a bad choice.

  1. Driver mechanic.

The mechanical drive in the tank is responsible for the maneuverability and controllability of the tank. We can say that his perks are the second most useful in the game after commander ones, since movement is life in a tank battle.

"Virtuoso" - skill, allowing you to quickly deploy the tank in battle. Maximum adds 5% to turning speed (at 100% learning). The effect of the perk is cumulative with the equipment “Additional lugs”, equipment “Lend-Lease oil”, “Twisted engine speed controller” and “100-, 105-octane gasoline”. Quite a useful perk, since quickly exposing strong frontal armor to an enemy guaranteed shot can be invaluable. Important for TT, ST, PT.

"King of the Off-Road" - skill, which allows you to not lose speed so much on bad soils (and there are many of them in the game). Maximum + 10% speed for soft and + 2.5% for medium soils (with 100% study). The effect of the perk is cumulative with the “additional lugs” equipment. It is important for LT and ST, for whom it is important to cover the enemy in motion for a long time, to quickly occupy a dominant height or the necessary point on the map.

"Smooth Move" - ​​skill, reducing dispersion in shooting on the move. The maximum value is -4% to the spread of the aiming circle when shooting on the move (with 100% study). The effect stacks with the vertical stabilizer module. Important for ST and LT, who often shoot on the move.

"Battering Ram Master" - skill, which reduces the damage to your tank and increases the damage to someone else’s tank when ramming. The maximum value is +15% to enemy damage and -15% to your own damage (with 100% study). Important for LT and ST, who often need to catch same-level “brothers” who break through to your artillery. In a mirror image, the same skill is useful for artillery, which is often rammed.

“Cleanliness and order” is a skill, reducing the likelihood of a fire when an enemy shell hits the engine compartment. The maximum value is -25% to the probability of fire. The effect is cumulative with the “automatic fire extinguisher” consumable. Most important for German tanks, where the flammable transmission is often located at the front of the tank.

German LT and ST are the recognized kings of ramming. Therefore, leveling up the “Battering Ram Master” is always useful for them.

  1. Radio operator.

Responsible for radio communications and improves the visibility and radio communication parameters of his own and allied tanks.

ATTENTION! There can be two radio operators in the game (for example, in PzB2), accordingly, there is no point in upgrading the same skill/ability on both radio operators, since according to the mechanics of the game, only one of them, with the largest bonus, will work.

“Radio interception” is a skill increasing the viewing range of your tank. Maximum +3% to review (with 100% study). The effect of the perk is cumulative with the commander’s “Eagle Eye” skill, the “Coated Optics” and “Stereo Tube” equipment. Very important for ST and LT. PT and TT - in the second. It is virtually useless for self-propelled guns.

"Repeater" - skill, increasing the radio communication range of allied tanks. Maximum 10% to radio range (with 100% study). In fact, a necessary skill is only for self-propelled guns, and even then not always. When more important skills have been learned, you can upgrade the “Repeater” to LT, so as not to be left without support in long-distance raids behind enemy lines.

"Inventor" - skill, which increases the communication range of your tank's radio station. The maximum increase is 20% to the communication range (with 100% study). It seems like a useful skill, but by the time you level up to high levels, you are guaranteed to have powerful radio stations that cover the entire map. This perk makes sense only on self-propelled guns, which may not be able to “reach” enemy self-propelled guns when their tanks are illuminated (for example, on the Redshire map from corner to corner of the map). Well, for the LTs themselves with weak walkie-talkies (for example, the ELC AMX with a walkie-talkie is a complete disaster, although it drives no worse than the T-50-2).

“With all your might” is a skill, allowing the radio operator (if he was alive at the time of the destruction of the tank) to transmit data about enemy exposure within 2 additional seconds. Useful only for LT (mostly), and only after “Radio Interception” and “Inventor” (if the radio is weak).

If they overwhelm me, then for a couple of seconds I will transmit the coordinates of the enemies with all my might. But it’s better, of course, not to be noticed. Therefore, camouflage was introduced much earlier.

  1. Charging.

Responsible for the reloading time of shells.

ATTENTION! There can be two loaders in the game (mainly on American tanks, top Germans and Soviets), so there is no point in leveling up the same skill/ability on both loaders, since according to the mechanics of the game, one of them, with the largest bonus, will work.

“Non-contact ammo rack” is a skill reducing the likelihood of an ammunition rack being detonated when it is hit by an enemy projectile. The maximum value is +12.5% ​​to the strength of the ammo rack. The effect of the perk stacks with the “Wet Ammunition Storage” equipment. Quite a useful skill, as it often allows you to save on installing a “Wet Ammunition Rack” in tanks where it is critical ( T-44, IS-3, Type 59 and other explosive models)

"Intuition" is a skill giving the probability of instant loading of a different type of projectile when changing. The maximum probability is 17%. This skill CUMULATES with the skill of the second loader. In fact, if you often shoot different types of projectiles, then it makes sense to level up this skill. If you switch to high explosives/sabot shells only once or twice per battle, then it won't be of much use.

"Desperate" is a skill giving faster loading of your gun if you have less than 10% of the tank's HP remaining. Reduces reload time by 9.1%. Oddly enough, a useful skill for heavy tanks, which helps at the decisive moment in 1 on 1 duels. It is also useful for self-propelled guns - often when blindly shooting at enemy self-propelled guns, you are covered, leaving less than 10% of your hit points. Some smart guys, however, asked the platoon “fireflies” to reduce their health to 10%, but this is stupid, since the very first splash from the tracer hunter will simply kill the “cunning one”.

The Desperate perk does not work.

The Desperate perk works - the difference in reload time is as much as 3 seconds.

Examples of perk sets for different crews

Naturally, you won't be able to select all the perks at once. Naturally, all people have their own playing style. And, of course, each type of tank has its own set of perks.

I will show my options for different classes of cars, but you can trust my experience, or modify these sets at your discretion.

  1. Light tanks.

For LT at high levels, there are 4 most important indicators - camouflage, visibility, maneuverability and speed.

Commander- sixth sense, training, eagle eye, camouflage, repair - further on the residual principle.

Gunner- disguise, vindictive, repair.

Driver mechanic- king of off-road, master of ramming, camouflage.

Radio operator- radio interception, camouflage, last resort, repairs.

Charging- disguise, repair, desperate, wet.

What does this give us?

At the first level of perks, we have the ability to shine from the bushes - +40% to camouflage (2 tankers), know that we have been detected - “Sixth Sense”, not lose too much speed over rough terrain and, thanks to the radio operator, see further.

At the second level of perks, we are already planning for further training, we turn on the “Venedictive” skill, since more often we have to rush to the enemy base. You can intercept enemy fireflies with a ram, improving your camouflage.

At the third level of perks, we further increase visibility, camouflage and add repair as the most useful skill of the remaining ones.

General view of the upgraded crew for a light tank.

In total, at the third level of perks, the firefly receives bonuses:

Visibility: +2% (Eagle Eye), +3% (radio interception) + 10%/25% (bonus from Optics or Stereo Tube equipment) + bonuses from ventilation and commander skill.

Camouflage: + 80% (skills of 4 tankers), + 5% from the camouflage on the tank, + 25% (bonus from the camouflage network).

In this form we get a very invisible and far-seeing firefly.

  1. Medium tanks.

There can be a LOT of options for developing medium tanks, since the play style for each of them is specific.

For example, the “Baming Master” is very useful for German STs, since they have an impressive combination of “mass + speed”.

It is more important for the American ST and British ST to enhance visibility, accuracy and give additional bonuses to maneuverability and visibility.

Soviet and Chinese CTs are required to increase visibility, camouflage (which is already one of the best in the game) and shooting accuracy.

French STs value speed, maneuverability, repairs and crew insurance against each other, as they have weak armor and suffer greatly from high-explosive damage.

Chinese STs are already very invisible. Why not enhance this characteristic to achieve perfection?

  1. Heavy tanks.

For all heavies, the speed of repair and the ability to maneuver are important in order to expose the thickest part of the armor to the blows of enemy guns.

It makes sense for German TTs to upgrade their fire extinguishing capabilities, although it’s better not to skimp on automatic fire extinguishers and spend the perks on something more interesting. However, be sure to download “Cleanliness and Order” among the first skills of the driver.

TT tracks are a complete and perhaps the most important part of the armor. It is the tracks that are exposed to attack when driving around a corner. But at the same time, it is extremely unpleasant to remain motionless. They'll come in from the side and push it into the sides...

The most important indicators for them are camouflage, visibility, repair and virtuoso, so that you can quickly turn the car around if the enemy is driving into a clinch towards your PT.

Oddly enough, not all PTs need camouflage; some feel better in the front ranks of assault forces. For the die-hard French, this is a personal choice of the player; they are good in any role.

  1. Self-propelled guns.

Perhaps the only class of equipment on which you can primarily upgrade the “Combat Brotherhood”, since the first and second perks for self-propelled guns are not particularly critical.

General view of the upgraded crew for self-propelled guns.

Standard set:

1 perk: “Sixth Sense” for the commander, the rest are “Camouflage”.

Perk 2: “Combat Brotherhood.”

3 perks: “Training”, “Smooth turn of the tower”, “Virtuoso”, “Desperate”, “Repeater”.

“Combat Brotherhood” seems to be specially created for artillery self-propelled guns. Other classes always have much more important perks, but here you can start with “brotherhood”, which, in combination with a fan, gives noticeable bonuses.

Some tricks when working with perks

Leveling up a crew is quite a long process. Let’s say, 50% of tankers won’t even have time to really level up at the first four levels. And already at level 6 it’s quite possible to earn your first perk.

Hints:

  • First of all, be patient. Leveling up a crew is a VERY long process.
  • See what crews will be on the tanks that go further along the upgrade branch (on top tanks some specialties very often turn out to be unnecessary) - and you end up with a trained tanker in your hangar who can be used on other vehicles.
  • When a skill becomes available, you have a “+” icon in your tanker’s personal file. Don't rush to use it. It’s much easier to wait a little (40,000 experience) and retrain the tanker for the next researched tank for silver with a small penalty - this way you will get a tanker with 100% leveling and a small amount of experience on the perk.
  • Resetting crew skills for silver/gold also turns all perks into “+” and makes it possible to retrain for a new tank using silver with a small penalty.

A personal file of a tanker with an unexplored perk, so that later he can be retrained for the next tank without penalty.

Crew with unexplored perks for further retraining.

Conclusion

Remember that the most important thing in World of Tanks is the tankers. Take care of them! Good luck to you on the battlefields!