What skill is a tank commander? Computer service expert

A game

Genre

Localization

Year of issue

Payment

MMO tanks

Russian

2010

Free

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

What skills and abilities are best to be imparted first?


For artillery it is best to equip:

To the commander First you need to upgrade your sixth sense skill and expert skill.
To the gunner- sniper skill or vindictive skill.
Driver mechanic It's best to learn the Virtuoso skill first.
Chargers In our opinion, it is best to study the intuition skill or the desperate skill.
To the radio operator It's best to first learn the skill of radio interception.
After that, you can learn all the skills that remain.

For tank destroyers:


Commander– we advise you to first learn the eagle eye skill, then the sixth sense skill, the third skill expert, assign the remaining skills as you wish.
Gunner– here the sniper skill is definitely the first thing to learn.
Charging– optional, since all three skills: non-contact combat, intuition and desperate are learned depending on your playing style. If you sit in the bushes and are often on defense, then you need to teach the intuition skill first, then the non-contact ammunition skill, and then only the desperate skill.

Driver mechanic– definitely the first thing we learn is the virtuoso skill.
Radio operator– Radio interception skills, further at your discretion.

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


Commander– We definitely teach the eagle eye skill.
Gunner– definitely for the firefly, the first thing we learn is the vindictive skill, and then the rest as desired.
Charging– we learn the non-contact ammunition skill, then the desperate skill.
Driver mechanic. It all depends on the playing style. If your main goal is to destroy art, then first of all we teach the skill smooth running, the skill virtuoso, then the skill king of off-road, the rest at your discretion. If you are just trying to highlight enemies, then the first thing you need to learn is the Virtuoso skill.

Radio operator. For the firefly, it is better to first learn the last resort skill or the radio interception skill. Again, it all depends on the playing style. If you are going to shine irrevocably, then it is better to first learn the skill with all your might, and only after that the skill of radio interception.

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

Commander– first you can learn the jack-of-all-trades skill or the expert skill.
Gunner- First of all, we learn the sniper skill.
Charging. This is basically at your discretion.
Driver mechanic. If you are on heavy tanks, then you can learn the master ramming skill and, if possible, crush enemies. For most heavy tanks, we recommend learning the smooth move skill first.
Radio operator– radio interception skill, then a last-ditch skill.

For medium tanks:

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

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 ability. 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 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 “Additional Rack”, “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 are often undistributed skills and abilities, since repair 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 incapacitated. 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 pay off 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 the 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 disabled at the time of the destruction of the tank to transmit the coordinates of enemy tanks for another two seconds. The effect does not stack if the skill is acquired by two radio operators. A wonderful skill for fireflies. How often did it happen that self-propelled guns did not have time to converge on illuminated targets? With this skill there will be fewer such cases.

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 disabled 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. Strengthens with 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 them in 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.

With the introduction of patch 0.7.2 into the game, new crew skills and abilities appeared, which made it possible to improve some of the vehicle’s characteristics. Before this patch, each crew member could learn three skills - camouflage, repair and firefighting. With the new patch, their number has expanded to twenty-two. The old skills are still in the game. But for each type of equipment you can now upgrade your own set of skills and abilities in order to improve the parameters of the machine, make up for its disadvantages, etc. Some of the introduced skills are practically useless, while others, on the contrary, play a very important role on every tank.


The WOT game features 5 crew members of different professions. Sometimes the tank crew may not be complete, consisting of two or three members. Then the skills of the absent crew member are transferred mainly to the commander, which makes it difficult to upgrade important skills. If the crew consists of 6 people, then it is much easier to upgrade the skill set of any specialty.

Basic skills
A skill differs from a skill in that it begins to take effect from the moment you start leveling up, and in order for a skill to take effect, you need to level it up to one hundred percent. All crew members are provided with general and special skills and abilities. General skills include camouflage, firefighting, repair, and the only general skill is “Combat Brotherhood”. In the case of the first three skills, they are effective from the moment they are upgraded, and their effectiveness depends on how many crew members have upgraded this skill.

Disguise affects the visibility of the vehicle and its 100% upgrade for the entire crew reduces the overall visibility of the tank by half. This skill is very useful for self-propelled guns and tank destroyers, as well as for medium tanks. For heavy tanks this skill is less useful, but for large vehicles it is practically useless.

Repair Useless, perhaps, only for artillery, since almost any hit in the artillery results in being sent to the hangar. For all other tanks, the skill is important, since the speed of repairing tank modules doubles. For tank destroyers without a turret, this skill allows you to spend less time on track repairs. And as you know, a bird on a gusle is a direct road to the hangar.

Firefighting- a skill that most players do not level up due to the use of appropriate consumables - a manual and automatic fire extinguisher. Useless for non-flammable tanks; the entire German branch and the IS-7 really need this skill. But, however, you can get by with fire extinguishers.

The Brotherhood of War- the only general skill that begins to work only when all crew members are 100% leveled up. The skill gives a 2.5 percent bonus to the characteristics of the tank, increasing the visibility of the combat vehicle, the rate of fire of the gun, the speed of rotation of the chassis and turret, and much more. The skill is very useful and can be upgraded on all vehicles, and together with improved ventilation it gives a significant bonus of 5% to the performance characteristics of the tank.

All other skills and abilities are classified as “special” and can only be upgraded with a specific crew member.

Special skills and abilities of the commander
The following special skills and abilities are provided for the tank commander: sixth sense, mentor, eagle eye, expert, jack of all trades.

Expert, perhaps the most unnecessary skill of a commander. Firstly, to activate the skill it is required that the enemy tank be in the crosshairs for at least 4 seconds. Secondly, if the enemy is behind a building or a rock, then the skill does not work. Expert allows you to determine your opponent's crits.

Sixth Sense allows the commander to find out whether the tank has been detected by the enemy. The skill is activated three seconds after detection and is very useful for artillery and tank destroyers that lead an ambush lifestyle. For tanks with an aggressive driving style, the skill is of no use, since even by intuition you can guess whether you are exposed or not. Since this is a skill, 100 percent leveling is required for the sixth sense to start working.

Mentor gives a 10% bonus to the experience earned by the entire crew except the commander. The skill will be required for players who want to upgrade their crew to the Rambo state.

An eagle eye– a skill that increases the tank’s viewing range by two percent. It makes sense to upgrade tank crews with good visibility (beyond 400 meters), as it gives a good bonus. For blind tanks, the skill is useless, because the increase in vision will be minimal. For example, if the tank’s visibility is 350 meters, then the increase will be only 7 meters.

Handyman– another skill from the “important” category. The skill is especially useful for tank crews with frequently criticized members. For example, the KV-5 radio operator was shell-shocked almost every battle. This skill makes it possible to replace an incapacitated crew member without spending a first aid kit on treating a shell-shocked one. For example, if your loader is wounded, and the commander has this skill upgraded, then the second penalty for loading a gun will be halved.

Special skills and abilities of the gunner
The gunner, like the commander, also has useful and useless skills. The useful categories include:
smooth rotation of the turret– reduces the spread of the gun when turning the turret. It is required to upgrade the crews of medium tanks and self-propelled guns.
sniper– a skill that allows you to increase the chance of crit of enemy modules. This skill is only useful for rapid-fire guns. The sniper will not help artillery, since no more than 10 shells are fired per artillery battle, and this skill does not work when firing landmines.

The gunner's useless skills and abilities are master gunsmith And vindictive. The first skill reduces the spread of a damaged weapon and is only useful for a few tanks with a frequently critical weapon, while the second skill makes it possible to see the enemy in the sights for a couple of seconds longer and can only be useful for tank destroyers.

Special skills and abilities of the driver
The driver is the only crew member who has all the skills and abilities that are useful. Skill " Virtuoso"increases the tank's turning speed and is practically required by all vehicles, since there are few nimble tanks in the game. Smooth ride reduces gun spread when driving and is effective from the beginning of pumping. An extremely useful skill for light and medium tanks, since they shoot while moving almost all the time.

Ram master increases damage when ramming by 15 percent and reduces damage to your own tank. This skill is developed by owners of heavy and high-speed cars. Together with the anti-fragmentation lining, the ram master is a “second weapon” for inflicting damage on the enemy.

Cleanliness and tidiness pumped up by players of “flammable tanks”. This category mainly includes the Germans, who, when a projectile hits the engine, it ignites. Of course, you can use a fire extinguisher, but it happens that fires are set on fire several times during a fight.

King of off-road– another skill that improves the dynamics of the car. Gives a bonus to cross-country ability on soft and medium soils, and also increases the speed of turning in place. It is better to upgrade the king of off-roads to all tanks, with the exception of self-propelled guns. Since only asphalt roads are classified as hard ground, this skill has taken root in almost all players.

Special skills and abilities of the loader
There are three special skills and abilities for the loader, but since there are often two loaders in tanks, they are pumped up quickly.

Non-contact ammunition rack important for tanks with frequently exploding ammunition. Refers to the tanks of the Soviet IS series (IS3/IS-8), as well as the T54 and tanks based on it - Type 59, WZ-120 and others. With this skill, the ammo rack will explode less often, but this does not affect critical resistance in any way.

Intuition– a skill for tankers who often change the type of projectile. If there are two loaders in the crew, then it is better to pump both. It is mainly used by artillery operators, since they often have to switch between armor-piercing and high-explosive shells. For tanks with rapid-fire cannons, the skill is useless.

Desperate– a skill that increases the rate of fire of a gun by 9 percent when you have less than 10 percent durability left. Absolutely useless on tanks with a small margin of safety and rapid-fire guns.

Special skills and abilities of a radio operator
The radio operator is a rather rare crew member on top-end vehicles. In most cases, his responsibilities are assigned to the commander. Among the useful skills of a radio operator, only radio interception with an operating principle similar to that of an eagle eye. Only the increase in the review will be three percent with 100% pumping.

Inventor may only be needed at low and medium levels when the radio's range is short, as it increases its range by 20 percent.
Repeater is a “help your friends” skill, as it increases the range of your allies’ radar by 10 percent.

A skill "With all my might" Only the fireflies will need it, and then after being sent to the hangar. This skill allows you to transmit a signal about the location of the enemy when destroyed for a couple of seconds longer.

Each tank requires a certain approach when choosing skills and abilities, since you need to know the characteristics and specifics of the combat vehicle. And mindlessly pumping up perks will not bring any benefit.

5 years and 4 months ago Comments: 18


Many may say that there is nothing secret about leveling up perks. The answer, of course, is obvious: you learn the main specialty of a tanker and then upgrade your perks. But now you have already pumped out this or that 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 upgrading the main skills of the crew.

Here's a little help.

If you retrain a crew at a regimental school for 20 thousand silver for one crew member whose main specialty has been studied 100 percent, then after retraining for equipment of the same class, but at a higher level, he will lose only 10 percent of his initial skill from the previous tank . This in experience will amount to approximately 39,153 combat experience, which, of course, is not greatly felt while you are upgrading a new tank from stock to top-end state.

But it would be possible, for example, with these 39,153 combat experience, to upgrade the third perk from 0 percent to 37 percent. Not bad huh? Of course, you can do it much simpler and buy yourself some kind of premium tank, such as the IS6, and upgrade the crew after retraining, for example.

This will happen without loss of basic 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 39,152 combat experience (if the 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 upgrade 50 percent faster, since all the experience earned will go towards 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 look at this using the example of medium tanks of the USSR.

You've been pumping yourself for a very long time. While leveling it up, you have already learned several perks and the military brotherhood. And finally, you have researched the legendary . So, the loss of the crew, without retraining them for the new T-54 tank, will be only 25 percent of the total skill. But we have already upgraded the “combat brotherhood” perk, which gives us a plus of five percent to the entire crew’s skill, plus we’ll add here equipment in the form of improved ventilation and equipment in the form of additional rations. We already get a plus of 20 percent to the basic skill of the crew. After some simple calculations, it turns out that the crew that has not been retrained will already have 95 percent of the main skill, but since they have not been retrained on the T-54, the crew’s main skill will not be upgraded, and all the experience earned will go towards learning additional skills, that is perks Which isn't so bad, right?
And the difference between a fully retrained crew and one that has not been retrained for a given tank will not be significant. By playing on this crew, while you have fully studied all the modules and the next tank from this development branch, you will already learn a couple more new perks.

You can also transplant crew from the same nation, but different types of tanks. The losses in the main skill will be much greater, namely 50 percent of the original skill.

Summarizing all of the above, I want to note that this scheme for leveling up the crew is very convenient, especially for leveling up the third and subsequent perks, where leveling 3 perks from 0 percent to 100 percent requires 840,240 combat experience. 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