Crew mentor perks in wot. Useful skills and abilities in World of Tanks. Skills and abilities of the radio operator

From levels 6-7 of tanks, pumping vehicles begins to require a huge amount of experience. It is from this moment that it becomes important to choose the right direction for the development of the crew. After all, you will not only have time to increase his experience to 100%, but also pump additional skills. Today we will look at perks such as Radio Interception and Eagle Eye, as well as their synergy.

Skill system

Before deciding which perk is better - "Eagle Eye" or "Radio Intercept", you need to carefully study the game. The fact is that according to the skill system in WoT, the crew can learn absolutely all skills. Thus, there is no point in choosing "Radio Interception" or "Eagle Eye". You only need to decide which of the skills you need first. At the same time, it is worth considering that for each subsequent skill you need twice as much experience. Therefore, the definition of the priority queue is very important.

You also need to understand that these skills are not mutually exclusive and their bonuses are cumulative. Moreover, the skills begin to work after their first percent of learning. So you don't have to drive them forward by playing top tanks. Taking these skills last, even despite the high cost of experience for learning, you will get a good advantage over disguised opponents.

An eagle eye

Let's see how Eagle Eye differs from Radio Interception. To do this, just read the descriptions of both perks. "Eye" is a skill that can only be mastered by the crew leader. Grants 0.02% increased vision per percentage of skill learned, and a total of 2% when fully learned.

Its main advantage is to increase the detection range of the enemy with damaged surveillance devices. Up to 20% at maximum pumping. Here there is a dilemma on the effectiveness of using this perk on various types machines. But we will talk about this a little further.

radio interception

We looked at the Eagle Eye perk. "Radio Interception" is similar in principle, but does not provide any additional benefits. Only a radio operator can learn this skill. This, by the way, is another reason why you should not choose between the skills given to us. If necessary, you can study them both first.

In total, "Radio Intercept" gives up to 3% to the viewing range at the maximum leveling of the skill. Interestingly, this skill is practically the only useful one in the radio operator, so you will most likely learn it first in any case. Also, the radio operator is one of the best crew members for pumping secondary skills. After learning from him, for example, "Repair" you will receive a 25% bonus to the speed of equipment recovery on a vehicle with 4 people. So you are more likely to have to choose between secondary skills and Intercept, rather than Eagle Eye.

Light tanks

The main task of light tanks in the game is reconnaissance. Obtaining early data on the enemy is very important both for the survival of the LT itself and for the team as a whole. To improve the ability to illuminate the enemy, those who play on this type of vehicle do not need to choose what to take - "Radio Intercept" or "Eagle Eye". Luckily, these two skills stack and work at the same time.

The only downside is that the additional "Eye" effect, which works after damage to devices, is useless on light tanks. You are either immediately destroyed when hit, or you remain an invisible shadow and dodge enemy projectiles. But when learning both skills, you will receive a 5% bonus to vision range or to enemy detection if your vision is already maximum and equal to 445 meters.

medium tanks

With these machines it is already a little more difficult. You can participate in positional skirmishes. Your vehicles already have more durability, and you can withstand critical hits. Elements of positional combat and slow front push appear.

When playing a medium tank, everything will depend on the model. For fast and agile vehicles, it is best to first learn both skills that we are considering. For slower ones, it would be better to take the "Sixth Sense" from the commander first. In general, the detection of the enemy is not included in the main tasks of medium tanks. However, due to the "great Belarusian random" there may be no LTs in the team, and then you will have to take on their role. In such cases, it would be better to use "Radio Interception".

Heavy tanks

Slow and vulnerable, oddly enough. When riding a TT, be prepared for the fact that you will have to hide behind shelters and make short "runs". It is with them that you will have to choose what to download earlier - "Radio Interception" or "Eagle Eye". What is better to choose?

On the one hand, you have a commander. You will need the skills "Sixth Sense" and "Combat Brotherhood". He also needs "Repair". However, the "Eagle Eye" will be a salvation in case of damage to surveillance devices, which break down quite often in TTs. On the other hand, the radio operator. He also needs "general" skills - "Repair" and "Combat Brotherhood", but there are practically no useful special skills.

Thus, "Eagle Eye" or "Radio Interception" - which is better? After pumping all the general skills, it would be better to take the "Sixth Sense" from the commander, and "Radio Interception" from the radio operator. However, immediately after that, you can download the "Eye".

tank destroyer

With this type of technology, the situation is similar. Only General Skills also have "Disguise" added to them. "Radio Interception" is also learned one rank earlier. On the other hand, many TDs prefer to play "snipers" by hiding in one place. Therefore, the possibility of detecting the enemy even at distant approaches is very important to them.

You can learn both skills in question first and you won't lose anything by doing so. They will immediately add 5% review to you, and with additional equipment like the Stereo Tube, you can detect even the most camouflaged opponents.

ACS

On this type of vehicle, you do not have to decide what to take - "Radio Intercept" or "Eagle Eye". For self-propelled guns, the range of their own review is not important. She uses the data transferred to her by other participants in the battle. Therefore, it makes no sense to download "Radio Interception" or "Eagle Eye" to her.

If we assume a theoretical model in which self-propelled guns fight in urban conditions and play the role of a kind of anti-tank gun, then the maximum that the owner of an unlucky car can afford is Radio Interception. It gives a larger bonus, while the "Eye" is effective only when the modules of the vehicle are damaged.

conclusions

Based on the foregoing, several conclusions can be drawn regarding what is better to use - "Radio Interception" or "Eagle Eye". No matter what vehicle you play and what style of battle you prefer, it is more profitable to take Radio Interception. First of all, only because he does not have worthy alternative among other radio operator skills.

"Eagle eye", "Radio interception" how many characteristics give? The first guarantees a bonus of 2% when pumping and 20% when broken. The second - 3%. Given that a good tanker rarely takes critical damage, the bonus from the first skill is very doubtful, and here again Interception wins.

The same applies to the speed of receiving. "Intercept" is pumped much faster, again due to the fact that the commander has more really useful and effective skills that should be pumped earlier.

So let's sum it up. "Eagle Eye" or "Radio Intercept"? What's better? Definitely - "Radio Interception". If you have a dilemma what to download, choose it, you definitely won’t lose.

Dear tankers, today I want to talk about the commander's skill - "Mentor". This skill grants additional experience to all crew members, except for the commander. The amount of experience increases by 0.1% for each percentage of skill. Max value: +10% experience gain.

As I understand it, the concept of the skill lies in the rejection of some commander’s skill that is useful in battle (“Sixth Sense”, “Repair”, etc.) in favor of a skill that is useless in battle, but gives an advantage in the speed of pumping the rest of the crew. It is not explicitly assumed that at the beginning your crew will fall behind in terms of the number of skills useful in battle, and over a long distance, will overtake the crews in which the commander did not spend experience on the “Mentor” skill in this parameter. That is, after x battles, the number of skills of the crew whose commander has learned the “Mentor” skill will become greater than that of the crew whose commander has not learned given skill.

Actually, I was interested in the question: “In how many fights will this happen?”

Obviously, this "Mentor" skill should be learned as early as possible in order to gain more additional experience. However, the Commander has a very important skill, Sixth Sense, which I think should be learned first. However, for the purity of the experiment, in my model, I decided to study the "Mentor" first.

It is also obvious that the "Mentor" skill is most useful for tanks with a large crew. Especially if the second skill is to take the entire crew "Combat Brotherhood". Since the “Combat Brotherhood” skill improves the level of mastery of all skills, this also applies to the “Mentor” skill, and, accordingly, also gives an increase in the crew leveling speed. Therefore, with the second skill for the entire crew, we download “Combat Brotherhood”.

For study by a crew member of the first additional skill 210,060 experience required. Each subsequent skill is twice as expensive. It seems that having spent 210K experience on the “Mentor” skill, already when a crew of six tankers learns the second skill: 420K * 10% * 5 = 210K, we will recoup the cost of it. We will even win something, since the mentor skill acts as it is learned, and we will receive additional experience when pumping the first skill. In fact, we missed an important detail - we deprived our crew of one skill, because "Mentor" does not give us an advantage in battle. And it is correct to count the number of useful skills of the crew at the time.

As an object for research, I took Japanese bands. From O-I to Type 5 Heavy, the crew composition in this branch does not change, but O-I Exp instead of one charging radio operator. It is very convenient to download the crew in this branch, up to level 10 you can do it very thoroughly. It was thinking about leveling this branch that caused me to ask about using the Mentor skill.

To begin with, I compiled a target composition of crew skills:

The remaining skills are practically useless, respectively, further pumping does not give an advantage. Disguise for Japanese heavyweights is useless, skills like "Intuition" or "Repeater" I don't understand at all why they were implemented by the developer. "Sniper" does not work with land mines. It can be seen that in reality, after learning the 4th skill, the benefits of the “Mentor” skill are sharply reduced, since half of the crew simply has nothing to learn.

I suppose that I will study skills, that is, those perks that begin to work as they study. Having studied the skill to 100%, I will reset the skill for gold and change it to a skill, since it only works after 100% training. So the experience gained will be useful immediately. Retrain the crew for new tank I will also go for gold. I will assume that I will play 10,000 fights on the Japanese heavyweights, getting 1000 experience per fight.

I will give the "Mentor" a bonus - I will include accelerated crew training for these 10,000 battles, since in the case of accelerated crew training, the growth of this accelerated training is also increased by the "Mentor". However, it should be understood that the more experience gained by all tankers, except for the commander (due to the "Mentor" skill), the more often the accelerated training "falls" on the commander himself. Because of this, the real increase is slightly reduced. I will generously assume that in 2/3 of the cases the Mentor skill will work.

I implemented the model described above in Excel and received a table in which for each battle from 1 to 10,000 for each crew member I calculated the number of percentage points of useful skills learned. That is, if a crew member learned repair by 75% with his first skill, then he has 75 percentage points, if this is his second skill, then - 175. However, if the first skill is "Mentor", then he has only 75 percentage points of useful skills , since the Mentor is useless in combat.

The blue in the table represents the crew whose commander did not learn the “Mentor” skill, pink, respectively, indicates the crew whose commander decided to follow the path of Master Yoda. As you can see, after the first battle, the mentor's crew begins to fall behind, and the gap grows with each battle.

The diagram created on the basis of the presented table shows that, in fact, our assumption that over time the crew with a mentor will overtake the self-taught ones is confirmed. However, there is a small nuance - during most battles (X-axis), the crew of "self-taught" has on average more useful skills (Y-axis). Just on small area, approximately at the moment of learning the 2nd and 3rd skill, the crew with a mentor has an advantage, which he is rapidly losing. And after learning the 3rd skill by "self-taught", the crew with a mentor will be lagging behind until the end of the training.

This is even more noticeable in the diagram based on the difference in the average skill levels of the crew.

In the blue area, the average number of skills of a crew without a mentor is greater than that of a crew with a mentor. Pink is the opposite. And although the lag is small, no more than 0.15 levels, it is a lag. We were expecting benefits from the Mentor skill.

Conclusion: The concept of the "Mentor" skill is not supported by the calculations. By choosing this skill for a commander, you not only give up a skill useful in battle, but also doom your crew to a constant lag in training. The skill is not only not useful, but even harmful.

I have a question. Is this skill a stupid developer error or something else?

The idea is that camouflage is most useful for those tanks that have a low visibility coefficient. Larger vehicles, on the other hand, have poor basic disguise, so this perk will help them much less.

Only here are the exact parameters in the world of tanks disguises no, so everyone already judges by their subjective feelings, and they are often deceptive.

I still think this skill is very useful for almost all tanks, except for very massive and large heavy tanks. Personally, I feel the benefits of camouflage even on large tanks, like the E 50.

Although I do not deny that the greatest effect of camouflage is achieved on low tanks and on all tank destroyers.

Firefighting

Firefighting can be safely called a skill that did not fit into the current concept of the game. The fact is that fire extinguishing reduces the burning time of tanks during a fire, which prevents damage to internal modules and saves durability points.

But, firstly, the average level of the crew is taken into account, which forces at least half of the crew to study it for high perk efficiency. Secondly, the burning time of tanks is a random value, so even with fire extinguishing, you can burn out quite well.

But most importantly, any fire extinguisher completely nullifies the benefit of this perk. Since even a hand-held fire extinguisher, if you have a good reaction, will put out the fire more efficiently and faster than your tank firefighters.

I note that now, instead of a fire extinguisher, they often take a chocolate bar or an additional ration into battle, so fire extinguishing can give some confidence in this case. But even here it is unlikely to help, since there are more useful perks, and reasonable players put additional rations only on those tanks that rarely burn at all.

The Brotherhood of War

The most controversial of the common perks. Brotherhood in Arms gives 5% Crew Skills, which is quite nice, but there are too many restrictions that greatly detract from the joy.

Firstly, the Brotherhood of War is a skill, so it will only work after learning to 100%. Secondly, absolutely all tankers need to learn this perk, otherwise the combat brotherhood will not work.

Thirdly, 5% for the crew increases the characteristics of the tank by 3% (2.5% of the perk and an additional 0.5% commander bonus). It is sometimes very difficult to notice such an improvement. Fourth, in the future, the mechanism of how the skill works can be changed, and if any member of the crew is shell-shocked, it can turn off. Perhaps it has already been implemented.

In fact, it is precisely on the usefulness of this perk that I still have not formed an unambiguous opinion for myself. On the one hand, the skill is useful, but very expensive. Moreover, it often makes sense to install it only for experienced crews (from three full perks), since there are more important perks to start with.

Also, the downside is that the correct installation of the brotherhood of arms requires resetting perks. That is, you can’t put it first, because repairs are needed. And the third to put - the brotherhood will swing for several months. And resetting perks is either a loss of crew experience, or a loss of gold, that is real money. Combat Brotherhood is the most costly perk in world of tanks.

Commander

The commander has a lot of interesting and useful perks, but there is one skill that is the best in the game. Here and below I will not go into numerical indicators, which are often felt in battle in a completely different way.

Sixth Sense

The most useful perk in the game, requires 100% learning. Indicates with a light bulb during the battle that you have been detected by the enemy. Yes, with a slight delay of three seconds, but this does not detract from the benefits.

In the new realities in world of tanks, a light bulb is needed on absolutely all tanks. Even on heavy ones, which allegedly always glow. Believe me, now it is very difficult to play in random battles without a light bulb.

Among other things, several game tricks are based on this skill. For example, roll out from behind cover for a split second and back. If the light then lights up, one of the enemies is there. Otherwise, you may not find modern anti-tank guns with their camouflage even after the shot, having lost half of the strength points.

Mentor

We have a typical example of a perk, the description of which looks good, but in fact does not give anything interesting. The commander's mentor increases the experience that other tankers get for the battle. You can get a maximum of +10% experience.

But, remember that very soon the growth of perks requires a real breakthrough of experience and we understand that the effect of this perk will be doubtful. Do not forget that the commander needs to download a light bulb and repair.

Yes, there is an option, dancing around the mentor, but with frequent paid dropping of perks from the commander. In the event of a silver reset, the loss of experience will be greater than the potential benefit from the mentor.

An eagle eye

A good perk that increases the visibility of the tank. We will not consider the bonus to the review during the breakdown of surveillance devices. It works from the start of the study, which is separately nice. However, you should not overestimate the eagle eye, the total bonus will be only 2% to the review. But the very importance of the review in the game compensates for this.

Handyman

A fun skill that allows the commander to replace shell-shocked crew members. In fact, in a battle with this skill, in case of shell shock to crew members, your problems will be half as much. That is, the penalty for the parameters of the tank, for which the damaged tanker was responsible, will be half as much.

Usually the deterioration is twofold, so it will only be half as bad. So already some tankers, in principle, can not be treated. I agree that a first aid kit is better, but there are times when it is not enough for a fight. Yes, and sometimes it is the first-aid kit that is changed for an additional ration, in this case a jack-of-all-trades is simply necessary.

Naturally, if the commander himself is shell-shocked, this skill will stop working. In case of concussion of the second crew member, the effectiveness of the skill will be halved. In fact, only one wounded tanker can more or less replace a commander with a jack of all trades.

Expert

Completely incomprehensible and useless perk. Allows you to see in the sight those modules that are either already damaged by the enemy, or can be damaged by a shot. It is also a skill, requiring 100% study.

gunner

The gunner has a set of good skills. There are plenty to choose from, but difficult decisions are unlikely to be made.

vindictive

A skill that requires 100% learning to work. The enemy tank will be exposed to 2 seconds more. Sounds good, but it's actually bullshit. There is a limitation on the viewing angle (10 degrees in front of the gun), it is very narrow.

In addition, the time spent by the enemy in the light changes randomly, so it is problematic to control the operation of the perk.

Master Gunsmith

A gunner's skill that reduces the spread of a damaged gun by 20% when fully trained. In fact, it allows you to shoot effectively if your gun is damaged, but there is nothing to repair it with. In other cases, a damaged weapon is usually repaired all at once with a repair kit.

On tanks where the gun gets damaged a lot, it may make sense to research the master gunsmith. You can also pay attention to this perk on tanks that often trade towers. In this case, enemy shells often damage the gun.

Sniper

A controversial perk that increases the chance of critical damage on enemy modules. Requires 100% research and gives a final bonus of 3%. But there are problems here. Firstly, the chance of inflicting critical damage on modules in world of tanks is generally unknown to ordinary players. So it is difficult to judge the importance of this characteristic.

Do not forget that tank tracks are also modules, so the perk can result in more frequent hits on the track. But, again, it is impossible to reliably verify this. In theory, a sniper will help small-caliber rapid-fire guns, but it's hard to download something unambiguous.

Smooth turn of the tower

Good perk, starts working immediately. Reduces gun spread when traversing the turret, by a maximum of 7.5%. Personally, I really like this ability of the gunner, I feel it well in battle. There will never be superfluous accuracy and speed of fire in world of tanks. Now the game is often won by the one who shoots faster and rolls back into cover.

Driver mechanic

The richest tanker in terms of perks. In fact, the driver does not have useless perks, on the contrary, there are a lot of interesting ones. So here you have to choose, sometimes even the thought arises not to study general perks for the driver.

Ram Master

Skill, starts working immediately, in full form by 15% increases damage to enemies from ramming, by 15% reduces damage to your tank when ramming. A fun perk, especially on heavy and fast tanks. Only now the ram itself, although it looks fun, its effectiveness should not be overestimated. Moreover, the driver has a lot of interesting and more versatile abilities.

off road king

Significantly improves the tank's patency on poor soils. As a result, on viscous soil, your car will move and turn more confidently. Let me remind you that the dynamic characteristics of any tank depend not only on the parameters of the engine and running gear, but also on the resistance of soils of various types.

Just the king of off-road and improves the last feature. The bonus is quite felt, many, not without reason, consider this driver perk one of the best, one of the most useful. This perk is especially well felt on heavy tanks that get stuck on bad soils.

Smooth running

And again, a very useful perk aimed at improving the accuracy of shooting. Smooth running reduces dispersion by 4% when the tank is moving. In fact, this improves the stabilization of the gun, which is useful for virtually any tank. A lot or a little of 4% is another question, especially since the driver has many other interesting perks.

Speaking my personal opinion, it is the choice of driver perks that is the most difficult and ambiguous. A smooth move can also be taken into service if you lack accuracy during the game right away and immediately after the tank stops.

Cleanliness and tidiness

The perk simply reduces the chance of a tank engine catching fire by 25%, the perk needs to be learned 100% in order for it to work. This ability needs to be thoroughly explained, otherwise some misunderstand the mechanics of its work.

The perk essentially just reduces the chance of an engine catching fire. For example, like many Germans, it is 20% on a tiger. If the driver learns cleanliness and order, then he will become 15% (20% * 0.75 \u003d 15%).

Do not forget that you can set fire to the tank through the tanks. This does not affect cleanliness and order. Let me remind you that you can set fire to the engine by simply hitting this module with a certain chance, which is recorded in the characteristics of the engine. Cleanliness and order will reduce this chance.

Tanks will be set on fire if the health of this module is completely depleted. The cleanliness and order of the driver will not help the tanks. Light up with the same success as without this perk.

Still, in the current conditions, a fire extinguisher is quite enough, they are not set on fire twice so often. I can recommend the cleanliness and order perk if you are already very tired of being set on fire through the engine, otherwise it’s easier to choose other perks.

Virtuoso

The perk increases the speed of turning the tank on the spot, starts working from the beginning of the study. When fully researched, the tank will turn 5% faster. This perk directly increases the tank's maneuverability. It will be easier to change the direction of movement, it will be easier to turn the body under the enemy's shots.

Personally, I like this perk, I put it on many tanks. But it would be more correct to choose it on machines where it is critically necessary to improve maneuverability. Since there is a serious choice between a virtuoso and an off-road king, but this aspect is on www..

Charging

The loader has a set of personal perks that cannot be called unambiguous. On the one hand, they can be very useful under certain conditions. On the other hand, these same conditions do not occur so often.

The downside is that all of the loader's personal perks only work at 100% learning, making them difficult to learn consistently. After all, then the perks open oh, how slowly.

Although it is not uncommon for the loader to also act as a radio operator on many tanks, so you can take radio interception instead, the only useful radio operator perk, but we will also consider his abilities in detail in this article.

Intuition

Intuition allows the loader to quickly change the type of projectile. That is, you loaded an armor-piercing one, and an armored enemy creeps out in front of you. We choose immediately silver gold. If intuition works, then there will be no need to reload, the desired projectile will be loaded immediately.

It has a 17% success rate, and the advantage is that if you have two loaders, you can increase your intuition by learning this perk from both loaders. Let me remind you that the rest of the perks in the game do not sum up their value.

It will not work to deceive the game, intuition only changes the type of ammunition, it does not speed up reloading. But let's see if intuition is needed at all? How often do you have to change the type of ammunition.

In fact - no. The fact is that most of the guns in the game do not require a frequent change of shells. Often reloading is not so long, so you can just wait for the standard reload, changing the type of ammunition usually does not require haste.

Perhaps intuition will come in handy on tanks, where all types of shells are used, and reloading is very long. But apart from the E 100, I can’t immediately remember anything, and in this case, changing the shells is not at all necessary.

Sometimes it's easier to use a more powerful and versatile type of projectile. Yes, and intuition itself does not always work, so you can’t rely on it in contact combat. It seems that the perk can be useful, but in too limited situations.

Desperate

The reload time of the gun is a critical indicator on any tank, which should be increased by all means. The Desperate perk speeds up reloading by 9%, which is a major improvement. But do not rush to rejoice, now there will be a list of restrictions.

Firstly, this perk will only work at 100% learning, but it's just inconvenient, nothing more. More importantly, the cooldown will be reduced only if your tank has less than 10% hit points left.

We get an interesting picture. The Desperate can literally save the tank during a firefight, because you can take the final shot first. And now in the game it often happens that the tank has a crumb of health, instead of complete destruction.

On the other hand, successfully fighting on the last points of durability is difficult and does not happen often. However, for myself, I personally consider this ability useful and interesting, however, on tanks without armor, you can find a more useful alternative.

Non-contact ammo rack

Again, you will need to learn the perk to 100%. It increases the ammo rack durability (AM) by 12.5%. Let me remind you that in the world of tanks, anyone indoor module has its own health, and all shells have a damage parameter by modules. As usual, these features are open access are not located.

Many players misunderstand the mechanics of the non-contact ammo rack (BMU). This comes not only from the poor description of perks in the game client, but also from ignorance of the game mechanics. Meanwhile, the topic of BC is very important.

Damage to ammo doubles the reload time of the gun, critically reducing the effectiveness of the tank. But undermining the BC completely ends the game, you can be killed with one shot, even if there are still a lot of durability points left.

So, the ammo can be damaged (yellow state) by any hit with damage. That is, it does not matter how much strength the BC took off the projectile. If hit - there is a chance of damage (crit). Hit the BC area - they can damage. A non-contact ammunition rack will not help here.

The BC explosion occurs if its durability drops to zero. In some tanks, it is weak, located in vulnerable places and often explodes, especially from enemy projectiles large calibers With big damage by modules.

Here, a non-contact ammunition rack can, in theory, help. But, again, it is very difficult to evaluate the effectiveness of the perk, since the exact parameters of the strength of the BC in the game are unknown. Yes, with this perk the BC of the tank will be stronger, but will this gain be enough?

Personally, I put a non-contact ammo rack on those tanks that, in my opinion, blow up too often by detonating ammo. But I am aware that there is an element of simple faith that the perk will help. It is difficult to really assess its effectiveness. If the BC on the tank is rarely blown up, the perk can be considered useless, since it does not reduce the chance of damage to the module.

radio operator

The most unfortunate tanker in the world of tanks. Not only does no one heal him when he is shell-shocked, but only one personal perk is useful. The problem here is that the communication radius in the game does not affect anything. The cards are small, even with a killed radio operator and a broken radio, there will be no problems in battle.

radio interception

The only useful perk of the radio operator, which begins to act immediately. At 100% research, radio interception increases the tank's view by 3%. A useful skill, there is never a lot of visibility on any tank. The exception is blind armored vehicles, it is desirable for everyone else to maximize the viewing range.

The idea is that you will find opponents more often, which will affect not only your survivability, but also the accrual of silver and experience for the battle, since you will fire at your reconnaissance, helping your allies as well.

From the last strength

The perk requires 100% learning, but it is already useless. After the destruction of the tank, you will shine the enemies for an extra 2 seconds. In the current realities of the game, you don’t have to rely on allies to support you with fire, so an extra 2 seconds won’t change anything.

Inventor

Crazy perk that improves the parameters of the radio station. No benefit at all. There is no point in studying.

Repeater

Improves the parameters of allied radio stations. Even more nonsense, there is no benefit from the perk. Learning is contraindicated, it is better to choose more useful general perks.

Perks are overrated

I want to talk about the fact that the benefits of perks are often overestimated. In fact, only a few perks are critical to the game. All the rest improve the characteristics of the tank and the comfort of the game, but the value of these bonuses is very modest.

Yes, perks are useful and should be chosen wisely. But do not overestimate their importance. You can play well and effectively with two full perks, or even one perk is enough.

A qualitative breakthrough is provided only by some perks, which in any case are worth downloading. So a lot of the hard perk alternatives aren't really hard.

What perks to choose?

You can start philosophically, noting that perks should be chosen in accordance with the characteristics of the tank, with its own playstyle. But, like all wisdom, the recommendation is true, but useless. Most players will not be able to personally evaluate all the perks on all tanks, it takes a lot of time and gold.

So, first of all, we examine the commander's sixth sense. This rule is mandatory, there are simply no exceptions in world of tanks. The first perk we choose for everyone is repair, we must put it on the commander after the light bulb. There are exceptions. Light tanks and artillery do not need repairs. LT take disguise, arte can download combat brotherhood (if the commander is without a light bulb) or also disguise.

The second perk already gives some variability. Here you can either go into disguise, or you can choose personal perks. In fact, both directions are worthy of life. Perhaps only the driver's personal perks are very interesting.

One way or another, we take a smooth turn of the tower for the gunner, radio interception for the radio operator, and a smooth ride for the driver, the choice of the off-road king, virtuoso. The loader can take a desperate or disguise, depending on the tank. The fact is that a tank without armor quickly goes to the hangar if it has few hit points left.

The third perk can be devoted to disguise or personal perks. It depends on which path you chose initially. However, the loader and radio operator are already running out of useful personal perks (there are only one of them), so we boldly take disguise there.

The gunner can take a sniper, but then you have to wait for 100% research, and the third perk is not quickly researched. So the gunner can take a disguise. In general, I recommend not to forget about disguise, in my opinion, a very useful skill. Whereas many personal perks provide a ridiculous or very limited bonus.

On the fourth perk, you will already have to do a reset, it seems to me. The fact is that it will be studied for a long time, so in its place you need to take perks that begin to act from the start of the study.

Now let's look at the main issues that torment tankers when choosing perks, and only then we'll talk about resetting perks.

Off-road king or virtuoso?

In fact, both perks are very good. The off-road king noticeably improves the tank's behavior on soft ground, and the virtuoso improves overall maneuverability. So, in fact, this choice should not cause any heavy thoughts. Whatever you choose, you won't go wrong. However, the king can be considered a more versatile perk.

Do you need a brotherhood?

My opinion on the military fraternity cannot be called unambiguous. The usefulness of this ability cannot be denied, only the price is very high. In my opinion, Combat Brotherhood makes sense to explore for those tankers who have already reached three full perks. Then it makes sense to reset the perks and redistribute.

I believe that it is during this period that the choice of other perks becomes limited, so the benefits of BB will be greater. However, this perk is most effective and noticeable when used simultaneously with a fan and additional soldering. The pure effect of BB can be overlooked in battle.

Reset Perks

The system of skills and abilities is built in such a way that it will not be possible to effectively first learn perks that require 100% study, and then easier-to-manage abilities that work right away.

And it will take a very long time to wait for 100% study already on the third perk, so effective use additional crew abilities without resetting them is impossible. The most basic example is the combat brotherhood. This perk actually requires a reset of old perks, otherwise it will be very sad and long to wait for its research.

We will not consider free resetting of perks at all, this is irrational. There are only two ways: fold for silver and fold for gold. In the first case, the crew will lose 10% experience, in the second, you will lose 200 gold.

I regret to note that there are actually no alternatives to resetting perks for gold. Perks require too much experience, so even a 10% loss would be very significant. I cannot recommend resetting perks for silver, you will lose a lot of valuable crew experience.

So I can only give a recommendation to use promotions during which you can reset crew perks with a 50% discount. Naturally, the number of these same discharges must be minimized, as well as your monetary losses. So think it over overall structure perks of their crews in advance.

Total

It is with the help of the crew that you can increase combat characteristics machines when other reserves have already been exhausted. So perks come into play in the later stages of the game, helping you to play even better.

Despite the fact that the bonuses from perks often seem not too serious, with proper preparation of an experienced crew, in total, it turns out to be quite a good help in any battle. Well, some perks are simply necessary, they can be considered a mandatory set for any tank.

In the article, I gave not so much a dry description of additional abilities as their real impact on the battle, on the behavior of the tank, I gave, including personal comments, which, I hope, will help you make your own choice.

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

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

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

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

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

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

2. Jack of all trades.

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

3. Mentor

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


4. Eagle eye

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

5.Expert

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

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

1. Resentful

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

2. Master gunsmith

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

3.Smooth turret rotation

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

4. Sniper.

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

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

1. Virtuoso

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

2.King off-road

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

3. Ram master

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

4. Smooth running

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

5. Cleanliness and order

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



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

1. From the last forces

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

2. Inventor

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

3. Radio interception

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



4. Repeater

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

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

1. Non-contact ammo rack.

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

2. Intuition

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

3. Desperate

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

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

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

1. Repair

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

2. Disguise.

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

3. Fire fighting

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

4. Combat Brotherhood

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

Heavy tanks(TT)


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

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

Medium tanks (ST)


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


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

Light tanks (LT)


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

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

tank destroyer


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

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

ART SAU


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

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

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

17.03.2014

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

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

Firefighting.

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

Disguise.

This skill is studied indiscriminately, especially by beginners who believe that now their tank will be inconspicuous and they can play plenty in sniper mode. This is wrong. The fact is that not all tanks in the game are able to disguise themselves. Some do it better, some do it worse, and some are huge, high-profile machines that don't know how to disguise 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 for the tank to acquire camouflage, as well as hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

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

The Brotherhood of War.

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

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

Commander.

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

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

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

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

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

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

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

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

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

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

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

Radio operator.

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

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

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

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

Driver mechanic.

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

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

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

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

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



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