Additional skills and abilities of the crew. World of Tanks. Crew skill guide Perk mentor what gives

And especially for freebies with a choice of skills and abilities, you can’t go wrong! In this article, I will give some valuable recommendations for selecting perks for different classes of vehicles in the World of Tanks.

The most important skill in World of Tanks!

To begin with, I would like to immediately decide on the first perk for the crew commander. This, of course, is the "Sixth Sense", which is also called the "light bulb". This skill allows the tank commander to feel the light, as they say, "spinal cord". At the same time, after 3 seconds from the moment of light, a light on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART SPGs.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride for a very long time with the “inoperative” first perk, or choose some other skill for the commander and then, after the first skill is pumped up to 100%, retrain the commander.

Actually, if you are a donor, it is recommended to choose some other skill (for example, "Repair" or "Disguise") and then retrain the commander. If you don’t have 100-200 gold for retraining, choose the “Sixth Sense” for the commander and wait until he pumps it up to 100%.

IsoPanzer Perk Pickup Video Guide

Video guide on the selection of perks from VSPISHKA

General subjective characteristics of different skills and abilities in World of Tanks

Below is a general description of skills and abilities. I draw your attention to the fact that the characteristic is subjective. My opinion may not coincide with your subjective opinion. It should also be remembered that skills are active in World of Tanks as they are learned, while skills begin to act only after 100% learning (usually it is recommended to learn skills, and then reset skills and teach the tank crew new skills). Be careful!

Overview of the skills of the World of Tanks

General skills and abilities

Repair: The most important skill for the crews of heavy and medium tanks, allows you to quickly repair internal and external modules, especially important when repairing downed tracks.

It should be remembered that the "Repair" skill is considered as the average for the crew, i.e. to get a 100% repair, you need to fully upgrade it to all crew members. So, if you pump “Repair” to the Gunner, Driver and Loader, and pump the “light bulb” to the Tank Commander, then the average repair rate for the crew will be 75%.

Skills such as "Disguise" and "Fire Fighting" work in a similar way.

Disguise: the most important skill for the crews of light tanks and small tank destroyers. It is considered as the average for the crew.

Firefighting: it is pumped out on heavy and medium tanks according to the residual principle. It is considered as the average for the crew.

The Brotherhood of War: the skill increases the characteristics of the crew by 5%, thereby increasing the characteristics of the tank by 2.5%. Usually pumped out on tanks to reduce the reload time of the gun and increase the rate of fire. It is recommended to use together with the "Fan" equipment (which gives another 2.5% to the characteristics of the tank). Please note that this skill takes effect only if it is pumped out to 100% for all crew members without exception.

Skills and abilities of a tank commander

Mentor: a moderately useless skill that gives bonus experience to other members of the tank crew (i.e. at 100% of the skill, the most "backward" member of the tank crew gets experience = experience earned during the battle). Useful on tanks with a small crew (such as MS-1 or ELC AMX), because. allows you to significantly speed up the pumping of the crew. However, since the Commander already has a lot of useful perks, in general it is not recommended to take it.

Eagle Eye: it makes sense to take for fireflies with a high view. It is generally not recommended to take tanks with a low view.

Handyman: according to the description, almost imba, in fact - about nothing. If you want, see for yourself.

Expert: an unnecessary skill.

Sixth Sense: the most useful, most important skill in World of Tanks.

Skills and abilities of the radio operator

A radio operator on a high-level vehicle is almost never found in its pure form. Usually this specialization is combined by the Tank Commander.

Radio interception: the action is similar to the “Eagle Eye” of the Tank Commander. The recommendations are also the same. By the way, this is the only really useful skill for the Radio Operator.

From the last forces: in theory, this skill gives a chance to get some experience and credits for dealing damage and destroying enemy tanks in your light. In practice, nothing.

Inventor and Repeater:- about nothing.

Skills and Abilities of the Gunner

Smooth turn of the tower: reduces spread when turning the turret, it makes sense to take on all tanks without exception, including turretless tank destroyers and art destroyers. Their dispersion decreases with a change in the angle of horizontal aiming of the gun. A very useful skill.

Weapon Master: almost always, the gunner can upgrade some other, more useful skills or abilities. Well, it's a pretty useful skill.

Sniper: literally by a few percent increases the probability of a critical module or crew. Begins to act only after 100% training, i.e. the gunner will have to be retrained for this skill! In general, nothing.

vindictive: Considering that in the game you can quite effectively shoot blindshots (i.e. without glare at the known coordinates of a tank that has left the glare), the skill can hardly be classified as really useful. In addition, like any skill, it only takes effect after 100% learning.

Skills and Skills of a Driver

Offroad King: increases the speed of movement on soft ground. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turn speed. Useful skill. First of all, it makes sense to take on tank destroyers and ART-ACS.

Smooth move: reduces dispersion when firing on the move. A very useful skill for light and medium tanks, which are destined to shoot on the move.

Ram Master: a very useful skill for tanks that have a large mass and good dynamics (or at least high speed when moving downhill, like the KV-5).

Cleanliness and tidiness: reduces the risk of engine fire. Must have on tanks with front transmission/engine.

Loader Skills

All loader skills (as well as any other skills, for that matter) only work after they are 100% learned, which significantly reduces their value. Be careful! It makes sense to choose one of the skills in the event that you still put the second perk "Combat Brotherhood" and retrain the crew. Then the first perk can be taken one of the following skills. However, their value is rather doubtful in any case.

Intuition: it makes sense to take only the fourth or fifth skill, and even then, if you often use gold ammo.

Desperate: speeds up the reloading of the gun if the tank has less than 10% durability left. Not a bad skill, if you take it on a residual basis.

Non-contact ammo rack: increases hp. internal module "Ammo rack". It makes sense to take on tanks on a residual basis, and even then, only if this tank really often has an ammo rack.

Skill selection for light tank crews

Light tanks, which have equally low visibility when stationary and on the move, need to download Camouflage. It is this skill, and no other, that should be chosen first for light tanks.

It makes no sense to take "Repair" as the first skill: light tanks do not have good armor and a lot of HP, besides, internal modules and crew are easily critted by them. It is better to repair a downed caterpillar with a repair kit, and not with a “Repair” at all.

After pumping out Disguise, it makes sense to retrain the commander to the Sixth Sense and start downloading Disguise again. Well, the third skill, you can choose "Eagle Eye", which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth turret rotation, Repair
  • Driver mechanic: Camouflage, Off-Road King, Virtuoso, Smooth Ride, Repair
  • Radio operator: Masking, Radio interception, Repair
  • Charging: Camouflage, Repair

Skill selection for medium tank crews

Further, you can retrain the tank crew to “Combat Brotherhood” (after all, it’s better for the commander to take the “Sixth Sense” perk as the first, i.e. retraining is best done when the second perk is completely pumped out of the tank crew). Or pump individual skills like “Smooth Turret Rotation” and “Smooth Ride”.

  • Commander: Sixth Sense, (Brothers in Arms), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Turret Sweep
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Combat Brotherhood), Camouflage

Skill selection for heavy tank crews

Heavy tanks differ little from medium tanks in terms of skills and abilities. The main difference is in the size of the tanks - since heavy tanks are usually larger than medium ones, and their guns are mostly equipped with muzzle brakes, it often does not make sense to equip them with Camouflage. As with medium tanks, it is recommended that heavy tanks be upgraded with "Repair" first. Further, after the opening of the third perk, the crew can be retrained for "Combat Brotherhood".

If the tank is on fire often, it makes sense to take "Fire Fighting", or wait until the gold "Automatic Fire Extinguishers" for silver appear in the game.

If the tank has a front transmission/engine, the driver should pump out "Clean and Tidy".

  • Commander: Sixth Sense, (Combat Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Repair, (Combat Brotherhood), Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Concealment, or Firefighting.
  • Charging: Repair, (Combat Brotherhood), (Disguise, Firefighting, or any of the available special skills)

It turns out that the crews of heavy tanks have nothing special to teach ?! It turns out - yes! Those. from really useful skills, you should choose those that are higher. So, I still recommend not to neglect the “Combat Brotherhood” skill. The rest of the perks are to taste.

Skill selection for tank destroyer crews

If the tank destroyer is compact enough, it makes sense to take Disguise as the first perk and sit in the bushes. If it's a monstrosity like Ferdinand, it makes sense to take Repair and tank. In general, even "Ferdinand-shaped" tank destroyers make sense to upgrade "Camouflage", because tank destroyers have a class bonus to stealth when stationary.

Repair even for “inconspicuous” tank destroyers makes sense to download in any case, for example, the second perk (or third, if you download “Combat Brotherhood”). Those. for conventional tank destroyers, we take “Camouflage” as the first perk, then “Repair”, retrain (or not) the crew to “Combat Brotherhood” and again take “Repair”.

For huge heavily armored tank destroyers, you can take "Repair", then "Camouflage", retrain the crew to "Combat Brotherhood" and start pumping "Camouflage" again. That's the whole difference.

  • Commander: Sixth Sense, (Brothers in Arms), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Combat Brotherhood), Repair, Turret Sweep
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Camouflage, (Combat Brotherhood), Repair

The choice of skills for ART-SAU crews

The first perk makes sense to take "Disguise". In any case, it makes sense for the commander to download the “Sixth Sense”, even on the ART-SAU, the “light bulb” gives quite a tangible advantage. "Repair" on ART-SAU can not be downloaded at all.

  • Commander: Sixth Sense, (Combat Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Disguise, (Combat Brotherhood), Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Radio Interception
  • Charging: Disguise, (Combat Brotherhood)

Mini-FAQ on skills and abilities in World of Tanks

Question: Will the Sixth Sense skill work if I transfer the commander to a new tank and he loses 10% (or even 20%) of his main specialty?
Answer: unbelievable, but true - it will!

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.

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 different types of 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 give you 5% vision, and with additional equipment like the Stereo Tube, you can spot 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 a 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.

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

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

And let's start with a general description of what each skill and skill 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 toolbox. At 100% study, it gives +100% repair speed. First of all, pump for almost any technique.
Skill. Works as you learn.

2. Disguise.

Reduces the visibility of our tank. Enhanced by the presence of a camouflage net. An extremely useful perk for stealthy ATs, LTs, arts. At 100% 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.

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 there are no exact parameters in the world of tanks, 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 the only thing that is now often taken into battle instead of a fire extinguisher is a chocolate bar or an additional ration, so fire fighting 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, Combat Brotherhood 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.

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

The skill, starts working immediately, in full form increases damage to enemies from ramming by 15%, reduces damage to your tank by 15% 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.

The probability of such success is 17%, the advantage is that with two loaders, you can increase intuition by studying this perk with 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 world of tanks, any internal module has its own health, and all shells have a damage parameter by modules. As usual, these characteristics are not publicly available.

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. For some tanks, it is weak, located in vulnerable places and often explodes, especially from large-caliber enemy shells with high module damage.

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 can’t count on allies to support 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% of the study already on the third perk, so the effective use of 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 about the overall perk structure of your crews ahead of time.

Total

It is with the help of the crew that it is possible to increase the combat characteristics of the vehicle 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 bonuses from perks often seem not too serious, with the right training 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.

"Light Bulb" - "Sixth Sense"

This skill allows the tank commander to feel the light, as they say, "spinal cord". At the same time, after 3 seconds from the moment of light, a light on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART SPGs.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride for a very long time with the “idle” first perk, or

choose some other skill for the commander and then, after the first skill is pumped up to 100%, retrain the commander, which, however, does not solve the problem of long suffering from driving without a "lamp", but there is one budgettrick to speed up skill leveling 2+ times:

We train the commander in the necessary skill and transfer him to any other suitable elite tank, preferably a premium one, we transfer only the commander, we do not touch the rest of the "nubo" team

Since the commander’s overall experience of “driving” will lag behind the rest of the team, then according to the rules of game mechanics, it is he who will receive x2 crew experience every battle, regardless of victory or defeat, the tank premium bonus will also be at least + 61% to experience , total for exampleif you earned 1000 experience in battle, then the captain will receive not 1000, but 2610 experience, the fastest is even more, but even so, this is an acceleration of pumping more than twice! Well, if you additionally turn on personal reserves to speed up the leveling of the crew... :) Realistically, you can open a light bulb in one evening of the game.

"BB" - "Combat Brotherhood"

This skill increases the characteristics of the crew by 5% and the tank itself by 2.5 (actually by 2.15, but everything is rounded up for simplicity), and also increases the level of proficiency in the skills taken by the same 5%, that is, you may not have disguise 100% and 105% (By the way, any increase in the level of crew training by 1% increases the characteristics of the tank by 0.43%) ventilation or additional rations, which is actually just illogical. Perhaps this is the second most important skill that needs to be pumped out on any tank, because it:

increases:

by 2.5% reload speed and average damage per minute

by 2.5% Aiming Speed

by 2.5% Hull Turn Speed

by 2.5% Turret traverse speed

by 2.5% Maximum weapon accuracy (no, this is not a mistake! accuracy can be increased)

by 2.5% Tank camouflage when firing, standing, riding, jumping and swimming.

by 2.5% Module Repair Speed

by 2.5% Tank Overview

by 2.5% Permeability on all soils and hence the overall mobility of the tank

by 5% the effects of all learned crew skills (Smooth Ride, Camouflage, etc.)

reduces:

by 2.5% spread from riding

by 2.5% Spread per shot

by 2.5% Spread from turret traverse

by 2.5% Spread from hull rotation

I'm sure I forgot something, but I think it's already clear

Of course, 2.5% seems a little, and it’s hard to notice the effect right away, but other skills don’t have much more effect either: for example, “eagle eye” gives only 2% to vision, a smooth move beloved by many -4% of the penalty to scatter when driving, and BB is only -2.5% but from all fines! Virtuoso +5% to the sharpness of the rotation of the body, etc. In reality, if you calculate the theoretically possible bonuses from a set of the best other skills (except for camouflage and repair), then they are not even close to BB. But of course, there is a big and fat minus - it is that the skill works only with 100% mastery by the entire crew, which means that you cannot be the first to take it - after all, the first to study the "Sixth Sense" and learning it second for many players can take half a year, but you want everything you want right now...

A LITTLE THEORY

TT - Heavy tanks

In terms of perk leveling, heavy tanks differ little from medium tanks. The main difference is their size - since heavy vehicles are larger than medium ones, in most cases it is pointless to disguise them by pumping. the Brotherhood of War.

Commander

It may not be useful at the beginning of the TT battle, but at the end, when only half the team remains alive and the enemy is not clear where, it will save your life more than once.

2) "Combat Brotherhood". Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5%, and also increases the level of proficiency in the skills taken by the same 5%.

3) "Repair". Repair The most important skill for the crew of medium and heavy tanks. The repair time for modules is different for all tanks, and for heavy ones it is the maximum, and no matter how tempting other skills look, you should not forget about it.

4) “Jack of all trades”. The skill is most useful on “thick” vehicles, which, even with a wounded crew, can still benefit the team for a long time. It is also recommended to take it with the learned skill "BB" - with it, "BB" is not interrupted by the crew's injuries.

5) Eagle Eye- Increases visibility by 2%. Although you can take other skills depending on the tank (Mentor, Firefighting, Camouflage)

gunner

1) “Repair”

2) "Combat Brotherhood".

3) “Smooth turn of the tower”

4) “Master gunsmith”- Reduces the spread of a broken gun by 20%, it is recommended to put on tanks "tanking" with a tower, T34, ST-1

5) "Sniper" - Increases the probability of inflicting critical damage to the module or concussion of a crew member by 3%. Due to the mechanics of the game, it is almost useless. The sniper is most effective for tanks with low damage per shot and for drum tanks that can reliably fire several shots at one point.

Driver mechanic

1) “Repair”

2) “Combat Brotherhood”

3) “Smooth running”

4) “King of off-road”- A very useful skill that increases the speed and maneuverability of the machine on medium and soft soils. (+10% for the swamp, +2% for the ground). Most suitable for LT and ST, but it will not hurt other tanks either.

5) "Virtuoso" - increases the speed of rotation of the tank chassis by 5%. No comment.

6) “Master of Ram”- a useful skill for tanks that have a large mass in combination with good dynamics (KV-5, AMX-50-100). Reduces damage to own tank when ramming by 15% and increases enemy damage by the same amount.

radio operator

1) “Repair”

2) “Combat Brotherhood”

3) “Radio Interception”

4) “Disguise” - the main skill of all LT and small st / pt. Since the bonus is a percentage, it makes no sense to bet on tanks with low camouflage, because +50% of zero will still be zero! On the other hand, the radio operator simply has no other good options.

5) “Fire Fighting”

Charging

2) “Combat Brotherhood”

3) “Repair”

Increases ammo rack durability by 12.5%. For tanks like t110e5, AMX CDC, t44 - very useful, but it won't hurt others either.

5) “Disguise” We take from hopelessness ....

ST - Medium tanks

The crew of medium tanks, up to level 7 inclusive, is first of all recommended to upgrade the camouflage, and then repair. After level 7 (8+), the crew of most STs first learns repair, then camouflage. After that, the crew can be retrained for combat fraternity. Of course, it is better for the commander to take the sixth sense as the first perk, that is, it is better to retrain when the crew has a completely pumped out second perk. If the tank has a front transmission/engine, the driver should pump out "Clean and Tidy". Below is an option for the top levels.

Commander

1) Light bulb "Sixth sense".

2) “Combat Brotherhood”. Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5%, and also increases the level of proficiency in all skills taken by the same 5%.

3) "Repair".

4) “Disguise” -the smaller (the more "flat") a medium tank, the more relevant "Camouflage" is for it.

5) Eagle Eye- Increases visibility by 2%.

gunner

1) “Repair”

2) “Combat Brotherhood”

3) “Smooth turn of the tower”- Reduces gun spread when traversing the turret by 7.5%.

4) “Disguise”

5) "Sniper" - Increases the probability of inflicting critical damage to the module or concussion of a crew member by 3%. Due to the mechanics of the game, it is almost useless. The sniper is most effective for tanks with low damage per shot and for drum tanks that are guaranteed to make several shots at one point, confidently breaking the internal module ..

Driver mechanic

1) “Repair”

2) "Combat Brotherhood".

3) “Smooth running”- Reduces dispersion when firing on the move by 4%. Damage and maneuverability are everything!

4) “Disguise”

5) “King of off-road”- A very useful skill that increases the speed and maneuverability of the machine on medium and soft soils. (+10% for the swamp, +2% for the ground).

6) "Virtuoso" - increases the speed of rotation of the tank chassis by 5%.

radio operator

1) “Repair”

2) “Combat Brotherhood”

3) “Radio Interception”- Increases vehicle visibility by 3%. The best special skill of the radio operator, due to the fact that the rest are generally useless.

4) “Disguise” - the main skill of all LT and small st / pt. Since the bonus is a percentage, it makes no sense to bet on tanks with low camouflage, because +50% of zero will still be zero! On the other hand, the radio operator simply has no other good options.

5) “Fire Fighting”- Accelerates fire extinguishing by 50% (when fully studied by the entire crew). An almost useless skill, if you carry a fire extinguisher with you, take it in the absence of other normal options.

Charging

1) “Desperate” - when your HP falls below 10%, it speeds up reloading by 9.1%. A very useful skill for a technique that is able and able to survive for a long time even with a small amount of HP. Since it starts working only with 100% development, it makes sense to take one of the first.

2) “Combat Brotherhood”

3) “Repair”

4) “Non-contact ammo rack”- Increases ammo rack durability by 12.5%. For tanks like the AMX CDC, the T44 is very useful, but it won't hurt others either.

5) “Disguise”

tank destroyer

(anti-tank self-propelled artillery mounts)

Due to the fact that tank destroyers have a class bonus to invisibility when stationary, any vehicle of this type can be trained in camouflage. Therefore, if the PT is quite compact, then the first perk is undoubtedly downloading the disguise and playing in the bushes, while the repair is one of the last to pump out, but if its dimensions are “Ferdinand”, then it makes sense to upgrade the repair instead of the disguise and go tanking in the forefront.

Commander

1) Light bulb "Sixth sense".

2) “Combat Brotherhood”

4) “Repair”

5) Eagle Eye- Increases visibility by 2%.

gunner

1) “Disguise”

2) “Combat Brotherhood”

4) “Repair”

Driver mechanic

1) “Disguise”

2) “Combat Brotherhood”

3) “Smooth running”- Reduces dispersion when firing on the move by 4%.

4) "Virtuoso" - increases the speed of rotation of the tank chassis by 5%. For "barn" PTs, it makes sense to take it before PX.

5) “Repair”

radio operator

1) "Disguise"

2) “Combat Brotherhood”

3) “Radio Interception”- Increases vehicle visibility by 3%. The best special skill of the radio operator, due to the fact that the rest are generally useless.

4) “Repair”

5) “Fire Fighting”

Charging

1) “Desperate” - when your HP drops below 10%, it speeds up reloading by

9.1%. A very useful skill for vehicles capable of surviving for a long time with a small amount of HP. Since it starts working only with 100% development, it makes sense to take one of the first.

2) “Combat Brotherhood”

3) “Disguise”

4) “Repair”

LT - Light tanks

For light vehicles that have low visibility both in a stationary state and in motion, we first pump over the disguise. Highly recommended!

As for the repair, its pumping in the first skill does not make any sense. This is due to the fact that light vehicles have weak armor and quite little HP, literally two shots of a good heavy or anti-tank gun, and if LTs knocked down a track, it is better to quickly repair it with a repair kit, without waiting for repairs. Well, the firefly simply won’t survive the second caterpillar downing, and the skill is not needed.

Commander

1) Light bulb "Sixth sense".

2) “Combat Brotherhood”. Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5%, and also increases the level of proficiency in the skills taken by the same 5%.

3) “Camouflage” - Increases the tank's native camouflage by 50-100% (when fully studied by the entire crew). Since the bonus is a percentage, it makes no sense to bet on tanks with low camouflage, +50% of zero will still be zero!

4) "Eagle Eye"- Increases visibility by 2%.

5) "Repair"

gunner

1) “Disguise”

2) “Combat Brotherhood”

“Smooth Turret Rotation” - Reduces the spread of guns when turning the turret or tank destroyer, artillery gun by 7.5%.

3) “Sniper” - Increases the probability of inflicting critical damage to the module or concussion of a crew member by 3%. Due to the mechanics of the game, it is almost useless. The sniper is most effective for tanks with low damage per shot and for drum tanks that are guaranteed to make several shots at one point, confidently breaking the internal module ..

4) “Repair”

Driver mechanic

1) “Disguise”

2) “Combat Brotherhood”

3) “Smooth running”- Reduces dispersion when firing on the move by 4%.

4) "Virtuoso" - increases the speed of rotation of the tank chassis by 5%.

5) “Repair”

radio operator

1) "Disguise"

2) “Combat Brotherhood”

3) “Radio Interception”- Increases vehicle visibility by 3%. The best special skill of the radio operator, due to the fact that the rest are generally useless.

4) “Repair”

5) “Fire Fighting”- Accelerates fire extinguishing by 50% (when fully studied by the entire crew). Pretty useless skill, take in the absence of other normal options.

Charging

1) "Disguise"

2) “Combat Brotherhood”

3) “Desperate” - when your HP falls below 10%, it speeds up reloading by 9.1%. A very useful skill for vehicles capable of surviving for a long time with a small amount of HP. Since it starts working only with 100% development, it makes sense to take one of the first.

4) “Repair”

5) “Non-contact ammo rack” or “Fire fighting”

Art SAU Artillery

It's simple: first of all, we learn all the skills that improve firepower - mixing and reloading - the rest is optional. The only controversial question is whether it is necessary to teach the tank, which spends the entire battle in the rear, the first skill "Light Bulb"? If "Yes" - then together with the light bulb we first take the set: "smooth turn of the tower", "smooth move", "desperate", if not, then we immediately learn the Battle Brotherhood.

Commander

1-2) Light bulb "Sixth sense". For quick and inconspicuous ART, we teach the first skill, for the "barn" - the second.

1-2) “Combat Brotherhood”. Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5%, and also increases the level of proficiency in the skills taken by the same 5%.

3) “Disguise”

gunner

1-2) "The Brotherhood of War"

1-2) “Smooth turn of the tower”- Reduces gun spread when turning a turret or artillery gun by 7.5%.

3) "Disguise"

DO NOT TEACH: “Sniper”- Increases the chance of inflicting critical damage to the module or concussing a crew member by 3%. Does not work with land mines!

Driver mechanic

1-2) “Combat Brotherhood”

1-2) “Smooth move” - Reduces dispersion when firing on the move by 4%. And hence the speed of mixing after the move.

3) “Disguise”

4) "Master Ram"- surprise the enemy before death!

radio operator

1-2) "The Brotherhood of War"

1-2) "Disguise"

Charging

1-2) "The Brotherhood of War"

1-2) "Disguise" or“Desperate” - when your HP falls below 10%, it speeds up reloading by 9.1%. Very rare, but arte can help.

We can draw an undeniable conclusion: the more experienced the crew, the more your tank will influence the battle. This will give you sometimes an unconditional, and sometimes a minimal advantage, thanks to which you can decide the outcome of the battle in your favor.

Undoubtedly, skills and abilities enhance most of the qualities and parameters of the machine. It is still difficult to give specific or even general advice regarding a particular tank or all vehicles in a row, since everyone has their own style of play. With skills and abilities, the situation is even more complicated than with the choice of equipment and equipment. Just try to choose wisely, think through everything exactly what your crew needs, plan your leveling, focusing on your behavior in battle. Take your time with the choice. Read forums, watch VODs.

Think about hard-to-implement skills, such as:

Expert” - shows damage to modules and crew of an enemy tank. But! Provided that you have aimed a weapon (sight) at the enemy and you see (“shine”) it yourself, and also hold the sight on it for more than 4 seconds. All this makes using the skill inconvenient, but even knowing its crits or their absence, this knowledge can rarely be realized - what's the difference in destroying a tank with a critical gunner or a healthy one? - In any case, it is more correct to play as if there is a healthy sniper sitting there, from God.

vindictive- allows you to see the tank in its line of sight in the sight for an additional 2 seconds, provided that the gun is aimed at it.

Works only on tanks that you point the barrel at and which you shine yourself.

This means that for artillery and all support equipment it is useless, a little less than completely. Usefulness for the rest of the technique, on most maps, is also doubtful. But it can be useful for fireflies, especially on the CG, since together with them the rest of the team will see the enemy 2 seconds longer (the duration of a simple light is 5-10 seconds, that is, with the skill it will be 7-12 on the tank at the LT in the scope )

Sniper- Increases module crit chance by 3%. Apparently they mean that these 3% are added to the standard chance to inflict damage on the module (equal to 33% for the crew, and 45 for equipment), that is, instead of 33% there will be 36% - not super in any case, but if you remember that the modules are in the tank there is not everywhere, and at first you still have to hit it, and if you hit it, there is still a 64% chance that the damage will not be counted, but if it is counted, it probably will not cause enough for a crit. damage damage….In general, the wisdom of studying it is highly questionable. And also this skill does not apply to land mines - all “land mines” pass by ....

Indoor unit damage probability table

“Inventor”, “Relay”- improve radio communication. Well, who in our game after level 3 does not have enough radio range? I have not met such people. But if you have a favorite tank for bending 1-3 levels, then you can learn for it.

"From last strength"- go to shine and die ... and after death, shine for 2 seconds longer .. pffff .......

"Master of the Ram"- a skill loved by many, the problem of which is not in complexity or in the small effect of the use, but in the fact that a competent player, in principle, as a rule, avoids even such an exchange of his HP, and in general, situations where it could be used. Exceptions: the end of the battle and there is nothing to lose, the need to ram at LBZ, or just you - "KV-5".