Skills
Icon | Skill Name | Role | Description |
---|---|---|---|
Repair | All | This skill improves the crew member's ability to repair a module that has been knocked out, with a higher training level resulting in faster repairs. The skill bonus starts to take effect as soon as a module is damaged. Repair skills are essential for vehicles where returning to operational condition as quickly as possible is paramount, such as fast tanks which rely on their speed or heavy tanks, which take a long time to repair. The effective training level is averaged across the entire crew. The skill is cumulative with a Toolbox. | |
Firefighting | All | This skill improves the crew member's ability to put out a fire, should a vehicle ever be unlucky enough to be in such a situation. A higher training level results in shorter times to extinguish a fire and thus prevent it from spreading to other modules. It is noteworthy however that the amount of damage done by each tick of fire is also lowered with higher training level. This skill does not affect the chances of a vehicle catching on fire in the first place. The skill bonus takes effect as soon as the vehicle catches fire. Firefighting skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but using Manual Fire Extinguishers or Automatic Fire Extinguishers consumables is generally more effective. The effective training level is averaged across the entire crew. | |
Camouflage | All | This skill improves the crew member's ability to hide the vehicle from enemies. A higher training level lowers the chances that the vehicle will be spotted by the enemy, requiring enemies to be closer in order to detect your vehicle. TheCamouflage skill is always active and the overall effect depends on the tank's inherent camouflage rating. This skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The effective training level is averaged across the entire crew. | |
Mentor | Commander | For every 1% of this skill, all crew members except the Commander himself receive 0.1% additional experience at the end of every battle (Up to 10%). If the Commander's training level increases during the battle, the crew will benefit from the increase. Useful on any tank you plan to keep indefinitely. | |
Recon | Commander | Provides a small bonus of 0.02% per training level (up to 2%) to your vehicle's View Range statistic. The bonus increases to 0.2% per training level (up to 20%) with a damaged observation device to help counteract the damage penalty. The in-game description's reference to "maximum" view range is incorrect. The skill is cumulative with the Situational Awareness skill, Coated Optics, and/or Binocular Telescope. | |
Jack of All Trades | Commander | Enables the Commander to fill in for knocked-out crew members. Only roles are substituted. The replacement effect starts at the skill's current training level x 0.5% (Up to 50%) for the first knocked out crew member (same as a new recruit, but better than 0%) which then gets divided evenly between each additional crew member (25% each for two, 12.5% for four, etc.). Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers. | |
Armorer | Gunner | This skill reduces the accuracy penalty from a damaged gun by 0.2% per training level (up to 20%). If two Gunners have this skill, only the higher rating is effective. The skill is cumulative with a Vertical Stabilizer. | |
Snap Shot | Gunner | Reduces the accuracy penalty applied during turret rotation by 0.075% per training level (up to 7.5%). If two Gunners have this skill, only the higher rating is effective. Typically not as valuable on vehicles without turrets, but it does apply to lateral gun movement on turret-less vehicles too. The skill is cumulative with a Vertical Stabilizer. Primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. | |
Clutch Braking | Driver | Increases vehicle rotation speed by 0.05% per training level (up to 5%). The skill is cumulative with Additional Grousers, aRemoved Speed Governor, and any speed boosting consumables (fuels). Primarily helpful with fast tanks that don't already turn plenty fast (i.e. Luchs, T-50). | |
Smooth Ride | Driver | Reduces the accuracy penalty applied when firing on the move by 0.04% per training level (up to 4%). The skill is cumulative with a Vertical Stabilizer. | |
Off-Road Driving | Driver | Reduces the maneuverability and acceleration penalties due to terrain resistance by 0.1% per training level (up to 10%) on soft terrain and 0.025% per training level (up to 2.5%) on average terrain. Applies pretty much everywhere other than on roads, cobblestone, and asphalt. The skill is cumulative with Additional Grousers. Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate. | |
Controlled Impact | Driver | Decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle by 0.15% per training level (up to 15%). The skill only applies when both vehicles are in motion, and never affects allies. Since both vehicles must be in motion, this skill does not work when ramming stationary enemy artillery. Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks. | |
Signal Boosting | Radio Operator | This skill extends the Signal Range of your vehicle's radio by 0.2% per training level (up to 20%). If two Radio Operators have the skill, only the higher rating is effective. Primarily helpful for SPGs and scouts. | |
Situational Awareness | Radio Operator | This skill extends your vehicle's View Range statistic by 0.03% per training level (up to 3%). If two Radio Operators have the skill, only the higher rating is effective. The skill is cumulative with the Recon skill. This skill has a higher bonus to View Range than Recon under normal circumstances, but does nothing to counteract the penalty from a damaged observation device. | |
Relaying | Radio Operator | This skill extends the Signal Range of allied communications within your vehicle's radio coverage by 0.1% per training level (up to 10%). It does not affect your own Signal Range. If two Radio Operators have the skill, only the higher rating is effective. |
Perks
Icon | Perk Name | Role | Description |
---|---|---|---|
Brothers in Arms | All | This perk increases the training level of each crew member's Role/Major Qualification by 5%. It also improves the Repair, Firefighting, and Camouflage skills by 5%. It does not affect role-specific skills, nor any perks (in-game description is incorrect). There is no benefit whatsoever unless all of the crew have this trained to 100%. The perk stays in effect if a crew member is knocked out during battle. The perk is cumulative with Improved Ventilation and skill boostingconsumables. | |
Sixth Sense | Commander | Allows the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, an indicator appears on your UI. The indicator turns off after a few seconds whether you are still detected or not. There is no indicator to show whether or not you have become hidden again. Primarily helpful for TDs, SPGs, and scouts. Many players have mentioned they'd prefer the indicator to remain on for as long as the enemy detects you, but that is not how it currently works. | |
Eagle Eye | Commander | This perk enables the Commander to identify the critical damage of targeted vehicles after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle. Does not work in a SPG's Strategic View Mode. Primarily helpful for snipers and in some cases for flankers. | |
Deadeye | Gunner | This perk increases the chance to critically damage enemy vehicle modules and crew with AP and APCR shells by 3%. It does not work with HE shells. If combined with the Eagle Eye perk, you'll be able to tell how well this perk is working. | |
Designated Target | Gunner | This perk makes targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would be. Does not work in a SPG's Strategic View Mode. If two Gunners have the perk, the effect is not cumulative. Primarily helpful for snipers and in some cases for scouts. | |
Preventative Maintenance | Driver | This perk reduces the chance of engine fire by preventing gas or oil leakage in the engine compartment by 25%. The perk is cumulative with the reduced chance of fire from Automatic Fire Extinguishers. | |
Call for Vengeance | Radio Operator | This perk allows a Radio Operator who survived the destruction of his vehicle to report enemy positions for an additional two seconds. If two Radio Operators have the perk, the effect is not cumulative. Primarily helpful for scouts. | |
Safe Stowage | Loader | The Loader stacks the shells in such a way that they do not come into contact with each other. The result is simulated as an increase in ammo rack durability of 12.5%. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased ammo rack durability that comes with using a "Wet" Ammo Rack. | |
Adrenaline Rush | Loader | This perk shortens reload time by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased loading speed from using a Gun Rammer. | |
Intuition | Loader | This perk creates a 17% chance that the proper shell is already loaded when switching between shell types. The gun must be completely loaded before the perk can be used again. If two Loaders have the perk, the effect is not cumulative. Primarily helpful on tanks where you change shell types a lot. |
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