Skills and Perks
Skills are additional proficiencies that a crew member can learn in order to improve aspects of a vehicle beyond those of the crew member's role. Training for these skills is available when a crewman reaches 100% in his role. A small plus icon will appear on the crewman's icon to indicate that he is now ready to start training a skill. Click on the icon to see which skills are available and to select one. After selecting a skill, a corresponding icon with the respective training level is shown below the crew member's name in the garage screen. After reaching 100% training level, the crew member can then start training another skill. However, the experience required doubles each time, making the acquisition of every skill and perk an unrealistic goal. Skills increase in effectiveness as the crew member's proficiency (training level) increases.
Perks are the same as Skills except for one thing: They don't do anything until they reach 100%. They're either "On" or "Off" with nothing in-between. A perk that is not active has a shaded icon in the garage view.
Since the first two options are based on overall experience, the more skill/perks a crewman has, the more expensive (in terms of XP) they become. However, these options are set to never reduce a crewman's Role XP. For example, if you have a crewman who just reached 100% in his role, and you choose a skill (which has 0% training level), and then immediately decide to change it, then choosing the Free option actually won't cost you any XP.
Perks are the same as Skills except for one thing: They don't do anything until they reach 100%. They're either "On" or "Off" with nothing in-between. A perk that is not active has a shaded icon in the garage view.
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. The Camouflage 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 aVertical 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, a Removed 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). Also useful on heavy tanks that turn really slow, such as the Soviet KV line. | |
Smooth Ride | Driver | Reduces the accuracy penalty applied to a moving vehicle by 0.04% per training level (up to 4%). To be more precise, the game applies one accuracy penalty to forward and backward movement, and a separate penalty for vehicle rotation. This skill affects the former, but not the latter. The skill is cumulative with a Vertical Stabilizer. This skill does nothing for vehicles rotating in place. | |
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 passive 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. It will only work for enemies spotted by your crew, not for enemy contacts relayed by your team. 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, APCR, or HEAT shells by 3%. It does not work with HE shells. If combined with the Eagle Eye perk, you'll be able to get an idea of 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. Your crew will only make use of this perk while in arcade view or sniper view. Your crew will not make use of it while in strategic view (SPG only). However, any vehicle will benefit from a team mate's use of this perk, including SPGs using strategic view. 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 shell type will switch instantly when changing shell types, regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. At least from v0.7.5, the effect is cumulative, so two Loaders with this perk will create a 34% chance. After the perk takes effect, the gun must be completely reloaded before it can take effect again. Primarily helpful on tanks where you change shell types a lot. |
Dropping Skills and Perks
You can reset all of a crewman's learned skills and perks. This allows you to change your crew member's skills or perks without having to start all over with a new recruit. There are three options available:
- If done for free, it results in the loss of 20% of the crewman's overall experience.
- If done for credits, it results in the loss of 10% of the crewman's overall experience.
- For 200 Gold, it results in no loss of experience.
Since the first two options are based on overall experience, the more skill/perks a crewman has, the more expensive (in terms of XP) they become. However, these options are set to never reduce a crewman's Role XP. For example, if you have a crewman who just reached 100% in his role, and you choose a skill (which has 0% training level), and then immediately decide to change it, then choosing the Free option actually won't cost you any XP.
Regardless of which option you might choose, it's clearly in your best interest to choose skills and perks carefully in the first place in order to keep your use of this option to a minimum.
If retraining a crew member from another vehicle resulted in his training level dropping below 100% for his role, then subsequently resetting his Skills and Perks will automatically assign all free experience to the role's training level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.)
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