What are perks? We learn to choose the right skills for the crew. How to choose perks (skills and abilities) in World of Tanks? Video guide for selecting perks from VSPISHKA

Dear tankers, today I want to talk about the commander skill - “Mentor”. This skill provides additional experience to all crew members except the commander. The amount of experience increases by 0.1% for each percentage of skill. Maximum value: +10% to experience gained.

As I understand it, the concept of a skill involves abandoning a certain commander’s skill that is useful in battle (“Sixth Sense”, “Repair”, etc.) in favor of something that is useless in battle, but gives an advantage in the speed of leveling up the rest of the crew. It is not explicitly assumed that, initially lagging behind in the number of skills learned that are useful in battle, over a long distance your crew will overtake in this parameter crews in which the commander did not spend experience on the “Mentor” skill. That is, after x battles, the number of skills of the crew whose commander has learned the “Mentor” skill will become greater than that of the crew whose commander has not learned this skill.

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

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

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

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

I took Japanese cords as an object for research. From O-I to Type 5 Heavy, the crew composition in this branch does not change, and the O-I Exp has a radio operator instead of one loader. It is very convenient to upgrade your crew in this branch; up to level 10 you can do this very thoroughly. It was thinking about leveling up this branch that prompted me to ask about using the “Mentor” skill.

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

The remaining skills are practically useless, therefore, further leveling does not provide an advantage. Disguise for Japanese heavyweights is useless; skills like “Intuition” or “Repeater” I don’t even understand why the developer implemented them. "Sniper" does not work with landmines. It can be seen that in reality, after learning the 4th skill, the benefit of the “Mentor” skill sharply decreases, since half of the crew simply has nothing to learn.

I assume that I will study skills, that is, those perks that begin to work as you study them. Having studied a skill to 100%, I will reset the skill for gold and exchange it for a skill, since it only works after 100% training. This way, the experience gained will be immediately beneficial. I will also retrain the crew for a new tank for gold. I will assume that I will play 10,000 battles on Japanese heavyweights, gaining 1000 experience per battle.

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

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

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

The diagram created on the basis of the presented table shows that, in fact, our assumption that over time the crew with a mentor will overtake the self-taught ones is confirmed. However, there is a small nuance - during most battles (X-axis), the “self-taught” crew has, on average, a greater number of useful skills (Y-axis). Only in a small area, around the moments of learning the 2nd and 3rd skills, does the crew with a mentor have an advantage, which they are rapidly losing. And after learning the 3rd skill by the “self-taught”, the crew with a mentor will be behind until the end of training.

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

In the blue area, the average number of skills of a crew without a mentor is greater than that of a crew with a mentor. In pink it’s the opposite. And although the lag is small, no more than 0.15 levels, it is a lag. We expected benefits from the “Mentor” skill.

Conclusion: The concept of the “Mentor” skill is not supported by calculations. By choosing this skill for a commander, you are not only giving up a skill that is useful in combat, but you are also dooming your crew to a permanent learning curve. The skill is not only not useful, but even harmful.

I have a question. Is this skill a stupid mistake by the developer or something else?

And especially for free workers, there is no way to go wrong with the choice of skills! In the article I will provide several valuable recommendations for selecting perks for different classes of World of Tanks vehicles.

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 in what is called the “spinal cord.” In this case, after 3 seconds from the moment of illumination, a light comes on on the screen. This is the most valuable perk in World of Tanks. It is necessary to download it on all tanks, including tanks and even ART-SAU.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride around for a very long time with the “non-working” first perk, or choose some other skill for the commander and then, after the first skill is upgraded 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 “Sixth Sense” for your commander and wait until he upgrades it to 100%.

Video guide for selecting perks from IsoPanzer

Video guide for selecting perks from VSPISHKA

General subjective characteristics of various skills in World of Tanks

Below is a general description of skills and abilities. Please note that the characteristics are subjective. My opinion may not coincide with your subjective opinion. You should also remember that skills work in World of Tanks as they are learned, while skills begin to work only after 100% study (usually it is recommended to study skills, and then reset the skills and teach the tank crew new skills). Be careful!

Overview of World of Tanks skills and abilities

General skills and abilities

Repair: The most important skill for crews of heavy and medium tanks, it 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 100% repair, all crew members need to fully upgrade it. So, if you pump up the “Repair” for the Gunner, Driver and Loader, and pump up the “light bulb” for the Tank Commander, then the average repair rate for the crew will be equal to 75%.

Skills such as “Camouflage” and “Fire Extinguishing” work in a similar way.

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

Firefighting: pumped out on heavy and medium tanks on a residual basis. It is considered as an 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 gun reload time and increase the rate of fire. It is recommended to use it together with the “Fan” equipment (which gives another 2.5% to the tank’s characteristics). Please note that this skill begins to take effect only if it has been pumped out to 100% for all crew members without exception.

Tank Commander Skills and Abilities

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 is awarded experience = the 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 crew leveling. However, since the Commander already has a lot of useful perks, it is generally not recommended to take it.

An eagle eye: It makes sense to take it for fireflies with high visibility. It is generally not recommended to use it on tanks with low visibility.

Handyman: According to the description, it’s practically imbecilic, in fact it’s nothing. If you want, see for yourself.

Expert: It's a useless skill.

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

Radio Operator Skills and Abilities

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

Radio interception: The action is similar to the Tank Commander's Eagle Eye. The recommendations are also similar. By the way, this is the only truly useful skill the Radio Operator has.

With the last of his strength: in theory, this skill gives you a chance to gain some experience and credits for causing damage and destroying enemy tanks in your spot. In practice - nothing.

Inventor and Repeater:- about nothing.

Gunner Skills and Abilities

Smooth rotation of the tower: reduces dispersion when turning the turret, it makes sense to take it on all tanks without exception, including turretless tank destroyers and artillery destroyers. Their dispersion decreases when the gun's horizontal aiming angle changes. A very useful skill.

Master Weaponsmith: Almost always, the gunner can upgrade some other, more useful skills or abilities. And so, quite a useful skill.

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

Grudge: Considering that in the game you can quite effectively shoot blindshots (i.e., without being spotted at the known coordinates of the tank that emerged from the spot), the skill can hardly be considered truly useful. Moreover, like any skill, it begins to work only after 100% training.

Skills and abilities of a driver

Off-Road King: increases speed on soft soils. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turning speed. Useful skill. First of all, it makes sense to take on tank destroyers and artillery destroyers.

Smooth ride: reduces spread when shooting on the move. A very useful skill for light and medium tanks, which are born to shoot on the move.

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

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

Loader Skills

All loader skills (as, indeed, any other skills) are effective only after they have been 100% studied, which significantly reduces their value. Be careful! It makes sense to choose one of the skills if you will still be installing “Combat Brotherhood” as the second perk and retraining the crew. Then the first perk you can take is one of the following skills. However, their value is rather questionable in any case.

Intuition: It only makes sense to take the fourth or fifth skill, and only if you often use gold ammunition.

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

Non-contact ammunition rack: increases HP internal module "Ammunition rack". It makes sense to take it on tanks on a residual basis, and even then only if this tank’s ammo rack is really often critical.

Selection of skills for light tank crews

Light tanks, which have equally low visibility when stationary and in motion, need to upgrade to “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, in addition, their internal modules and crew are easily attacked. It is better to repair a downed track with a repair kit, and not with “Repair”.

After leveling up “Masking”, it makes sense to retrain the commander for “Sixth Sense” and start leveling up “Masking” again. Well, the third skill you can choose is “Eagle Eye”, which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth rotation of the tower, Repair
  • Driver mechanic: Camouflage, Off-road King, Virtuoso, Smooth ride, Repair
  • Radio operator: Camouflage, Radio interception, Repair
  • Charging: Disguise, Repair

Selecting skills for medium tank crews

Next, you can retrain the tank crew for “Combat Brotherhood” (after all, it is better for the commander to take the “Sixth Sense” perk as the first perk, i.e. it is better to retrain when the tank crew has completely drained the second perk). Or upgrade individual skills like “Smooth tower rotation” and “Smooth move”.

  • Commander: Sixth Sense, (Brotherhood), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Smooth turret rotation
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Brotherhood), Disguise

Selection of skills for heavy tank crews

In terms of leveling up skills, heavy tanks differ little from medium tanks. 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 makes no sense to take the “Maskirovka” on them. Like medium tanks, heavy tanks are recommended to upgrade “Repair” first. Further, after opening the third perk, the crew can be retrained for the “Combat Brotherhood”.

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

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

  • Commander: Sixth Sense, (Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Smooth rotation of the tower
  • Driver mechanic: Repair, (Combat Brotherhood), Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Camouflage or Fire Fighting.
  • Charging: Repair, (Combat Brotherhood), (Camouflage, 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. Of the truly useful skills, you should choose those that are higher. So, I still recommend not neglecting the “Combat Brotherhood” skill. The rest of the perks are to taste.

Selection of skills for tank destroyer crews

If the tank destroyer is quite compact, it makes sense to take “Camouflage” as the first perk and sit in the bushes. If a monster like Ferdinand, it makes sense to take “Repair” and tank. In general, even “Ferdinand-shaped” tank destroyers make sense to upgrade “Masking”, because tank destroyers have a class bonus to stealth when stationary.

Even for “inconspicuous” tank destroyers, it makes sense to upgrade repairs in any case, for example, with the second perk (or third, if you upgrade “Combat Brotherhood”). Those. for ordinary tank destroyers, the first perk is “Camouflage”, then “Repair”, retrain (or not) the crew for “Combat Brotherhood” and again take “Repair”.

For huge, heavily armored tank destroyers, you can take “Repair”, then “Disguise”, retrain the crew for “Combat Brotherhood” and start leveling up “Disguise” again. That's the whole difference.

  • Commander: Sixth Sense, (Brotherhood), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Brotherhood), Repair, Smooth turret rotation
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Off-Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Disguise, (Combat Brotherhood), Repair

Selection of skills for ART-SAU crews

It makes sense to take “Disguise” as the first perk. In any case, it makes sense for the commander to download the “Sixth Sense”; even on an ART SAU, the “light bulb” gives a very noticeable advantage. “Repair” on the ART-SAU does not need to be downloaded at all.

  • Commander: The Sixth Sense, (Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Smooth turret rotation
  • Driver mechanic: Camouflage, (Brotherhood), Virtuoso, King of the Off-Road
  • Radio operator: Masking, (Combat Brotherhood), Radio Interception
  • Charging: Masking, (Combat Brotherhood)

Mini-FAQ on skills 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: incredible, but true - it will happen!

Leveling up the crew in World of Tanks is a kind of “game within a game”: you have to think for a long time about the order of leveling up perks, read forums, watch guides, and analyze. Naturally, all this must be done if you want to achieve maximum combat effectiveness.

The matter is greatly complicated by the fact that it is almost impossible to pump out all the skills and abilities on one tank (this will simply take a huge amount of time). A crew with five or even six perks is considered truly “pumped up”. But for the average player, even a fourth perk is usually an unattainable dream; pumping out the last percent of the third can take months.

Abilities differ from skills in that they take effect immediately after selection, even if they are upgraded by 1 percent. For skills to work, they need to be pumped up to 100. Therefore, players often pump up not very necessary skills to 100 percent, and then reset them and take the necessary skill. You can reset perks without penalty only for gold.

However, not all skills and abilities are equally useful and popular. There are really effective perks that almost all players are among the first to pump out, and there are those that almost never get pumped up. Skills and abilities are divided into general and specific for each specialty.

General skills and abilities

Of the general ones, repair, camouflage and military brotherhood are definitely useful. But from There is no use for fire extinguishing on the vast majority of tanks: it is replaced by a fire extinguisher. Fire extinguishing is relevant only for those cars that catch fire literally every second break. For example, some Chinese vehicles are famous for this, which, like Soviet tanks, often have tanks in the forehead.

Repair, as the name suggests, speeds up the repair of damaged modules. This skill is especially useful on heavy tanks, whose tracks can be shot down many times during a battle. Repairs on medium tanks are less useful: a knocked-down track on them usually leads to destruction; in most cases it is better to use a repair kit.

Repairs are also being studied on assault-type tank destroyers, which are in many ways similar to heavy tanks. But on artillery and light tanks, repairs are useless: a damaged track is easier to restore with a repair kit, and these vehicles usually do not survive a second hit.

But on light tanks, the first perk is almost always camouflage; it is very effective on them, since it does not halve during movement, as on other types of equipment. In addition, the camouflage skill is not a fixed value that increases as you level up, but a multiplier. That is, the higher the basic camouflage of the vehicle, the more effective this skill will be.

This is why there is no point in upgrading camouflage on large and very visible vehicles: the basic camouflage there is very small, so the skill does not have much effect. But, by the way, a camouflage network can be effective on large machines, since its bonus is precisely a fixed value, and not a multiplier.

The Combat Brotherhood increases the level of proficiency of all tankers in their main specialties, as well as skills and abilities by 5 percent. The effect of Combat Brotherhood is identical to the effect of improved ventilation, which are best used together. After all, an increase of 5 percent in the level of proficiency in a specialty actually means an increase in the characteristics of the tank by only 2.5 percent.

The Combat Brotherhood begins to operate only after all tankers have studied it 100%, that is, it needs to be upgraded by everyone. Usually, combat brotherhood is taken as the first perk on artillery; on other types of equipment it can be taken first, and second, and third, it all depends on individual preferences.

Now let's move on to individual skills and abilities:

The commander’s sixth sense (the so-called “light bulb”) is extremely important, which signals that the enemy has detected you. It is very difficult to overestimate this skill; it is extremely useful on almost all types of equipment, except for tanks focused on close combat. But even with them, the sixth sense can be useful. On light tanks and ambush-type tank destroyers, this perk must be upgraded first.

A good choice for a commander is also the Eagle Eye, which increases vision by 2 percent. This is a skill, so the eagle eye takes effect immediately. It must also be said that if the observation devices are damaged, the eagle eye already gives an increase of 20 percent, essentially compensating for the damage.

Handyman

A jack of all trades allows the commander to replace shell-shocked crew members. Since this is a skill, the jack of all trades begins to act immediately. When fully studied, it restores half of the lost percentage of the skill level of the specialty.

For example, when a gunner is concussed, the level of proficiency in his main specialty drops by half (for example, from 100 percent to 50). With a fully upgraded jack of all trades, the level of proficiency in the specialty of such a shell-shocked gunner will be not 50, but 75 percent. The effect is quite significant, but a jack of all trades is rarely upgraded, since the commander has more useful perks.

Mentor

The least useful skill a commander has is mentor. When fully studied, it gives a 10 percent increase in the experience that every tanker receives, except for the commander. It would seem that the increase is significant, but it only makes sense to take this skill if you are going to upgrade the crew of a given tank to three or more perks.

Expert

An expert is even less useful; this skill allows you to determine critical damage to an enemy whom you hold in your sights for four or more seconds. Of course, learning that an enemy tank's ammo rack is damaged, for example, can be useful, but players usually give preference to other perks. In general, the commander has many useful perks, so the choice is often difficult to make.

A continuation of the article will be published soon.

Attention, if your games do not work, .

17.03.2014

The official World of Tanks website, although it contains comprehensive information about the skills that each member of the crew of a combat vehicle can acquire, but, firstly, few people would smile at re-reading several pages of technical text, and secondly, the official information is dry and streamlined . They will never tell you in plain text that this skill is nonsense, but this one is not bad. Therefore, tankers will have to go to forums, where they will need to sift through many topics of several dozen or even hundreds of pages in order to find out the necessary information for themselves. The purpose of this material is to describe in detail and at the same time briefly, intelligibly and simply, each of the skills for each of the crew members, without hiding absolutely nothing.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for repeatedly improving the characteristics of your combat vehicle. The importance of skills is often underestimated, but in vain. So, let's go.

Firefighting.

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

Disguise.

This skill is being learned en masse, especially by beginners who believe that now their tank will be inconspicuous and they can have a lot of fun playing in sniper mode. This is wrong. The fact is that not all tanks in the game are capable of camouflage. Some do it better, some worse, and some, huge, high-profile machines, do not know how to camouflage themselves at all. For example, a T-62 with camouflage upgraded to 100% can remain invisible when stationary up to almost 300 meters, while the same E-100 can hide under similar conditions only at a distance of a little more than 400 meters. As an alternative, it is better to purchase camouflage for the tank, and also hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most universal skill in its usefulness. Repairs can and should be carried out. As an alternative or as a supplement, a tool box, as well as a large or small repair kit, are excellent. Each tank must have a tanker trained in repairs.

The Brotherhood of War.

Another universal, team skill that gives a 5% increase in points for all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two components is summed up, so it is better to study the military brotherhood and install ventilation. If you add cola, chocolate or coffee to everything else, your skills can increase up to 120%. A good skill that is especially good for artillerymen.

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

Commander.

The skill of a mentor allows the commander to train his charges faster. The greatest effect is achieved when studied at the very beginning of development. However, this skill only provides accelerated leveling of other skills, and, in fact, does not bring any benefit. In general, this skill is quite suitable for the most impatient.

Not a bad skill. It allows you to see removed or damaged components in enemy vehicles on tanks, but Expert only works with 100% pumping, and also if you can hold the enemy vehicle in sight for about 5 seconds, which is not always acceptable in random battles. Bottom line: this skill is more suitable for duels. It provides more informational assistance, which may not always be useful in battle, where you often shoot where you can, or even at random. A skill of questionable usefulness.

One of the most important skills in the game, if not the most important. The famous “light bulb” is vital in every battle. The skill signals the fact that your equipment has been exposed. If the light comes on, it means the tank has been found. It is a must to study, and the sooner the better.

This skill allows the commander to replace an incapacitated crew member. Most often, instead of this skill, players prefer to purchase first aid kits to treat victims. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum visibility of the tank by 2%. The use of this skill is for experienced players. This skill is unlikely to be useful for beginners, however, if you fight on a Bat Chat, Patton or other vehicle with a good vision function, then you can and even need to take Eagle Eye. Bottom line: this skill will be useful if you know and like to use camouflage and know how to calculate the detection range. As an alternative, as well as an addition, you can take radio interception, coated optics, a stereo tube or an additional vent with ventilation.

The sniper skill will increase the chance of dealing critical damage. Quite a useful profession. This will be especially visible after comparing the results of battles on vehicles where the gunner is trained in sniper shooting and where he is not. The difference will be noticeable. A tank with this skill will inflict much more crits, including such useful ones as fire or ammunition explosion. Does not work with cumulative projectiles. A very worthy choice, practically obligatory to study.

This skill allows you to see a disappearing enemy in your sights for two additional seconds. It only works if you personally spotted this enemy. In other words, artillery operators who are eager to upgrade this skill should know that it will not be useful, since for artillery, the enemy is illuminated by other tanks, and not by the artillery itself. Bottom line: an almost useless skill that is better not to upgrade.

Everything is clear here: in sniper mode it will be easier to aim when turning the turret, if there is one. Don't upgrade your skill if your tower doesn't rotate. An alternative is to install a stabilizer. However, the benefits add up. To be brief, this skill is one of the most useless. You don't have to study, you'll lose a little.

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

A very important skill, since damage to the ammunition rack immediately turns your tank into a pile of scrap metal, and learning this skill allows you to reduce the likelihood of an ammunition explosion by 13%. It’s a fairly useful specialty, although many people prefer to study something else. Bottom line: be sure to learn it if you plan to fight on tanks with traditionally poorly protected ammunition.

Quite an original thing. Its essence boils down to the fact that as soon as a vehicle has less than 10% health left, the loader begins to shoot 10% faster. A rammer is an excellent addition or alternative. It is better to level up this skill on a tank with a lot of health. Bottom line: a useful, albeit specific, skill for the loader.

Radio operator.

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

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

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

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

Driver mechanic.

This skill will be most useful for controlling a tank with poor dynamics. When fully learned, it gives a 5% increase in turning speed. Not the most useful skill, which can only show its usefulness when your combat tactics require private turns and similar maneuvers.

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

This skill allows you to reduce spread when shooting on the move. A modest 4 percent of the scope's diameter is removed. It makes sense to study only on light or medium tanks. The slower the tank, the less point there is in learning this skill. Not a very useful purchase, which can be replaced with a smooth ride stabilizer.

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

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

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

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

Let's start with a general description of what each skill and ability is and its need to be studied.

● Commander. The commander has some of the most useful sets of perks and skills, so choose them wisely.

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

Allows the commander to detect whether our tank is illuminated, but it is worth remembering that the light appears after 3 seconds of being illuminated by the enemy. One of the most useful perks, we definitely download it to the commander first.

2.Jack of all trades.

This skill allows the commander to master the specialty of an incapacitated crew member. With 100% study - 50% of the skill of the shell-shocked crew member. Useless perk, download at the very end.

3.Mentor

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


4. Eagle Eye

An extremely useful perk for big-eyed STs and LTs to make their review even better. With 100% study it gives 2% to our review, +20% for damaged observation devices. It also gives an additional effect if you have optics, a stereo tube and radio interception skills.
Skill. Works as you learn.

5.Expert

Allows you, when aiming a sight (even an artillery one), to see which modules are damaged by the enemy and to see the shell-shocked crew. It is worth remembering that it starts working when you hold the enemy in sight for 4 seconds. A very ambiguous perk, it’s not for everyone; if you upgrade it, it’s definitely at the end.
Skill. Valid with 100% study.

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

1. Grudge

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

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% study it gives -20% to the dispersion of a damaged weapon. It is enhanced by the presence of a vertical stabilizer. An almost stupid perk, we’ll leave it for last.
Skill. Works as you learn.

3.Smooth rotation of the tower

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

4. Sniper.

Increases the chance of causing damage to the crew or module by 3% at 100% research. Does not work for high explosive shells Useless perk
Skill. Valid with 100% study.

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

1. Virtuoso

A useful perk for tanks with a low turning speed. With 100% study it gives +5% to the tank's turning speed. It is strengthened with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a tightened speed controller.
Skill. Works as you learn.

2. King of off-road

Reduces soil resistance when moving. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. It slightly enhances the dynamics of the tank as a whole. Strengthens with additional lugs. Gives us +10% to cross-country ability on soft ground and +2.5% on medium ground with 100% study.

3. Ram master

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

4.Smooth running

This perk reduces the spread when shooting on the move. It is enhanced by the presence of a vertical stabilizer. Suitable for all types of equipment. At 100% study it gives -4% to movement dispersion.
Skill. Valid as you learn

5. Cleanliness and order

Reduces the likelihood of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (the likelihood of a fire can be seen by examining the engine in detail in the hangar). Intensified by the presence of an automatic fire extinguisher.
Skill. Valid with 100% study.



● Radio operator. One of the least useful skills, it is extremely easy to make a choice.

1. With all my might

Allows our radio operator, who was not disabled when the tank was destroyed, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Valid with 100% study.

2. Inventor

Increases communication range. With 100% study it gives +20% to radio communication range. An extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the visibility of our tank by 3% with 100% research. It is enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. We highly recommend it for sharp-eyed STs and LTs.
Skill. Works as you learn.



4. Repeater

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

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

1. Non-contact ammunition rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with weak ammunition (for example, Soviet ST T-44 and T-54). Strengthens when there is a wet ammo rack
Skill. Valid with 100% study.

2. Intuition

Gives a 17% chance to instantly change the projectile (for example, from an armor-piercing to a high explosive) from the moment the projectile begins to reload. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Valid with 100% study.

3. Desperate

Reduces gun reload by 9.1% when the durability of our tank is less than 10%. A controversial skill, not for everyone. Strengthens with the presence of a gun rammer.
Skill. Valid with 100% study.

P.s. All these perks DO NOT stack if multiple crew members have them! (for example, desperately pumped up for 2 loaders does not stack, so don’t forget this and take more useful perks).

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

1. Repair

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

2. Camouflage.

Reduces the visibility of our tank. It is enhanced by the presence of a camouflage network. An extremely useful perk for stealth tanks, tanks, and artillery. With 100% study it gives +100% to the tank's stealth.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire during a fire by 100% with 100% pumping for the entire crew. It will be necessary for fire-hazardous tanks or if you like not to carry a fire extinguisher with you. We upgrade only on tanks that are burning like a Christmas tree or as a last resort.
Skill. Works as you learn.

4. Combat brotherhood

Beginners often get confused with this perk, because... REQUIRES UP TO 100% STUDY OF ALL CREW MEMBERS FOR ITS OPERATION. Increases in the presence of improved ventilation, chocolate, pudding with tea, extra ration, a box of cola, strong tea, an improved diet and onigiri (for each nation, respectively). When fully studied, it gives +5% to all basic skills, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repair, eagle eye.
Gunner: Repair, bb, smooth rotation of the turret, camouflage.
Loader: Repair, bb, camouflage, desperate.
Driver: Repair, bb, king of off-road, master of ramming.

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

Medium tanks (ST)


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


(For the last perks it is strictly your choice, depending on your technique).

Light tanks (LT)


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

(Combat brotherhood is at the personal discretion of each person).
(For the last perks it is strictly your choice, depending on your technique).

Tank destroyer


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

(If the PT is huge, the first perk instead of camouflage is upgraded to repair).
(For the last perks it is strictly your choice, depending on your technique).

ART-SAU


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

(For the last perks it is strictly your choice, depending on your technique).

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

Chess