What is a perk. Additional Crew Skills Selecting Skills for Tank Destroyer Crews

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Hello tankers! This article will focus on one of the fundamental features of WoT -

Rules for choosing perks for the tank crew


Hello tankers! This article will focus on one of the fundamental features of WoT - crew skills.

In order not to make a mistake with the choice of crew skills, you need to initially understand how you will use a particular vehicle. However, there are perks recommended for everyone.

1. Sixth sense

Some of you probably already know that the developers plan to make this skill available to all crew commanders after leveling the main profession to 100%. However, while this innovation is in the status of "CTTS", it is worth pumping
the commander first. Lighting up 2 seconds after the light, the “Light Bulb” will often save you from a splash of PT or art. If you yourself play on PT or art, your priority in the light for enemies is even higher, and the lamp is more needed.

2. Repair

Usually this is how it is customary to start pumping the crew. First of all, the commander - "The Sixth Sense", the rest - "Repair". And this technique pays off.
After all, initially repairing a downed harp on some tanks at 100% of the main skill was more than 10 seconds! This means that you lose a repair kit and / and a significant amount of durability points without a pumped repair. But you still need to drag the fight!

3. Combat Brotherhood

This perk adds only 5% to all crew skills, so it is usually recommended in combination with ventilation that works similarly. Then you get
+10% in total, which significantly adds to the combat capability of any tank.
The exception is machines with a loading drum and without the possibility of installing ventilation (WT E100). You will definitely notice a 5% reduction in reload time on the drum. Whether or not to pump "BB" with the second perk is an individual choice.

4. Alternative second perk

If you decide not to upgrade the "BB" second, then you need to start leveling the critical flaws of the tank. Weak ammo rack? (T-44, T-54, etc.) to the loader - "Contactless ammunition rack". You play on the “crystal cannon” (borscht, waffle of the 9th level) for everyone - “Disguise”. When playing with light on LT or ST, it is worth increasing the view to increase the chance to illuminate the enemy earlier. Commander - "Eagle Eye", radio operator - "Radio Interception". For mechanical drivers of strands, it is worth advising the "Master of Ram" (for fast type IS-7
and heavy ST type E-50 M) or "Virtuoso" or "King of off-road" for clumsy cars like E-100. Accordingly, ST drivers need to be taught how to move smoothly, because you often have to shoot on the go.

5. Third perk. Customization

As a rule, with the exception of very complex vehicles like the WT E100, the third perk brings the gameplay on the tank closer to comfortable. Previously missed perks are being downloaded. On CT it is worth studying "Camouflage", "Smooth turret turn" for the gunner, machines developed by gloomy French geniuses like "bat-chat" or AMX 50B, it makes sense to think about choosing the Master of All Trades perk for the commander. The crew is often critical, sometimes they can help. It’s time for those who load on classic TTs to pump in the “Contactless ammunition rack” and “Desperate”. For gunners, drummers and tanks with a large alpha-strike, Sniper will be relevant, which will make it possible to break modules to opponents much more often.

6. Completion of customization.

The fourth perk You need to understand that each subsequent perk requires 2 times more experience than the previous one to fully pump. For the fourth, this is already - 1.68 million units of experience. So you should seriously think about which of the remaining skills will make your life easier. In this case, advice is hardly needed, by this moment you will already have an understanding (and if not, you have 42% of victories and it doesn’t matter how the crew is upgraded :)).

7. Perks of last importance

This term means: “Masking” for heavy tanks, “Fire fighting” for rarely burning tanks (it’s better to put a gold fire extinguisher, you don’t need to be afraid of spending, it will come out cheaper, because the tank will not burn at all) and similar skills.

8. Useless Perks

The developers have given birth to a number of absolutely useless perks. Most players agree that it is not worth downloading on any machine: "Inventor", "Repeater", "Expert". Such perks as "Vintage" and "From last strength" can also be classified as partially useless, because they are not applicable anywhere because of their low probability of use. Such perks are usually chosen by the overridden players for specific purposes.


Conclusion. A few simple but important tips.

A) " The Brotherhood of War» swings only for all crew members at the same time and starts to act at 100%.
B) it is worth distinguishing between the skills and abilities of the crew. For example, " Repair», « Disguise" and " radio interception” start to work with 1% study, gradually increasing their effectiveness, and “Lamp”, “Contactless ammo rack” and “Combat Brotherhood” only after full study.
C) the study of crew professions, although marked with percentages, is incorrect. Each subsequent percentage requires more experience than the current one.
G) " Firefighting» - not the most useful perk, because it is quite well replaced by a gold fire extinguisher. Swing 4m-5m-6m perk, excluding "fire tanks" (Germans, KV-3, etc.).
E) the general principle of choosing skills and abilities: maximize the advantages, then level the most serious shortcomings.
E) do not be lazy, test the car you are going to download, see the guides. This will help you choose the right tank and the method of pumping it. G) if possible, do not save gold, train, retrain and reset perks for gold. By the middle of the fourth perk, leveling is very slow, experience is never superfluous.

"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 this way 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 vision 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 make 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 approach the choice wisely, think over completely what exactly your crew needs, plan the pumping, focusing on your model of 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 the use of 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 crit 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 great 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".

Additional skills and abilities available for study by a crew member after mastering the main specialty by 100%. When this mark is reached, a “plus sign” will appear in the menu, by clicking on which, you can select the first additional skill or skill. After studying it, it is possible to learn the second, third and other skills. Theoretically, a tanker can learn all the additional skills and abilities available to him. But to learn each subsequent skill, you need twice as much experience as the previous one, so the average crew usually has no more than 3 skills and abilities. For this reason, the question of which perks to download on a tank should be approached wisely.

Skills

The skill begins to operate from the very beginning of training. The effect of its action gradually increases from minimum to maximum.

Repair

Description: Accelerates the repair of damaged modules. The effectiveness of the skill increases as you learn. The average skill level of the crew is taken into account. The effect is enhanced when combined with the Toolbox equipment.

Digital Action: Max Value: +100% Repair Speed

Limitation: -

Summary: Repairs are needed primarily for heavy and medium tanks operating under enemy fire, as well as heavy anti-tank guns with high visibility (Ferdinand, Jagdtiger, T28, T95). For them, the ability to quickly repair under enemy fire is very critical. Secondly, almost any vehicle in the game needs repairs, except for artillery.

Disguise

Description: Reduces the overall visibility of the tank. The effectiveness of the skill increases as you learn. The average skill level of the crew is taken into account. The effect is enhanced when combined with the Camouflage Net equipment.

Digital Action: Max Value: +100% Initial Stealth.

Limitation: -

Summary: The skill is absolutely necessary for light tanks due to the class bonus (visibility in motion is equal to visibility while standing), as well as most tank destroyers and self-propelled guns, with the exception of the most cumbersome ones (for example, SU-14-2). Therefore, the answer to the question of what perks to download on tank destroyers is quite obvious.

For more details, see Overview and disguise

Firefighting

Description: Speeds up fire extinguishing. The effectiveness of the skill increases as you learn. The average skill level of the crew is taken into account.

Digital Action: Max value: +80% fire extinguishing speed.

Limitation: -

Summary: The skill has lost its importance - a fire extinguisher copes well with one fire, and two fires in one battle rarely happen.

For more details, see Fire and firefighting

Repair, Concealment, and Firefighting are most effective at 100% leveling for all crew members, so it's best to level one of these skills for all crew members at the same time.

For example, with four crew members, of which only two have learned stealth, the tank gets only 50% stealth (that is, the average value is taken over the crew).

Handyman

Description: Allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The replacement efficiency drops when the next crew member is disabled.

Digital Action: The level of proficiency in the main specialty of a shell-shocked crew member increases by 50% of the percentage of proficiency in the main specialty lost as a result of shell shock (in case of shell shock, the proficiency in the main specialty is reduced by 50% of the initial level). In other words, if the "Jack of All Trades" skill is maxed out to 100%, then when a crew member with a main specialty maxed out to 100% is shell-shocked, their mastery will drop to 75% (50% + (100% - 50%) / 2) .

Limitation: Commander.

Summary: A useful skill with frequent crew crits, useful for some heavy and medium tanks, as well as French tanks with automatic loaders. The skill is useless if the commander himself is disabled.

Mentor

Description: Grants additional experience to all crew members, except for the commander. The amount of experience increases as the skill improves.

Digital Action: Coefficient of 0.1 for each percentage of skill. Max value: +10% experience gain.

Limitation: Commander.

Summary: The increase in experience is not great, but the skill can be used for forced pumping of the crew. Later it makes sense to replace the skill with another.

For more details, see Training and retraining

Eagle Eye

Description: Increases the maximum viewing range. The effectiveness of the skill increases as you learn. With faulty observation devices, the effectiveness of the skill is higher. The effect is enhanced in combination with the Radio Interception skill, Coated Optics and Stereo Tube equipment.

Digital Action: A coefficient of 0.02 for working devices and 0.2 for broken devices per percent. Maximum value: 2% for working and 20% for broken.

Limitation: Commander.

Summary: A useful skill for tanks with good vision - especially for light tanks, for which it is critical to spot the enemy at maximum distance.

For more details, see Overview and disguise

Master Gunsmith

Description: Reduces the dispersion of a damaged weapon. The effectiveness of the skill increases as you learn. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account. The effect is enhanced in combination with the Vertical Stabilizer equipment.

Digital Action: A coefficient of 0.2 for each percentage. Maximum value: -20% to the dispersion of a damaged weapon.

Limitation:

Summary: It makes sense to take it only with frequent gun crits (typical for tanks playing from turret armor). In other cases, it is better to take something else.

Smooth turn of the tower

Description: Reduces spread when turning the turret. The effectiveness of the skill increases as you learn. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account. The effect is enhanced in combination with the Vertical Stabilizer equipment.

Digital Action: A coefficient of 0.075 for each percentage. Max: -7.5% turret traverse spread.

Limitation: Gunner (including a part-time worker, in whom this role is secondary).

Summary: A good choice for almost any tank, except for those who have full mixing in less than 2 seconds. It can also be useful for self-propelled guns and anti-tank guns, especially with a large horizontal aiming angle (for example, G.W. Panther).

Virtuoso

Description: Increases the tank's turn speed. The effectiveness of the skill increases as you learn. The effect is enhanced in combination with the Additional Grousers equipment, the Lend-Lease Oil consumable, the Twisted Engine Speed ​​Control consumable, and the 100-,105-Octane Gasoline consumable. Increases gun spread when turning.

Digital Action: A coefficient of 0.05 for each percentage. Max Value: +5% Turn Speed.

Limitation: Driver mechanic.

Summary: An important skill for those who are forced to act actively in maneuverable combat - primarily for light and medium tanks, although it can also come in handy for all other classes.

off road king

Description: Reduces the resistance of weak and medium soils when the tank is moving. The effectiveness of the skill increases as you learn. The skill increases the maneuverability of the tank and reduces the time it takes to reach maximum speed. The effect is enhanced in combination with the "Additional grouser" equipment.

Digital Action: Coefficient of 0.1 on soft ground or 0.025 on average for each percentage. Maximum value: +10% soft terrain and +2.5% average terrain.

Limitation: Driver mechanic.

Summary: The choice for fast vehicles or tanks with difficult maneuverability, such as Pz.Kpfw. S35 739 (f) .

Smooth running

Description: Reduces gun spread on the move. The effectiveness of the skill increases as you learn. The skill does not affect spread when turning and standing still. The effect is enhanced in combination with the Vertical Stabilizer equipment.

Digital Action: A coefficient of 0.04 for each percentage. Max value: -4% to spread while moving.

Limitation: Driver mechanic.

Summary: Contrary to popular belief, the skill is useful not only for vehicles actively firing on the move. "Smooth Ride" reduces the circle of convergence and, as a result, after a stop it takes a little less time for full convergence, which is useful for almost all machines.

Ram Master

Description: When ramming, it reduces the damage of your own tank and increases it for the enemy. The effectiveness of the skill increases as you learn. The skill only affects moving tanks and is not taken into account when colliding with allied tanks.

Digital Action: A coefficient of 0.15 for each percentage. Max value: +15% ram damage for the enemy and -15% ram damage for the player.

Limitation: Driver mechanic.

Summary: An excellent option for heavy-weight but mobile vehicles (IS-7, T14, E 50, E 50 Ausf. M, KV-5, AMX 50 B, AMX 50 120, FCM 50 t).

Inventor

Description: Increases the communication range of the radio. The effectiveness of the skill increases as you learn. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account.

Digital Action: A coefficient of 0.2 for each percentage. Maximum value: +20% communication range.

Limitation:

Summary: This skill makes sense either for tanks with a weak radio, and even then, mainly at low levels, or for light tanks that go far behind enemy lines.

radio interception

Description: Increases viewing range. The effectiveness of the skill increases as you learn. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. The effect is enhanced in combination with the Eagle Eye skill.

Digital Action: A coefficient of 0.03 for each percentage. Max value: +3% vision range.

Limitation: Radio operator (including a part-time worker, in whom this role is secondary).

Summary: The only truly useful skill of the radio operator, it will come in handy on almost any tank.

For more details, see Overview and disguise

Repeater

Description: Increases the communication range of allied tanks within the radius of the player's radio station. The effectiveness of the skill increases as you learn. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account.

Digital Action: A coefficient of 0.1 for each percentage. Maximum value: +10% to the communication range of allied tanks.

Limitation: Radio operator (including a part-time worker, in whom this role is secondary).

Summary: The skill makes sense to learn only when playing at low levels.

Skills

Skills begin to act only when they are studied at 100%.

The Brotherhood of War

Tankman! Learn this skill for all crew members at the same time. The study of the "Combat Brotherhood" does not make sense for all crew members. The Combat Brotherhood works regardless of the gender of the crew.

Description: Improves the level of mastery of the main specialty and all skills of all crew members. Begins to act when all crew members improve to 100%. The effect is enhanced in combination with the “Improved Ventilation” equipment, the “Add. Ration, Chocolate, Case of Cola, Strong Coffee, Improved Diet, Tea Pudding, and Onigiri.

Digital Action: All crew members get +5% to their primary skill and to all additional skills. The skill is not lost when crew members are shell-shocked.

Limitation: Works only when pumping for all crew members.

Summary: Quite a useful skill, but having too many contraindications for its use. Most appropriate to use with improved ventilation and in combination with skills aimed at strengthening a specific parameter of the tank.

Sixth Sense

Description: Allows the commander to determine if his tank is detected by the enemy. Starts working when upgraded to 100%. When the commander is shell-shocked, it stops working.

Digital Action: Information about the detection of a tank appears with a delay of three seconds.

Limitation: Commander.

Summary: An excellent choice for any tank, as knowing that the enemy has revealed the location of the player is very important in any situation. Knowing this, it is possible with relative ease to escape from artillery strikes and ambush snipers.

Expert

Description: Allows the commander to determine the critical damage of tanks in the scope by own light. Starts working when upgraded to 100%.

Digital Action: Starts working 4 seconds after continuously aiming at an enemy tank.

Limitation: Commander.

Summary: A good choice for ranged combat or coordinated platoon/company play. In other cases, the realization of the advantage is difficult. A useless skill for self-propelled guns. You can learn more about this perk by watching a video about the "Expert" skill in WoT on the Internet.

Sniper

Description: Increases the chance of dealing damage to modules and the crew of an enemy tank. Starts working when upgraded to 100%. Only for armor-piercing, sub-caliber and HEAT shells.

Digital Action: 3% bonus.

Limitation: Gunner (including a part-time worker, in whom this role is secondary).

Summary: One of the most useful gunner skills, especially good for fast-firing cannons, guns with automatic loaders and guns with a relatively small caliber for its level and class (AMX 50 B, T110E5, Object 263).

vindictive

Description: Allows you to see the enemy tank in a small sector relative to the gun for two seconds longer after it leaves the "light". If the skill is acquired by two gunners, the effect does not stack. It works if the player sees the enemy himself, and not through someone else's "light". That is, on self-propelled guns it will be practically useless.

Digital Action: Effect duration: 2 sec in a 10 degree cone.

Limitation: Gunner (including a part-time worker, in whom this role is secondary).

Summary: It makes sense to learn the skill for ambush tank destroyers, or for ranged combat vehicles in combination with the skill Expert. Moderately useful for light tanks using passive flare tactics. It is completely useless for artillery, since it almost never fires at its own light.

Note: can be used by active scouts, for this the most important targets are taken on the auto-aim, after which the driver's attention is concentrated on the road.

Cleanliness and tidiness

Description: Reduces the risk of engine fire by preventing oil and fuel leaks in the engine compartment. Starts working when upgraded to 100%. The effect is enhanced when combined with the Automatic Fire Extinguisher consumable.

Digital Action:−25% to tank engine fire chance. For example, for an engine with an initial fire probability of 40%, the final chance will be 30%, for 20% - 15%, for 15% - 11.25%, for 12% - 9%, for 10% - 7.5%.

Limitation: Driver mechanic.

Summary: A good choice for tanks with a very high engine fire hazard and a short hull.

"Contactless" ammo rack

Description: Increases the durability of the ammo rack: the shells are stacked in such an order that they do not touch each other. Starts working when upgraded to 100%. If the skill is acquired by two loaders, the effect does not stack. The effect is enhanced in combination with the Wet Ammo Pack equipment.

Digital Action:+12.5% ​​ammo rack durability.

Limitation:

Summary: For vehicles with the risk of frequent ammo rack crits, i.e. To detonate an undamaged ammo rack from the first shot, a weapon with high damage per modules is required.

Intuition

Description: Creates a chance that when changing the type of shells, the required one is already loaded. Starts working when upgraded to 100%. To use the skill again, you must fully reload the weapon. If the skill is acquired by two loaders, then the probability of triggering will double and amount to 34%, and if three (French crews), then it will triple and amount to 51%.

Digital Action: The probability is 17%.

Limitation: Loader (including part-time, in which this role is secondary).

Summary: It can be useful for tanks with frequent changes in the type of projectile (E 100 for example), for players who rationally use their ammunition in battle.

Desperate

Description: Speeds up reloading of the gun if the tank has less than 10% HP left. Starts working when upgraded to 100%. If the skill is acquired by two loaders, the effect does not stack. The effect is enhanced in combination with the Gun Rammer equipment. For drum technology, it speeds up the reloading of the entire drum, but not the shells inside it.

Digital Action: If the tank's durability is less than 10%, reloading takes 90.9% of the original time value.

Limitation: Loader (including part-time, in which this role is secondary).

Summary: It makes sense to pump for vehicles with very strong armor and a large supply of hit points (Maus , E 100). Will give a noticeable effect on the drum technique.

From the last strength

Description: Allows a radio operator who was not incapacitated at the time the tank was destroyed to transmit enemy tank positions for an additional two seconds. Starts working when upgraded to 100%. If the skill is acquired by two radio operators, the effect does not stack.

Digital Action: Additional 2 seconds of "light".

Limitation: Radio operator (including a part-time worker, in whom this role is secondary).

Summary: A very useful skill for light tanks - "fireflies".

Links

What is a perk? perk it from the bourgeois word perquisite, that is, some kind of side income and benefits for a role-playing player. It seems that the creators of the games no longer know how to diversify, so they are introducing new bells and whistles into. Let's try to figure out what is perk .

perk it something similar to, but these abilities are not given to the player by someone, but are laid down in the gameplay itself. For the first time, perks were used in the computer game Fallout, where the player could get them by fulfilling a number of certain conditions. Having received a perk, the player became more visible, individual, with special features. Simply put, a perk is a set of personalities for a player. As a result of obtaining perks, the player does not have any special skills that help to pass the game. He just becomes individual, that is, different from other players.

It must be said that a perk is a rare phenomenon in games and is not some kind of role model for game creators. But such a phenomenon exists, and computer game fans should be aware of it.

What is a perk