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?{{panel title|icon=[[image:crewIconUSA.png|100px|left|link=|]]|content=+{{Construction}}
?No vehicle in World of Tanks can operate without a complete virtual crew. The crew operates the vehicle under the direction of the player. The size of a complete crew varies, depending on the vehicle. In-game crews range from a minimum of 2 to a maximum of 6 crew members. Crew members fill one of five designated roles, or [[Crew#Major_Qualification|'''''Major Qualifications''''']] within a vehicle. The 5 roles are ''Commander'', ''Gunner'', ''Driver'', ''Radio Operator'', and ''Loader''. +[[image:crewIconUSA.png|100px|left|link=|]]
 +In order to be battle-ready, every vehicle in the game must first be manned by a complete '''crew'''. Crew members have different roles depending on their function in operating the vehicle, and their skill levels effect how efficiently their respective part of the vehicle operates. A vehicle with a well trained crew is often far superior to the same exact vehicle with a poorly trained and inexperienced crew. Crew members' skill levels can receive bonuses from things like food [[Consumables|consumables]] and ventilation [[Equipment|equipment]]. Crew members who are placed in a vehicle they are not trained for will receive a large proficiency penalty, unless the vehicle is a [[Premium Tanks|premium tank]] of the same class of vehicle as the one they are trained for.
  
?Just as vehicles accumulate experience for every battle, so do crew members. Each crew member has a [[Crew#Personal_File|'''''Personal File''''']], which records his battle statistics, medals, his [[Crew#Training_Level|Training Level]] in his qualification, and his training level in any [[Crew#Skills|Skills]] and/or [[Crew#Perks|Perks]] he has acquired. Credits or gold can be used to immediately train a crew member up to 75% (using credits) or 100% (using gold) in his qualification. Credits/gold cannot be used to boost the training of Skills and/or Perks.+Crew members can be knocked out during battle, resulting in a severe penalty in their respective role(s). If a vehicle's entire crew is knocked out, the vehicle is considered dead (regardless of whether or not it has any remaining hitpoints) and the player who delivered the final blow is credited with the kill. Players can use consumables such as the large or small first aid kits to revive knocked out crew members, but cannot use these items to revive their tank if all its crew members were knocked out.
  
?Each crew member's [[Crew#Proficiency|'''''Proficiency''''']] directly affects and improves the performance of their vehicle in battle. If a crew member is knocked out in battle, the vehicle's performance will suffer, especially in the area affected by his role. A knocked out Driver, for example, would reduce the acceleration, speed, and maneuverability of your vehicle. Since the Commander provides a bonus to the rest of the crew, losing the Commander will slightly degrade the performance of all remaining crew members. Skills/Perks belonging to a knocked out crew member are also disabled.  
  
?If all crew members are knocked out, the vehicle will become inoperable. +== Training and Experience ==
  
?__TOC__+=== Major Qualification ===
?}}+Every crew member has a major qualification, which is what role they fill in the vehicle. There are five major qualifications: '''commander''', '''gunner''', '''driver''', '''radio operator''', and '''loader'''. Depending on the vehicle, a crew member may fill the roles of another major qualification aside from their primary one (for instance, a gunner can also be a loader as well), or there may be more than one crew member with a certain major qualification (for instance, vehicles with large guns commonly have two loaders).
?{{panel content toc|title=Major Qualification|content=+
?Each crew member fills one of five named roles within the vehicle. Each role performs a specific job. These five roles are referred to in-game as the '''"Major Qualification"''' of the crew member, and include: '''Commander''', '''Gunner''', '''Driver''', '''Radio Operator''', or '''Loader'''. The Major Qualifications are also referred to as an indicator of crew member health, graphically in the battle interface display by the following icons. +
  
?<div align="left"><table cellspacing="20"><tr>+Much like how a vehicle gains experience with every battle it takes place in, crew members accumulate experience which increases their skill levels. A crew member's skill in their particular major qualification is known as their '''proficiency''', which is represented as a percentage. A crew member with an effective 100% proficiency will operate in their role with the same effectiveness as advertised in the vehicle's statistics. A crew member with an effective 0% proficiency will only operate at half capacity of what is expected for that vehicle. Crew members can have effective proficiency higher than 100% thanks to certain bonuses, and in such cases will cause the vehicle to operate more effectively than its displayed stats.
?<td><center>[[image:CrewJobCommand.png|60px|link=]]</center></td>+
?<td><center>[[image:CrewJobGun.png|60px|link=]]</center></td>+
?<td><center>[[image:CrewJobDrive.png|60px|link=]]</center></td>+
?<td><center>[[image:CrewJobRadio.png|60px|link=]]</center></td>+
?<td><center>[[image:CrewJobLoad.png|60px|link=]]</center></td>+
?</tr>+
?<tr><td><center>'''Commander'''</center></td>+
?<td><center>'''Gunner'''</center></td>+
?<td><center>'''Driver'''</center></td>+
?<td><center>'''Radio Operator'''</center></td>+
?<td><center>'''Loader'''</center></td>+
?</tr></table></div>+
  
 +Below is a table explaining how a crew member's proficiency in his or her respective role affects the performance of the vehicle:
 +{| class="wikitable" style="width: 90%; margin-left: auto; margin-right: auto;"
 +! style="width: 100px; vertical-align: middle;" | [[image:CrewRoleCommander.png|60px|center|link=]]
 +| style="vertical-align: middle;" | The '''commander''' is responsible for acquiring and targeting enemies as well as leading the vehicle's crew. The commander's proficiency level affects the vehicle's [[Battle_Mechanics#View_Range|view range]]. An inexperienced or knocked out commander will reduce the vehicle's effective view range. <br />The commander also provides a commanders bonus to his subordinate crew members based on 10% of his current proficiency (see Bonuses and Penalties).
 +|-
 +! style="width: 100px; vertical-align: middle;" | [[image:CrewRoleGunner.png|60px|center|link=]]
 +| style="vertical-align: middle;" | The '''gunner''' is responsible for aiming and firing the vehicle's main weapon. The gunner's proficiency level affects the vehicle's [[Battle_Mechanics#Aiming|aim time]], [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]], and [[Turret#Turret_Characteristics|turret traverse rate]]. An inexperienced or knocked out gunner will reduce the vehicle's ability to fire accurately, aim quickly, and rotate its turret or gun.
 +|-
 +! style="width: 100px; vertical-align: middle;" | [[image:CrewRoleDriver.png|60px|center|link=]]
 +| style="vertical-align: middle;" | The '''driver''' is responsible for driving and maneuvering the vehicle. The driver's proficiency level affects the vehicle's ability to [[Battle_Mechanics#Movement|maneuver]] - specifically its terrain resistance, traverse speed, and acceleration ability. An inexperienced or knocked out driver will reduce the vehicles ability to accelerate, climb inclines, and maneuver quickly.
 +|-
 +! style="width: 100px; vertical-align: middle;" | [[image:CrewRoleRadioman.png|60px|center|link=]]
 +| style="vertical-align: middle;" | The '''radio operator''' is responsible for using the vehicle's radio to communicate with other allied vehicles. The radio operator's proficiency level affects the vehicle's [[Battle_Mechanics#Radio_Range|radio range]]. An inexperienced or knocked out radio operator will reduce the vehicle's radio range, and potentially leave it incapable of communicating with other vehicles with a poor radio range.
 +|-
 +! style="width: 100px; vertical-align: middle;" | [[image:CrewRoleLoader.png|60px|center|link=]]
 +| style="vertical-align: middle;" | The '''loader''' is responsible for loading and reloading the vehicle's main weapon. The loader's proficiency level affects the vehicle's reload time. An inexperienced or knocked out loader will greatly increase the vehicle's reload time.
 +|}
  
?===Proficiency===+=== Skills and Perks ===
?For each crew member, his [[Crew#Training_Level|'''''Training Level''''']] in his Major Qualification, and the levels of each and every [[Crew#Skills|'''''Skill''''']] or [[Crew#Perks|'''''Perk''''']] he has acquired, all combine to constitute his overall '''"Proficiency"'''. +Once a crew member has reached 100% proficiency, they begin to train for their first crew skills. These crew skills can be used to increase the vehicles performance even more, and can allow the vehicle to do things that vehicles with regular crews can't. The player can chose which kind of crew skill to train. If the player changes their mind on which to train, then can then drop them (sometimes with a loss of total experience, depending on the method by which they do it - see Training, Retraining, and Dropping) and change them to something else. Crew skills require more experience to increase their percentage levels as they approach 100%. A crew member can have multiple crew skills, with the amount needed to completely train the crew skills increasing with each subsequent crew skill. If a crew member is knocked out in battle, the vehicle loses the benefits of that crew member's crew skills.
  
?The degree of Proficiency of each individual crew member is important because the factors contributing to it are all used in the game mechanics calculations. A crew member's Proficiency directly affects and improves the properties of certain modules installed on his vehicle, the respective handling and performance characteristics of those modules, and the vehicle's overall performance in battle. The Proficiency of the crew members also impacts the speed at which damaged modules are repaired, and how much damage fires do and whether or not fires are extinguished before it's too late. Proficiency also affects the effectiveness of the vehicle's camouflage, serving to hide the vehicle from its enemies and avoid detection.+Some crew skills specific to a certain major qualification, while others can be trained by any major qualification. A crew member with secondary roles aside from their major qualification can train crew skills for those other qualifications (a gunner who is also a loader can train loader-specific crew skills), but will lose the ability to use these skills if moved to a vehicle where they do not have this secondary role.
  
 +Crew skills are divided into two categories - '''skills''' and '''perks''' - which work differently. A skill is progressive - its effect is felt as soon as it is chosen on a crew member and increases as the skill reaches 100%. Perks are not progressive, and do not come into effect until fully trained to 100%. This means that training crew skills with perks selected is inefficient, and it is much more efficient to train a crew skill to 100% with a skill selected and then drop it once it reaches 100% in favor of a perk (this is commonly done with the Commander skill "Sixth Sense").
  
?[[image:CrewRoleCommander.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Commander''' +Below is a table displaying the available crew skills by their major qualification.
?:::The Commander's principal job is to spot enemy vehicles. The Commander's degree of Proficiency directly affects his [[Battle_Mechanics#View_Range|''View Range'']]. The more Proficient the Commander the greater the distance at which an enemy can be [[Battle_Mechanics#Spotting_Range|''Spotted'']]. The Commander also gives a small bonus to all other crew members in the vehicle; 10% of the Commander's Major Qualification.+{| class="wikitable" style="width: 90%; margin-left: auto; margin-right: auto;"
? +! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | All Qualifications
? +|-
?[[image:CrewRoleGunner.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Gunner''' +! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:Repair.png|link=]]
?:::The Gunner's principal job is to aim and fire the vehicle's main gun. The Gunner's degree of Proficiency directly affects the [[Battle_Mechanics#Aiming|''Aiming Speed'']] at which the sights lock on to a target, the [[Battle_Mechanics#Accuracy_and_Dispersion|''Accuracy'']] of each shot, and the [[Turret#Turret_Characteristics|''Turret Traverse'']] (rotation) speed. The more Proficient the Gunner, the better the shots he will make.+| style="vertical-align: middle; text-indent: 2em;" | The '''repair skill''' allows crew members to more quickly repair destroyed modules on a vehicle. The effects of repairs on multiple crew members is cumulative, so having more than one crew member trained for repairs increases its effect. The effect also stacks with the [[Equipment#Toolbox|toolbox]] and [[Consumables#Large_Repair_Kit|large repair kit]] repair bonuses.
? +Repairs is a very general-use skill, and is therefore useful on a wide variety of vehicles. [[Heavy_Tanks|Heavy tanks]] and assault gun [[Tank_Destroyers|tank destroyers]] which are designed to soak up enemy hits will find it useful for repairing their oft-damaged modules and staying on the move by helping to repair their tracks more quickly. [[Medium_Tanks|Medium tanks]] also find it useful for keeping their tracks up and staying on-the-move. Tanks which are fragile and not meant to take any hits are not greatly benefited by repairs.
? +|-
?[[image:CrewRoleDriver.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Driver''' +! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:FireFighting.png|link=]]
?:::The Driver's principal job is to drive and maneuver the vehicle. The Driver's degree of Proficiency directly affects the [[Battle_Mechanics#Movement|''Movement and Manueverability'']] of the vehicle, including its acceleration, top speed, terrain resistance, and hull traverse speed. The more Proficient the Driver, the better the vehicle will maneuver.+| style="vertical-align: middle; text-indent: 2em;" | The '''firefighting skill''' allows crew members to more quickly put out a vehicle which has been set on fire. Like repairs, firefighting is cumulative among multiple crew members and is more effective if more crew members have it trained. It is important to note that firefighting does not decrease the chances of a fire happening, and only decreases the time it takes to put one out.
? +Because of the relative rarity of fires in most vehicles, firefighting is often skipped in favor of repairs. Firefighting can be useful as a second or third skill on vehicles which rely on their durability or are particularly prone to fires.
? +|-
?[[image:CrewRoleRadioman.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Radio Operator''' +! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:Camouflage.png|link=]]
?:::The Radio Operator's principal job is communicating with allies. The Radio Operator's degree of Proficiency directly affects the [[Battle_Mechanics#Radio_Range|''Radio or Signal Range'']] of the vehicle. The vehicle can communicate with any allied vehicle whose Signal Range overlaps with its own. Any vehicles (friend or foe) which are spotted by any allied vehicle within Signal Range will also be communicated to and display on the player's mini-map. This provides battlefield situational awareness which can be a decisive tactical advantage. The more Proficient the Radio Operator, the greater the distance that the vehicle can communicate with allies and thereby spot enemy tanks.+| style="vertical-align: middle; text-indent: 2em;" | The '''camouflage skill''' increases a vehicle's camo values, thereby making it more difficult to spot. Like repairs and firefighting, camouflage is cumulative among multiple crew members and stacks with the effects of [[Equipment#Camouflage_Net|camouflage nets]] and camouflage paint.
? +Camouflage is most helpful to vehicles which play at a distance and are too fragile to rely on repairs to keep them safe. Poorly armored sniping tank destroyers can use camo to stay concealed while firing, and [[Light_Tanks|light tanks]] can use camouflage to increase their inherent concealability and stay safe while spotting enemy targets.
? +|-
?[[image:CrewRoleLoader.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Loader''' +! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:Brotherhood.png|link=]]
?:::The Loader's principal job is loading the next round into the main gun. Each Loader's Proficiency directly affects how fast the next shell is loaded, and the more Proficient the Loader(s) the faster the gun reloads. The more Proficient the Loader, the faster the time to reload the gun.+| style="vertical-align: middle; text-indent: 2em;" | The '''brothers in arms perk''' (also known as BiA) increases the training levels of all crew members in a vehicle by 5%. This bonus stacks with the bonuses provided by [[Equipment#Improved_Ventilation|vents]] and food [[Consumables|consumables]]. In order for BiA to take effect, all crew members in the vehicle must have the skill fully trained. Female crews start out with a similar perk, called '''sisterhood of steel'''. This perk works the same as BiA, however it does not work ''with'' BiA, and mixed-gender crews will not gain bonuses from either perk.
? +Because of the inherently all-encompassing nature of crew proficiency levels, brothers in arms is a useful perk choice on almost any vehicle in the game.
? +|-
?===Multiple Major Qualifications===+! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | Commander
?Some vehicles, particularly large caliber SPGs and TDs, may require a crew of 6 members and include a second Loader. The [[M2 Medium Tank]] requires a crew of 6, two of whom are Radio Operators. The [[T1 Heavy Tank]] and the [[M6]] each carry crews of 6 with two gunners.+|-
? +! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:Commander_sixthSense.png|link=]]
?Other vehicles may require a crew complement of only 2, 3, or 4 crew members, less than the five Major Qualifications. Small light tanks with a crew of only 2 usually include a Commander and a Driver. In such cases the game mechanics calculations require a crew member to perform additional roles. For example, in an [[MS-1]], the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader, while the Driver only drives.+| style="vertical-align: middle; text-indent: 2em;" | The '''sixth sense perk''' enables the commander of a vehicle to indicate when it is spotted three seconds after it has happened. When spotted, an icon of a red light bulb will appear in the middle of the HUD and then disappear after a set amount of time. Sixth sense does not tell the player when or if their vehicle has been unspotted and only indicates when the player has gone from unspotted to spotted.
? +Sixth sense is useful on vehicles which can react to being spotted. It is useful on light and medium tanks for testing whether an area is safe or not. It is also useful on sniping tank destroyers for knowing when they have had their cover blown and need to relocate. Sixth sense is not particularly useful on close-range brawlers which are often lit aren't greatly affected by whether or not they are spotted.
?}}+|-
? +! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | Gunner
?{{ panel content toc+|-
?|title= Crew Management+! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | Driver
?|content=+|-
?The Barracks is where players can find all their crew members, whether the crewman is assigned to a tank in the Garage or is a resident in the Barracks itself. On the left side of the Garage view screen players will see a list of the crew members that are assigned to the vehicle that is currently selected and displayed in the Garage. +! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | Radio Operator
? +|-
? +! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | Loader
?===Barracks and Garage Views===+|}
?The Barracks view entry tab is located in the Garage view, top center-right. Players start with sixteen bunks in their Barracks, and can increase the number of bunks by additional increments of 16 bunks at a cost of 300 [[Gold_Economy|Gold]] by scrolling down and selecting the '''Enlarge Barracks''' button. Only crew members who are not assigned to a tank in the Garage actually take up a bunk in the Barracks. Those crew members who are currently assigned to vehicles in the Garage are listed in the Barracks window, but do not occupy a bunk in the Barracks. By using the toggles and drop-down menus on the left side of the Barracks window, a player can sort his crew members by their nationality, Vehicle Competence, Major Qualification, and location (whether assigned to a tank or not). +=== Training, Retraining, and Dropping ===
? +When training new crew members or retraining old crew members to a new vehicle, there a three different options.
?In the Garage view, hovering the cursor over a crew member will provide information about that crewman. A left-click on a crew member will bring up a small pop-up menu which will allow replacement of the crew member with 1) a new Recruit or 2) with another crewman of same Major Qualification already resident in a bunk in the Barracks. A right-click on a crew member will bring up a small pop-up menu, which will allow players to 1) view the selected crew member's Personal File, 2) send him to the Barracks, or 3) send the entire crew to the Barracks. +
? +
? +
?===Personal File===+
?Players can review a crew member's Personal File by right clicking on the crew member's icon in either the Barracks view or the Garage view. On the left side of the window that opens is a list of the crew member's basic information, including:+
?* The crew member's Avatar image, his Rank, and his Full Name.+
?* The name of the Vehicle he is currently crewing if in Garage. (''Nothing if he is a resident in a bunk in the Barracks.'')+
?* His Major Qualification, meaning the role and job he is trained for.+
?* His Training Level in his Major Qualification expressed as a percent.+
?* Modifiers to his Major Qualification Training Level.+
?* His Vehicle Competence: The name of the vehicle in which he has a Major Qualification.+
?* His assigned Skills and Perks, and whether each is trained to 100% or, if not, the level so far achieved.+
? +
? +
?On the right side of the Personal File window are four additional tabs. Clicking on one of these four tabs will opens a sub-window on the right side of the Personal File screen which displays additional information about the crew member, including his:+
? +
?* '''Service Record''': - displays information about the crew member's service record which includes the number of battles he has fought and awards he has received over the course of his career. Battles and awards stay with him, even if the crew member is retrained and transferred to another vehicle. This tab also shows the amount of experience and estimated battles needed to upgrade any Skills or Perks to 100%.+
? +
?* '''Training''': - displays information about either 1) increasing crew member's Training Level in his Major Qualification on his current vehicle or 2) retraining him for a different vehicle prior to a transfer to a different vehicle. ''See also:'' [[#Training.2FRetraining|Retraining]].+
? +
?* '''Skills''': - displays information about the Skills and Perks that are currently available for the selected crew member to learn. When a crewman is ready to start his training on a skill/perk, a button will appear which will allow the player to commence the crew member's training. ''See also:'' [[#Skills_and_Perks|Skills and Perks]].+
? +
?* '''Personal Data''': - displays the photo/avatar, first name, and last name of the crew member. From this screen, at a cost 50 [[Gold_Economy|Gold]], players can change the names and avatar of each crew member by selecting from lists of pre-defined names and faces.+
? +
? +
?===New Recruits, Transfers, and Dismissals===+
?* '''New Recruits''' - A new crew member may be recruited at any time. New recruits are randomly generated by the game mechanics and arrive with a pre-set Major Qualification for a specific Vehicle Competence as chosen by the player. +
? +
?* '''Moving an Experienced Crew Member to a Different Vehicle''' - A crew member may be moved from one vehicle to another as long as the move is to a role with the same Major Qualification he already has and new vehicle is of the same Nation as the one he is leaving. He will require retaining in the new vehicle as described in the following section.+
? +
?* '''Dismissals''' - A crew member may be dismissed from service at any time. However, remember that dismissal is permanent and cannot be undone. All the dismissed crew member's accumulated experience, Training Level, and any Skills or Perks he has earned are also permanently lost. A crewman can be dismissed by right clicking on his icon in the Garage view and selecting dismiss. From the Barracks view, a crew member can be dismissed by clicking on the "Dismiss" button his icon.+
? +
? +
?===Training and Retraining in the Major Qualification===+
?Regardless of whether a player is recruiting a new crew or a single new crew member for a vehicle, or retraining an existing crew or single crew member for a move to a different vehicle, the player will be presented with a series of screens displaying three choices to set or reset his Training Level for his Major Qualification. These three options are:+
?<div align="left"><table cellspacing="30"><tr>+
?<td><center>[[image:CrewTrainingTankAcademy.png|75px|link=]]</center></td>+
?<td><center>[[image:CrewTrainingRegimentalSchool.png|75px|link=]]</center></td>+
?<td><center>[[image:CrewTrainingRapidCourses.png|75px|link=]]</center></td>+
?</tr>+
?<tr><td><center>'''Tank Academy'''</center></td>+
?<td><center>'''Regimental School'''</center></td>+
?<td><center>'''Rapid Courses'''</center></td>+
?</tr></table></div>+
?'''Choices for Training a New Recruit in His Major Qualification'''+
?* '''Tank Academy''' - At the cost of 200 [[Gold_Economy|Gold]], the player's selection of the Tank Academy option will cause the new recruit to immediately obtain a 100% Training Level in his Major Qualification, and thereby automatically unlock and make available the further selection of a first Skill or Perk.+
? +
?* '''Regimental School''' - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the new crew member to immediately obtain a 75% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.+
? +
?* '''Rapid Courses''' - For free, the player's selection of the Rapid Courses option will cause the new recruit to obtain the default of a 50% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.+
? +
? +
?'''Choices for Re-Training a Crew Member for Move to a Different Vehicle'''+
?* '''Tank Academy''' - At the cost of 200 [[Gold_Economy|Gold]], the player's selection of the Tank Academy option will cause the existing crew member to immediately obtain a 100% Training Level in his Major Qualification for the new vehicle. If the crew member has no existing Skills or Perks, then this option will automatically unlock and make available the further selection of a first Skill or Perk. If the crew member has already acquired any Skills or Perks, then each of them will carry over to the new vehicle and immediately become active without any reduction in the same percentage level earned prior to the move.+
? +
?* '''Regimental School''' - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the existing crew member to immediately obtain a new Major Qualification Training Level equivalent to 75%, or to 90% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 75%, or 80% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle. +
? +
?* '''Rapid Courses''' - For free, the player's selection of the Rapid Courses option will cause the existing crew memberuit to immediately obtain the default Major Qualification Training Level equivalent to 50%, or to 80% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 50%, or 60% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle. +
? +
?* '''Effect on Pre-Existing Skills and Perks''' - If the crew member has already acquired any Skills or Perks prior to retraining by Rapid Courses or by Regimental School, then each of them will carry over to the new vehicle without any reduction in the same percentage level earned prior to the move. They will remain effective in the new vehicle at their current percentage levels. However, their icons will be greyed out and such Skills and Perks will not resume accumulating additional experience through battle and increasing in effectiveness until such time as the Training Level in the Major Qualification in the new vehicle reaches 100%. Thereafter, such Skills and Perks will all be restored to active, their icon will illuminate, and once again they will start accumulating additional experience through battle.+
? +
? +
?'''Reasons to Re-Train and Transfer Crew Members'''+
?After your grind is finished and you plan on selling your vehicle and purchasing the one in the next higher tier, it is almost always a good idea to send your crew from the sold vehicle to the Barracks prior to its sale, buy the new higher tier vehicle with "No Crew" option box checked, and then move the old crew to the new vehicle and retrain them for it. This is especially true if you have any Skills and Perks among the crew.It takes a lot of experienced gained in battles or a substantial amount of gold to train a crew to 100% in their Major Qualifications. It takes a lot more hard fought battle experience over a long period of time for a crewman to acquire 1, 2, or 3 Skills or Perks. You have a big investment in your crew member's training. That investment translates into improved performance on the battlefield of any vehicle the experienced crew member serves on. +
? +
?If a crew member has any accumulated Skills or Perks at all it is not a good idea to dismiss him, even if you have to buy additional bunks for the Barracks to keep him available for a future vehicle. A fresh recruit, even if with a 100% Training Level in his Major Qualification purchased with gold at the time of recruitment will start with his one new [[#Skills_and_Perks|Skill or Perk]] at 0% level. Since Skills and Perks are retained through retraining, it is almost always a good idea to retrain crew members who have already obtained them.+
? +
?Even if your crew does not yet have any Skills or Perks it may make sense to retrain. For example, if your existing crew member has already reached more than 83% Training Level in his Major Qualification, retraining him to a vehicle of the same type in the Regimental School at 90% of his former level will leave him with a training level that is still higher than the 75% for a crew member recruited fresh out of Regimental School. You should avoid retraining between vehicle types or use gold which retrains to 100% regardless of the type.+
? +
?A crew member's [[#Ranks|rank]] and the [[Achievements|medals]] he has earned are retained through retraining. Although neither have any affect on the crew member's performance, you may be interested to continue a crew member's career to further their rank and achievements.+
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?}}+
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?{{panel content toc|title=<div id="Skills and Perks">Skills and Perks</div>|content=+
?'''Skills''' and '''Perks''' are additional [[Crew#Proficiency|''Proficiencies'']] that a crew member can learn beyond those of his Major Qualification. Skills and Perks only become available for selection after a crew member's [[Crew#Training_Level|''Training Level'']] in his [[Crew#Major_Qualifications|''Major Qualification'']] reaches 100%. At such time a small plus icon [[image:New_skill_small.png|link=]] will appear beneath the crewman's name, on the crew panel when his vehicle is selected in the Garage, to indicate that he is now ready to start training of a new Skill or Perk. Click on the icon to see which Skills and Perks are available to him. Consider the pros and cons of the available Skill and Perk choices for the vehicle and your play style. Tables describing in detail the Proficiency enhancement of each available Skill and Perk are set out below. In considering your choice, remember that there is a an important difference between a Skill and a Perk:+
? +
?* '''Skills''' become partially effective immediately upon their selection. A Skill contributes to the [[Crew#Proficiency|''Proficiency'']] of the crew member in proportion to the percentage amount of [[Crew#Training_Level|''Training Level'']] that the crewman has accumulated. A Skill trained to 45% Training Level will impart 45% of its effectiveness to the performance Proficiency of its crew member in battle mechanics calculations. +
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?* '''Perks''' do not become partially effective at all. Instead, a Perk "switches on" at full 100% effectiveness, but only at such time as the [[Crew#Training_Level|''Training Level'']] for the Perk reaches 100%. Thereafter, the Perk imparts 100% of its effectiveness to the performance [[Crew#Proficiency|''Proficiency'']] of the crew member in battle mechanics calculations.<br />+
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?After selecting a Skill or a Perk, a new icon representing it will replace the plus icon in the crew panel, and the percentage of Training Level achieved towards its completion will appear next to it. Skills are displayed as lighted icons on the crew panel. A Perk that has not yet reached a Training Level of 100% and become active is displayed as a shaded or greyed-out icon.+
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?A crew member can only be trained in one Skill or Perk at a time. After the first Skill or Perk reaches 100%, the [[image:New_skill_small.png|link=]] icon will reappear and a second Skill or Perk can be selected in the same manner. However, the amount of experience required to train an additional Skill or Perk doubles each time one is selected, making the acquisition of every available Skill and Perk an unrealistic goal for each crew member. See the section on [[Crew#Training_Level|''Training Level'']] for an explanation of how experience is applied to increase it.+
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?<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Skills</h4></div>+
?<table style="width:95%; border:solid black 1px; border-collapse: collapse;">+
? <tr bgcolor="#E0E0E0">+
? <th style="width:180; border:solid black 1px; padding:6px;">Icon</th>+
? <th style="width:180; border:solid black 1px; padding:6px;">Skill Name</th>+
? <th style="width:60; border:solid black 1px; padding:6px;">Role</th>+
? <th style="border:solid black 1px; padding:6px;">Description</th>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Repair.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Repair</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">All</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Repair Skill improves a crew member's ability to [[Battle_Mechanics#Repair|''repair'']] a module that has been damaged or knocked out. The Repair Skill effect is cumulative with that of any installed [[Equipment|''Toolbox'']] equipment. The higher this Skill's Training Level the faster repairs are completed. The Repairs effect starts as soon as a module is damaged. The Repair Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Repairs Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Repairs performance is (80+0+0+0)/4 or 20%.<br><br>''Quick repairs 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''.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:FireFighting.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Firefighting</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">All</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Firefighting 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. The Firefighting Skill takes effect immediately when the vehicle catches fire. The higher the Training Level for this Skill, the faster a fire is put out and the less the amount of damage per second the fire does to the vehicle before it is extinquished. The Firefighting Skill does NOT reduce the chances of a vehicle catching on fire in the first place. The Firefighting Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Firefighting Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's fire fighting performance is (80+0+0+0)/4 or 20%.<br><br>''Firefighting Skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but purchasing the player controlled and consumbable [[Consumables#Manual_Fire_Extinguishers|'''Manual''']] or [[Consumables#Automatic_Fire_Extinguishers|'''Automatic''']] Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle''.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Camouflage.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Camouflage</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">All</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Camouflage Skill improves the crew member's ability to help increase the vehicle's [[Battle_Mechanics#Camouflage|''Camouflage'']] capability and hide the vehicle from enemies. A higher Training Level lowers the chances that the vehicle will be [[Battle_Mechanics#Spotting_Range|''spotted'']] by the enemy, requiring enemies to be closer in order to detect your vehicle. The Camouflage Skill effect is cumulative with that of any installed [[Equipment|''Camouflage Net'']] equipment. The Camouflage Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Camouflage Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Camouflage performance is (80+0+0+0)/4 or 20%.<br><br>''This Skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The Camouflage Skill is always active and the overall effect on the vehicle depends on the the vehicle's inherent camouflage rating. [https://www.wotinfo.net/en/camouflage '''See the interactive Camo Rating here''']</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander tutor.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Mentor</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">For every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.<br><br>''Useful on any tank you plan to keep indefinitely.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander eagleEye.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Recon</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Recon Skill progressively increases your vehicle's [[Battle_Mechanics#View_Range|View Range]]. For every percentage point of the Commander's Training Level an amount of 0.02% is added to the vehicle's View Range up to a maximum of 2% once the Training Level reaches 100%. Additionally, but only in the event of battle damage to an observation device, effect will increase to 0.2% per Training Level percentage point up to a maximum of 20% for the duration of the damage. The effect of the Commander's Recon Skill is cumulative with the effects of any Radio Operator's Situational Awareness Skill and/or with any installed [[Equipment#Coated_Optics|''Coated Optics'']] or [[Equipment#Binocular_Telescope|''Binocular Telescope'']] equipment.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander universalist.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Jack of All Trades</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Jack of All Trades Skill enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. THe Jack of All Trades Skill is useful for large vehicles that can be expected to take a lot of damage dangerous to the crew, but purchasing the player controlled and consumable [[Consumables#Large_First_Aid_Kit|''Large'']] or [[Consumables#Small_First_Aid_Kit|''Small'']] First Aid Kit is generally more effective.<br><br>''Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner gunsmith.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Armorer</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Armorer Skill enables the Gunner to reduce the penalty effect on [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] that results from battle damage to a gun. The effectiveness is progressive and reduces the accuracy penalty by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20% when the Skill level reaches 100%. The effect of the Armorer Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Armorer Skill, only the one with the higher Training Level is effective.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner smoothTurret.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Snap Shot</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Snap Shot Skill enables the Gunner to reduce the penalty to [[Battle_Mechanics#Accuracy_and_Dispersion|''accuracy and shot dispersion'']] that is applied to shots made while the turret is in rotation. The effectiveness is progressive by an amount of 0.075% per percentage point of the Skill's Training Level up to a maximum of 7.5% when the Skill level reaches 100%. Although not maybe as valuable on vehicles without turrets, the Snap Shot Skill does apply to gun traverse movement on turret-less vehicles too. The effect of the Snap Shot Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.<br><br>''The Snap Shot Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Snap Shot Skill improves the accuracy of shots made while the "turret" is moving and the Smooth Ride Skill affects same when the "vehicle"'s hull is moving. Both Snap Shot and Smooth Ride Skills are recommended for best performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver_virtuoso.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Clutch Braking</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Clutch Braking Skill enables the Driver to increase the [[Battle_Mechanics#Hull_Traverse_Speed|''traverse speed'']], or rotation speed, of the vehicle. The effectiveness is progressive and increases traverse speed by an amount of 0.05% per percentage point of the Skill's Training Level up to a maximum of 5% when the Skill level reaches 100%. The effect of the Clutch Braking Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment and with that of any purchased regular or premium [[Consumables#Quality_Oil|''Consumables'']] including Removed Speed Governor, Lend-Lease Oil, Quality Oil, 100-Octane Gasoline, and/or 105-Octane Gasoline. <br><br>''Primarily helpful with fast tanks that don't already turn plenty fast (i.e. [[Pz.Kpfw. II Luchs]], [[T-50]]). Also useful on heavy tanks that turn really slow, such as the Soviet KV line. Very useful for non-turreted Vehicles like most Tank Destroyers and Artillery</td>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;"">[[image:Driver_smoothDriving.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Smooth Ride</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Smooth Ride Skill enables the Driver to reduce the penalty [[Battle_Mechanics#Accuracy_and _Dispersion|accuracy and shot dispersion]] that is applied to shots made while the vehicle is moving. The effectiveness is progressive by an amount of 0.04% per percentage point of the Skill's Training Level up to a maximum of 4.0% when the Skill level reaches 100%. The effect of the Smooth Ride Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment.<br><br>''The Smooth Ride Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Smooth Ride Skill improves the accuracy of shots made while the "vehicle" is moving and the Snap Shot Skill affects the same when the "turret" is moving. Both Snap Shot and Smooth Ride Skills are recommended for best battle performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver badRoadsKing.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Off-Road Driving</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Off-Road Driving Skill enables the Driver to reduce the [[Battle_Mechanics#Terrain_Resistance|''terrain resistance'']] penalty that is applied to a vehicle's maneuverability and acceleration when it is moving over soft or wet ground or a terrain other than a road. On soft or wet terrain the effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100%. There is no effect when driving on roads, cobblestone, or asphalt. When driving on all other terrain the effectiveness is progressive by an amount of 0.025% per percentage point of the Skill's Training Level up to a maximum of 2.5% when the Skill level reaches 100%. The effect of the Off-Road Driving Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment.<br><br>''Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate.''</td>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver rammingMaster.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Controlled Impact</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Controlled Impact Skill enables the Driver to decreases damage caused by ramming to your vehicle and increase the damage caused by ramming if your vehicle provided that your vehicle is in motion at the moment of impact. The effectiveness is progressive by an amount of 0.15% per percentage point of the Skill's Training Level up to a maximum of 15.0% when the Skill level reaches 100%. The effect of the Controlled Impact Skill on damage received in a collision is cumulative with that of any installed [[Equipment#Spall_Liner|''Spall Liner'']] equipment.<br><br>''Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks. Good to have if you enjoy the sport of arty hunting.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman inventor.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Signal Boosting</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Signal Boosting Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of your vehicle's radio. The effectiveness is progressive by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.<br><br>''Primarily helpful for SPGs and scouts.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman finder.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Situational Awareness</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Situational Awareness Skill enables the Radio Operator to extend your vehicle's [[Battle_Mechanics#View_Range|''View Range'']]. The effectiveness is progressive by an amount of 0.03% per percentage point of the Skill's Training Level up to a maximum of 3.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied. The effect of the Situational Awareness Skill is cumulative with that of the Commander's 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.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman_retransmitter.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Relaying</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Relaying Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of all allied vehicles within your vehicle's radio coverage by 0.1% per Training Level (up to 10%). The effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100% for all allied vehicles within your Signal Range. The Skill has no effect upon your own Signal Range. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.</td>+
? </tr>+
?</table>+
?<br>+
? +
?<div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Perks</h4></div>+
?<table style="width:95%; cellspacing:0; border:solid black 1px; border-collapse:collapse; cellpadding:6;">+
? <tr bgcolor="#E0E0E0">+
? <th style="width:60; border: solid black 1px; padding:6px;">Icon</th>+
? <th style="width:180; border: solid black 1px; padding:6px;">Perk Name</th>+
? <th style="width:60; border: solid black 1px; padding:6px;">Role</th>+
? <th style="border: solid black 1px; padding:6px;">Description</th>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Brotherhood.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Brothers in Arms</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">All</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Brothers in Arms (aka "BIA") Perk increases by a fixed 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any effect on other role-specific Skills or Perks, and provides no benefit whatsoever unless all of the crew have it trained to 100%. It does stay in effect if a crew member is knocked out during battle. The effect of the BIA Perk is cumulative with that of any installed [[Equipment#Improved_Ventilation|''Improved Ventilation'']] equipment and with any purchased crew Skills boosting [[Consumables|''consumables'']] such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and.or Improved Combat Rations.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander sixthSense.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Sixth Sense</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Sixth Sense Perk enables the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, a visual indicator in the form of a light bulb appears in the upper center screen portion of your battle interface. 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.<br><br>''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.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander expert.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Eagle Eye</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Eagle Eye Perk enables the Commander to identify any critically damaged modules on a targeted enemy vehicle after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle, allowing you to target them for further damage. It will only work for enemies [[Battle_Mechanics#Spotting_Range|''Spotted'']] by your crew, not for enemy contacts relayed by your team mates.<br><br>''Primarily helpful for brawlers and flankers.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner sniper.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Deadeye</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Deadeye Perk enables the Gunner to increase, by a fixed amount of 3%, the chance that a shot will critically damage enemy vehicle modules and crew with [[Ammo|AP, APCR, or HEAT]] shells. It does not work with HE shells. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''If combined with the Eagle Eye Perk, you'll be able to get an idea of how well this Perk is working.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner rancorous.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Designated Target</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in [[Battle_Mechanics#Arcade_View|''arcade view'']] or [[Battle_Mechanics#Sniper_View|''sniper view'']] and not in SPG [[Battle_Mechanics#Strategic View (SPG)|strategic view]]. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for snipers and in some cases for scouts.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver tidyPerson.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Preventative Maintenance</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Preventive Maintenance Perk enables the Driver to reduce by 25% the chance of engine fire by preventing gas or oil leakage in the engine compartment. The effect of this Perk is cumulative with that of the reduced chance of fire provided by any purchased [[Consumables#Automatic_Fire_Extinguishers|''Automatic Fire Extinguisher'']] premium consumable.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:radioman_lastEffort.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Call for Vengeance</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Call for Vengeance Perk enables the Radio Operator to continue to report enemy positions for an additional two seconds after the destruction of his own vehicle. If two Radio Operators on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for scouts.''</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader pedant.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Safe Storage</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Safe Storage Perk enables a Loader to stow rounds in the storage racks 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 effect of the Safe Storage Perk is cumulative with that of increased ammo rack durability that comes with any installed [[Equipment#Wet_Ammo_Rack|''Wet Ammo Rack'']] equipment.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader desperado.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Adrenaline Rush</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Adrenaline Rush Perk enables a Loader to shorten the time to reload the gun by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders on the vehicle have the Perk, the effect is not cumulative. The effect of the Adrenaline Rush Perk is cumulative with that of the increased loading speed from using any installed [[Equipment#Rammer|''Gun Rammer'']] equipment.</td>+
? </tr>+
? <tr>+
? <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader intuition.png|link=]]</td>+
? <td style="align:center; border:solid black 1px; padding:6px;"><b>Intuition</b></td>+
? <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>+
? <td style="align:left; border:solid black 1px; padding:6px;">The Intuition Perk creates a 17% chance that the Loader will magically and instantly switch the [[Ammo|shell type]] to the best choice for doing damage, regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. The effect of this Perk is cumulative, so if a vehicle has two Loaders and both Loaders have this Perk then the chance for a switch will increase by 34%. The Perk only works if more than one ammo shell type is on-board and available. After the Perk takes effect, the gun must be completely reloaded before it can take effect again.</td>+
? </tr>+
?</table>+
?<br>+
?<br>+
?===Managing Skills and Perks===+
?'''Delaying Selection of a Skill or Perk'''+
?If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during [[#Training.2FRetraining|retraining]]. If a crew member's Training Level percentage for his role drops due to [[#Training.2FRetraining|retraining]], all new experience earned will be applied to restoring the Training Level in his Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.+
? +
? +
?'''Effect of Secondary Roles on a Skill or Perk'''+
?Some vehicles require crew members to assume secondary roles in addition to that of their Major Qualification. In a vehicle requiring a crew of only two, a Commander and a Driver, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader. In such case, any [[Crew#Skills|Skills]] and [[Crew#Perks|Perks]] that would otherwise be available only to the Gunner, Radio Operator, or Loader are available to the Commander. If the Commander is moved to another vehicle where he no longer fills a secondary role then any Skill or Perk he had specifically for the secondary role becomes inactive.+
? +
?For example, the [[Leichttraktor]] has a crew of three and the Commander assumes the secondary roles and acts also as the vehicle's Radio Operator and Gunner. You have trained him with a Skill available only to a Radio Operator and a Perk available only to a Gunner. If you then move that Commander to the [[Pz.Kpfw. II]] which has a crew of three, your Commander loses the role of Radio Operator and the Skill associated with it. However, he retains his Perk as Gunner because he has that secondary role in the new vehicle. The Radio Operator Skill is not lost, merely inactive when the Commander is placed in a vehicle with another member of the Crew in the role of Radio Operator. If the Commander is later moved back to the [[Leichttraktor]], the Skill will be restored at its previous level.+
? +
? +
?'''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 total Skill/Perk experience points. +
?* If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points. +
?* For 200 [[Gold_Economy|Gold]], it results in no loss of experience.+
? +
?Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's Skill/Perk experience points, and don't take his role experience points into consideration. For example, if you have a crewman who just reached 100% in his Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.+
? +
?Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman's Skill/Perk experience points (calculated from the [[Crew#Training_Level|''chart below'']]), and take 10/20% off of that. Then you can use the number of Skill/Perk experience points remaining to determine what the Skill/Perk's Training Level will be after the reduction.+
? +
?''For example, if you have a crewman with a 50% Training Level in his first Skill/Perk, and drop his Skill/Perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in his first Skill/Perk and 80% Training Level in his second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.'' +
? +
?Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place. +
? +
?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 Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.''+
?}}+
? +
? +
?{{panel content toc+
?|title=Training Level+
?|content=+
?The Training Level for each crew member is progressively increased by gaining Experience Points or '''XP''' earned in battle. Each crew member earns the same amount of XP from each battle that his vehicle does, plus or minus any applicable [[#Bonuses_and_Penalties|''Bonuses and Penalties'']]. The XP earned in battle is applied first to the Training Level of the crew member in his Major Qualification until it reaches 100%. Next all of the XP is applied to the Training Level of the 1st Skill or Perk until it reaches 100% and then XP is applied to the 2nd Skill or Perk and so on. <br>+
? +
? +
?<h3>Purchasing Increased Training Level</h3>+
?There are no options to purchase increases in the Training Level of crew member Skills or Perks. Such increases can only be accomplished by battle experience. However, there are 3 options for purchasing increased Training Level in the Major Qualification for any crew member. This can be accomplished at original recruitment by [[#Training_and_Retraining_in_the_Major_Qualification|''Training'']] or at any time thereafter by [[#Training_and_Retraining_in_the_Major_Qualification|''Re-Training'']] through one of the following methods:+
? +
?* '''Rapid Courses''' - To increase the Training Level of any crew member in his [[Crew#Major_Qualification|''Major Qualification'']] from the 50% level originally acquired through training or retraining with the [[#Training_and_Retraining_in_the_Major_Qualification|''Rapid Courses'']] option to the full 100%, the crewman must acquire an additional total amount of 95,484 XP. Rapid Courses are the default starting point for any crew member's training or retraining and fix the starting point Training Level at 50%. The 9,758 XP otherwise required to increase the Training Level from 0% to 50% are therefore free. +
? +
?* '''Regimental School''' - To increase the Training Level of any crew member in his [[Crew#Major_Qualification|''Major Qualification'']] from the 75% level originally acquired through training or retraining with the [[#Training_and_Retraining_in_the_Major_Qualification|''Regimental School'']] option to the full 100%, the crewman must acquire an additional total amount of 72,543 XP. Regimental School training or retraining will fix the starting point Training Level at 75%. The 22,940 XP otherwise required to increase a crew member's Training Level from 50% to 75% may be purchased at a cost of 20,000 credits. From time to time Wargaming holds specials and promotional events which include discounting the cost of Regimental School by 50% to 10,000 credits. +
? +
?* '''Tank Academy''' - To increase the Training Level of any crew member to the full 100% in his [[Crew#Major_Qualification|''Major Qualification'']] through training or retraining by the [[#Training_and_Retraining_in_the_Major_Qualification|''Tank Academy'']] option does not require earning any additional XP. Tank Academy training or retraining will fix the starting point Training Level at 100%. The 95,484 XP otherwise required to increase a crew member's Training Level from 50% to 100% may be purchased at a cost of 200 gold. From time to time Wargaming holds specials and promotional events which include discounting the cost of Tank Academy by 50% to 100 gold. +
? +
? +
?<h3>Experience Required to Increase Training Level</h3>+
?It is important to recognize two facts about the amount of XP required to increase Training Level. +
? +
?* First, the total amount of experience required to achieve a 100% Training Level in the 1st Skill or Perk is '''double''' that required to increase the Major Qualification to 100%. This doubling occurs each time with each new Skill or Perk. Training the 2nd Skill or Perk to 100% requires double the amount of XP that the 1st Skill or Perk requires, the 3rd requires double the XP of the 2nd and so on. To increase the Training Level of the:+
? +
?:* Major Qualification from 0% to 100% requires a total of 105,242 XP.+
?:* 1st Skill or Perk from 0% to 100% requires a total of 210,484 XP.+
?:* 2nd Skill or Perk from 0% to 100% requires a total of 420,128 XP.+
?:* 3rd Skill or Perk from 0% to 100% requires a total of 840,255 XP.+
? +
?* Second, the amount of experience required to achieve each additional 1% of Training Level is not a fixed amount but instead also increases as the Training Level increases. For example, to increase the Training Level of the: +
?:* Major Qualification by 1% from 68% to 69% requires 2<sup>1</sup> &times; 25 &times; 100<sup>(68/100)</sup> = 1,146 XP, but to increase it the 1% from 98% to 99% will require 2<sup>1</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 4,560 XP. +
?:* 1st Skill or Perk by 1% from 48% to 49% requires 2<sup>2</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 912 XP, but to increase it the 1% from 98% to 99% will require 2<sup>2</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 9,120 XP. +
?:* 2nd Skill or Perk by 1% from 48% to 49% requires 2<sup>3</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 1,824 XP, but to increase it the 1% from 98% to 99% will require 2<sup>3</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 18,240 XP. +
?:* 3rd Skill or Perk by 1% from 48% to 49% requires 2<sup>4</sup> &times; 25 &times; 100<sup>(48/100)</sup> = 3,648 XP, but to increase it the 1% from 98% to 99% will require 2<sup>4</sup> &times; 25 &times; 100<sup>(98/100)</sup> = 36,480 XP.+
? +
? +
?The amount of experience required to increase the Training Level by an increment of 1% can be calculated using the following formula: <br />+
? +
?::'''<big><font color=#ff0000>XP for next_SkillLevel%+1</font> = 2<sup><font color=#0000ff>Y</font></sup> &times; 25 &times; 100<sup>(<font color=#ff0000>current_SkillLevel%</font>/100)</sup></big>'''+
? +
?:::where '''"<font color=#0000ff>Y</font>"''' is equal to:+
?::::'''1''' in the case of the Training Level of the Major Qualification+
?::::'''2''' in the case of the Training Level of the 1st Skill or Perk+
?::::'''3''' in the case of the Training Level of the 2nd Skill or Perk+
?::::'''4''' in the case of the Training Level of the 3rd Skill or Perk+
?:::and so on...+
? +
? +
?:::::''If you wish, you can download an Excel calculator to help you visualize the implications of the formula and make your own calculations. The link can be found in the WoT Community Portal or here at [https://docs.google.com/folder/d/0B2VEGT7EjCYONjdUSWxGTnhmVlk/edit?pli=1 '''WoT Training Level Calculator''']''.<br><br>+
? +
?'''The following graphs illustrate the progression of Training Level as it relates to the amount of experience required'''.<br />+
? +
? +
?<gallery caption="Experience Point Charts" widths=550px heights=394 perrow=2>+
?file:CrewExperienceGraph.png|Graph detailing the amount of experience required to increase the Training Level of the Major Qualification and that of the first 3 Skills or Perks from 0% to 100%.+
?file:CrewExperienceGraphCumulative.png|Graph detailing cumulative amount of experience required to increase the Training Level of the Major Qualification and that of the first 2 Skills or Perks from 0% to 100%.+
?</gallery>+
? +
?=== Bonuses and Penalties ===+
?The game mechanics include a system of Bonuses and Penalties that have variable effect upon the Training Level of the Major Qualification and that of any acquired Skill or Perk. Bonuses and Penalties also effect the applicability, effectiveness, and performance of some Skills and Perks and the amount of experience earned in a battle that is applied to increasing the Skill or Perk's Training Level. Bonuses and Penalties may change at any time during a battle depending upon the battlefield situation, the equipment installed on the vehicle, the consumables available on-board, the types of acquired Skills and Perks of the crew, the Training Levels of each crew member, and/or some combination of all of these factors.+
? +
?At the start of each battle those applicable Bonuses and Penalties have an impact on the Training Level of each crew member in his Major Qualification and that in each of his acquired Skills and Perks. The cumulative effect of these Bonuses and Penalties results in an overall [[#Effective_Training_Level|''Effective Training Level (See that section below)'']] for the vehicle which includes Bonus additions and Penalty reductions used by the game mechanics to calculate your vehicle's performance in battle. The calculations are dynamic and change as Bonuses and Penalties change throughout the battle. At the conclusion of the battle, the net effect of all of the Bonuses and Penalties applied during the game will have an effect upon the amount of experience earned in the battle by the vehicle and by each crew member.+
? +
? +
?'''Bonuses that Impact Crew Experience and Crew Training Levels'''<br>+
?The following Bonuses increase the Effective Training Level of your crew members and may also increase the amount of experience they earn in a battle.+
? +
? +
?* '''The Premium Consumables Bonus''': If at the start of a battle the vehicle is carrying any purchased premium consumables that enhance Training Level it will provide a flat 10% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus is added for the entire duration of the battle, and it applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+10=110%. The Training Level enhancing premium consumables are available for purchase by country and are:<br>+
?:* '''Extra Combat Rations''' are only available for Soviet vehicles.<br>+
?:* '''Case of Cola''' is only available for American vehicles.<br>+
?:* '''Chocolate''' is only available for German vehicles.<br>+
?:* '''Pudding and Tea''' is only available for British vehicles.<br>+
?:* '''Strong Coffee''' is only available for French vehicles.<br>+
?:* '''Improved Combat Rations''' are only available for Chinese vehicles.<br>+
?:* '''Onigiri''' is only available for Japanese vehicles.+
? +
?* '''The Improved Ventilation Equipment Bonus''': If at the start of a battle the vehicle is equipped with any purchased and installed Improved Ventilation equipment it will provide a flat 5% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus addition is effective for the entire battle and will remain effectgive for so long as the equipment is installed on the vehicle. The Bonus effect applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+5=105%.+
? +
? +
?* '''Commander's Mentor Skill Bonus''': If the vehicle's Commander has acquired the Mentor Skill, for every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.+
? +
? +
?* '''Commander's Jack of All Trades Skill Bonus''': If the vehicle's Commander has acquired the Jack of All Trades Skill, it enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the JoAT Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The JoAT Skill does not provide a direct Bonus for any knocked-out crewman but it does partially offset the Penalty that the vehicle's performance and experience earned in battle that would otherwise incur as a result of a dead crew member. It effectively adds to the experience the Commander may realize in the battle.+
? +
? +
?* '''The Brothers in Arms Perk Bonus''': If each member of the crew has trained the BIA Perk to 100% Training Level then the Perk is active and it increases by a fixed amount of 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any affect on other other role-specific Skills or Perks a crewman may have.+
? +
? +
?* '''The Large First Aid Kit Bonus''': If the vehicle is equipped with a purchased premium consumable Large First Aid Kit at the start of a battle it will provide a 15% reduction in the chance of each crew member suffering an injury from penetrating hits. Additionally, activating the LFAK will restore all injured or killed crew members to full health. However, the LFAK can only be activated one time per battle. Once activated it is consumed and the 15% reduction to crew injury risk is lost. The LFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.+
? +
? +
?* '''The Small First Aid Kit Bonus''': If the vehicle is equipped with a purchased regular consumable Small First Aid Kit at the start of a battle it will provide the one-time ability to restore one injured or killed crew member to full health. The SFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any one crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.+
? +
? +
?* '''The Daily Double Bonus''': Each day at midnight server time, the daily double bonus resets and the first victory in each vehicle in the garage will be rewarded with x2 or double experience for the vehicle and for increasing the Training Level of each crew member. An icon in the form of a star followed by x2 appears in the upper right hand corner of the vehicle's imate in the carousel while in the garage. The icon disappears once the day's first victory has been won. From time to time, Wargaming holds a special event or promotion when the x2 for the first victory of the day is increased to x3 or even x5.+
? +
? +
?* '''Extra Crew Experience Bonus''': From time to time, Wargaming holds a special event or promotion when the amount of experience applied to increasing crew Training Level is increased to x2 or even x3 from each battle during a fixed time period, usually a 3 day weekend. News of these special events is broadcast in advance on the portal.+
? +
? +
?* '''Accelerated Crew Training Bonus Option''': For Premium Vehicles and for fully researched Elite Status vehicles, the Player has the option of checking the Accelerate Crew Training box that appears above the crew panel in the garage. Selecting this option directs all experience normally accrued to the vehicle to instead be added to and applied to increasing the crew's Training Levels. The vehicle's experience at the end of each battle is then applied to the crew member with the lowest Training Level. An icon [[image:AccelerateCrewTrainingIndiciator.png|link=]] appears in the crew panel to the left of the crew member who is receiving this experience. The additional experience is applied before any crew experience multipliers from 2x or 3x events. Accelerate Crew Training can be toggled on and off at any time via the check box, and each time a dialog box will appear to notify the player that it has now on or off.+
? +
? +
?'''Penalties that Impact Crew Experience and Crew Training Levels'''<br>+
?If a crew member is not competent to operate the tank he is placed in, or if a crew member gets injured during battle, then there is a Penalty to the Training Level of his Major Qualification and all Skills and Perks that will affect vehicle performance. There is also a Penalty that may apply to the amount of experience the crew member earns towards increasing his Training Level for that particular battle. Penalties are always applied before Bonuses in game mechanics calculations.+
? +
? +
?* '''Vehicle Competence Penalty on Effective Training Level''': A crew member must be trained to serve in a specific vehicle which is his designated "'''Vehicle Competence'''". Should a crewman operate a vehicle that he is not trained for, he may do so but will receive a Penalty to the effectiveness of his Training Level in his Major Qualification and any Skills and Perks he has earned and the Effective Training Level for his Major Qualification will be indicated by the % Training Level being colored red in the garage crew panel on his icon. The amount of this Penalty is variable depending upon whether his Vehicle Competence and the vehicle he moved to are vehicles of the same "'''Type'''" (ie TD, MT, LT, HT, or SPG) or are premium vehicles. The Penalty incurred is according to the following situations:<br>+
?:* If a crew member is moved to a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.<br>+
?:* If a crew member is in a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 25% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 25% to 60% and a 100% level would be reduced to 75%.<br>+
?:* If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, he would also take a 25% Penalty to his current Training Level.<br>+
?:* If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 50% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 50% to 40%, while a 100% level would be reduced to 50%.+
? +
? +
?* '''Vehicle Competence Penalty on Experience to Increase Training Level''': A tanker crewing a vehicle that he is has no Vehicle Competence in will earn less experience from each battle to be applied to increasing his Training Level. <br>+
?:* In a new vehicle of the same Type as that in which he has his Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.<br>+
?:* In a vehicle of a different Type as that in which he has his Vehicle Competence, the crew member would earn 50% less experience per battle if the new vehicle is a premium vehicle.<br>+
?:* In a new non-premium vehicle of the same Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 50% less experience per battle than he normally would.<br>+
?:* In a new non-premium vehicle of a different Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 75% less experience per battle than he normally would.+
? +
? +
?*'''Injury or Death Penalty''': A crew member who remains injured or is dead at the end of a battle is Penalized and will receive 10% less experience towards increasing his Training Level than he would have otherwise received. Using a [[Consumables|Small First Aid Kit]] or [[Consumables|Large First Aid Kit]] to heal a crew member will avoid this Penalty, unless they are injured again before the end of battle. Since the rate of crew injuries may not be the same across all the crew members, it is normal that each crew member will improve his Training Level at different rates than another tanker in the same crew should he be knocked out more or less often than his colleague.<br><br>Additionally, a crew member who is knocked out or killed during the course of a battle results in Penalties to the vehicle's performance characteristics. Crew members who are knocked out will perform their designated Major Qualifications at 0% Training Level in game mechancics calculations for crew related vehicle performance. If a crew member serves in multiple Major Qualifications in the vehicle, then all such roles associated with him take a Penalty if he is knocked-out. For example, in the event a Commander is knocked-out who is also serving as Gunner and Loader on a vehicle with a crew of 3, then the vehicle will suffer performance decrease for all 3 of his roles. Vehicle performance reductions include the following:+
?::[[image:CrewJobCommandInjured.png|40px|link=]]'''Commander''' knockout removes the Mentor Skill Bonus, if any, given to all crew members and reduces the vehicle's view range.+
?::[[image:CrewJobGunINjured.png|40px|link=]]'''Gunner''' knockout reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of the Gunner's death, the process might start over.+
?::[[image:CrewJobDriveInjured.png|40px|link=]]'''Driver''' knockout reduces the top speed, traverse speed, and acceleration of the vehicle.+
?::[[image:CrewJobRadioInjured.png|40px|link=]]'''Radio Operator''' knockout reduces radio range.+
?::[[image:CrewJobLoadInjured.png|40px|link=]]'''Loader''' knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.+
? +
? +
?===Effective Training Level===+
?The Training Level for a crew member's Major Qualification and his Skills and Perks can be found by hovering the cursor over a crew member's icon in the crew panel in the garage. These Training Levels do not tell the whole story because they do not take into account any applicable Bonuses or Penalties that may be affecting the actual Training Level used in games mechanics calculations, the '''Effective Training Level'''. The Effective Training Level can be calculated using the Bonuses and Penalties that are known to be applied.+
? +
?:* The maximum Effective Training Level for his Major Qualification that can be achieved by a Commander is 120%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk. If the Commander is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then the Commander's maximum Effective Training Level will be 115%.+
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?:* The maximum Effective Training Level for his Major Qualification that can be achieved by any crew member other than the Commander is 132%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk + the bonus of 10% of the Commander's Major Qualification level. If the crew member is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then his maximum Effective Training Level will be 126.5%.+
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?'''Multiple Roles''' - Some vehicles in game have more than one Gunner, Loader, and Radio Operator on board in a normal crew complement. If more than one crew member in a vehicles have the same Major Qualification, then the average of their Training Levels is used to determine their joint performance in that role. For example, for a vehicle with two Loaders, one at 50% Training Level, and the other at 100%, their average Training Level of 75% will apply to the vehicle as the Loader's Effective Training Level in battle mechanics and vehicle performance calculations.+
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?'''Common Skills''' - The Effective Training Level of the Common Skills, (Repairs, Firefighting, and Camouflage) are averaged across all crew members. If more than one crew member in a vehicles have the same Common Skills, then the average of their Training Levels is used to determine their joint performance in the Common Skills. For example, for a vehicle with a crew of 4 and two of them are trained in Repairs, one to a level of 60% and one to a level of 100%, then the Effective Training Level for the Repairs Skill for the vehicle is (100+60+0+0)/4=40% and this value will apply in battle mechanics and vehicle perforance calculations.+
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?'''Role-Specific Skills and Perks''' - The Effective Training Level of the role-specific Skills and Perks is not averaged but affect the Effective Training Level directly. In a situation where multiple crewmen on the same vehicle both hold a role-specific Skill then the only one that will apply in battle mechanics and vehicle perforance calculations will be the one with the higher Skill Training Level. +
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?{{panel content toc+
?|title=Ranks+
?|content=+
?As your crew increases in training level, they will be awarded with higher ranks, with every 50% in a role, skill, or perk awarding a new rank. If, when retraining, a crew member loses some competence, he will not be demoted in rank. There are separate ranks for each nation. A crewman's rank also depends on his role. Loaders and Radio Operators start at the lowest rank and may only advance to the third-highest rank. Drivers and Gunners start out one rank higher and may advance to the second-highest rank. Commanders start out two ranks higher and may advance to the highest rank. +
?<br>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_usa_A.png|link=USA|]]<br /> USA</td></tr>+
?<tr><td>[[image:CrewRank-usa-11.png|link=]]<br/>Private First Class</td></tr>+
?<tr><td>[[image:CrewRank-usa-10.png|link=]]<br/>Corporal</td></tr>+
?<tr><td>[[image:CrewRank-usa-9.png|link=]]<br/>Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-8.png|link=]]<br/>Staff Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-7.png|link=]]<br/>Technical Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-6.png|link=]]<br/>Master Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-5.png|link=]]<br/>First Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-usa-4.png|link=]]<br/>Second Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-usa-3.png|link=]]<br/>First Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-usa-2.png|link=]]<br/>Captain</td></tr>+
?<tr><td>[[image:CrewRank-usa-1.png|link=]]<br/>Major</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_uk.png|link=UK|]]<br /> UK</td></tr>+
?<tr><td>[[image:CrewRank-britain-11.png|link=]]<br/>Lance Corporal</td></tr>+
?<tr><td>[[image:CrewRank-britain-10.png|link=]]<br/>Corporal</td></tr>+
?<tr><td>[[image:CrewRank-britain-9.png|link=]]<br/>Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-britain-8.png|link=]]<br/>Staff Sergeant</td></tr>+
?<tr><td>[[image:CrewRank-britain-7.png|link=]]<br/>Warrant Officer Class 3</td></tr>+
?<tr><td>[[image:CrewRank-britain-6.png|link=]]<br/>Warrant Officer Class 2 </td></tr>+
?<tr><td>[[image:CrewRank-britain-5.png|link=]]<br/>Warrant Officer Class 1</td></tr>+
?<tr><td>[[image:CrewRank-britain-4.png|link=]]<br/>Second Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-britain-3.png|link=]]<br/>First Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-britain-2.png|link=]]<br/>Captain</td></tr>+
?<tr><td>[[image:CrewRank-britain-1.png|link=]]<br/>Major</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_germany_S.png|link=Germany|]]<br />Germany</td></tr>+
?<tr><td>[[image:CrewRank-germany-11.png|link=]]<br/>Panzeroberschütze</td></tr>+
?<tr><td>[[image:CrewRank-germany-10.png|link=]]<br/>Gefreiter</td></tr>+
?<tr><td>[[image:CrewRank-germany-9.png|link=]]<br/>Unteroffizier</td></tr>+
?<tr><td>[[image:CrewRank-germany-8.png|link=]]<br/>Unterfeldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-7.png|link=]]<br/>Feldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-6.png|link=]]<br/>Oberfeldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-5.png|link=]]<br/>Stabsfeldwebel</td></tr>+
?<tr><td>[[image:CrewRank-germany-4.png|link=]]<br/>Leutnant</td></tr>+
?<tr><td>[[image:CrewRank-germany-3.png|link=]]<br/>Oberleutnant</td></tr>+
?<tr><td>[[image:CrewRank-germany-2.png|link=]]<br/>Hauptmann</td></tr>+
?<tr><td>[[image:CrewRank-germany-1.png|link=]]<br/>Major</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_france_A.png|link=France|]]<br /> France</td></tr>+
?<tr><td>[[image:CrewRank-france-11.png|link=]]<br/>Cuirassier</td></tr>+
?<tr><td>[[image:CrewRank-france-10.png|link=]]<br/>Brigadier</td></tr>+
?<tr><td>[[image:CrewRank-france-9.png|link=]]<br/>Brigadier-chef</td></tr>+
?<tr><td>[[image:CrewRank-france-8.png|link=]]<br/>Maréchal des logis</td></tr>+
?<tr><td>[[image:CrewRank-france-7.png|link=]]<br/>Maréchal des logis-chef</td></tr>+
?<tr><td>[[image:CrewRank-france-6.png|link=]]<br/>Adjudant</td></tr>+
?<tr><td>[[image:CrewRank-france-5.png|link=]]<br/>Adjudant-chef</td></tr>+
?<tr><td>[[image:CrewRank-france-4.png|link=]]<br/>Sous-lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-france-3.png|link=]]<br/>Lieutenant</td></tr>+
?<tr><td>[[image:CrewRank-france-2.png|link=]]<br/>Capitaine</td></tr>+
?<tr><td>[[image:CrewRank-france-1.png|link=]]<br/>Chef d'escadrons</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_ussr_S.png|link=USSR|]]<br /> USSR</td></tr>+
?<tr><td>[[image:CrewRank-ussr-11.png|link=]]<br/>Ryadovoy (Рядовой)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-10.png|link=]]<br/>Yefreytor (Ефрейтор)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-9.png|link=]]<br/>Mladshiy Serzhant (Младший Cержа́нт)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-8.png|link=]]<br/>Serzhant (Cержа́нт)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-7.png|link=]]<br/>Starshiy Serzhant (Старший Cержа́нт)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-6.png|link=]]<br/>Starshina (Cтаршина́)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-5.png|link=]]<br/>Mladshiy Leytenant (Младший Лейтенант)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-4.png|link=]]<br/>Leytenant (Лейтенант)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-3.png|link=]]<br/>Starshiy Leytenant (Старший Лейтенант)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-2.png|link=]]<br/>Capitan (Капитан)</td></tr>+
?<tr><td>[[image:CrewRank-ussr-1.png|link=]]<br/>Mayor (Майор)</td></tr>+
?</table>+
?<table style="float:left;margin-left:25px">+
?<tr><td>[[image:Graffiti_stickers_china.png|link=China|]]<br /> China</td></tr>+
?<tr><td>[[image:CrewRank-china-11.png|link=]]<br/>Private (列兵 ''Lièbīng'')</td></tr>+
?<tr><td>[[image:CrewRank-china-10.png|link=]]<br/>Private First Class (上等兵 ''Shàngděngbīng'')</td></tr>+
?<tr><td>[[image:CrewRank-china-9.png|link=]]<br/>Corporal (下士 ''Xiàshì'')</td></tr>+
?<tr><td>[[image:CrewRank-china-8.png|link=]]<br/>Sergeant (中士 ''Zhōngshì'')</td></tr>+
?<tr><td>[[image:CrewRank-china-7.png|link=]]<br/>Sergeant First Class (四级军士长 ''Sìjí jūnshìzhǎng'')</td></tr>+
?<tr><td>[[image:CrewRank-china-6.png|link=]]<br/>Warrant Officer (准尉 ''Zhǔnwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-5.png|link=]]<br/>Second Lieutenant (少尉 ''Shàowèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-4.png|link=]]<br/>First Lieutenant (中尉 ''Zhōngwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-3.png|link=]]<br/>Captain (上尉 ''Shàngwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-2.png|link=]]<br/>Senior Captain (大尉 ''Dàwèi'')</td></tr>+
?<tr><td>[[image:CrewRank-china-1.png|link=]]<br/>Major (少校 ''Shàoxiào'')</td></tr>+
?</table>+
?}}+
  
 {{Tutorial}} {{Tutorial}}
 [[ru:Экипаж]] [[ru:Экипаж]]

Revision as of 22:08, 13 April 2015

page is currently under construction
This article is currently under construction.
This article is in the process of being constructed or re-written, and may be incomplete. It is subject to change until further notice.
crewIconUSA.png

In order to be battle-ready, every vehicle in the game must first be manned by a complete crew. Crew members have different roles depending on their function in operating the vehicle, and their skill levels effect how efficiently their respective part of the vehicle operates. A vehicle with a well trained crew is often far superior to the same exact vehicle with a poorly trained and inexperienced crew. Crew members' skill levels can receive bonuses from things like food consumables and ventilation equipment. Crew members who are placed in a vehicle they are not trained for will receive a large proficiency penalty, unless the vehicle is a premium tank of the same class of vehicle as the one they are trained for.

Crew members can be knocked out during battle, resulting in a severe penalty in their respective role(s). If a vehicle's entire crew is knocked out, the vehicle is considered dead (regardless of whether or not it has any remaining hitpoints) and the player who delivered the final blow is credited with the kill. Players can use consumables such as the large or small first aid kits to revive knocked out crew members, but cannot use these items to revive their tank if all its crew members were knocked out.


Training and Experience

Major Qualification

Every crew member has a major qualification, which is what role they fill in the vehicle. There are five major qualifications: commander, gunner, driver, radio operator, and loader. Depending on the vehicle, a crew member may fill the roles of another major qualification aside from their primary one (for instance, a gunner can also be a loader as well), or there may be more than one crew member with a certain major qualification (for instance, vehicles with large guns commonly have two loaders).

Much like how a vehicle gains experience with every battle it takes place in, crew members accumulate experience which increases their skill levels. A crew member's skill in their particular major qualification is known as their proficiency, which is represented as a percentage. A crew member with an effective 100% proficiency will operate in their role with the same effectiveness as advertised in the vehicle's statistics. A crew member with an effective 0% proficiency will only operate at half capacity of what is expected for that vehicle. Crew members can have effective proficiency higher than 100% thanks to certain bonuses, and in such cases will cause the vehicle to operate more effectively than its displayed stats.

Below is a table explaining how a crew member's proficiency in his or her respective role affects the performance of the vehicle:

CrewRoleCommander.png
The commander is responsible for acquiring and targeting enemies as well as leading the vehicle's crew. The commander's proficiency level affects the vehicle's view range. An inexperienced or knocked out commander will reduce the vehicle's effective view range.
The commander also provides a commanders bonus to his subordinate crew members based on 10% of his current proficiency (see Bonuses and Penalties).
CrewRoleGunner.png
The gunner is responsible for aiming and firing the vehicle's main weapon. The gunner's proficiency level affects the vehicle's aim time, accuracy, and turret traverse rate. An inexperienced or knocked out gunner will reduce the vehicle's ability to fire accurately, aim quickly, and rotate its turret or gun.
CrewRoleDriver.png
The driver is responsible for driving and maneuvering the vehicle. The driver's proficiency level affects the vehicle's ability to maneuver - specifically its terrain resistance, traverse speed, and acceleration ability. An inexperienced or knocked out driver will reduce the vehicles ability to accelerate, climb inclines, and maneuver quickly.
CrewRoleRadioman.png
The radio operator is responsible for using the vehicle's radio to communicate with other allied vehicles. The radio operator's proficiency level affects the vehicle's radio range. An inexperienced or knocked out radio operator will reduce the vehicle's radio range, and potentially leave it incapable of communicating with other vehicles with a poor radio range.
CrewRoleLoader.png
The loader is responsible for loading and reloading the vehicle's main weapon. The loader's proficiency level affects the vehicle's reload time. An inexperienced or knocked out loader will greatly increase the vehicle's reload time.

Skills and Perks

Once a crew member has reached 100% proficiency, they begin to train for their first crew skills. These crew skills can be used to increase the vehicles performance even more, and can allow the vehicle to do things that vehicles with regular crews can't. The player can chose which kind of crew skill to train. If the player changes their mind on which to train, then can then drop them (sometimes with a loss of total experience, depending on the method by which they do it - see Training, Retraining, and Dropping) and change them to something else. Crew skills require more experience to increase their percentage levels as they approach 100%. A crew member can have multiple crew skills, with the amount needed to completely train the crew skills increasing with each subsequent crew skill. If a crew member is knocked out in battle, the vehicle loses the benefits of that crew member's crew skills.

Some crew skills specific to a certain major qualification, while others can be trained by any major qualification. A crew member with secondary roles aside from their major qualification can train crew skills for those other qualifications (a gunner who is also a loader can train loader-specific crew skills), but will lose the ability to use these skills if moved to a vehicle where they do not have this secondary role.

Crew skills are divided into two categories - skills and perks - which work differently. A skill is progressive - its effect is felt as soon as it is chosen on a crew member and increases as the skill reaches 100%. Perks are not progressive, and do not come into effect until fully trained to 100%. This means that training crew skills with perks selected is inefficient, and it is much more efficient to train a crew skill to 100% with a skill selected and then drop it once it reaches 100% in favor of a perk (this is commonly done with the Commander skill "Sixth Sense").

Below is a table displaying the available crew skills by their major qualification.

All Qualifications
Repair.png The repair skill allows crew members to more quickly repair destroyed modules on a vehicle. The effects of repairs on multiple crew members is cumulative, so having more than one crew member trained for repairs increases its effect. The effect also stacks with the toolbox and large repair kit repair bonuses.

Repairs is a very general-use skill, and is therefore useful on a wide variety of vehicles. Heavy tanks and assault gun tank destroyers which are designed to soak up enemy hits will find it useful for repairing their oft-damaged modules and staying on the move by helping to repair their tracks more quickly. Medium tanks also find it useful for keeping their tracks up and staying on-the-move. Tanks which are fragile and not meant to take any hits are not greatly benefited by repairs.

FireFighting.png The firefighting skill allows crew members to more quickly put out a vehicle which has been set on fire. Like repairs, firefighting is cumulative among multiple crew members and is more effective if more crew members have it trained. It is important to note that firefighting does not decrease the chances of a fire happening, and only decreases the time it takes to put one out.

Because of the relative rarity of fires in most vehicles, firefighting is often skipped in favor of repairs. Firefighting can be useful as a second or third skill on vehicles which rely on their durability or are particularly prone to fires.

Camouflage.png The camouflage skill increases a vehicle's camo values, thereby making it more difficult to spot. Like repairs and firefighting, camouflage is cumulative among multiple crew members and stacks with the effects of camouflage nets and camouflage paint.

Camouflage is most helpful to vehicles which play at a distance and are too fragile to rely on repairs to keep them safe. Poorly armored sniping tank destroyers can use camo to stay concealed while firing, and light tanks can use camouflage to increase their inherent concealability and stay safe while spotting enemy targets.

Brotherhood.png The brothers in arms perk (also known as BiA) increases the training levels of all crew members in a vehicle by 5%. This bonus stacks with the bonuses provided by vents and food consumables. In order for BiA to take effect, all crew members in the vehicle must have the skill fully trained. Female crews start out with a similar perk, called sisterhood of steel. This perk works the same as BiA, however it does not work with BiA, and mixed-gender crews will not gain bonuses from either perk.

Because of the inherently all-encompassing nature of crew proficiency levels, brothers in arms is a useful perk choice on almost any vehicle in the game.

Commander
Commander_sixthSense.png The sixth sense perk enables the commander of a vehicle to indicate when it is spotted three seconds after it has happened. When spotted, an icon of a red light bulb will appear in the middle of the HUD and then disappear after a set amount of time. Sixth sense does not tell the player when or if their vehicle has been unspotted and only indicates when the player has gone from unspotted to spotted.

Sixth sense is useful on vehicles which can react to being spotted. It is useful on light and medium tanks for testing whether an area is safe or not. It is also useful on sniping tank destroyers for knowing when they have had their cover blown and need to relocate. Sixth sense is not particularly useful on close-range brawlers which are often lit aren't greatly affected by whether or not they are spotted.

Gunner
Driver
Radio Operator
Loader

Training, Retraining, and Dropping

When training new crew members or retraining old crew members to a new vehicle, there a three different options.