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Revision as of 04:37, 18 April 2015
added more skills/perks
Revision as of 21:57, 21 April 2015
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 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"). 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.+{| class="wikitable collapsible collapsed" style="width: 90%; margin-left: auto; margin-right: auto;"
?{| class="wikitable" style="width: 90%; margin-left: auto; margin-right: auto;"+! style="vertical-align: middle; text-align: center; height: 2em; font-style: italic; font-size: 1.2em;" colspan="2" | Crew Skills (by major qualification)
 +|-
 ! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | All Qualifications ! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | All Qualifications
 |- |-
Line 72:Line 73:
 |- |-
 ! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:Commander_eagleEye.png|link=]] ! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:Commander_eagleEye.png|link=]]
?| style="vertical-align: middle; text-indent: 2em;" | The '''recon skill''' increases the vehicles view range.+| style="vertical-align: middle; text-indent: 2em;" | The '''recon skill''' increases the vehicle's view range. For every percent of recon trained, the vehicle gains 0.02% of its base view range as a bonus, for maximum bonus of 2%. This bonus stacks cumulatively with bonuses provided by [[Coated_Optics|coated optics]], [[Binocular_Telescope|binoculars]], vents, et cetera. In the event that the vehicle's observation device is damaged, the bonus increases to 0.2% per percent of recon trained, with an increased maximum of 20% effective bonus. This helps to mitigate the penalty of having a damaged observation device.
 +Recon is a somewhat misleading skill. At first glance, it appears to be just a plain bonus to the vehicle's view range. Though it technically is, it's not very effective in this sense. For instance, a vehicle with a 400 meter view range will only get eight bonus meters of view range from a commander with recon fully trained. The bonuses from recon are only really noticeable when the vehicle's observation device is damage. Therefore, recon is mostly useful on more hardy tanks which are likely to have their observation device damaged and keep fighting on.
 +|-
 +! style="width: 70px; vertical-align: middle; text-align: center;" | [[image:Commander_universalist.png|link=]]
 +| style="vertical-align: middle; text-indent: 2em;" | The '''jack of all trades skill''' enables the commander to fill the roles of knocked-out crew members with reduced proficiency.
 |- |-
 ! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | Gunner ! style="vertical-align: middle; text-align: center; height: 2em;" colspan="2" | Gunner

Revision as of 21:57, 21 April 2015

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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 reset them (see Training, Retraining, and Resetting) 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 a crew skill increasing with each subsequent one. If a crew member is knocked out in battle, the vehicle loses the benefits of that crew member's crew skills.

Some crew skills are specific to crew members of a certain major qualification, while others can be trained by anyone. A crew member with secondary roles aside from their primary major qualification can train crew skills for these 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").

Training, Retraining, and Resetting

When training new crew members, retraining old crew members for new vehicles, or resetting crew skills, the player must chose from three different options. Whether the player chooses to use Rapid Courses, Regimental School, or the Tank Academy will determine how much experience the crew members will gain or retain. Better forms of training will yield better results, but will cost more.

Below is a table showing how much the three different training choices cost and what they yield when training, retraining, and resetting.

Courses CrewTrainingRapidCourses.png
Rapid Courses (free)
CrewTrainingRegimentalSchool.png
Regimental School (Credits 20,000)
CrewTrainingTankAcademy.png
Tank Academy (Gold 200)
Training Trains a new crew member with 50% proficiency for a vehicle. Trains a new crew member with 75% proficiency for a vehicle. Trains a new crew member with 100% proficiency for a vehicle.
Retraining Retrains a crew member to 50% proficiency or 80% of their current level (whichever is greater) for a new vehicle of the same class, or 50% proficiency or 60% of their current level (whichever is greater) for one of a different class. Retrains a crew member to 75% proficiency or 90% of their current level (whichever is greater) for a new vehicle of the same class, or 75% proficiency or 80% of their current level (whichever is greater) for one of a different class. Retrains an existing crew member to 100% proficiency for a new vehicle of any class.
Resetting Drops all current skills and perks trained to a crew member, retaining 80% of their crew skill experience. Drops all current skills and perks trained to a crew member, retaining 90% of their crew skill experience. Drops all current skills and perks trained to a crew member, retaining 100% of their crew skill experience.