Difference between revisions of "Crew"
Revision as of 04:37, 18 April 2015 added more skills/perks | Revision as of 21:57, 21 April 2015 | |||
Line 37: | Line 37: | |||
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"). | |||
? | + | {| 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 | + | | 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
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. |
To view an older, complete version of this article, visit this page. |
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.
Contents
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:
|
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). |
---|---|
|
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. |
|
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. |
|
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. |
|
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").
Crew Skills (by major qualification) | |
---|---|
All Qualifications | |
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 preventing tanks from outmaneuvering them by destroying their tracks. Medium tanks also find it useful for keeping their tracks up in order to stay mobile. Tanks which are fragile and not meant to take any hits are not greatly benefited by repairs, and are better served by crew skills which prevent them from being shot in the first place. | |
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. | |
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. | |
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 | |
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. | |
The mentor skill gives bonus experience to all the members of the crew but the commander. How much experience it gives is based on how much the mentor skill is trained. For each percent of mentor trained to the commander, the other members of the vehicle's crew will 0.1% bonus experience per battle, yielding a maximum of 10% bonus experience per game when mentor is trained fully.
Mentor is helpful when skills learnable by other members of a vehicle's crew are more important than the commanders. Still, many players chose not to skill mentor as it takes the place of useful skills such as recon or jack of all trades, and perks such as sixth sense or eagle eye. | |
The eagle eye perk enables the commander to identify damaged modules on spotted enemy vehicles. When spotted, indicators showing damaged modules will display below enemy vehicles after a delay of four seconds. This perk only works with vehicles spotted by your commander, and will not display damaged modules on vehicles spotted by allies instead.
Because eagle eye only works on enemies spotted by the player's vehicle, it is best used by close range brawlers and flankers. Unlike sniping tank destroyers and artillery, close range medium tanks, heavy tanks, and assault gun tank destroyers often spot their own targets, and unlike light tanks these types of tanks are often close enough and possess enough firepower to exploit damaged modules on enemy vehicles. Eagle eye can be useful on light tanks acting as scouts to identify weak targets for allies, but this requires a good deal of team coordination to produce results. | |
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, 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. | |
The jack of all trades skill enables the commander to fill the roles of knocked-out crew members with reduced proficiency. | |
Gunner | |
Driver | |
Radio Operator | |
Loader |
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.