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Revision as of 09:32, 30 March 2012
Removed "this section does not yet apply" message
Revision as of 14:26, 30 March 2012
added values to skills & perks
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  <td align="center"><b>Mentor</b></td>  <td align="center"><b>Mentor</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">Provides additional experience to all crew members, except the Commander. Additional experience increases as the skill improves.</td>+ <td align="left">For every level of this skill, all crew members except the Commander himself receive 0.1% additional experience every battle.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Recon</b></td>  <td align="center"><b>Recon</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">Provides a small bonus to your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic. The bonus increases with a damaged observation device to help counteract the damage penalty. The in-game description's reference to "maximum" view range is incorrect. The skill is cumulative with the Situational Awareness skill, [[Equipment#Coated_Optics|Coated Optics]], and/or [[Equipment#Binocular_Telescope|Binocular Telescope]].</td>+ <td align="left">Provides a small bonus of 0.02% per skill level to your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic. The bonus increases to 0.2% per skill level with a damaged observation device to help counteract the damage penalty. The in-game description's reference to "maximum" view range is incorrect. The skill is cumulative with the Situational Awareness skill, [[Equipment#Coated_Optics|Coated Optics]], and/or [[Equipment#Binocular_Telescope|Binocular Telescope]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Armorer</b></td>  <td align="center"><b>Armorer</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">This skill reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty from a damaged gun. If two Gunners have this skill, only the higher rating is effective. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>+ <td align="left">This skill reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty from a damaged gun by 0.2% per skill level. If two Gunners have this skill, only the higher rating is effective. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Snap Shot</b></td>  <td align="center"><b>Snap Shot</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">Reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty applied during turret rotation. If two Gunners have this skill, only the higher rating is effective. Typically not as valuable on vehicles without turrets, but it does apply to gun movement on turret-less vehicles too. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>+ <td align="left">Reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty applied during turret rotation by 0.075% per skill level. If two Gunners have this skill, only the higher rating is effective. Typically not as valuable on vehicles without turrets, but it does apply to gun movement on turret-less vehicles too. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Clutch Braking</b></td>  <td align="center"><b>Clutch Braking</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Increases vehicle [[Battle_Mechanics#Hull_Traverse_Speed|rotation]] speed. The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]], a [[Consumables#Quality_Oil|Removed Speed Governor]], and any speed boosting [[Consumables|consumables]] (fuels).</td>+ <td align="left">Increases vehicle [[Battle_Mechanics#Hull_Traverse_Speed|rotation]] speed by 0.05% per skill level. The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]], a [[Consumables#Quality_Oil|Removed Speed Governor]], and any speed boosting [[Consumables|consumables]] (fuels).</td>
  <tr>  <tr>
  <td align="center">[[image:Driver_smoothDriving.png|link=]]</td>  <td align="center">[[image:Driver_smoothDriving.png|link=]]</td>
  <td align="center"><b>Smooth Ride</b></td>  <td align="center"><b>Smooth Ride</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty applied when firing on the move. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>+ <td align="left">Reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty applied when firing on the move by 0.04% per skill level. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].</td>
  <tr>  <tr>
  <td align="center">[[image:Driver badRoadsKing.png|link=]]</td>  <td align="center">[[image:Driver badRoadsKing.png|link=]]</td>
  <td align="center"><b>Off-Road Driving</b></td>  <td align="center"><b>Off-Road Driving</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Reduces the maneuverability and acceleration penalties from driving on soft and moderately soft terrain ([[Battle_Mechanics#Terrain_Resistance|terrain resistance]]). Applies pretty much everywhere other than on roads, cobblestone, and asphalt. The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]].</td>+ <td align="left">Reduces the maneuverability and acceleration penalties due to [[Battle_Mechanics#Terrain_Resistance|terrain resistance]] by 0.1% per skill level on soft and by 0.025% per skill level on average terrain. Applies pretty much everywhere other than on roads, cobblestone, and asphalt. The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]].</td>
  <tr>  <tr>
  <td align="center">[[image:Driver rammingMaster.png|link=]]</td>  <td align="center">[[image:Driver rammingMaster.png|link=]]</td>
  <td align="center"><b>Controlled Impact</b></td>  <td align="center"><b>Controlled Impact</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle. The skill only applies when both vehicles are in motion, and never affects allies.<br><br>''Unfortunately this doesn't work when ramming stationary enemy artillery.''</td>+ <td align="left">Decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle by 0.15% per skill level. The skill only applies when both vehicles are in motion, and never affects allies.<br><br>''Unfortunately this does not work when ramming stationary enemy artillery.''</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Signal Boosting</b></td>  <td align="center"><b>Signal Boosting</b></td>
  <td align="center">Radio Operator</td>  <td align="center">Radio Operator</td>
? <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of your vehicle's radio. If two Radio Operators have the skill, only the higher rating is effective.</td>+ <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of your vehicle's radio by 0.2% per skill level. If two Radio Operators have the skill, only the higher rating is effective.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Situational Awareness</b></td>  <td align="center"><b>Situational Awareness</b></td>
  <td align="center">Radio Operator</td>  <td align="center">Radio Operator</td>
? <td align="left">This skill extends your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic by a moderate amount. If two Radio Operators have the skill, only the higher rating is effective. The skill is cumulative with the 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>+ <td align="left">This skill extends your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic by 0.03% per skill level. If two Radio Operators have the skill, only the higher rating is effective. The skill is cumulative with the 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>
  <tr>  <tr>
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  <td align="center"><b>Relaying</b></td>  <td align="center"><b>Relaying</b></td>
  <td align="center">Radio Operator</td>  <td align="center">Radio Operator</td>
? <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of allied communications within your vehicle's radio coverage. It does not affect your own Signal Range. If two Radio Operators have the skill, only the higher rating is effective.</td>+ <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of allied communications within your vehicle's radio coverage by 0.1% per skill level. It does not affect your own Signal Range. If two Radio Operators have the skill, only the higher rating is effective.</td>
  </tr>  </tr>
 </table> </table>
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  <td align="center"><b>Brothers in Arms</b></td>  <td align="center"><b>Brothers in Arms</b></td>
  <td align="center">All</td>  <td align="center">All</td>
? <td align="left">This perk increases the training level of the role and non-role-specific skills of the entire crew (in-game description is incorrect). It does not affect secondary roles. There is no benefit whatsoever if any of the crew do not have this trained to 100%. The bonus from this perk ceases to apply if a crew member is knocked out during battle. It will re-apply if all knocked out crew members are healed using [[Consumables|medical kits]]. The perk is cumulative with [[Equipment#Improved Ventilation|Improved Ventilation]] and skill boosting [[Consumables|consumables]].</td>+ <td align="left">This perk increases the training level of the primary and non-role specific secondary skills of the entire crew by 5. It does not affect role specific secondary skills and perk (in-game description is incorrect). There is no benefit whatsoever if any of the crew do not have this trained to 100%. The bonus from this perk ceases to apply if a crew member is knocked out during battle. It will re-apply if all knocked out crew members are healed using [[Consumables|medical kits]]. The perk is cumulative with [[Equipment#Improved Ventilation|Improved Ventilation]] and skill boosting [[Consumables|consumables]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Sixth Sense</b></td>  <td align="center"><b>Sixth Sense</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">Enables the Commander to identify whether the vehicle is detected by the enemy. An indicator appears on your UI for a short time when you get spotted by the enemy. There is a slight delay between the time you are actually detected and when the indicator appears on your UI. 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>''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>+ <td align="left">Enables the Commander to identify whether the vehicle is detected by the enemy. An indicator appears on your UI for a short time when you get spotted by the enemy after having been invisible to them. There is a delay of 3 seconds between the time you are actually detected and when the indicator appears on your UI. 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>''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>
  <tr>  <tr>
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  <td align="center"><b>Eagle Eye</b></td>  <td align="center"><b>Eagle Eye</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">This perk enables the Commander to identify the [[Battle_Mechanics#Module_Damage|critical damage]] of targeted vehicles. Does not work in a SPG's [[Battle_Mechanics#Strategic_Aiming_.28SPG.29|Strategic View Mode]].</td>+ <td align="left">This perk enables the Commander to identify the [[Battle_Mechanics#Module_Damage|critical damage]] of targeted vehicles after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle. Does not work in a SPG's [[Battle_Mechanics#Strategic_Aiming_.28SPG.29|Strategic View Mode]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Deadeye</b></td>  <td align="center"><b>Deadeye</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">This perk increases the chances to critically damage enemy vehicle modules and crew. It is effective only with AP and APCR shells.</td>+ <td align="left">This perk increases the chance to critically damage enemy vehicle modules and crew with AP and APCR shells by 3%.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Designated Target</b></td>  <td align="center"><b>Designated Target</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">This perk makes targeted enemy vehicles visible for two more seconds. If two Gunners have the perk, the effect is not cumulative.</td>+ <td align="left">This perk makes targeted enemy vehicles within 10 degrees of the direction you were looking at remain visible for two more seconds after they stop being spotted. If two Gunners have the perk, the effect is not cumulative.</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Preventative Maintenance</b></td>  <td align="center"><b>Preventative Maintenance</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">This perk reduces the chance of engine fire by preventing gas or oil leakage in the engine compartment. The perk is cumulative with the reduced chance of fire from [[Consumables#Automatic_Fire_Extinguishers|Automatic Fire Extinguishers]].</td>+ <td align="left">This perk reduces the chance of engine fire by preventing gas or oil leakage in the engine compartment by 25%. The perk is cumulative with the reduced chance of fire from [[Consumables#Automatic_Fire_Extinguishers|Automatic Fire Extinguishers]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Safe Stowage</b></td>  <td align="center"><b>Safe Stowage</b></td>
  <td align="center">Loader</td>  <td align="center">Loader</td>
? <td align="left">The Loader stacks the shells 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. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased ammo rack durability that comes with using a [[Equipment#Wet_Ammo_Rack|"Wet" Ammo Rack]].</td>+ <td align="left">The Loader stacks the shells 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 perk is cumulative with the increased ammo rack durability that comes with using a [[Equipment#Wet_Ammo_Rack|"Wet" Ammo Rack]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Adrenaline Rush</b></td>  <td align="center"><b>Adrenaline Rush</b></td>
  <td align="center">Loader</td>  <td align="center">Loader</td>
? <td align="left">This perk accelerates gun loading if the vehicle has less than 10% of its hit points left. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased loading speed from using a [[Equipment#Rammer|Gun Rammer]].</td>+ <td align="left">This perk accelerates gun loading by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased loading speed from using a [[Equipment#Rammer|Gun Rammer]].</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Intuition</b></td>  <td align="center"><b>Intuition</b></td>
  <td align="center">Loader</td>  <td align="center">Loader</td>
? <td align="left">This perk creates a chance that the proper shell is already loaded when switching between [[Ammo|shell types]]. The gun must be completely loaded before the perk can be used again. If two Loaders have the perk, the effect is not cumulative.</td>+ <td align="left">This perk creates a 17% chance that the proper shell is already loaded when switching between [[Ammo|shell types]]. The gun must be completely loaded before the perk can be used again. If two Loaders have the perk, the effect is not cumulative.</td>
  </tr>  </tr>
 </table> </table>

Revision as of 14:26, 30 March 2012

Warning_sign.png This page is a work in progress, Trifler was editing it and left halfway through so please do not edit it until it is marked as complete before you contact the user or enough time as passed for the page to be considered abandoned. Use the Discussion page for any relevant input you might have please.

This warning was posted at: 01:38, 26 March 2012 (UTC)


crewIconUSA.png

No vehicle in World of Tanks can operate without a complete crew. Acting as a proxy operator between the player and his vehicle, they affect the many of the vehicle's properties in battle. Each crew member is trained for a certain vehicle and role, each with their own levels of proficiencies. Through battles, a crew will gain experience the same way vehicles will. Over time, crewmen will improve their training level. Once this reaches 100%, the crew may acquire additional skills and perks.

Crews can be recruited and dismissed, trained and retrained for different vehicles, and moved from one vehicle to another. The career of an individual crew member can be checked though their personnel file while in the garage. The personnel file includes their service record (the crew member's statistics and medals awarded), training, skills, and personal data.

If a crew member is killed in battle, the vehicle's performance will suffer. If all the crew members are knocked out, the vehicle will become inoperable.