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Revision as of 09:11, 26 March 2012Revision as of 10:14, 26 March 2012
Added all remaining skills/perks
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  <td align="left">Decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle. The effect increases with skill level. The skill is effective only when both vehicles are in motion, except when two allies collide.</td>  <td align="left">Decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle. The effect increases with skill level. The skill is effective only when both vehicles are in motion, except when two allies collide.</td>
  </tr>  </tr>
? + <tr>
 + <td align="center">[[image:Radioman inventor.png|link=]]</td>
 + <td align="center"><b>Signal Boosting</b></td>
 + <td align="center">Radio Operator</td>
 + <td align="left">This skill extends Signal Range. The effect increases with training level. If two Radio Operators have the skill, only the higher rating is effective.</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Radioman finder.png|link=]]</td>
 + <td align="center"><b>Situational Awareness</b></td>
 + <td align="center">Radio Operator</td>
 + <td align="left">This skill extends View Range. The effect increases with training level. If two Radio Operators have the skill, only the higher rating is effective. The skill is more effective if combined with Recon.</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Radioman ?.png|link=]]</td>
 + <td align="center"><b>Relaying</b></td>
 + <td align="center">Radio Operator</td>
 + <td align="left">This skill extends the Signal Range of allied communications within the vehicle's radio coverage. The effect increases with training level. If two Radio Operators have the skill, only the higher rating is effective.</td>
 + </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 improves the Major Qualification, skills, and perks, for the entire crew. The perk comes into effect after it reaches 100%.<br><br>''There is no benefit whatsoever if any of the crew do not have this trained to 100%.''</td>+ <td align="left">This perk improves the major qualification, skills, and perks, for the entire crew. The perk comes into effect after it reaches 100%.<br><br>''There is no benefit whatsoever if any of the crew do not have this trained to 100%.''</td>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="left">Enables the Commander to identify whether the vehicle is detected by the enemy. The perk comes into effect after it reaches 100%.</td>  <td align="left">Enables the Commander to identify whether the vehicle is detected by the enemy. The perk comes into effect after it reaches 100%.</td>
  </tr>  </tr>
? + <tr>
 + <td align="center">[[image:Gunner sniper.png|link=]]</td>
 + <td align="center"><b>Deadeye</b></td>
 + <td align="center">Gunner</td>
 + <td align="left">This perk increases the chances to critically damage enemy vehicle modules and crew. The perk comes into effect after it reaches 100%. It is effective only with AP and APCR shells.</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Gunner rancorous.png|link=]]</td>
 + <td align="center"><b>Designated Target</b></td>
 + <td align="center">Gunner</td>
 + <td align="left">This perk makes targeted enemy vehicles visible for two more seconds. The perk comes into effect after it reaches 100%. If two Gunners have the perk, the effect is not cumulative.</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Driver tidyPerson.png|link=]]</td>
 + <td align="center"><b>Preventative Maintenance</b></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 comes into effect after it reaches 100%. The perk is more effective when combined with Automatic Fire Extinguishers.<br><br>''Translation: The perk is cumulative with the reduced chance of fire from Automatic Fire Extinguishers.''</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Radioman ?.png|link=]]</td>
 + <td align="center"><b>Call for Vengeance</b></td>
 + <td align="center">Radio Operator</td>
 + <td align="left">This perk allows a Radio Operator who survived the destruction of his vehicle to report enemy positions for an another two seconds. The perk comes into effect after it reaches 100%. If two Radio Operators have the perk, the effect is not cumulative.</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Loader pedant.png|link=]]</td>
 + <td align="center"><b>Safe Stowage</b></td>
 + <td align="center">Loader</td>
 + <td align="left">This perk increases ammo rack durability: the shells do not come into contact with each other. The perk comes into effect after it reaches 100%. If two Loaders have the perk, the effect is not cumulative. The perk is more effective with combined with "Wet" Ammo Rack.</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Loader desperado.png|link=]]</td>
 + <td align="center"><b>Adrenaline Rush</b></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. The perk comes into effect after it reaches 100%. If two Loaders have the perk, the effect is not cumulative. The perk is more effective with combined with Gun Rammer.</td>
 + </tr>
 + <tr>
 + <td align="center">[[image:Loader intuition.png|link=]]</td>
 + <td align="center"><b>Intuition</b></td>
 + <td align="center">Loader</td>
 + <td align="left">This perk creates a chance that the proper shell is already loaded when switching between shell types. The perk comes into effect after it reaches 100%. 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>
 </table> </table>
 }} }}
  
 {{panel content toc|title=Skill Bonuses and Penalties|content= {{panel content toc|title=Skill Bonuses and Penalties|content=
?Each crew member has a base skill level for their primary and secondary qualifications (as shown in your garage), and certain modifiers that raise or lower this skill level, resulting in the [[#Effective_Skill_Level|effective skill level]] which is used to calculate your [[Battle_Mechanics#Tank Statistics|vehicle's performance]]. +Each crew member has a base skill level for their major qualification and skills (as shown in your garage), and certain modifiers that raise or lower this skill level, resulting in the [[#Effective_Skill_Level|effective skill level]] which is used to calculate your [[Battle_Mechanics#Tank Statistics|vehicle's performance]].
  
 ===Bonuses=== ===Bonuses===
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 ===Penalties=== ===Penalties===
?If a crew is not competent to operate the tank it is placed in or if it gets injured during battle it receives a penalty to the base skill level of all their qualifications. Penalties are always applied before Bonuses.+If a crew is not competent to operate the tank it is placed in or if it gets injured during battle it receives a penalty to the base skill level of all their roles and skills. Penalties are always applied before Bonuses.
  
 ;Lack of Competence ;Lack of Competence
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 ===Effective Skill Level=== ===Effective Skill Level===
?The effective skill level of your crew's primary skills can be found by hovering over a crew member with you mouse in the garage, but note that the display is rounded to the nearest integer. Also, the consuamble bonus is not included because it is only applied once battle starts and the consumable is consumed.+The effective skill level of your crew's primary skills can be found by hovering over a crew member with you mouse in the garage, but note that the display is rounded to the nearest integer. Also, the consumable bonus is not included because it is only applied once battle starts and the consumable is consumed.
  
 The effective skill level of your crew's secondary skills is not displayed, only the base skill level is shown for those and you need to calculate the effective level. The effective skill level of your crew's secondary skills is not displayed, only the base skill level is shown for those and you need to calculate the effective level.
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 *Maximum effective skill level for your commander is 115% (100% base skill level + 5% improved ventilation + 10% consumable bonus). *Maximum effective skill level for your commander is 115% (100% base skill level + 5% improved ventilation + 10% consumable bonus).
 *Maximum effective skill level for every other crew member is 126.5% (115% as above plus 10% commander bonus). *Maximum effective skill level for every other crew member is 126.5% (115% as above plus 10% commander bonus).
?*For tanks that do not have improved ventilation [[equipment]] available to them, the maximum effective skill levels are 110% for the commander and 121% for his crew.+*For tanks that do not have improved ventilation [[equipment]] available to them, the maximum training level is 110% for the commander and 121% for his crew.
  
?If several crew members are assigned to the same [[#Roles|role]], the average of their effective primary skill levels is used to determine your crew's performance in that role.+If several crew members are assigned to the same [[#Roles|role]], the average of their training level is used to determine your crew's performance in that role.
  
?Non-role specific [[#Secondary_Qualifications|secondary qualifications]] are averaged across all crew members. Crew members that do not have any training in a certain secondary qualification will add 0% to the averaging calculations. Thus, to reach 100% of a non-role specific secondary qualification for a tank with a crew of 4, all 4 crew members must reach 100% on that specific qualification. +Non-role specific [[#Skills_and_Perks|skills]] are averaged across all crew members. Crew members that do not have any training in a certain skill will add a 0% to the averaging calculations. Thus, to reach 100% of a non-role specific secondary qualification for a tank with a crew of 4, all 4 crew members must reach 100% on that specific qualification.
  
?Role specific secondary qualifications (to be introduced in v0.7.2) are not averaged, only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained. +Role specific skills (to be introduced in v0.7.2) are not averaged, only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained.
 }} }}
 {{panel content toc {{panel content toc
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 [[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy''' [[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy'''
?::At the cost of 200 [[Gold_Economy|Gold]], this option trains a crew member to 100% skill level in their primary qualification, and thus automatically unlocking a secondary skill.+::At the cost of 200 [[Gold_Economy|Gold]], this option trains a crew member to 100% training level in their major qualification, and thus automatically unlock a skill.
  
 [[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School''' [[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School'''
?::At the cost of 20,000 credits, this option trains a crew member to 75% in their primary qualification.+::At the cost of 20,000 credits, this option trains a crew member to 75% in their major qualification.
  
 [[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses''' [[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses'''
?::This option is free, and trains a crew member to 50% in their primary qualification, which is the minimum that a crew member can be at.+::This option is free, and trains a crew member to 50% in their major qualification, which is the minimum that a crew member can be at.
  
?When acquiring a crew member at the Barracks you will also have to specify a Nation, Vehicle Type/Class, Vehicle Model and Primary Qualification.+When acquiring a crew member at the Barracks you will also have to specify a Nation, Vehicle Type/Class, Vehicle Model and Major Qualification.
  
 ===Skill Level=== ===Skill Level===
 [[image:CrewExperienceGraph.jpg|thumb|500px|Graph detailing experience requirements to achieve the next percentage point.|right|link=]] [[image:CrewExperienceGraph.jpg|thumb|500px|Graph detailing experience requirements to achieve the next percentage point.|right|link=]]
?Once recruited, further advancement of the level of the skills of your crew depends on the experience they have gained. Experience can be gained through participation in battles. The crew will gain as much experience as the tank did in the battle, divided evenly among the crew members. +Once recruited, further advancement of the training level of your crew's capabilities depends on the experience they have gained. Experience can be gained through participation in battles. The crew will gain as much experience as the tank did in the battle, divided evenly among the crew members.
  
?Experience needed for the next level can be calculated using the following formula, where skillNo. is 1 for the primary skill, 2 for the first secondary skill, 3 for the second secondary skill, and so on.+Experience needed for the next level can be calculated using the following formula, where skillNo. is 1 for the major qualification, 2 for the first skill, 3 for the second skill, and so on.
  
 :[[image:Equation_nextCrewSkill.png|link=]] :[[image:Equation_nextCrewSkill.png|link=]]
  
?To get from 68% to 69% in a primary skill you will need 2^1*25*100^(68/100) = 1146 XP. To go from 50% to 100% primary skill level you need 95484 XP, and from 75% to 100% it takes 72544 XP. The first secondary skill takes 210,064 XP from 0% to 100%. For each subsequent secondary skill that number is doubled. Overall progression can be seen on the graph to the right.+To get from 68% to 69% in a major qualification you will need 2^1*25*100^(68/100) = 1146 XP. To go from 50% to 100% you need 95484 XP, and from 75% to 100% it takes 72544 XP. The first skill takes 210,064 XP from 0% to 100%. For each subsequent skill, that number is doubled. Overall progression can be seen on the graph to the right.
  
 === Experience Bonuses and Penalties === === Experience Bonuses and Penalties ===
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 ===Training/Retraining=== ===Training/Retraining===
?If you right click a crew member and select their Personal File, on the Training tab you have the option to improve the training level of your crew member in their primary qualification, or to retrain him for use in a different vehicle that you have already researched of the same nation. Training/retraining, as recruiting, gives you three options to choose from. +If you right click a crew member and select their Personal File, on the Training tab you have the option to improve the training level of your crew member in their major qualification, or to retrain him for use in a different vehicle that you have already researched of the same nation. Training/retraining, as recruiting, gives you three options to choose from.
  
 [[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy'''  [[image:CrewTrainingTankAcademy.png|link=]] '''Tank Academy'''
?::At the cost of 200 [[Gold_Economy|Gold]], this option trains or retrains a crew member to 100% primary skill level.+::At the cost of 200 [[Gold_Economy|Gold]], this option trains or retrains a crew member to 100% training level.
  
 [[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School''' [[image:CrewTrainingRegimentalSchool.png|link=]] '''Regimental School'''
?::At the cost of 20,000 credits, this option trains/retrains a crew member as follows, but never below 75% primary skill level:+::At the cost of 20,000 credits, this option trains/retrains a crew member as follows, but never below 75% training level:
?::* If the crew member is retraining to a vehicle of the same class, then the final primary skill is 90% of the crew member's current primary skill level.+::* If the crew member is retraining to a vehicle of the same class, then the final training level is 90% of the crew member's current training level.
?::* If the crew member is retraining to a vehicle of a different class, then the final primary skill is 80% of the crew member's current primary skill level.+::* If the crew member is retraining to a vehicle of a different class, then the final training level is 80% of the crew member's current training level.
  
 [[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses''' [[image:CrewTrainingRapidCourses.png|link=]] '''Rapid Courses'''
 ::This option is free, and retrains a crew member as follows, but never below 50%:  ::This option is free, and retrains a crew member as follows, but never below 50%:
?::* If the crew member is retraining to a vehicle of the same class, then the final primary skill is 80% of the crew member's current primary skill level.+::* If the crew member is retraining to a vehicle of the same class, then the final training level is 80% of the crew member's current training level.
?::* If the crew member is retraining to a vehicle of a different class, then the final primary skill is 60% of the crew member's current primary skill level.+::* If the crew member is retraining to a vehicle of a different class, then the final training level is 60% of the crew member's current training level.
  
?Existing secondary skills are unaffected by training/retraining. However, when using the '''Regimental School''' or '''Rapid Courses''' options, any experience that a crew member has accrued towards a secondary skill, without actually having selected that skill (i.e. the [[image:New_skill_small.png|link=]] is showing), will be used first when deducting the penalty. If your crew member has accrued enough unassigned secondary XP, this allows retraining without losing any percentage of your primary skill level. This can be very useful for retraining SPG crews, which are highly dependent on their primary skill level but do not benefit much from secondary qualifications.+Existing skills are unaffected by training/retraining. However, when using the '''Regimental School''' or '''Rapid Courses''' options, any experience that a crew member has accrued towards a skill, without actually having selected that skill (i.e. the [[image:New_skill_small.png|link=]] is showing), will be used first when deducting the penalty. If your crew member has accrued enough unassigned skill XP, it will allow retraining without losing any percentage of your major qualification. This can be very useful for retraining SPG crews, which are highly dependent on their major qualification's training level but do not benefit much from additional skills.
  
 ===When to Retrain=== ===When to Retrain===
 When moving on to a higher tier tank from a tank you do not intend to play again, retraining can be preferable over recruiting a fresh crew in a number of cases: When moving on to a higher tier tank from a tank you do not intend to play again, retraining can be preferable over recruiting a fresh crew in a number of cases:
  
?;Primary Skill Level and Regimental School+;Major qualification training Level and Regimental School
?If your existing crew member has already reached more than 83% primary skill level, retraining him to a vehicle of the same class in the Regimental School will leave him with a primary skill level that is higher than the 75% of a crew member recruited fresh out of Regimental School, thus making it preferable to retrain him rather than recruit him if you were going to use that option. When retraining to a vehicle of a different class your crew member needs to be at least at 94% primary skill level. You should avoid retraining between classes.+If your existing crew member has already reached more than 83% training level, retraining him to a vehicle of the same class in the Regimental School will leave him with a training level that is higher than the 75% for a crew member recruited fresh out of Regimental School, thus making it preferable to retrain him rather than recruit someone new if you were going to use that option. When retraining to a vehicle of a different class, your crew member needs to be at least at 94% training level. You should avoid retraining between classes.
  
?;Retention of Secondary Qualifications+;Retention of Skills
?Fresh crews, regardless of what primary skill level they started with, will not have any [[#Secondary_Qualifications|secondary qualifications]]. Since secondary qualifications are retained through retraining, always retrain crews that have already obtained secondary qualifications.+Fresh crews, regardless of what training level they started with, will not have any [[#Skills_and_Perks|skills]]. Since skills and perks are retained through retraining, always retrain crews that have already obtained them.
  
 ;Continuation of the Crew Member's Career ;Continuation of the Crew Member's Career
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 |title=Ranks |title=Ranks
 |content= |content=
?As your crew gains skill levels, they will be awarded with higher ranks, with every 50% in a qualification 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 primary qualificiation, with Drivers and Gunners starting out one rank higher and Commanders two ranks higher.+As your crew increases in training level, they will be awarded with higher ranks, with every 50% in a major qualification, 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 major qualification, with Drivers and Gunners starting out one rank higher and Commanders two ranks higher.
 <br> <br>
 <table style="float:left;margin-left:25px"> <table style="float:left;margin-left:25px">
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 <h3>Crew Member Personal Files</h3> <h3>Crew Member Personal Files</h3>
?Players can look at the Personal File for each of their crew member by right clicking on the crew member's icon in either the Barracks or the Garage.+Players can look at the Personal File for each of their crew members by right clicking on the crew member's icon in either the Barracks or the Garage.
  
 On the left side of the window is a list of the crew member's basic information, including: On the left side of the window is a list of the crew member's basic information, including:
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 * Full Name * Full Name
 * Vehicle they are crewing, if any * Vehicle they are crewing, if any
?* Primary Qualification+* Major Qualification
?* Primary Qualification training/skill level+* Training Level in their Major Qualification
 * Modifiers (this feature is not in game) * Modifiers (this feature is not in game)
 * Compentence, i.e. the vehicle they are trained for * Compentence, i.e. the vehicle they are trained for
?* Secondary Skills, either completed or in-progress.+* Skills and Perks, either completed or in-progress.
 In addition, there are buttons in the bottom-left corner to send the crew member from his vehicle to the barracks, and to dismiss the crew member from service. Dismissing a crew member from service cannot be undone. In addition, there are buttons in the bottom-left corner to send the crew member from his vehicle to the barracks, and to dismiss the crew member from service. Dismissing a crew member from service cannot be undone.
  
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 ; Training: ''See also:'' [[#Training.2FRetraining|Retraining]] ; Training: ''See also:'' [[#Training.2FRetraining|Retraining]]
 : This tab is where players can raise their crew member's competence or retrain them so that the crew member can operate a different vehicle. : This tab is where players can raise their crew member's competence or retrain them so that the crew member can operate a different vehicle.
?; Skills: ''See also:'' [[#Secondary_Qualifications|Secondary Qualifications]]+; Skills: ''See also:'' [[#Skills_and_Perks|Skills and Perks]]
?: This tab is where players can view all the secondary qualifications that are currently available for the crew member to learn. When a crewman is ready to start his training on a secondary qualification, a button will appear which will allow the player to commence the crew member's training.+: This tab is where players can view all the skills and perks that are currently available for the 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.
 ; Personal Data: Players can change the name and avatar of their crew member, where they can select from a list of pre-defined names, and a selection of face icons. Changing a crew member's personal details costs 50 [[Gold_Economy|Gold]]. ; Personal Data: Players can change the name and avatar of their crew member, where they can select from a list of pre-defined names, and a selection of face icons. Changing a crew member's personal details costs 50 [[Gold_Economy|Gold]].
  

Revision as of 10:14, 26 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 primary qualification, 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 primary qualification. 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.