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Revision as of 22:55, 6 August 2015
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 | +20% to firing range of guns with caliber of up to 155 mm. <br>+20% to AA defense firing range. | +20% to firing range of guns with caliber of up to 155 mm. <br>+20% to AA defense firing range.
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 +<br>''User testing indicates that this affects all guns, not just the secondary battery.''
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Revision as of 22:55, 6 August 2015

Ship Commanders can learn a number of useful skills. They're arranged in rows of increasing cost. At least one skill must be learned in each row prior. So, before learning a skill from the 5th row, the Commander must already have learned a skill in the 1st, 2nd, 3rd, and 4th rows. Learning multiple skills in the same row is also permitted, but it will greatly increase the time it takes to reach skills on the higher rows.

Many skills are only useful to certain classes. The game leaves it up to the player to tell the difference, since skills from a different class could potentially become useful if the Commander was transferred to a different ship. However, considering the amount of time it takes to train a highly skilled Commander, it's best to specialize them in a specific class anyway. One often requested feature is for skills that are not relevant to the current ship be displayed in a different shade or color.


1st Row Skills
Icon Skill Name Training Cost Description
[[image:|link=]] Expert Loader 1 -30% to reload time when the shell type is switched.
[[image:|link=]] Basic Firing Training 1 -10% to reload time of guns with a caliber of up to 155 mm.
+10% to AA efficiency (accuracy).


User testing indicates that this affects all guns, not just the secondary battery.

[[image:|link=]] Basics of Survivability 1 -15% to passive repair time, firefighting, and recovery from flooding.
[[image:|link=]] Situation Awareness 1 An indicator is displayed when your ships is detected by an enemy ship or aircraft. It remains until you are no longer detected.
[[image:|link=]] Expert Rear Gunner 1 +10% to efficiency of self-defense armament for aircraft with rear gunners.


Affects TBs and DBs, but whether the game considers them all to have rear gunners or not is unclear.

2nd Row Skills
Icon Skill Name Training Cost Description
[[image:|link=]] Expert Marksman 2 +2.5 deg/s to the traverse speed of guns with a caliber of up to 155 mm.
+0.7 deg/s to the traverse speed of guns with a caliber above 155 mm.
[[image:|link=]] Torpedo Armament Expertise 2 -10% to reloading time of torpedo tubes.
-10% to servicing time of torpedo bombers.
[[image:|link=]] Fire Prevention 2 -7% to the risk of fire.
[[image:|link=]] Incoming Fire Alert 2 An indicator is displayed when shells are fired at your ship that have a travel time greater than six seconds.


Think of this as a "turn now!" warning.

3rd Row Skills
Icon Skill Name Training Cost Description
[[image:|link=]] High Alert 3 -10% to reload time of the Damage Control Party consumable.
[[image:|link=]] Vigilance 3 +20% to acquisition range (spotting distance) of torpedoes.
[[image:|link=]] Dogfighting Expert 3 Improves the combat performance of fighters, but only if they are slower than the enemy's.


Therefore, this skill helps if your fighters are outclassed, but does nothing if they are superior or equal.

[[image:|link=]] Superintendent 3 +1 additional charge to all consumables mounted on the ship.
4th Row Skills
Icon Skill Name Training Cost Description
[[image:|link=]] Demolition Expert 4 +3% to each shell's chance to set the target on fire.
[[image:|link=]] Advanced Firing Training 4 +20% to firing range of guns with caliber of up to 155 mm.
+20% to AA defense firing range.


User testing indicates that this affects all guns, not just the secondary battery.

[[image:|link=]] Last Stand 4 The ship remains able to partially move and maneuver while the engine or steering gears are incapacitated.
[[image:|link=]] Aircraft Servicing Expert 4 +5% to aircraft survivability.
-10% to servicing time of all aircraft.
5th Row Skills
Icon Skill Name Training Cost Description
[[image:|link=]] Last Chance 5 -9% to reload time of all types of armament if the ship's HP is less than 20%.
[[image:|link=]] Preventative Maintenance 5 -34% to the risk of incapacitation of modules.
[[image:|link=]] Concealment Expert 5 -10% to detectability of destroyers.
-12% to detectability of cruisers.
-14% to detectability of battleships.
-16% to detectability of aircraft carriers.
[[image:|link=]] Air Supremacy 5 +1 aircraft to each squadron.
[[image:|link=]] Jack of All Trades 5 -10% to reload time of all consumables.


Skill Progression

Information on the experience requirement for various commander levels:

Next_level_XP.jpeg