Équipage
Aucun véhicule de World of Tanks ne peut fonctionner sans un équipage virtuel complet, qui conduit le véhicule sous la direction du joueur. Le nombre de membres d'équipage complet dépend des exigences de chaque véhicule. Les équipages en jeu vont d'un minimum de 2 à un maximum de 6 membres. Chaque membre d'équipage occupe l'un des cinq rôles ou Qualification principale dans le véhicule : Commandant, Tireur, Pilote, Opérateur radio et Chargeur.
Tout comme les véhicules accumulent de l'expérience, le niveau d' entraînement de chaque membre d' équipage augmente à chaque combat auquel il participe. Semblable aux États de service du joueur ou aux statiques des véhicules, chaque membre de l'équipe dispose d'un Dossier personnel qui détaille ses caractéristiques, ses statistiques de combat, ses médailles, son niveau d'entraînement et ses performances, ainsi que les niveaux de toutes ses Compétences et Aptitudes. Le Niveau de qualification principale d'un membre d'équipage peut être augmenté grâce à l'expérience acquise au combat ou en achetant une formation achetée avec des crédits ou de l'or, jusqu'à 100%. Par la suite, une expérience de combat supplémentaire est appliquée pour augmenter les niveaux des Compétences ou Aptitudes définies par le joueur. Le niveau de Compétences et Aptitudes ne peut être augmenté que par l'expérience au combat ou l'utilisation d'expérience libre et ne peut pas être acheté avec des crédits ou de l'or.
Le degré de compétence de chaque membre de l’équipe affecte directement les performances de son véhicule au combat. Si un membre de l'équipage est blessé ou tué au combat, les performances du véhicule s'en ressentent, en particulier dans le domaine dont il a la charge. Ainsi, un pilote blessé ou tué rend le véhicule plus difficile à manœuvrer. Si tous les membres de l'équipe sont mis hors d'état, le véhicule devient inutilisable..
Qualification principale
Degré de compétence
Pour chaque membre d’équipage, le total de ses expériences, Niveau d'entraînement dans sa qualification principale et les niveaux de chacune des Compétences ou Aptitudes se combinent pour définir son "degré de compétence" dans son ensemble.
Le degré de compétence de chaque membre de l’équipage est important car tous les facteurs qui le constitue sont utilisés dans les calculs des mécaniques du jeu. L'expertise d'un membre d'équipage affecte et améliore directement les propriétés de certains modules installés sur le véhicule, les caractéristiques de maniement et de performance de ces modules, ainsi que la performance globale du véhicule au combat. Le degré de compétence des membres de l’équipe a également une incidence sur la vitesse à laquelle les modules endommagés sont réparés, sur l’extinction des incendies avant qu’il ne soit trop tard ainsi que les valeurs de camouflage du le véhicule et donc son efficacité à se dissimuler.
- La tâche principale du Commandant est de repérer les véhicules ennemis. Le degré de compétence du commandant affecte directement sa Portée de vue . Plus le commandant est compétent, plus la distance à laquelle un ennemi peut être repéré est importante.
- La principale tâche du Tireur consiste à viser et à tirer avec l'arme principale du véhicule. Le degré de compétence de l'artilleur affecte directement le Temps de visée lorsque le viseur se fixe sur une cible, la Précision de chaque tir, et la Vitesse de rotation de la tourelle . Plus le Tireur est compétent, meilleurs seront ses tirs.
- La tâche principale du Pilote est de diriger le véhicule. Le degré de compétence du conducteur affecte directement la mobilité et la maniablilité du véhicule, y compris son accélération, sa vitesse maximale, sa résistance au sol et sa vitesse de rotation. Plus le Pilote est compétent, plus le véhicule sera mobile.
- Le rôle principal de l'Opérateur radio est de communiquer avec ses alliés. Le degré de compétence de l'Opérateur radio affecte directement le Portée du signal Radio du véhicule. Le véhicule peut communiquer avec tout véhicule allié dont la portée du signal se superpose à la sienne. Tout véhicule (ami ou ennemi) qui est repéré par un véhicule allié à portée de signal radio sera également signalé et sa position s'affichera sur la mini-carte du joueur. Cela donne un état de la situation sur le champ de bataille qui peut constituer un avantage tactique décisif. Plus l'opérateur radio est compétent, plus le véhicule peut communiquer avec ses alliés et repérer les chars ennemis.
- La tâche principale du Chargeur est de charger les obus dans le canon principal. Le degré de compétence de chaque chargeur affecte directement la vitesse de chargement de l'obus suivant. Plus le chargeur est compétent, plus le temps de chargement du canon est rapide.
Qualifications principales multiples
Certains véhicules, en particulier les canons AM et les chasseurs de chars disposant de canons de gros calibre, peuvent nécessiter un équipage de 6 membres et inclure un deuxième chargeur. Le M2 Medium Tank nécessite un équipage de 6 personnes, dont deux opérateurs radio. Le T1 Heavy Tank et le M6 disposent chacun d'un équipage de 6 personnes avec deux tireurs.
Sur d'autres véhicules, l'équipage nécessaire peut n'être que de 2, 3 ou 4 membres d'équipage, c'est à dire moins de membres que de qualifications principales requises (cinq). Les petits chars légers ont en général un équipage composé de 2 personnes seulement : un Commandant et un Pilote. Dans ce cas, le calcul des mécaniques de jeu oblige un des membre de l’équipage à remplir des rôles supplémentaires. Dans un MS-1 par exemple, le Commandant remplit également les rôles secondaires de Tireur, d’Opérateur radio et de Chargeur, alors que le Pilote ne remplit que son rôle de pilote.
Gestion des équipages
Caserne et Garage
L'onglet Caserne est situé, en haut à droite dans la vue Garage. La Caserne compte au départ seize lits. Les joueurs peuvent auhmenter le nombre de lits par incréments supplémentaires de 16 lits pour un coût de 300 pièces d' Or en cliquant sur le bouton 'Agrandir la caserne' . Seuls les membres d'équipage qui ne sont pas affectés à un char dans le garage occupent un lit dans la Caserne. Les membres d'équipage actuellement affectés à des véhicules dans le Garage s'affichent dans la fenêtre de la Caserne, mais n'occupent pas de lits. En utilisant les boutons radio et les menus déroulants sur le côté gauche de la fenêtre de la Caserne, il est possible de trier les membres d'équipage par Nationalité, Spécialisation sur un véhicule en particulier, Qualification principale et Emplacement (si le membre d'équipage se trouve dans un char ou non).
Dans la vue Garage, placez le curseur de la souris sur un membre d'équipage pour afficher des informations sur celui-ci. Un clic gauche sur un membre de l'équipage affiche un petit menu contextuel qui permet de remplacer ce membre d'équipage par 1) une nouvelle recrue ou 2) par un autre membre d'équipage ayant la même qualification principale et occupant actuellement un lit dans la Caserne. Un clic droit sur un membre d'équipage ouvre un autre petit menu contextuel permettant de 1) voir le dossier personnel du membre d'équipage sélectionné, 2) de l'envoyer à la caserne.
Dossier personnel
Les joueurs peuvent consulter le Dossier personnel d’un membre d’équipage en cliquant avec le bouton droit de la souris sur l’icône du membre dans les vues Caserne ou Garage. Sur le côté gauche de cette fenêtre se trouve la liste des caractéristiques principales du membre d'équipage, notamment :
- L'avatar du membre d'équipage, son Grade et son Nom complet.
- Le nom du véhicule dans lequel il se trouve actuellement dans le garage. (il ne s'affiche rien s'il occupe un lit dans la Caserne)
- Sa qualification principale, c'est-à-dire le rôle pour lequels il est formé.
- Le Niveau d'entraînement de sa Qualification principale exprimé en pourcentage.
- Les Modificateurs : des bonus liés au Niveau d'entraînement du Commandant, aux équipements et aux consommables installés sur le véhicule ainsi qu 'à certaines Compétences et Aptitudes.
- La Spécialisation : le nom du véhicule pour lequel il possède une Qualification principale.
- Ses Compétences et Aptitudes acquises à 100% ou en cours d'entraînement.
Le volet droit de la fenêtre du Dossier personnel contient quatre onglets permettant d'afficher des informations différentes sur le membre d'équipage :
- Services rendus: - Affiche des informations sur les états de service du membre d'équipage, le nombre de batailles qu'il a livrées et les récompenses qu'il a reçues au cours de sa carrière. Ces informations le suivent même si le membre de l'équipage est transféré et réentraîné dans un autre véhicule. Cet onglet permet également d'afficher la quantité d'expérience et une estimation du nombre de batailles nécessaires pour améliorer la Compétence ou l'Aptitude qu'il apprend.
- Entraînement: - Permet 1) l’augmentation du niveau d'entraînement du membre d’équipage dans sa Qualification principale sur son véhicule actuel ou 2) le réentraînement de celui-ci sur un véhicule différent avant son transfert. Voir aussi: Réentraînement.
- Compétences: - Affiche des informations sur les Compétences et les Aptitudes actuellement disponibles pour le membre d'équipage sélectionné. Lorsqu'un membre d'équipage est prêt à débuter son entraînement sur une compétence / une Aptitude, un bouton apparaît permettant au joueur de la sélectionner. Voir aussi: Compétences et Aptitudes.
- Dossier persinnel: - Affiche la photo / l'avatar, le prénom et le nom du membre d'équipage. À partir de cet écran, moyennant 50 Or, les joueurs peuvent modifier les noms et l'avatar de chaque membre d'équipage en sélectionnant dans la liste de noms et d'avatars prédéfinis.
Nouvelles recrues, Transferts, et Renvois
- Nouvelles recrues - Un nouveau membre d'équipage peut être recruté à tout moment. Le joueur choisit la Qualification principale et le véhicule, les autres caractéristiques (avatar, nom) des nouvelles recrues sont générées aléatoirement.
'Transférer un membre d'équipage expérimenté sur un autre véhicule' - Un membre d'équipage peut être transféré d'un véhicule à un autre tant qu'il conserve la même Qualification principale et que le nouveau véhicule est de la même nation que celui qu'il quitte. Il devra être ré-entraîné sur le nouveau véhicule comme décrit dans la section suivante.
- Renvois '- Un membre d'équipage peut être congédié à tout moment, soit en cliquant sur le bouton en bas à gauche de son Dossier personnel ou en cliquant sur le bouton "Congédier" dans la vue Caserne. Un membre d'équipage congédié ayant suffisamment d'expérience pour apprendre au moins une Compétence ou Aptitude peut être recruté de nouveau pendant 2 jours gratuitement et 30 jours contre 60 000 crédits après le renvoi. Le renvoi est ensuite permanent et ne peut être annulé. L'expérience accumulée, le Niveau d'entraînement, les Compétences ou Aptitudes acquises par le membre d'équipage congédié sont alors perdus.
Training and Retraining in the Major Qualification
Regardless of whether a player is recruiting a new crew or a single new crew member for a vehicle, or retraining an existing crew or single crew member for a move to a different vehicle, the player will be presented with a series of screens displaying three choices to set or reset his Training Level for his Major Qualification. These three options are:
Choices for Training a New Recruit in His Major Qualification
- Tank Academy - At the cost of 200 Gold, the player's selection of the Tank Academy option will cause the new recruit to immediately obtain a 100% Training Level in his Major Qualification, and thereby automatically unlock and make available the further selection of a first Skill or Perk.
- Regimental School - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the new crew member to immediately obtain a 75% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
- Rapid Courses - For free, the player's selection of the Rapid Courses option will cause the new recruit to obtain the default of a 50% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
Choices for Re-Training a Crew Member for Move to a Different Vehicle
- Tank Academy - At the cost of 200 Gold, the player's selection of the Tank Academy option will cause the existing crew member to immediately obtain a 100% Training Level in his Major Qualification for the new vehicle. If the crew member has no existing Skills or Perks, then this option will automatically unlock and make available the further selection of a first Skill or Perk. If the crew member has already acquired any Skills or Perks, then each of them will carry over to the new vehicle and immediately become active without any reduction in the same percentage level earned prior to the move.
- Regimental School - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the existing crew member to immediately obtain a new Major Qualification Training Level equivalent to 75%, or to 90% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 75%, or 80% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
- Rapid Courses - For free, the player's selection of the Rapid Courses option will cause the existing crew memberuit to immediately obtain the default Major Qualification Training Level equivalent to 50%, or to 80% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 50%, or 60% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
- Effect on Pre-Existing Skills and Perks - If the crew member has already acquired any Skills or Perks prior to retraining by Rapid Courses or by Regimental School, then each of them will carry over to the new vehicle without any reduction in the same percentage level earned prior to the move. They will remain effective in the new vehicle at their current percentage levels. However, their icons will be greyed out and such Skills and Perks will not resume accumulating additional experience through battle and increasing in effectiveness until such time as the Training Level in the Major Qualification in the new vehicle reaches 100%. Thereafter, such Skills and Perks will all be restored to active, their icon will illuminate, and once again they will start accumulating additional experience through battle.
Reasons to Re-Train and Transfer Crew Members
After your grind is finished and you plan on selling your vehicle and purchasing the one in the next higher tier, it is almost always a good idea to send your crew from the sold vehicle to the Barracks prior to its sale, buy the new higher tier vehicle with "No Crew" option box checked, and then move the old crew to the new vehicle and retrain them for it. This is especially true if you have any Skills and Perks among the crew.It takes a lot of experienced gained in battles or a substantial amount of gold to train a crew to 100% in their Major Qualifications. It takes a lot more hard fought battle experience over a long period of time for a crewman to acquire 1, 2, or 3 Skills or Perks. You have a big investment in your crew member's training. That investment translates into improved performance on the battlefield of any vehicle the experienced crew member serves on.
If a crew member has any accumulated Skills or Perks at all it is not a good idea to dismiss him, even if you have to buy additional bunks for the Barracks to keep him available for a future vehicle. A fresh recruit, even if with a 100% Training Level in his Major Qualification purchased with gold at the time of recruitment will start with his one new Skill or Perk at 0% level. Since Skills and Perks are retained through retraining, it is almost always a good idea to retrain crew members who have already obtained them.
Even if your crew does not yet have any Skills or Perks it may make sense to retrain. For example, if your existing crew member has already reached more than 83% Training Level in his Major Qualification, retraining him to a vehicle of the same type in the Regimental School at 90% of his former level will leave him with a training level that is still higher than the 75% for a crew member recruited fresh out of Regimental School. You should avoid retraining between vehicle types or use gold which retrains to 100% regardless of the type.
A crew member's rank and the medals he has earned are retained through retraining. Although neither have any affect on the crew member's performance, you may be interested to continue a crew member's career to further their rank and achievements.Compétences et aptitudes de l'équipage
Des compétences et aptitudes supplémentaires sont disponibles pour le membre d'équipage après avoir maîtrisé 100 % de la spécialité de base. Lorsque cette marque est atteinte, le apparaît dans le menu, en cliquant sur celui-ci vous pouvez sélectionner la première compétence ou le premier savoir-faire supplémentaire. Après l'avoir appris, vous pourrez acquérir la deuxième, la troisième et ainsi de suite. En théorie, un membre d'équipage peut étudier toutes les compétences et aptitudes supplémentaires disponibles. Mais pour apprendre chaque compétence suivante, il faut deux fois plus d'expérience que la précédente, de sorte que l'équipage moyen n'a généralement pas plus de 3 compétences et aptitudes. C'est pourquoi la question de savoir quels sont les avantages à mettre en avant sur un char doit être abordée au préalable afin de choisir les meilleurs compétences.
Managing Skills and Perks
Delaying Selection of a Skill or Perk If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during retraining. If a crew member's Training Level percentage for his role drops due to retraining, all new experience earned will be applied to restoring the Training Level in his Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.
Effect of Secondary Roles on a Skill or Perk
Some vehicles require crew members to assume secondary roles in addition to that of their Major Qualification. In a vehicle requiring a crew of only two, a Commander and a Driver, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader. In such case, any Skills and Perks that would otherwise be available only to the Gunner, Radio Operator, or Loader are available to the Commander. If the Commander is moved to another vehicle where he no longer fills a secondary role then any Skill or Perk he had specifically for the secondary role becomes inactive.
For example, the Leichttraktor has a crew of three and the Commander assumes the secondary roles and acts also as the vehicle's Radio Operator and Gunner. You have trained him with a Skill available only to a Radio Operator and a Perk available only to a Gunner. If you then move that Commander to the Pz.Kpfw. II which has a crew of three, your Commander loses the role of Radio Operator and the Skill associated with it. However, he retains his Perk as Gunner because he has that secondary role in the new vehicle. The Radio Operator Skill is not lost, merely inactive when the Commander is placed in a vehicle with another member of the Crew in the role of Radio Operator. If the Commander is later moved back to the Leichttraktor, the Skill will be restored at its previous level.
Dropping Skills and Perks
You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available:
- If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points.
- If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points.
- For 200 Gold, it results in no loss of experience.
Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's Skill/Perk experience points, and don't take his role experience points into consideration. For example, if you have a crewman who just reached 100% in his Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.
Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman's Skill/Perk experience points (calculated from the chart below), and take 10/20% off of that. Then you can use the number of Skill/Perk experience points remaining to determine what the Skill/Perk's Training Level will be after the reduction.
For example, if you have a crewman with a 50% Training Level in his first Skill/Perk, and drop his Skill/Perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in his first Skill/Perk and 80% Training Level in his second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.
Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place.
If retraining a crew member from another vehicle resulted in his Training Level dropping below 100% for his role, then subsequently resetting his Skills and Perks will automatically assign all free experience to the Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice. }}
Training Level
Purchasing Increased Training Level
There are no options to purchase increases in the Training Level of crew member Skills or Perks. Such increases can only be accomplished by battle experience. However, there are 3 options for purchasing increased Training Level in the Major Qualification for any crew member. This can be accomplished at original recruitment by Training or at any time thereafter by Re-Training through one of the following methods:
- Rapid Courses - To increase the Training Level of any crew member in his Major Qualification from the 50% level originally acquired through training or retraining with the Rapid Courses option to the full 100%, the crewman must acquire an additional total amount of 95,484 XP. Rapid Courses are the default starting point for any crew member's training or retraining and fix the starting point Training Level at 50%. The 9,758 XP otherwise required to increase the Training Level from 0% to 50% are therefore free.
- Regimental School - To increase the Training Level of any crew member in his Major Qualification from the 75% level originally acquired through training or retraining with the Regimental School option to the full 100%, the crewman must acquire an additional total amount of 72,543 XP. Regimental School training or retraining will fix the starting point Training Level at 75%. The 22,940 XP otherwise required to increase a crew member's Training Level from 50% to 75% may be purchased at a cost of 20,000 credits. From time to time Wargaming holds specials and promotional events which include discounting the cost of Regimental School by 50% to 10,000 credits.
- Tank Academy - To increase the Training Level of any crew member to the full 100% in his Major Qualification through training or retraining by the Tank Academy option does not require earning any additional XP. Tank Academy training or retraining will fix the starting point Training Level at 100%. The 95,484 XP otherwise required to increase a crew member's Training Level from 50% to 100% may be purchased at a cost of 200 gold. From time to time Wargaming holds specials and promotional events which include discounting the cost of Tank Academy by 50% to 100 gold.
Experience Required to Increase Training Level
It is important to recognize two facts about the amount of XP required to increase Training Level.
- First, the total amount of experience required to achieve a 100% Training Level in the 1st Skill or Perk is double that required to increase the Major Qualification to 100%. This doubling occurs each time with each new Skill or Perk. Training the 2nd Skill or Perk to 100% requires double the amount of XP that the 1st Skill or Perk requires, the 3rd requires double the XP of the 2nd and so on. To increase the Training Level of the:
- Major Qualification from 0% to 100% requires a total of 105,242 XP.
- 1st Skill or Perk from 0% to 100% requires a total of 210,484 XP.
- 2nd Skill or Perk from 0% to 100% requires a total of 420,128 XP.
- 3rd Skill or Perk from 0% to 100% requires a total of 840,255 XP.
- Second, the amount of experience required to achieve each additional 1% of Training Level is not a fixed amount but instead also increases as the Training Level increases. For example, to increase the Training Level of the:
- Major Qualification by 1% from 68% to 69% requires 21 × 25 × 100(68/100) = 1,146 XP, but to increase it the 1% from 98% to 99% will require 21 × 25 × 100(98/100) = 4,560 XP.
- 1st Skill or Perk by 1% from 48% to 49% requires 22 × 25 × 100(48/100) = 912 XP, but to increase it the 1% from 98% to 99% will require 22 × 25 × 100(98/100) = 9,120 XP.
- 2nd Skill or Perk by 1% from 48% to 49% requires 23 × 25 × 100(48/100) = 1,824 XP, but to increase it the 1% from 98% to 99% will require 23 × 25 × 100(98/100) = 18,240 XP.
- 3rd Skill or Perk by 1% from 48% to 49% requires 24 × 25 × 100(48/100) = 3,648 XP, but to increase it the 1% from 98% to 99% will require 24 × 25 × 100(98/100) = 36,480 XP.
The amount of experience required to increase the Training Level by an increment of 1% can be calculated using the following formula:
- XP for next_SkillLevel%+1 = 2Y × 25 × 100(current_SkillLevel%/100)
- where "Y" is equal to:
- 1 in the case of the Training Level of the Major Qualification
- 2 in the case of the Training Level of the 1st Skill or Perk
- 3 in the case of the Training Level of the 2nd Skill or Perk
- 4 in the case of the Training Level of the 3rd Skill or Perk
- and so on...
- where "Y" is equal to:
- If you wish, you can download an Excel calculator to help you visualize the implications of the formula and make your own calculations. The link can be found in the WoT Community Portal or here at WoT Training Level Calculator.
- If you wish, you can download an Excel calculator to help you visualize the implications of the formula and make your own calculations. The link can be found in the WoT Community Portal or here at WoT Training Level Calculator.
The following graphs illustrate the progression of Training Level as it relates to the amount of experience required.
Bonuses and Penalties
The game mechanics include a system of Bonuses and Penalties that have variable effect upon the Training Level of the Major Qualification and that of any acquired Skill or Perk. Bonuses and Penalties also effect the applicability, effectiveness, and performance of some Skills and Perks and the amount of experience earned in a battle that is applied to increasing the Skill or Perk's Training Level. Bonuses and Penalties may change at any time during a battle depending upon the battlefield situation, the equipment installed on the vehicle, the consumables available on-board, the types of acquired Skills and Perks of the crew, the Training Levels of each crew member, and/or some combination of all of these factors.
At the start of each battle those applicable Bonuses and Penalties have an impact on the Training Level of each crew member in his Major Qualification and that in each of his acquired Skills and Perks. The cumulative effect of these Bonuses and Penalties results in an overall Effective Training Level (See that section below) for the vehicle which includes Bonus additions and Penalty reductions used by the game mechanics to calculate your vehicle's performance in battle. The calculations are dynamic and change as Bonuses and Penalties change throughout the battle. At the conclusion of the battle, the net effect of all of the Bonuses and Penalties applied during the game will have an effect upon the amount of experience earned in the battle by the vehicle and by each crew member.
Bonuses that Impact Crew Experience and Crew Training Levels
The following Bonuses increase the Effective Training Level of your crew members and may also increase the amount of experience they earn in a battle.
- The Premium Consumables Bonus: If at the start of a battle the vehicle is carrying any purchased premium consumables that enhance Training Level it will provide a flat 10% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus is added for the entire duration of the battle, and it applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+10=110%. The Training Level enhancing premium consumables are available for purchase by country and are:
- Extra Combat Rations are only available for Soviet vehicles.
- Case of Cola is only available for American vehicles.
- Chocolate is only available for German vehicles.
- Pudding and Tea is only available for British vehicles.
- Strong Coffee is only available for French vehicles.
- Improved Combat Rations are only available for Chinese vehicles.
- Onigiri is only available for Japanese vehicles.
- Extra Combat Rations are only available for Soviet vehicles.
- The Improved Ventilation Equipment Bonus: If at the start of a battle the vehicle is equipped with any purchased and installed Improved Ventilation equipment it will provide a flat 5% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus addition is effective for the entire battle and will remain effectgive for so long as the equipment is installed on the vehicle. The Bonus effect applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+5=105%.
- Commander's Mentor Skill Bonus: If the vehicle's Commander has acquired the Mentor Skill, for every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.
- Commander's Jack of All Trades Skill Bonus: If the vehicle's Commander has acquired the Jack of All Trades Skill, it enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the JoAT Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The JoAT Skill does not provide a direct Bonus for any knocked-out crewman but it does partially offset the Penalty that the vehicle's performance and experience earned in battle that would otherwise incur as a result of a dead crew member. It effectively adds to the experience the Commander may realize in the battle.
- The Brothers in Arms Perk Bonus: If each member of the crew has trained the BIA Perk to 100% Training Level then the Perk is active and it increases by a fixed amount of 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any affect on other other role-specific Skills or Perks a crewman may have.
- The Large First Aid Kit Bonus: If the vehicle is equipped with a purchased premium consumable Large First Aid Kit at the start of a battle it will provide a 15% reduction in the chance of each crew member suffering an injury from penetrating hits. Additionally, activating the LFAK will restore all injured or killed crew members to full health. However, the LFAK can only be activated one time per battle. Once activated it is consumed and the 15% reduction to crew injury risk is lost. The LFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.
- The Small First Aid Kit Bonus: If the vehicle is equipped with a purchased regular consumable Small First Aid Kit at the start of a battle it will provide the one-time ability to restore one injured or killed crew member to full health. The SFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any one crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.
- The Daily Double Bonus: Each day at midnight server time, the daily double bonus resets and the first victory in each vehicle in the garage will be rewarded with x2 or double experience for the vehicle and for increasing the Training Level of each crew member. An icon in the form of a star followed by x2 appears in the upper right hand corner of the vehicle's imate in the carousel while in the garage. The icon disappears once the day's first victory has been won. From time to time, Wargaming holds a special event or promotion when the x2 for the first victory of the day is increased to x3 or even x5.
- Extra Crew Experience Bonus: From time to time, Wargaming holds a special event or promotion when the amount of experience applied to increasing crew Training Level is increased to x2 or even x3 from each battle during a fixed time period, usually a 3 day weekend. News of these special events is broadcast in advance on the portal.
- Accelerated Crew Training Bonus Option: For Premium Vehicles and for fully researched Elite Status vehicles, the Player has the option of checking the Accelerate Crew Training box that appears above the crew panel in the garage. Selecting this option directs all experience normally accrued to the vehicle to instead be added to and applied to increasing the crew's Training Levels. The vehicle's experience at the end of each battle is then applied to the crew member with the lowest Training Level. An icon appears in the crew panel to the left of the crew member who is receiving this experience. The additional experience is applied before any crew experience multipliers from 2x or 3x events. Accelerate Crew Training can be toggled on and off at any time via the check box, and each time a dialog box will appear to notify the player that it has now on or off.
Penalties that Impact Crew Experience and Crew Training Levels
If a crew member is not competent to operate the tank he is placed in, or if a crew member gets injured during battle, then there is a Penalty to the Training Level of his Major Qualification and all Skills and Perks that will affect vehicle performance. There is also a Penalty that may apply to the amount of experience the crew member earns towards increasing his Training Level for that particular battle. Penalties are always applied before Bonuses in game mechanics calculations.
- Vehicle Competence Penalty on Effective Training Level: A crew member must be trained to serve in a specific vehicle which is his designated "Vehicle Competence". Should a crewman operate a vehicle that he is not trained for, he may do so but will receive a Penalty to the effectiveness of his Training Level in his Major Qualification and any Skills and Perks he has earned and the Effective Training Level for his Major Qualification will be indicated by the % Training Level being colored red in the garage crew panel on his icon. The amount of this Penalty is variable depending upon whether his Vehicle Competence and the vehicle he moved to are vehicles of the same "Type" (ie TD, MT, LT, HT, or SPG) or are premium vehicles. The Penalty incurred is according to the following situations:
- If a crew member is moved to a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.
- If a crew member is in a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 25% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 25% to 60% and a 100% level would be reduced to 75%.
- If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, he would also take a 25% Penalty to his current Training Level.
- If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 50% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 50% to 40%, while a 100% level would be reduced to 50%.
- If a crew member is moved to a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.
- Vehicle Competence Penalty on Experience to Increase Training Level: A tanker crewing a vehicle that he is has no Vehicle Competence in will earn less experience from each battle to be applied to increasing his Training Level.
- In a new vehicle of the same Type as that in which he has his Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.
- In a vehicle of a different Type as that in which he has his Vehicle Competence, the crew member would earn 50% less experience per battle if the new vehicle is a premium vehicle.
- In a new non-premium vehicle of the same Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 50% less experience per battle than he normally would.
- In a new non-premium vehicle of a different Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 75% less experience per battle than he normally would.
- In a new vehicle of the same Type as that in which he has his Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.
- Injury or Death Penalty: A crew member who remains injured or is dead at the end of a battle is Penalized and will receive 10% less experience towards increasing his Training Level than he would have otherwise received. Using a Small First Aid Kit or Large First Aid Kit to heal a crew member will avoid this Penalty, unless they are injured again before the end of battle. Since the rate of crew injuries may not be the same across all the crew members, it is normal that each crew member will improve his Training Level at different rates than another tanker in the same crew should he be knocked out more or less often than his colleague.
Additionally, a crew member who is knocked out or killed during the course of a battle results in Penalties to the vehicle's performance characteristics. Crew members who are knocked out will perform their designated Major Qualifications at 0% Training Level in game mechancics calculations for crew related vehicle performance. If a crew member serves in multiple Major Qualifications in the vehicle, then all such roles associated with him take a Penalty if he is knocked-out. For example, in the event a Commander is knocked-out who is also serving as Gunner and Loader on a vehicle with a crew of 3, then the vehicle will suffer performance decrease for all 3 of his roles. Vehicle performance reductions include the following:
- Commander knockout removes the Mentor Skill Bonus, if any, given to all crew members and reduces the vehicle's view range.
- Gunner knockout reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of the Gunner's death, the process might start over.
- Driver knockout reduces the top speed, traverse speed, and acceleration of the vehicle.
- Radio Operator knockout reduces radio range.
- Loader knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.
Effective Training Level
The Training Level for a crew member's Major Qualification and his Skills and Perks can be found by hovering the cursor over a crew member's icon in the crew panel in the garage. These Training Levels do not tell the whole story because they do not take into account any applicable Bonuses or Penalties that may be affecting the actual Training Level used in games mechanics calculations, the Effective Training Level. The Effective Training Level can be calculated using the Bonuses and Penalties that are known to be applied.
- The maximum Effective Training Level for his Major Qualification that can be achieved by a Commander is 120%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk. If the Commander is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then the Commander's maximum Effective Training Level will be 115%.
- The maximum Effective Training Level for his Major Qualification that can be achieved by any crew member other than the Commander is 132%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk + the bonus of 10% of the Commander's Major Qualification level. If the crew member is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then his maximum Effective Training Level will be 126.5%.
Multiple Roles - Some vehicles in game have more than one Gunner, Loader, and Radio Operator on board in a normal crew complement. If more than one crew member in a vehicles have the same Major Qualification, then the average of their Training Levels is used to determine their joint performance in that role. For example, for a vehicle with two Loaders, one at 50% Training Level, and the other at 100%, their average Training Level of 75% will apply to the vehicle as the Loader's Effective Training Level in battle mechanics and vehicle performance calculations.
Common Skills - The Effective Training Level of the Common Skills, (Repairs, Firefighting, and Camouflage) are averaged across all crew members having them. If more than one crew member in a vehicles have the same Common Skills, then the average of their Training Levels is used to determine their joint performance in the Common Skills. For example, for a vehicle with a crew of 4 and two of them are trained in Repairs, one to a level of 60% and one to a level of 100%, then the Effective Training Level for the Repairs Skill for the vehicle is (100+60+0+0)/4=40% and this value will apply in battle mechanics and vehicle perforance calculations.
Grades
URSS | Ryadovoy | Yefreytor | Mladshiy Serzhant | Serzhant | Starshiy Serzhant | Starshina | Mladshiy Leytenant | Leytenant | Starshiy Leytenant | Kapitan | Mayor |
États-Unis | Private First Class | Corporal | Sergeant | Staff Sergeant | Technical Sergeant | Master Sergeant | First Sergeant | Second Lieutenant | First Lieutenant | Captain | Major |
Chine | Lie Bing | Shang Deng Bing | Xia Shi | Zhong Shi | Shang Shi | Zhun Wei | Shao Wei | Zhong Wei | Shang Wei | Da Wei | Shao Xiao |
Royaume-Uni | Lance Corporal | Corporal | Sergeant | Staff Sergeant | Warrant Officer Class 3 | Warrant Officer Class 2 | Warrant Officer Class 1 | Second Lieutenant | First Lieutenant | Captain | Major |
Tchécoslovaquie | Vojín | Svobodník | Desátník | Četař | Rotný | Praporčík | Podporučík | Poručík | Nadporučík | Kapitán | Major |
Suède | Menig | Korpral | Furir | Överfurir | Sergeant | Fanjunkare | Förvaltare | Fänrik | Löjtnant | Kapten | Major |
Pologne | Szeregowiec | Starszy szeregowiec | Kapral | Plutonowy | Sierżant | Starszy sierżant | Chorąży | Podporucznik | Porucznik | Kapitan | Major |
Italie | Caporale | Caporale Maggiore | Sergente | Sergente Maggiore | Aspirante | Sottotenente | Tenente | Primo Tenente | Capitano | Primo Capitano | Maggiore |
Allemagne | Panzeroberschütze | Gefreiter | Unteroffizier | Unterfeldwebel | Feldwebel | Oberfeldwebel | Stabsfeldwebel | Leutnant | Oberleutnant | Hauptmann | Major |
France | Cuirassier | Brigadier | Brigadier-chef | Maréchal des logis | Maréchal des logis-chef | Adjudant | Adjudant-chef | Sous-lieutenant | Lieutenant | Capitaine | Chef d'escadrons |
Japon | Nitou-hei | Ittou-hei | Joutou-hei | Go-chou | Gun-sou | Sou-chou | Jun-i | Shou-i | Chuu-i | Tai-i | Shou-sa |
Les grades sont attribués lorsqu'un membre d'équipage atteint 100% d'expérience dans la spécialité principale, ainsi que pour chaque 50% et 100% des spécialités supplémentaires. Par conséquent, la réponse à la question de savoir comment augmenter le grade d'un membre d'équipage est assez simple. Le grade le plus élevé (majeur) ne peut être attribué qu'à un commandant de char.
Les rangs maximaux établis dans le jeu pour les chars sont : Commandant : "Major", Tireur et Pilote de char : "Capitaine", Chargeur et Opérateur radio : "Premier Lieutenant". Bien entendu ces rangs sont traduis pour chaque nationalités afin de garder un certain réalisme.