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Tank:Équipage : Différence entre versions

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Version du 17 août 2013 à 20:44Version du 21 octobre 2018 à 16:24
16 révisions intermédiaires par 12 utilisateurs non affichées
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 {{panel title|icon=[[image:crewIconUSA.png|100px|left|link=|]]|content= {{panel title|icon=[[image:crewIconUSA.png|100px|left|link=|]]|content=
?No vehicle in World of Tanks can operate without a complete virtual crew. The crew operates the vehicle under the direction of the player. The size of a complete crew is dependant upon the requirements of a specific vehicle. In-game crews ranges from a minimum of 2 to a maximum of 6 crew members. Individual crew members fill one of five designated roles, or [[Crew#Major_Qualification|'''<i>Major Qualifications</i>''']] within the vehicle. These roles are Commander, Gunner, Driver, Radio Operator, and Loader. +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 [[Crew#Major_Qualification|'''<i>Qualification principale</i>''']] dans le véhicule : Commandant, Tireur, Pilote, Opérateur radio et Chargeur.
  
?Like vehicles accumulate experience, individual crew members accumulate ''training'' in each battle they participate in. Similar to the Service Record for a player or a vehicle, each crew member has a [[Crew#Personal_File|'''<i>Personal File</i>''']], which records his own battle statistics, medals, and training level and the levels of any Skills and Perks he has acquired. An individual crew member can be trained with experience earned in battle, or with training purchased for credits or gold, until his [[Crew#Training_Level|'''<i>Training Level</i>''']] in his Major Qualification reaches 100%. Thereafter, additional battle experience is applied towards increasing the levels of certain selected [[Crew#Skills|'''<i>Skills</i>''']] or [[Crew#Perks|'''<i>Perks</i>''']] chosen by the player. The level of Skills and Perks can only be increased through battle experience and cannot be purchased with credits or gold.+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 [[Crew#Personal_File|'''<i>Dossier personnel </i>''']] 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 [[Crew#Skills|'''<i>Compétences</i>''']] ou [[Crew#Perks|'''<i>Aptitudes</i>''']] 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.
  
?The degree of [[Crew#Proficiency|'''<i>Proficiency</i>''']] that each crew member achieves through training directly affects and improves the performance of their vehicle in battle. If a crew member is wounded or killed in battle, the vehicle's performance will suffer, particularly in the area effected by his expertise. An injured or killed Driver reduces the ability of the vehicle to maneuver. If all the crew members are knocked out, the vehicle will become inoperable.+Le [[Crew#Proficiency|'''<i> degré de compétence</i>''']] 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..
  
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 }} }}
?{{panel content toc|title=Major Qualification|content=+{{panel content toc|title=Qualification principale|content=
?Each crew member fills one of five named roles within the vehicle. Each role performs a specific job. These five roles are referred to in-game as the '''"Major Qualification"''' of the crew member, and include: '''Commander''', '''Gunner''', '''Driver''', '''Radio Operator''', or '''Loader'''. The Major Qualifications are also referred to as an indicator of crew member health, graphically in the battle interface display by the following icons. +Le [[Crew#Proficiency|'''<i> degré de compétence </i>''']] de chaque membre de l’équipage affecte directement les performances du 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 hors d'état, le véhicule devient inutilisable.
  
 <div align="left"><table cellspacing="20"><tr> <div align="left"><table cellspacing="20"><tr>
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 <td><center>[[image:CrewJobLoad.png|60px|link=]]</center></td> <td><center>[[image:CrewJobLoad.png|60px|link=]]</center></td>
 </tr> </tr>
?<tr><td><center>'''Commander'''</center></td>+<tr><td><center>'''Commandant'''</center></td>
?<td><center>'''Gunner'''</center></td>+<td><center>'''Tireur'''</center></td>
?<td><center>'''Driver'''</center></td>+<td><center>'''Pilote'''</center></td>
?<td><center>'''Radio Operator'''</center></td>+<td><center>'''Opérateur radio'''</center></td>
?<td><center>'''Loader'''</center></td>+<td><center>'''Chargeur'''</center></td>
 </tr></table></div> </tr></table></div>
  
  
?===Proficiency===+===Degré de compétence===
?For each crew member, the combined total of his experience, [[Crew#Training_Level|'''<i>Training Level</i>''']] in his Major Qualification, and the levels of each and every [[Crew#Skills|'''<i>Skill</i>''']] or [[Crew#Perks|'''<i>Perk</i>''']] he has acquired, all combine to constitute his overall '''"Proficiency"'''. +Pour chaque membre d’équipage, le total de ses expériences, [[Crew#Training_Level|'''<i> Niveau d'entraînement </i>''']] dans sa qualification principale et les niveaux de chacune des [[Crew#Skills|'''<i> Compétences </i>''']] ou [[Crew#Perks|'''<i> Aptitudes </i>''']] se combinent pour définir son "degré de compétence" dans son ensemble.
  
?The degree of Proficiency of each individual crew member is important because the factors contributing to it are all used in the game mechanics calculations. A crew member's Proficiency directly affects and improves the properties of certain modules installed on his vehicle, the respective handling and performance characteristics of those modules, and the vehicle's overall performance in battle. The Proficiency of the crew members also impacts the speed at which damaged modules are repaired and whether fires are extinguished before its too late. Proficiency also affects the effectiveness of camouflage hiding the vehicle from its enemies.+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.
  
  
?[[image:CrewRoleCommander.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Commander''' +[[image:CrewRoleCommander.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Commandant'''
?:::The Commander's principal job is to spot enemy vehicles. The Commander's degree of Proficiency directly affects his [[Battle_Mechanics#View_Range|''View Range'']]. The more Proficient the Commander the greater the distance at which an enemy can be [[Battle_Mechanics#Spotting_Range|''Spotted'']]. +:::La tâche principale du Commandant est de repérer les véhicules ennemis. Le degré de compétence du commandant affecte directement sa [[Battle_Mechanics # View_Range | '' Portée de vue '']]. Plus le commandant est compétent, plus la distance à laquelle un ennemi peut être [[Battle_Mechanics # Spotting_Range | '' repéré '']] est importante.
  
  
?[[image:CrewRoleGunner.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Gunner''' +[[image:CrewRoleGunner.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Tireur'''
?:::The Gunner's principal job is to aim and fire the vehicle's main gun. The Gunner's degree of Proficiency directly affects the [[Battle_Mechanics#Aiming|''Aiming Speed'']] at which the sights lock on to a target, the [[Battle_Mechanics#Accuracy_and_Dispersion|''Accuracy'']] of each shot, and the [[Turret#Turret_Characteristics|''Turret Traverse'']] (rotation) speed. The more Proficient the Gunner, the better the shots he will make.+:::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 [[Battle_Mechanics # Visant | '' Temps de visée '']] lorsque le viseur se fixe sur une cible, la [[Battle_Mechanics # Accuracy_and_Dispersion | '' Précision '']] de chaque tir, et la [[Tourelle # Tourelle_Caractéristiques | '' Vitesse de rotation de la tourelle '']] . Plus le Tireur est compétent, meilleurs seront ses tirs.
  
  
?[[image:CrewRoleDriver.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Driver''' +[[image:CrewRoleDriver.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Pilote'''
?:::The Driver's principal job is to drive and maneuver the vehicle. The Gunner's degree of Proficiency directly affects the [[Battle_Mechanics#Movement|''Movement and Manueverability'']] of the vehicle, including its acceleration, top speed, terrain resistance, and hull traverse speed. The more Proficient the Driver, the better the vehicle will maneuver.+:::La tâche principale du Pilote est de diriger le véhicule. Le degré de compétence du conducteur affecte directement la [[Battle_Mechanics # Movement | '' 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.
  
  
?[[image:CrewRoleRadioman.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Radio Operator''' +[[image:CrewRoleRadioman.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Opérateur radio'''
?:::The Radio Operator's principal job is communicating with allies. The Radio Operator's degree of Proficiency directly affects the [[Battle_Mechanics#Radio_Range|''Radio or Signal Range'']] of the vehicle. The vehicle can communicate with any allied vehicle whose Signal Range overlaps with its own. Any vehicles (friend or foe) which are spotted by any allied vehicle within Signal Range will also be communicated to and display on the player's mini-map. This provides battlefield situational awareness which can be a decisive tactical advantage. The more Proficient the Radio Operator, the greater the distance that the vehicle can communicate with allies and thereby spot enemy tanks.+:::Le rôle principal de l'Opérateur radio est de communiquer avec ses alliés. Le degré de compétence de l'Opérateur radio affecte directement le [[Battle_Mechanics # Radio_Range | '' 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.
  
  
?[[image:CrewRoleLoader.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Loader''' +[[image:CrewRoleLoader.png|60px|left|link=]] &nbsp;&nbsp;&nbsp;'''Chargeur'''
?:::The Loader's principal job is loading the next round into the main gun. Each Loader's Proficiency directly affects how fast the next shell is loaded, and the more Proficient the Loader(s) the faster the gun reloads. The more Proficient the Loader, the faster the time to reload the gun.+:::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.
  
  
?===Multiple Major Qualifications===+===Qualifications principales multiples===
?Some vehicles, particularly large caliber SPGs and TDs, may require a crew of 6 members and include a second Loader. The [[M2 Medium Tank]] requires a crew of 6, two of whom are Radio Operators. The [[T1 Heavy Tank]] and the [[M6]] each carry crews of 6 with two gunners.+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.
  
?Other vehicles may require a crew complement of only 2, 3, or 4 crew members, less than the five Major Qualifications. Small light tanks with a crew of only 2 usually include a Commander and a Driver. In such cases the game mechanics calculations require a crew member to perform additional roles. For example, in an [[MS-1]], the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader, while the Driver only drives.+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.
  
 }} }}
  
 {{ panel content toc {{ panel content toc
?|title= Crew Management+|title= Gestion des équipages
 |content= |content=
?The Barracks is where players can find all their crew members, whether the crewman is assigned to a tank in the Garage or resident in the Barracks itself. On the left side of the Garage view window players will see a list of the crew members that are assigned to the vehicle that is currently selected and displayed in the Garage. +La caserne est le lieu où le joueur peut trouver tous les membres d'équipage, que le membre d'équipage soit affecté à un char dans le garage ou qu'il se trouve dans la caserne même. Dans le Garage, les membres d'équipage affectés au véhicule sélectionné s'affichent sur la gauche de la fenêtre.
  
  
?===Barracks and Garage Views===+===Caserne et Garage===
?The Barracks view entry tab is located in the Garage view, top center-right. Players start with sixteen bunks in their Barracks, and can increase the number of bunks by additional increments of 16 bunks at a cost of 300 [[Gold_Economy|Gold]] by scrolling down and selecting the '''Enlarge Barracks''' button. Only crew members who are not assigned to a tank in the Garage actually take up a bunk in the Barracks. Those crew members who are currently assigned to vehicles in the Garage are listed in the Barracks window, but do not occupy a bunk in the Barracks. By using the toggles and drop-down menus on the left side of the Barracks window, a player can sort his crew members by their nationality, Vehicle Competence, Major Qualification, and location (whether assigned to a tank or not). +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' [[Gold_Economy | 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).
  
?In the Garage view, hovering the cursor over a crew member will provide information about that crewman. A left-click on a crew member will bring up a small pop-up menu which will allow replacement of the crew member with 1) a new Recruit or 2) with another crewman of same Major Qualification already resident in a bunk in the Barracks. A right-click on a crew member will bring up a small pop-up menu,which will allow players to 1) view the selected crew member's Personal File, 2) send him to the Barracks, 3) send the entire crew to the Barracks or 4) dismiss the selected crew member.+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.
  
  
?===Personal File===+===Dossier personnel===
?Players can review a crew member's Personal File by right clicking on the crew member's icon in either the Barracks view or the Garage view. On the left side of the window that opens is a list of the crew member's basic information, including:+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 :
?* The crew member's Avatar image, his Rank, and his Full Name.+* L'avatar du membre d'équipage, son Grade et son Nom complet.
?* The name of the Vehicle he is currently crewing if in Garage. (''Nothing if he is resident in a bunk in the Barracks.'')+* 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)
?* His Major Qualification, meaning the role and job he is trained for.+* Sa qualification principale, c'est-à-dire le rôle pour lequels il est formé.
?* His Training Level in his Major Qualification expressed as a percent.+* Le Niveau d'entraînement de sa Qualification principale exprimé en pourcentage.
?* Modifiers (''this feature is not yet used in game'').+* 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.
?* His Vehicle Competence, the name of the vehicle in which he has a Major Qualification.+* La Spécialisation : le nom du véhicule pour lequel il possède une Qualification principale.
?* His assigned Skills and Perks, and whether each is trained to 100% or, if not the level so far achieved.+* 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 :
  
?On the right side of Personal File window are four additional tabs. Clicking on one of these four tabs will opens a sub-window on the right side of the Personal File screen which displays additional information about the crew member, including his:+* '''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.
  
?* '''Service Record''': - displays information about the crew member's service record which includes the number of battles he has fought and awards he hasw received member over the course of his career. Battles and awards stay with him, even if the crew member is retrained and transferred to another vehicle. This tab also shows the amount of experience and estimated battles needed to upgrade any Skills or Perks to 100%.+* '''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: '' [[# Formation.2: Formation | Réentraînement]].
  
?* '''Training''': - displays information about either 1) increasing crew member's Training Level in his Major Qualification on his current vehicle or 2) retraining him for a different vehicle prior to a transfer to a different vehicle.''See also:'' [[#Training.2FRetraining|Retraining]].+* '''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: '' [[#Skills_and_Perks | Compétences et Aptitudes]].
  
?* '''Skills''': - displays information about the Skills and Perks that are currently available for the selected 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. ''See also:'' [[#Skills_and_Perks|Skills and Perks]].+* '''Dossier persinnel''': - Affiche la photo / l'avatar, le prénom et le nom du membre d'équipage. À partir de cet écran, moyennant 50 [[Gold_Economy | 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.
  
?* '''Personal Data''': - displays the photo/avatar, first name, and last name of the crew member. From this screen, at a cost 50 [[Gold_Economy|Gold]], players can change the names and avatar of each crew member by selecting from lists of pre-defined names and faces. 
  
 +===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.
  
?===New Recruits, Transfers, and Dismissals===+'' '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.
?* '''New Recruits''' - A new crew member may be recruited at any time. New recruits are randomly generated by the game mechanics and arrive with a pre-set Major Qualification for a specific Vehicle Competence as chosen by the player. +
  
?* '''Moving an Experienced Crew Member to a Different Vehicle''' - A crew member may be moved from one vehicle to another as long as the move is to a role with the same Major Qualification he already has and new vehicle is of the same Nation as the one he is leaving. He will require retaining in the new vehicle as described in the following section.+* '' '' 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.
? +
?* '''Dismissals''' - A crew member may be dismissed from service at any time. However, remember that dismissal is permanent and cannot be undone. All the dismissed crew member's accumulated experience, Training Level, and any Skills or Perks he has earned are also permanently lost. A crewman can be dismissed by right clicking on his icon in the Garage view and selecting dismiss. From the Barracks view, a crew member can be dismissed by clicking on the "Dismiss" button his icon.+
  
  
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?{{panel content toc|title=<div id="Skills and Perks">Skills and Perks</div>|content=+{{panel content toc|title=<div id="Skills and Perks">Compétences et Aptitudes</div>|content=
 '''Skills''' and '''Perks''' are additional [[Crew#Proficiency|<i>Proficiencies</i>]] that a crew member can learn beyond those of his Major Qualification. Skills and Perks only become available for selection after a crew member's [[Crew#Training_Level|''Training Level'']] in his [[Crew#Major_Qualifications|''Major Qualification'']] reaches 100%. At such time a small plus icon [[image:New_skill_small.png|link=]] will appear beneath the crewman's name, on the crew panel when his vehicle is selected in the Garage, to indicate that he is now ready to start training of a new Skill or Perk. Click on the icon to see which Skills and Perks are available to him. Consider the pros and cons of the available Skill and Perk choices for the vehicle and your play style. Tables describing in detail the Proficiency enhancement of each available Skill and Perk are set out below. In considering your choice, remember that there is a an important difference between a Skill and a Perk: '''Skills''' and '''Perks''' are additional [[Crew#Proficiency|<i>Proficiencies</i>]] that a crew member can learn beyond those of his Major Qualification. Skills and Perks only become available for selection after a crew member's [[Crew#Training_Level|''Training Level'']] in his [[Crew#Major_Qualifications|''Major Qualification'']] reaches 100%. At such time a small plus icon [[image:New_skill_small.png|link=]] will appear beneath the crewman's name, on the crew panel when his vehicle is selected in the Garage, to indicate that he is now ready to start training of a new Skill or Perk. Click on the icon to see which Skills and Perks are available to him. Consider the pros and cons of the available Skill and Perk choices for the vehicle and your play style. Tables describing in detail the Proficiency enhancement of each available Skill and Perk are set out below. In considering your choice, remember that there is a an important difference between a Skill and a Perk:
  
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 <div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Skills</h4></div> <div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Skills</h4></div>
?<table width=95% cellspacing="0" border="1" bordercolor="#FFCC00" cellpadding="6">+<table style="width:95%; border:solid black 1px; border-collapse: collapse;">
  <tr bgcolor="#E0E0E0">  <tr bgcolor="#E0E0E0">
? <th width="60">Icon</th>+ <th style="width:180; border:solid black 1px; padding:6px;">Icon</th>
? <th width="180">Skill Name</th>+ <th style="width:180; border:solid black 1px; padding:6px;">Skill Name</th>
? <th width="60">Role</th>+ <th style="width:60; border:solid black 1px; padding:6px;">Role</th>
? <th>Description</th>+ <th style="border:solid black 1px; padding:6px;">Description</th>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Repair.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Repair.png|link=]]</td>
? <td align="center"><b>Repair</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Repair</b></td>
? <td align="center">All</td>+ <td style="align:center; border:solid black 1px; padding:6px;">All</td>
? <td align="left">The Repair Skill improves a crew member's ability to [[Battle_Mechanics#Repair|''repair'']] a module that has been damaged or knocked out. The Repair Skill effect is cumulative with that of any installed [[Equipment|''Toolbox'']] equipment. The higher this Skill's Training Level the faster repairs are completed. The Repairs effect starts as soon as a module is damaged. The Repair Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Repairs Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Repairs performance is (80+0+0+0)/4 or 20%.<br><br>''Quick repairs are essential for vehicles where returning to operational condition as quickly as possible is paramount, such as fast tanks which rely on their speed or heavy tanks, which take a long time to repair''.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Repair Skill improves a crew member's ability to [[Battle_Mechanics#Repair|''repair'']] a module that has been damaged or knocked out. The Repair Skill effect is cumulative with that of any installed [[Equipment|''Toolbox'']] equipment. The higher this Skill's Training Level the faster repairs are completed. The Repairs effect starts as soon as a module is damaged. The Repair Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Repairs Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Repairs performance is (80+0+0+0)/4 or 20%.<br><br>''Quick repairs are essential for vehicles where returning to operational condition as quickly as possible is paramount, such as fast tanks which rely on their speed or heavy tanks, which take a long time to repair''.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:FireFighting.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:FireFighting.png|link=]]</td>
? <td align="center"><b>Firefighting</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Firefighting</b></td>
? <td align="center">All</td>+ <td style="align:center; border:solid black 1px; padding:6px;">All</td>
? <td align="left">The Firefighting Skill improves the crew member's ability to put out a fire, should a vehicle ever be unlucky enough to be in such a situation. The Firefighting Skill takes effect immediately when the vehicle catches fire. The higher the Training Level for this Skill, the faster a fire is put out and the less the amount of damage per second the fire does to the vehicle before it is extinquished. The Firefighting Skill does NOT reduce the chances of a vehicle catching on fire in the first place. The Firefighting Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Firefighting Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's fire fighting performance is (80+0+0+0)/4 or 20%.<br><br>''Firefighting Skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but purchasing the player controlled and consumbable [[Consumables#Manual_Fire_Extinguishers|'''Manual''']] or [[Consumables#Automatic_Fire_Extinguishers|'''Automatic''']] Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle''.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Firefighting Skill improves the crew member's ability to put out a fire, should a vehicle ever be unlucky enough to be in such a situation. The Firefighting Skill takes effect immediately when the vehicle catches fire. The higher the Training Level for this Skill, the faster a fire is put out and the less the amount of damage per second the fire does to the vehicle before it is extinquished. The Firefighting Skill does NOT reduce the chances of a vehicle catching on fire in the first place. The Firefighting Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Firefighting Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's fire fighting performance is (80+0+0+0)/4 or 20%.<br><br>''Firefighting Skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but purchasing the player controlled and consumbable [[Consumables#Manual_Fire_Extinguishers|'''Manual''']] or [[Consumables#Automatic_Fire_Extinguishers|'''Automatic''']] Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle''.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Camouflage.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Camouflage.png|link=]]</td>
? <td align="center"><b>Camouflage</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Camouflage</b></td>
? <td align="center">All</td>+ <td style="align:center; border:solid black 1px; padding:6px;">All</td>
? <td align="left">The Camouflage Skill improves the crew member's ability to help increase the vehicle's [[Battle_Mechanics#Camouflage|''Camouflage'']] capability and hide the vehicle from enemies. A higher Training Level lowers the chances that the vehicle will be [[Battle_Mechanics#Spotting_Range|''spotted'']] by the enemy, requiring enemies to be closer in order to detect your vehicle. The Camouflage Skill effect is cumulative with that of any installed [[Equipment|''Camouflage Net'']] equipment. The Camouflage Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Camouflage Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Camouflage performance is (80+0+0+0)/4 or 20%.<br><br>''This Skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The Camouflage Skill is always active and the overall effect on the vehicle depends on the the vehicle's inherent camouflage rating. [https://www.wotinfo.net/en/camouflage '''See the interactive Camo Rating here''']</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Camouflage Skill improves the crew member's ability to help increase the vehicle's [[Battle_Mechanics#Camouflage|''Camouflage'']] capability and hide the vehicle from enemies. A higher Training Level lowers the chances that the vehicle will be [[Battle_Mechanics#Spotting_Range|''spotted'']] by the enemy, requiring enemies to be closer in order to detect your vehicle. The Camouflage Skill effect is cumulative with that of any installed [[Equipment|''Camouflage Net'']] equipment. The Camouflage Skill is a common Skill which each one of the crew members on a single vehicle may acquire. The effective Camouflage Skill Training Level is averaged across the entire crew. If only one crewman in a crew of 4 has this Skill at 80% Training Level then the effectiveness upon the vehicle's Camouflage performance is (80+0+0+0)/4 or 20%.<br><br>''This Skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The Camouflage Skill is always active and the overall effect on the vehicle depends on the the vehicle's inherent camouflage rating. [https://www.wotinfo.net/en/camouflage '''See the interactive Camo Rating here''']</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Commander tutor.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander tutor.png|link=]]</td>
? <td align="center"><b>Mentor</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Mentor</b></td>
? <td align="center">Commander</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
? <td align="left">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.<br><br>''Useful on any tank you plan to keep indefinitely.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">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.<br><br>''Useful on any tank you plan to keep indefinitely.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Commander eagleEye.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander eagleEye.png|link=]]</td>
? <td align="center"><b>Recon</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Recon</b></td>
? <td align="center">Commander</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
? <td align="left">The Recon Skill progressively increases your vehicle's [[Battle_Mechanics#View_Range|View Range]]. For every percentage point of the Commander's Training Level an amount of 0.02% is added to the vehicle's View Range up to a maximum of 2% once the Training Level reaches 100%. Additionally, but only in the event of battle damage to an observation device, effect will increase to 0.2% per Training Level percentage point up to a maximum of 20% for the duration of the damage. The effect of the Commander's Recon Skill is cumulative with the effects of any Radio Operator's Situational Awareness Skill and/or with any installed [[Equipment#Coated_Optics|''Coated Optics'']] or [[Equipment#Binocular_Telescope|''Binocular Telescope'']] equipment.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Recon Skill progressively increases your vehicle's [[Battle_Mechanics#View_Range|View Range]]. For every percentage point of the Commander's Training Level an amount of 0.02% is added to the vehicle's View Range up to a maximum of 2% once the Training Level reaches 100%. Additionally, but only in the event of battle damage to an observation device, effect will increase to 0.2% per Training Level percentage point up to a maximum of 20% for the duration of the damage. The effect of the Commander's Recon Skill is cumulative with the effects of any Radio Operator's Situational Awareness Skill and/or with any installed [[Equipment#Coated_Optics|''Coated Optics'']] or [[Equipment#Binocular_Telescope|''Binocular Telescope'']] equipment.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Commander universalist.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander universalist.png|link=]]</td>
? <td align="center"><b>Jack of All Trades</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Jack of All Trades</b></td>
? <td align="center">Commander</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
? <td align="left">The Jack of All Trades Skill 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 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 Jack of All Trades Skill is useful for large vehicles that can be expected to take a lot of damage dangerous to the crew, but purchasing the player controlled and consumable [[Consumables#Large_First_Aid_Kit|''Large'']] or [[Consumables#Small_First_Aid_Kit|''Small'']] First Aid Kit is generally more effective.<br><br>''Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Jack of All Trades Skill 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 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 Jack of All Trades Skill is useful for large vehicles that can be expected to take a lot of damage dangerous to the crew, but purchasing the player controlled and consumable [[Consumables#Large_First_Aid_Kit|''Large'']] or [[Consumables#Small_First_Aid_Kit|''Small'']] First Aid Kit is generally more effective.<br><br>''Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Gunner gunsmith.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner gunsmith.png|link=]]</td>
? <td align="center"><b>Armorer</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Armorer</b></td>
? <td align="center">Gunner</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
? <td align="left">The Armorer Skill enables the Gunner to reduce the penalty effect on [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] that results from battle damage to a gun. The effectiveness is progressive and reduces the accuracy penalty by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20% when the Skill level reaches 100%. The effect of the Armorer Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Armorer Skill, only the one with the higher Training Level is effective.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Armorer Skill enables the Gunner to reduce the penalty effect on [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] that results from battle damage to a gun. The effectiveness is progressive and reduces the accuracy penalty by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20% when the Skill level reaches 100%. The effect of the Armorer Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Armorer Skill, only the one with the higher Training Level is effective.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Gunner smoothTurret.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner smoothTurret.png|link=]]</td>
? <td align="center"><b>Snap Shot</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Snap Shot</b></td>
? <td align="center">Gunner</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
? <td align="left">The Snap Shot Skill enables the Gunner to reduce the penalty to [[Battle_Mechanics#Accuracy_and_Dispersion|''accuracy and shot dispersion'']] that is applied to shots made while the turret is in rotation. The effectiveness is progressive by an amount of 0.075% per percentage point of the Skill's Training Level up to a maximum of 7.5% when the Skill level reaches 100%. Although not maybe as valuable on vehicles without turrets, the Snap Shot Skill does apply to gun traverse movement on turret-less vehicles too. The effect of the Snap Shot Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.<br><br>''The Snap Shot Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Snap Shot Skill improves the accuracy of shots made while the "turret" is moving and the Smooth Ride Skill affects same when the "vehicle"'s hull is moving. Both Snap Shot and Smooth Ride Skills are recommended for best performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Snap Shot Skill enables the Gunner to reduce the penalty to [[Battle_Mechanics#Accuracy_and_Dispersion|''accuracy and shot dispersion'']] that is applied to shots made while the turret is in rotation. The effectiveness is progressive by an amount of 0.075% per percentage point of the Skill's Training Level up to a maximum of 7.5% when the Skill level reaches 100%. Although not maybe as valuable on vehicles without turrets, the Snap Shot Skill does apply to gun traverse movement on turret-less vehicles too. The effect of the Snap Shot Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment. If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.<br><br>''The Snap Shot Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Snap Shot Skill improves the accuracy of shots made while the "turret" is moving and the Smooth Ride Skill affects same when the "vehicle"'s hull is moving. Both Snap Shot and Smooth Ride Skills are recommended for best performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Driver_virtuoso.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver_virtuoso.png|link=]]</td>
? <td align="center"><b>Clutch Braking</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Clutch Braking</b></td>
? <td align="center">Driver</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
? <td align="left">The Clutch Braking Skill enables the Driver to increase the [[Battle_Mechanics#Hull_Traverse_Speed|''traverse speed'']], or rotation speed, of the vehicle. The effectiveness is progressive and increases traverse speed by an amount of 0.05% per percentage point of the Skill's Training Level up to a maximum of 5% when the Skill level reaches 100%. The effect of the Clutch Braking Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment and with that of any purchased regular or premium [[Consumables#Quality_Oil|''Consumables'']] including Removed Speed Governor, Lend-Lease Oil, Quality Oil, 100-Octane Gasoline, and/or 105-Octane Gasoline. <br><br>''Primarily helpful with fast tanks that don't already turn plenty fast (i.e. [[Pz.Kpfw. II Luchs]], [[T-50]]). Also useful on heavy tanks that turn really slow, such as the Soviet KV line. Very useful for non-turreted Vehicles like most Tank Destroyers and Artillery</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Clutch Braking Skill enables the Driver to increase the [[Battle_Mechanics#Hull_Traverse_Speed|''traverse speed'']], or rotation speed, of the vehicle. The effectiveness is progressive and increases traverse speed by an amount of 0.05% per percentage point of the Skill's Training Level up to a maximum of 5% when the Skill level reaches 100%. The effect of the Clutch Braking Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment and with that of any purchased regular or premium [[Consumables#Quality_Oil|''Consumables'']] including Removed Speed Governor, Lend-Lease Oil, Quality Oil, 100-Octane Gasoline, and/or 105-Octane Gasoline. <br><br>''Primarily helpful with fast tanks that don't already turn plenty fast (i.e. [[Pz.Kpfw. II Luchs]], [[T-50]]). Also useful on heavy tanks that turn really slow, such as the Soviet KV line. Very useful for non-turreted Vehicles like most Tank Destroyers and Artillery</td>
  <tr>  <tr>
? <td align="center">[[image:Driver_smoothDriving.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;"">[[image:Driver_smoothDriving.png|link=]]</td>
? <td align="center"><b>Smooth Ride</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Smooth Ride</b></td>
? <td align="center">Driver</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
? <td align="left">The Smooth Ride Skill enables the Driver to reduce the penalty [[Battle_Mechanics#Accuracy_and _Dispersion|accuracy and shot dispersion]] that is applied to shots made while the vehicle is moving. The effectiveness is progressive by an amount of 0.04% per percentage point of the Skill's Training Level up to a maximum of 4.0% when the Skill level reaches 100%. The effect of the Smooth Ride Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment.<br><br>''The Smooth Ride Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Smooth Ride Skill improves the accuracy of shots made while the "vehicle" is moving and the Snap Shot Skill affects the same when the "turret" is moving. Both Snap Shot and Smooth Ride Skills are recommended for best battle performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Smooth Ride Skill enables the Driver to reduce the penalty [[Battle_Mechanics#Accuracy_and _Dispersion|accuracy and shot dispersion]] that is applied to shots made while the vehicle is moving. The effectiveness is progressive by an amount of 0.04% per percentage point of the Skill's Training Level up to a maximum of 4.0% when the Skill level reaches 100%. The effect of the Smooth Ride Skill is cumulative with that of any installed [[Equipment#Vertical_Stabilizer|''Vertical Stabilizer'']] equipment.<br><br>''The Smooth Ride Skill is primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. To be clear, the Smooth Ride Skill improves the accuracy of shots made while the "vehicle" is moving and the Snap Shot Skill affects the same when the "turret" is moving. Both Snap Shot and Smooth Ride Skills are recommended for best battle performance, particularly for medium tanks or for any player who likes to run and gun and fire on the move.''</td>
  <tr>  <tr>
? <td align="center">[[image:Driver badRoadsKing.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver badRoadsKing.png|link=]]</td>
? <td align="center"><b>Off-Road Driving</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Off-Road Driving</b></td>
? <td align="center">Driver</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
? <td align="left">The Off-Road Driving Skill enables the Driver to reduce the [[Battle_Mechanics#Terrain_Resistance|''terrain resistance'']] penalty that is applied to a vehicle's maneuverability and acceleration when it is moving over soft or wet ground or a terrain other than a road. On soft or wet terrain the effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100%. There is no effect when driving on roads, cobblestone, or asphalt. When driving on all other terrain the effectiveness is progressive by an amount of 0.025% per percentage point of the Skill's Training Level up to a maximum of 2.5% when the Skill level reaches 100%. The effect of the Off-Road Driving Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment.<br><br>''Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Off-Road Driving Skill enables the Driver to reduce the [[Battle_Mechanics#Terrain_Resistance|''terrain resistance'']] penalty that is applied to a vehicle's maneuverability and acceleration when it is moving over soft or wet ground or a terrain other than a road. On soft or wet terrain the effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100%. There is no effect when driving on roads, cobblestone, or asphalt. When driving on all other terrain the effectiveness is progressive by an amount of 0.025% per percentage point of the Skill's Training Level up to a maximum of 2.5% when the Skill level reaches 100%. The effect of the Off-Road Driving Skill is cumulative with that of any installed [[Equipment#Additional_Grousers|''Additional Grousers'']] equipment.<br><br>''Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate.''</td>
  <tr>  <tr>
? <td align="center">[[image:Driver rammingMaster.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver rammingMaster.png|link=]]</td>
? <td align="center"><b>Controlled Impact</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Controlled Impact</b></td>
? <td align="center">Driver</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
? <td align="left">The Controlled Impact Skill enables the Driver to decreases damage caused by ramming to your vehicle and increase the damage caused by ramming if your vehicle provided that your vehicle is in motion at the moment of impact. The effectiveness is progressive by an amount of 0.15% per percentage point of the Skill's Training Level up to a maximum of 15.0% when the Skill level reaches 100%. The effect of the Controlled Impact Skill on damage received in a collision is cumulative with that of any installed [[Equipment#Spall_Liner|''Spall Liner'']] equipment.<br><br>''Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks. Good to have if you enjoy the sport of arty hunting.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Controlled Impact Skill enables the Driver to decreases damage caused by ramming to your vehicle and increase the damage caused by ramming if your vehicle provided that your vehicle is in motion at the moment of impact. The effectiveness is progressive by an amount of 0.15% per percentage point of the Skill's Training Level up to a maximum of 15.0% when the Skill level reaches 100%. The effect of the Controlled Impact Skill on damage received in a collision is cumulative with that of any installed [[Equipment#Spall_Liner|''Spall Liner'']] equipment.<br><br>''Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks. Good to have if you enjoy the sport of arty hunting.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Radioman inventor.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman inventor.png|link=]]</td>
? <td align="center"><b>Signal Boosting</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Signal Boosting</b></td>
? <td align="center">Radio Operator</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
? <td align="left">The Signal Boosting Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of your vehicle's radio. The effectiveness is progressive by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.<br><br>''Primarily helpful for SPGs and scouts.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Signal Boosting Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of your vehicle's radio. The effectiveness is progressive by an amount of 0.2% per percentage point of the Skill's Training Level up to a maximum of 20.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.<br><br>''Primarily helpful for SPGs and scouts.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Radioman finder.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman finder.png|link=]]</td>
? <td align="center"><b>Situational Awareness</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Situational Awareness</b></td>
? <td align="center">Radio Operator</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
? <td align="left">The Situational Awareness Skill enables the Radio Operator to extend your vehicle's [[Battle_Mechanics#View_Range|''View Range'']]. The effectiveness is progressive by an amount of 0.03% per percentage point of the Skill's Training Level up to a maximum of 3.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied. The effect of the Situational Awareness Skill is cumulative with that of the Commander's 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 style="align:left; border:solid black 1px; padding:6px;">The Situational Awareness Skill enables the Radio Operator to extend your vehicle's [[Battle_Mechanics#View_Range|''View Range'']]. The effectiveness is progressive by an amount of 0.03% per percentage point of the Skill's Training Level up to a maximum of 3.0% when the Skill level reaches 100%. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied. The effect of the Situational Awareness Skill is cumulative with that of the Commander's 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>
? <td align="center">[[image:Radioman_retransmitter.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Radioman_retransmitter.png|link=]]</td>
? <td align="center"><b>Relaying</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Relaying</b></td>
? <td align="center">Radio Operator</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
? <td align="left">The Relaying Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of all allied vehicles within your vehicle's radio coverage by 0.1% per Training Level (up to 10%). The effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100% for all allied vehicles within your Signal Range. The Skill has no effect upon your own Signal Range. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Relaying Skill enables the Radio Operator to extend the [[Battle_Mechanics#Radio_Range|''Signal Range'']] of all allied vehicles within your vehicle's radio coverage by 0.1% per Training Level (up to 10%). The effectiveness is progressive by an amount of 0.1% per percentage point of the Skill's Training Level up to a maximum of 10.0% when the Skill level reaches 100% for all allied vehicles within your Signal Range. The Skill has no effect upon your own Signal Range. If two Radio Operators in the same vehicle each have this Skill, then only the higher Skill Training percentage level is applied.</td>
  </tr>  </tr>
 </table> </table>
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 <div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Perks</h4></div> <div align="center" style="margin-top:25px;margin-bottom:20px;font-weight:bold;font-size:18px;"><h4>Perks</h4></div>
?<table width=95% cellspacing="0" border="1" bordercolor="#FFCC00" cellpadding="6">+<table style="width:95%; cellspacing:0; border:solid black 1px; border-collapse:collapse; cellpadding:6;">
  <tr bgcolor="#E0E0E0">  <tr bgcolor="#E0E0E0">
? <th width="60">Icon</th>+ <th style="width:60; border: solid black 1px; padding:6px;">Icon</th>
? <th width="180">Perk Name</th>+ <th style="width:180; border: solid black 1px; padding:6px;">Perk Name</th>
? <th width="60">Role</th>+ <th style="width:60; border: solid black 1px; padding:6px;">Role</th>
? <th>Description</th>+ <th style="border: solid black 1px; padding:6px;">Description</th>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Brotherhood.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Brotherhood.png|link=]]</td>
? <td align="center"><b>Brothers in Arms</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Brothers in Arms</b></td>
? <td align="center">All</td>+ <td style="align:center; border:solid black 1px; padding:6px;">All</td>
? <td align="left">The Brothers in Arms (aka "BIA") Perk increases by a fixed 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, and provides no benefit whatsoever unless all of the crew have it trained to 100%. It does stay in effect if a crew member is knocked out during battle. The effect of the BIA Perk is cumulative with that of any installed [[Equipment#Improved_Ventilation|''Improved Ventilation'']] equipment and with any purchased crew Skills boosting [[Consumables|''consumables'']] such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and.or Improved Combat Rations.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Brothers in Arms (aka "BIA") Perk increases by a fixed 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, and provides no benefit whatsoever unless all of the crew have it trained to 100%. It does stay in effect if a crew member is knocked out during battle. The effect of the BIA Perk is cumulative with that of any installed [[Equipment#Improved_Ventilation|''Improved Ventilation'']] equipment and with any purchased crew Skills boosting [[Consumables|''consumables'']] such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and.or Improved Combat Rations.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Commander sixthSense.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander sixthSense.png|link=]]</td>
? <td align="center"><b>Sixth Sense</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Sixth Sense</b></td>
? <td align="center">Commander</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
? <td align="left">The Sixth Sense Perk enables the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, a visual indicator in the form of a light bulb appears in the upper center screen portion of your battle interface. 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>''Primarily helpful for TDs, SPGs, and passive scouts. 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 style="align:left; border:solid black 1px; padding:6px;">The Sixth Sense Perk enables the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, a visual indicator in the form of a light bulb appears in the upper center screen portion of your battle interface. 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>''Primarily helpful for TDs, SPGs, and passive scouts. 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>
? <td align="center">[[image:Commander expert.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Commander expert.png|link=]]</td>
? <td align="center"><b>Eagle Eye</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Eagle Eye</b></td>
? <td align="center">Commander</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Commander</td>
? <td align="left">The Eagle Eye Perk enables the Commander to identify any critically damaged modules on a targeted enemy vehicle after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle, allowing you to target them for further damage. It will only work for enemies [[Battle_Mechanics#Spotting_Range|''Spotted'']] by your crew, not for enemy contacts relayed by your team mates.<br><br>''Primarily helpful for snipers and in some cases for flankers.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Eagle Eye Perk enables the Commander to identify any critically damaged modules on a targeted enemy vehicle after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle, allowing you to target them for further damage. It will only work for enemies [[Battle_Mechanics#Spotting_Range|''Spotted'']] by your crew, not for enemy contacts relayed by your team mates.<br><br>''Primarily helpful for brawlers and flankers.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Gunner sniper.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner sniper.png|link=]]</td>
? <td align="center"><b>Deadeye</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Deadeye</b></td>
? <td align="center">Gunner</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
? <td align="left">The Deadeye Perk enables the Gunner to increase, by a fixed amount of 3%, the chance that a shot will critically damage enemy vehicle modules and crew with [[Ammo|AP, APCR, or HEAT]] shells. It does not work with HE shells. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''If combined with the Eagle Eye Perk, you'll be able to get an idea of how well this Perk is working.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Deadeye Perk enables the Gunner to increase, by a fixed amount of 3%, the chance that a shot will critically damage enemy vehicle modules and crew with [[Ammo|AP, APCR, or HEAT]] shells. It does not work with HE shells. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''If combined with the Eagle Eye Perk, you'll be able to get an idea of how well this Perk is working.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Gunner rancorous.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Gunner rancorous.png|link=]]</td>
? <td align="center"><b>Designated Target</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Designated Target</b></td>
? <td align="center">Gunner</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Gunner</td>
? <td align="left">The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in [[Battle_Mechanics#Arcade_View|''arcade view'']] or [[Battle_Mechanics#Sniper_View|''sniper view'']] and not in SPG [[Battle_Mechanics#Strategic View (SPG)|strategic view]]. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for snipers and in some cases for scouts.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in [[Battle_Mechanics#Arcade_View|''arcade view'']] or [[Battle_Mechanics#Sniper_View|''sniper view'']] and not in SPG [[Battle_Mechanics#Strategic View (SPG)|strategic view]]. However, any allied vehicle will benefit from a team mate's use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for snipers and in some cases for scouts.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Driver tidyPerson.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Driver tidyPerson.png|link=]]</td>
? <td align="center"><b>Preventative Maintenance</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Preventative Maintenance</b></td>
? <td align="center">Driver</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Driver</td>
? <td align="left">The Preventive Maintenance Perk enables the Driver to reduce by 25% the chance of engine fire by preventing gas or oil leakage in the engine compartment. The effect of this Perk is cumulative with that of the reduced chance of fire provided by any purchased [[Consumables#Automatic_Fire_Extinguishers|''Automatic Fire Extinguisher'']] premium consumable.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Preventive Maintenance Perk enables the Driver to reduce by 25% the chance of engine fire by preventing gas or oil leakage in the engine compartment. The effect of this Perk is cumulative with that of the reduced chance of fire provided by any purchased [[Consumables#Automatic_Fire_Extinguishers|''Automatic Fire Extinguisher'']] premium consumable.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:radioman_lastEffort.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:radioman_lastEffort.png|link=]]</td>
? <td align="center"><b>Call for Vengeance</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Call for Vengeance</b></td>
? <td align="center">Radio Operator</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Radio Operator</td>
? <td align="left">The Call for Vengeance Perk enables the Radio Operator to continue to report enemy positions for an additional two seconds after the destruction of his own vehicle. If two Radio Operators on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for scouts.''</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Call for Vengeance Perk enables the Radio Operator to continue to report enemy positions for an additional two seconds after the destruction of his own vehicle. If two Radio Operators on the vehicle have the Perk, the effect is not cumulative.<br><br>''Primarily helpful for scouts.''</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Loader pedant.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader pedant.png|link=]]</td>
? <td align="center"><b>Safe Stowage</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Safe Storage</b></td>
? <td align="center">Loader</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>
? <td align="left">The Safe Stowage Perk enables a Loader to stow rounds in the storage racks 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 effect of the Safe Storage Perk is cumulative with that of increased ammo rack durability that comes with any installed [[Equipment#Wet_Ammo_Rack|''Wet Ammo Rack'']] equipment.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Safe Storage Perk enables a Loader to stow rounds in the storage racks 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 effect of the Safe Storage Perk is cumulative with that of increased ammo rack durability that comes with any installed [[Equipment#Wet_Ammo_Rack|''Wet Ammo Rack'']] equipment.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Loader desperado.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader desperado.png|link=]]</td>
? <td align="center"><b>Adrenaline Rush</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Adrenaline Rush</b></td>
? <td align="center">Loader</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>
? <td align="left">The Adrenaline Rush Perk enables a Loader to shorten the time to reload the gun by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders on the vehicle have the Perk, the effect is not cumulative. The effect of the Adrenaline Rush Perk is cumulative with that of the increased loading speed from using any installed [[Equipment#Rammer|''Gun Rammer'']] equipment.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Adrenaline Rush Perk enables a Loader to shorten the time to reload the gun by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders on the vehicle have the Perk, the effect is not cumulative. The effect of the Adrenaline Rush Perk is cumulative with that of the increased loading speed from using any installed [[Equipment#Rammer|''Gun Rammer'']] equipment.</td>
  </tr>  </tr>
  <tr>  <tr>
? <td align="center">[[image:Loader intuition.png|link=]]</td>+ <td style="align:center; border:solid black 1px; padding:6px;">[[image:Loader intuition.png|link=]]</td>
? <td align="center"><b>Intuition</b></td>+ <td style="align:center; border:solid black 1px; padding:6px;"><b>Intuition</b></td>
? <td align="center">Loader</td>+ <td style="align:center; border:solid black 1px; padding:6px;">Loader</td>
? <td align="left">The Intuition Perk creates a 17% chance that the Loader will magically and instantly switch the [[Ammo|shell type]] to the best choice for doing damage, regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. The effect of this Perk is cumulative, so if a vehicle has two Loaders and both Loaders have this Perk then the chance for a switch will increase by 34%. The Perk only works if more than one ammo shell type is on-board and available. After the Perk takes effect, the gun must be completely reloaded before it can take effect again.</td>+ <td style="align:left; border:solid black 1px; padding:6px;">The Intuition Perk creates a 17% chance that the Loader will magically and instantly switch the [[Ammo|shell type]] to the best choice for doing damage, regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. The effect of this Perk is cumulative, so if a vehicle has two Loaders and both Loaders have this Perk then the chance for a switch will increase by 34%. The Perk only works if more than one ammo shell type is on-board and available. After the Perk takes effect, the gun must be completely reloaded before it can take effect again.</td>
  </tr>  </tr>
 </table> </table>
Ligne 422 :Ligne 421 :
 :* '''Pudding and Tea''' is only available for British vehicles.<br> :* '''Pudding and Tea''' is only available for British vehicles.<br>
 :* '''Strong Coffee''' is only available for French vehicles.<br> :* '''Strong Coffee''' is only available for French vehicles.<br>
?:* '''Improved Combat Rations''' are only available for Chinese vehicles.+:* '''Improved Combat Rations''' are only available for Chinese vehicles.<br>
? +:* '''Onigiri''' is only available for Japanese 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%. * '''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%.
Ligne 449 :Ligne 448 :
  
  
?* '''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 distributed among the crew members and the crew member with the lowest Training Level will get a double portion. An icon [[image:AccelerateCrewTrainingIndiciator.png|link=]] appears in the crew panel to the left of the crew member who is receiving the double share. 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.+* '''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 [[image:AccelerateCrewTrainingIndiciator.png|link=]] 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.
  
  
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?*'''Injury or Death Penalty''': A crew member who remains injured or is dead at the end of a battle is Penalized and will receive 50% less experience towards increasing his Training Level than he would have otherwise received. Using a [[Consumables|Small First Aid Kit]] or [[Consumables|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.<br><br>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:+*'''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 [[Consumables|Small First Aid Kit]] or [[Consumables|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.<br><br>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:
 ::[[image:CrewJobCommandInjured.png|40px|link=]]'''Commander''' knockout removes the Mentor Skill Bonus, if any, given to all crew members and reduces the vehicle's view range. ::[[image:CrewJobCommandInjured.png|40px|link=]]'''Commander''' knockout removes the Mentor Skill Bonus, if any, given to all crew members and reduces the vehicle's view range.
 ::[[image:CrewJobGunINjured.png|40px|link=]]'''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. ::[[image:CrewJobGunINjured.png|40px|link=]]'''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.
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 <tr><td>[[image:Graffiti_stickers_ussr_S.png|link=USSR|]]<br /> USSR</td></tr> <tr><td>[[image:Graffiti_stickers_ussr_S.png|link=USSR|]]<br /> USSR</td></tr>
 <tr><td>[[image:CrewRank-ussr-11.png|link=]]<br/>Ryadovoy (Рядовой)</td></tr> <tr><td>[[image:CrewRank-ussr-11.png|link=]]<br/>Ryadovoy (Рядовой)</td></tr>
?<tr><td>[[image:CrewRank-ussr-10.png|link=]]<br/>Efreitor (Ефрейтор)</td></tr>+<tr><td>[[image:CrewRank-ussr-10.png|link=]]<br/>Yefreytor (Ефрейтор)</td></tr>
 <tr><td>[[image:CrewRank-ussr-9.png|link=]]<br/>Mladshiy Serzhant (Младший Cержа́нт)</td></tr> <tr><td>[[image:CrewRank-ussr-9.png|link=]]<br/>Mladshiy Serzhant (Младший Cержа́нт)</td></tr>
 <tr><td>[[image:CrewRank-ussr-8.png|link=]]<br/>Serzhant (Cержа́нт)</td></tr> <tr><td>[[image:CrewRank-ussr-8.png|link=]]<br/>Serzhant (Cержа́нт)</td></tr>
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 <table style="float:left;margin-left:25px"> <table style="float:left;margin-left:25px">
 <tr><td>[[image:Graffiti_stickers_china.png|link=China|]]<br /> China</td></tr> <tr><td>[[image:Graffiti_stickers_china.png|link=China|]]<br /> China</td></tr>
?<tr><td>[[image:CrewRank-china-1.png|link=]]<br/>Private (列兵 ''Lièbīng'')</td></tr>+<tr><td>[[image:CrewRank-china-11.png|link=]]<br/>Private (列兵 ''Lièbīng'')</td></tr>
?<tr><td>[[image:CrewRank-china-2.png|link=]]<br/>Private First Class (上等兵 ''Shàngděngbīng'')</td></tr>+<tr><td>[[image:CrewRank-china-10.png|link=]]<br/>Private First Class (上等兵 ''Shàngděngbīng'')</td></tr>
?<tr><td>[[image:CrewRank-china-3.png|link=]]<br/>Corporal (下士 ''Xiàshì'')</td></tr>+<tr><td>[[image:CrewRank-china-9.png|link=]]<br/>Corporal (下士 ''Xiàshì'')</td></tr>
?<tr><td>[[image:CrewRank-china-4.png|link=]]<br/>Sergeant (中士 ''Zhōngshì'')</td></tr>+<tr><td>[[image:CrewRank-china-8.png|link=]]<br/>Sergeant (中士 ''Zhōngshì'')</td></tr>
?<tr><td>[[image:CrewRank-china-5.png|link=]]<br/>Sergeant First Class (四级军士长 ''Sìjí jūnshìzhǎng'')</td></tr>+<tr><td>[[image:CrewRank-china-7.png|link=]]<br/>Sergeant First Class (四级军士长 ''Sìjí jūnshìzhǎng'')</td></tr>
 <tr><td>[[image:CrewRank-china-6.png|link=]]<br/>Warrant Officer (准尉 ''Zhǔnwèi'')</td></tr> <tr><td>[[image:CrewRank-china-6.png|link=]]<br/>Warrant Officer (准尉 ''Zhǔnwèi'')</td></tr>
?<tr><td>[[image:CrewRank-china-7.png|link=]]<br/>Second Lieutenant (少尉 ''Shàowèi'')</td></tr>+<tr><td>[[image:CrewRank-china-5.png|link=]]<br/>Second Lieutenant (少尉 ''Shàowèi'')</td></tr>
?<tr><td>[[image:CrewRank-china-8.png|link=]]<br/>First Lieutenant (中尉 ''Zhōngwèi'')</td></tr>+<tr><td>[[image:CrewRank-china-4.png|link=]]<br/>First Lieutenant (中尉 ''Zhōngwèi'')</td></tr>
?<tr><td>[[image:CrewRank-china-9.png|link=]]<br/>Captain (上尉 ''Shàngwèi'')</td></tr>+<tr><td>[[image:CrewRank-china-3.png|link=]]<br/>Captain (上尉 ''Shàngwèi'')</td></tr>
?<tr><td>[[image:CrewRank-china-10.png|link=]]<br/>Senior Captain (大尉 ''Dàwèi'')</td></tr>+<tr><td>[[image:CrewRank-china-2.png|link=]]<br/>Senior Captain (大尉 ''Dàwèi'')</td></tr>
?<tr><td>[[image:CrewRank-china-11.png|link=]]<br/>Major (少校 ''Shàoxiào'')</td></tr>+<tr><td>[[image:CrewRank-china-1.png|link=]]<br/>Major (少校 ''Shàoxiào'')</td></tr>
 </table> </table>
 }} }}
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 {{Tutorial}} {{Tutorial}}
 [[ru:Экипаж]] [[ru:Экипаж]]
 +{{#gw_breadcrumbs:Tank}}

Version du 21 octobre 2018 à 16:24

crewIconUSA.png

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..