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Version du 6 août 2013 à 09:11Version du 10 août 2013 à 17:54
Edit and update Skills and Perks description and add link to Vehicle Camo Ratings
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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">Skills and Perks</div>|content=
?'''Skills''' and '''Perks''' are additional proficiencies that a crew member can learn beyond those proficiencies in his Major Qualification. Skills and Perks only become available for selection after a crew member's [[Crew#Training_Level|''Training Level'']] reaches 100% in his [[Crew#Major_Qualifications|''Major Qualification'']]. At such time a small plus icon [[image:New_skill_small.png|link=]] will appear beneath the crewman's name 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. Consider the pros and cons of the available choices and select one. Tables describing in detail each available Skill and Perk are set out below.+'''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:
  
?After selecting a Skill or a Perk, a new icon representing the selected Skill or Perk will replace the plus icon, and the percentage of training towards its completion will appear next to it. A crew member can only be trained in one Skill or Perk at a time. After the first Skill or Perk reaches 100%, the [[image:New_skill_small.png|link=]] icon will reappear and a second Skill or Perk can be selected in the same manner. However, the amount of experience required to train an additional Skill or Perk doubles each time one is selected, making the acquisition of every available Skill and Perk an unrealistic goal for each crew member. Skills and Perks are very similar but have one very important difference:+* '''Skills''' become partially effective immediately upon their selection. A Skill contributes to the [[Crew#Proficiency|<i>Proficiency</i>]] of the crew member in proportion to the percentage amount of [[Crew#Training_Level|''Training Level'']] that the crewman has accumulated. A Skill trained to 45% Training Level will impart 45% of its effectiveness to the performance Proficiency of its crew member in battle mechanics calculations.
  
?* '''Skills''' immediately become partially effective and contribute to additional proficiency in proportion to their respective percentage level. A Skill trained to 45% will impart 45% of its effectiveness to its crew member in battle mechanics calculations. +* '''Perks''' do not become partially effective at all. Instead, a Perk "switches on" at full 100% effectiveness, but only at such time as the [[Crew#Training_Level|''Training Level'']] for the Perk reaches 100%. Thereafter, the Perk imparts 100% of its effectiveness to the performance [[Crew#Proficiency|<i>Proficiency</i>]] of the crew member in battle mechanics calculations.<br />
  
?* '''Perks''' do not become effective at all until they reach 100% trained level, at which time they "switch on" at 100% effectiveness. A Perk that has not yet reached a level of 100% and become active is displayed as a shaded icon.+After selecting a Skill or a Perk, a new icon representing it will replace the plus icon in the crew panel, and the percentage of Training Level achieved towards its completion will appear next to it. Skills are displayed as lighted icons on the crew panel. A Perk that has not yet reached a Training Level of 100% and become active is displayed as a shaded or greyed-out icon.
 + 
 +A crew member can only be trained in one Skill or Perk at a time. After the first Skill or Perk reaches 100%, the [[image:New_skill_small.png|link=]] icon will reappear and a second Skill or Perk can be selected in the same manner. However, the amount of experience required to train an additional Skill or Perk doubles each time one is selected, making the acquisition of every available Skill and Perk an unrealistic goal for each crew member. See the section on [[Crew#Training_Level|''Training Level'']] for an explanation of how experience is applied to increase it.
  
 <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>
Ligne 163 :Ligne 165 :
  <td align="center"><b>Repair</b></td>  <td align="center"><b>Repair</b></td>
  <td align="center">All</td>  <td align="center">All</td>
? <td align="left">This skill improves the crew member's ability to [[Battle_Mechanics#Repair|repair]] a module that has been knocked out, with a higher training level resulting in faster repairs. The skill bonus starts to take effect as soon as a module is damaged. Repair skills 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. The effective training level is averaged across the entire crew. The skill is cumulative with a [[Equipment|Toolbox]].</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Firefighting</b></td>  <td align="center"><b>Firefighting</b></td>
  <td align="center">All</td>  <td align="center">All</td>
? <td align="left">This 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. A higher training level results in shorter times to extinguish a fire and thus prevent it from spreading to other modules. It is noteworthy however that the amount of damage done by each tick of fire is also lowered with higher training level. This skill does not affect the chances of a vehicle catching on fire in the first place. The skill bonus takes effect as soon as the vehicle catches fire. [[Battle_Mechanics#Firefighting|Firefighting]] skills are more useful for large vehicles that can stand to take some damage before being utterly destroyed, but using [[Consumables#Manual_Fire_Extinguishers|Manual Fire Extinguishers]] or [[Consumables#Automatic_Fire_Extinguishers|Automatic Fire Extinguishers]] consumables is generally more effective. The effective training level is averaged across the entire crew.</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Camouflage</b></td>  <td align="center"><b>Camouflage</b></td>
  <td align="center">All</td>  <td align="center">All</td>
? <td align="left">This skill improves the crew member's ability to 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 [[Battle_Mechanics#Camouflage|Camouflage]] skill is always active and the overall effect depends on the tank's inherent camouflage rating. This skill is particularly useful for Tank Destroyers, lower tier SPGs, and scouts. The effective training level is averaged across the entire crew.</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Mentor</b></td>  <td align="center"><b>Mentor</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">For every 1% of this skill, all crew members except the Commander himself receive 0.1% additional experience at the end of every battle (Up to 10%). If the Commander's 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 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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Recon</b></td>  <td align="center"><b>Recon</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">Provides a small bonus of 0.02% per training level (up to 2%) to your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic. The bonus increases to 0.2% per training level (up to 20%) with a damaged observation device to help counteract the damage penalty. The in-game description's reference to "maximum" view range is incorrect. The skill is cumulative with the Situational Awareness skill, [[Equipment#Coated_Optics|Coated Optics]], and/or [[Equipment#Binocular_Telescope|Binocular Telescope]].</td>+ <td align="left">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>
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  <td align="center"><b>Jack of All Trades</b></td>  <td align="center"><b>Jack of All Trades</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">Enables the Commander to fill in for knocked-out crew members. Only roles are substituted. The replacement effect starts at the skill's current training level x 0.5% (Up to 50%) for the first knocked out crew member (same as a new recruit, but better than 0%) which then gets divided evenly between each additional crew member (25% each for two, 12.5% for four, etc.).<br><br>''Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.''</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>
  </tr>  </tr>
  <tr>  <tr>
Ligne 199 :Ligne 201 :
  <td align="center"><b>Armorer</b></td>  <td align="center"><b>Armorer</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">This skill reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty from a damaged gun by 0.2% per training level (up to 20%). The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]]. If two Gunners have this skill, only the higher rating is effective.</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>
  </tr>  </tr>
  <tr>  <tr>
Ligne 205 :Ligne 207 :
  <td align="center"><b>Snap Shot</b></td>  <td align="center"><b>Snap Shot</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">Reduces the [[Battle_Mechanics#Accuracy_and_Dispersion|accuracy]] penalty applied during turret rotation by 0.075% per training level (up to 7.5%). If two Gunners have this skill, only the higher rating is effective. Typically not as valuable on vehicles without turrets, but it does apply to lateral gun movement on turret-less vehicles too. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].<br><br>''Primarily helpful on fast tanks that like to circle or flank, but also useful for peek-a-boo shooting. Also helpful on artillery with large gun arcs, as dispersion will be reduced (excluding chassis rotation), but not as effective.''</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Clutch Braking</b></td>  <td align="center"><b>Clutch Braking</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Increases vehicle [[Battle_Mechanics#Hull_Traverse_Speed|rotation]] speed by 0.05% per training level (up to 5%). The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]], a [[Consumables#Quality_Oil|Removed Speed Governor]], and any speed boosting [[Consumables|consumables]] (fuels).<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 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>
  <tr>  <tr>
  <td align="center">[[image:Driver_smoothDriving.png|link=]]</td>  <td align="center">[[image:Driver_smoothDriving.png|link=]]</td>
  <td align="center"><b>Smooth Ride</b></td>  <td align="center"><b>Smooth Ride</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Reduces the [[Battle_Mechanics#Accuracy_Penalties|accuracy penalty]] applied to a moving vehicle by 0.04% per training level (up to 4%). To be more precise, the game applies one accuracy penalty to forward and backward movement, and a separate penalty for vehicle rotation. This skill affects the former, but not the latter. The skill is cumulative with a [[Equipment#Vertical_Stabilizer|Vertical Stabilizer]].<br><br>''This skill does nothing for vehicles rotating in place.''</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>
  <tr>  <tr>
  <td align="center">[[image:Driver badRoadsKing.png|link=]]</td>  <td align="center">[[image:Driver badRoadsKing.png|link=]]</td>
  <td align="center"><b>Off-Road Driving</b></td>  <td align="center"><b>Off-Road Driving</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Reduces the maneuverability and acceleration penalties due to [[Battle_Mechanics#Terrain_Resistance|terrain resistance]] by 0.1% per training level (up to 10%) on soft terrain and 0.025% per training level (up to 2.5%) on average terrain. Applies pretty much everywhere other than on roads, cobblestone, and asphalt. The skill is cumulative with [[Equipment#Additional_Grousers|Additional Grousers]].<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 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>
  <tr>  <tr>
  <td align="center">[[image:Driver rammingMaster.png|link=]]</td>  <td align="center">[[image:Driver rammingMaster.png|link=]]</td>
  <td align="center"><b>Controlled Impact</b></td>  <td align="center"><b>Controlled Impact</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">Decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle by 0.15% per training level (up to 15%) if your vehicle is in motion. There is no effect on collisions with allied vehicles. Contrary to the official game description this skill is not effective when both vehicles are in motion, it is effective only when vehicle with this skill is in motion and the other is stationary.<br><br>''Primarily helpful with heavy and medium tanks with high frontal armor, with the exception of the slowest heavy tanks.''</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>
  </tr>  </tr>
  <tr>  <tr>
Ligne 232 :Ligne 234 :
  <td align="center"><b>Signal Boosting</b></td>  <td align="center"><b>Signal Boosting</b></td>
  <td align="center">Radio Operator</td>  <td align="center">Radio Operator</td>
? <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of your vehicle's radio by 0.2% per training level (up to 20%). If two Radio Operators have the skill, only the higher rating is effective.<br><br>''Primarily helpful for SPGs and scouts.</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>
  </tr>  </tr>
  <tr>  <tr>
Ligne 238 :Ligne 240 :
  <td align="center"><b>Situational Awareness</b></td>  <td align="center"><b>Situational Awareness</b></td>
  <td align="center">Radio Operator</td>  <td align="center">Radio Operator</td>
? <td align="left">This skill extends your vehicle's [[Battle_Mechanics#View_Range|View Range]] statistic by 0.03% per training level (up to 3%). If two Radio Operators have the skill, only the higher rating is effective. The skill is cumulative with the Recon skill. This skill has a higher bonus to View Range than Recon under normal circumstances, but does nothing to counteract the penalty from a damaged observation device.</td>+ <td align="left">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>
Ligne 244 :Ligne 246 :
  <td align="center"><b>Relaying</b></td>  <td align="center"><b>Relaying</b></td>
  <td align="center">Radio Operator</td>  <td align="center">Radio Operator</td>
? <td align="left">This skill extends the [[Battle_Mechanics#Radio_Range|Signal Range]] of allied communications within your vehicle's radio coverage by 0.1% per training level (up to 10%). It does not affect your own Signal Range. If two Radio Operators have the skill, only the higher rating is effective.</td>+ <td align="left">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>
 +<br>
  
 <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>
Ligne 260 :Ligne 263 :
  <td align="center"><b>Brothers in Arms</b></td>  <td align="center"><b>Brothers in Arms</b></td>
  <td align="center">All</td>  <td align="center">All</td>
? <td align="left">This perk increases the training level of each crew member's Role/Major Qualification by 5%. It also improves the Repair, Firefighting, and Camouflage skills by 5%. As of 8.2 it also improves commander's Mentor skill. It does not affect other role-specific skills, nor any perks (in-game description is incorrect). There is no benefit whatsoever unless all of the crew have this trained to 100%. The perk stays in effect if a crew member is knocked out during battle. The perk is cumulative with [[Equipment#Improved Ventilation|Improved Ventilation]] and skill boosting [[Consumables|consumables]].</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Sixth Sense</b></td>  <td align="center"><b>Sixth Sense</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">Allows the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, an indicator appears on your UI. The indicator turns off after a few seconds whether you are still detected or not. There is no indicator to show whether or not you have become hidden again.<br><br>''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 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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Eagle Eye</b></td>  <td align="center"><b>Eagle Eye</b></td>
  <td align="center">Commander</td>  <td align="center">Commander</td>
? <td align="left">This perk enables the Commander to identify the [[Battle_Mechanics#Module_Damage|critical damage]] of targeted vehicles after a delay of 4 seconds. Indicators for each damaged module will then appear below the targeted vehicle. It will only work for enemies [[Battle_Mechanics#Spotting_Range|spotted]] by your crew, not for enemy contacts relayed by your team.<br><br>''Primarily helpful for snipers and in some cases for flankers.''</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Deadeye</b></td>  <td align="center"><b>Deadeye</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">This perk increases the chance to critically damage enemy vehicle modules and crew with [[Ammo|AP, APCR, or HEAT]] shells by 3%. It does not work with HE shells. If two Gunners 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 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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Designated Target</b></td>  <td align="center"><b>Designated Target</b></td>
  <td align="center">Gunner</td>  <td align="center">Gunner</td>
? <td align="left">This perk makes targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would be. Your crew will only make use of this perk while in [[Battle_Mechanics#Arcade_View|arcade view]] or [[Battle_Mechanics#Sniper_View|sniper view]]. Your crew will not make use of it while in [[Battle_Mechanics#Strategic View (SPG)|strategic view]] (SPG only). However, any vehicle will benefit from a team mate's use of this perk, including SPGs using strategic view. If two Gunners have the perk, the effect is not cumulative.<br><br>''Primarily helpful for snipers and in some cases for scouts.''</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Preventative Maintenance</b></td>  <td align="center"><b>Preventative Maintenance</b></td>
  <td align="center">Driver</td>  <td align="center">Driver</td>
? <td align="left">This perk reduces the chance of engine fire by preventing gas or oil leakage in the engine compartment by 25%. The perk is cumulative with the reduced chance of fire from [[Consumables#Automatic_Fire_Extinguishers|Automatic Fire Extinguishers]].</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Call for Vengeance</b></td>  <td align="center"><b>Call for Vengeance</b></td>
  <td align="center">Radio Operator</td>  <td align="center">Radio Operator</td>
? <td align="left">This perk allows a Radio Operator who survived the destruction of his vehicle to report enemy positions for an additional two seconds. If two Radio Operators have the perk, the effect is not cumulative.<br><br>''Primarily helpful for scouts.''</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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Safe Stowage</b></td>  <td align="center"><b>Safe Stowage</b></td>
  <td align="center">Loader</td>  <td align="center">Loader</td>
? <td align="left">The Loader stacks the shells in such a way that they do not come into contact with each other. The result is simulated as an increase in ammo rack durability of 12.5%. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased ammo rack durability that comes with using a [[Equipment#Wet_Ammo_Rack|"Wet" Ammo Rack]].</td>+ <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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Adrenaline Rush</b></td>  <td align="center"><b>Adrenaline Rush</b></td>
  <td align="center">Loader</td>  <td align="center">Loader</td>
? <td align="left">This perk shortens reload time by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders have the perk, the effect is not cumulative. The perk is cumulative with the increased loading speed from using a [[Equipment#Rammer|Gun Rammer]].</td>+ <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>
  </tr>  </tr>
  <tr>  <tr>
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  <td align="center"><b>Intuition</b></td>  <td align="center"><b>Intuition</b></td>
  <td align="center">Loader</td>  <td align="center">Loader</td>
? <td align="left">This perk creates a 17% chance that the shell type will switch instantly when changing [[Ammo|shell types]], regardless of whether the gun was loaded and ready to fire or in the middle of the loading process. At least from v0.7.5, the effect is cumulative, so two Loaders with this perk will create a 34% chance. After the perk takes effect, the gun must be completely reloaded before it can take effect again. <br><br>''Primarily helpful on tanks where you change shell types a lot.''</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>
  </tr>  </tr>
 </table> </table>
? +<br>
? +<br>
 +===Managing Skills and Perks===
 '''Delaying Selection of a Skill or Perk''' '''Delaying Selection of a Skill or Perk'''
 If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during [[#Training.2FRetraining|retraining]]. If a crew member's Training Level percentage for his role drops due to [[#Training.2FRetraining|retraining]], all new experience earned will be applied to restoring the Training Level in his Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect. If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during [[#Training.2FRetraining|retraining]]. If a crew member's Training Level percentage for his role drops due to [[#Training.2FRetraining|retraining]], all new experience earned will be applied to restoring the Training Level in his Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.
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 '''Dropping Skills and Perks''' '''Dropping Skills and Perks'''
?You can reset all of a crewman's learned skills and perks. This allows you to change your crew member's skills or perks without having to start all over with a new recruit. There are three options available:+You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available:
?* If done for free, it results in the loss of 20% of the crewman's total skill/perk experience points. +* If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points.
?* If done for credits, it results in the loss of 10% of the crewman's total skill/perk experience points. +* If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points.
 * For 200 [[Gold_Economy|Gold]], it results in no loss of experience. * For 200 [[Gold_Economy|Gold]], it results in no loss of experience.
   
?Since the first two options are based on total skill/perk experience points, the more skills/perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's skill/perk experience points, and don't take his role experience points into consideration. For example, if you have a crewman who just reached 100% in his role, and you choose a skill (which has 0% training level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.+Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's Skill/Perk experience points, and don't take his role experience points into consideration. For example, if you have a crewman who just reached 100% in his Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.
  
?Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed training level percentage. Instead you have to determine the crewman's skill/perk experience points (calculated from the [[Crew#Training_Level|chart below]]), and take 10/20% off of that. Then you can use the number of skill/perk experience points remaining to determine what the skill/perk's training level will be after the reduction.+Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman's Skill/Perk experience points (calculated from the [[Crew#Training_Level|''chart below'']]), and take 10/20% off of that. Then you can use the number of Skill/Perk experience points remaining to determine what the Skill/Perk's Training Level will be after the reduction.
  
?''For example, if you have a crewman with a 50% training level in his first skill/perk, and drop his skill/perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% training level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% training level. Likewise a crewman with 100% in his first skill/perk and 80% training level in his second skill/perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.'' +''For example, if you have a crewman with a 50% Training Level in his first Skill/Perk, and drop his Skill/Perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in his first Skill/Perk and 80% Training Level in his second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.''
  
?Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose skills and perks carefully in the first place. +Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place.
  
?If retraining a crew member from another vehicle resulted in his training level dropping below 100% for his role, then subsequently resetting his Skills and Perks will automatically assign all free experience to the role's training level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.''+If retraining a crew member from another vehicle resulted in his Training Level dropping below 100% for his role, then subsequently resetting his Skills and Perks will automatically assign all free experience to the Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.''
 }} }}
  

Version du 10 août 2013 à 17:54

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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 Major Qualifications within the vehicle. These roles are Commander, Gunner, Driver, Radio Operator, and Loader.

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 Personal File, 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 Training Level in his Major Qualification reaches 100%. Thereafter, additional battle experience is applied towards increasing the levels of certain selected Skills or Perks 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.

The degree of Proficiency 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.