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Version du 11 mars 2011 à 01:00Version du 11 mars 2011 à 02:10
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 [[image:CrewJobRadio.png|link=]] '''Radio Operator'''  [[image:CrewJobRadio.png|link=]] '''Radio Operator'''
?:These crewmen are responsible for maintaining contact with allies, so that they appear on the player's minimap. They affect the radio range of the vehicle, with more competent radio operators able to maintain contact with allies at greater ranges. At the base skill of 50%, a Radio Operator will operate a radio at 75% of its range.+:These crewmen are responsible for maintaining contact with allies, so that they appear on the player's minimap. They affect the [[Battle_Mechanics#Radio Range|radio range]] of the vehicle, with more competent radio operators able to maintain contact with allies at greater ranges. At the base skill of 50%, a Radio Operator will operate a radio at 75% of its range.
  
 ===Difference between role and specialization=== ===Difference between role and specialization===
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 ===Bonuses and Penalties=== ===Bonuses and Penalties===
?There are two bonuses that can be applied to primary specializations: the '''Commander Bonus''' and '''Equipment Bonus''' from equipment and consumables.+There are two bonuses that can be applied to primary specializations: the '''Commander Bonus''' and '''Equipment Bonus''' from [[equipment]] and [[consumables]].
 ;Commander Bonus: The commander of the tank gives an experience bonus to every crew member under his command, in the form of 10% of the commander's own experience, rounded to the nearest percent. This bonus will allow the crew to operate beyond 100%, and as a result, will perform better than the tank's specifications. A commander at 100% will give every crew member a 10% bonus allowing them to be 110% proficient at their job. The bonus a commander gives can be found by hovering over a crew member with you mouse in the garage. ;Commander Bonus: The commander of the tank gives an experience bonus to every crew member under his command, in the form of 10% of the commander's own experience, rounded to the nearest percent. This bonus will allow the crew to operate beyond 100%, and as a result, will perform better than the tank's specifications. A commander at 100% will give every crew member a 10% bonus allowing them to be 110% proficient at their job. The bonus a commander gives can be found by hovering over a crew member with you mouse in the garage.
 ;Equipment Bonus: The Improved Ventilation equipment adds 5% to each crew member's primary specializations. ;Equipment Bonus: The Improved Ventilation equipment adds 5% to each crew member's primary specializations.
?:The premium consumables Chocolate, Coca-Cola Box, and Extra Combat Rations will give a 10% bonus for a specific battle.+:The premium [[consumables]] Chocolate, Coca-Cola Box, and Extra Combat Rations will give a 10% bonus for a specific battle.
  
 A penalty to Primary Specializations can be applied as well, should a crewman operate a vehicle from his own country that he is not trained for (his tank will be in red). A penalty to Primary Specializations can be applied as well, should a crewman operate a vehicle from his own country that he is not trained for (his tank will be in red).
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 During the course of battle, crewmen can be injured and be taken out of the battle, making their skill 0% for the rest of the battle, and their experience gains lowered by 50% for that battle. During the course of battle, crewmen can be injured and be taken out of the battle, making their skill 0% for the rest of the battle, and their experience gains lowered by 50% for that battle.
  
?[[image:CrewJobCommandInjured.png|link=]]'''Commander''' injury removes the bonus given to all crew members and reduces view range.+[[image:CrewJobCommandInjured.png|link=]]'''Commander''' death removes the bonus given to all crew members and reduces view range.
  
?[[image:CrewJobDriveInjured.png|link=]]'''Driver''' injury reduces the top speed, traverse speed, and acceleration of the vehicle.+[[image:CrewJobDriveInjured.png|link=]]'''Driver''' death reduces the top speed, traverse speed, and acceleration of the vehicle.
  
?[[image:CrewJobLoadInjured.png|link=]]'''Loader''' injury increases reloading speed. Reloading may also be reset.+[[image:CrewJobLoadInjured.png|link=]]'''Loader''' death increases reloading speed. Reloading may also be reset.
  
?[[image:CrewJobGunINjured.png|link=]]'''Gunner''' injury reduces aiming speed and increases dispersion. Zeroing-in on a target may also be reset.+[[image:CrewJobGunINjured.png|link=]]'''Gunner''' death reduces aiming speed and increases dispersion. Zeroing-in on a target may also be reset.
  
?[[image:CrewJobRadioInjured.png|link=]]'''Radioman''' injury reduces radio range to 50%.+[[image:CrewJobRadioInjured.png|link=]]'''Radioman''' death reduces radio range to 50%.
  
 Should a crew member have multiple proficiencies, then all the proficiencies associated with the crewman take a penalty. For example, a crew member who was responsible for loading and firing the gun, then both the gunner and loader injury will take effect. Should a crew member have multiple proficiencies, then all the proficiencies associated with the crewman take a penalty. For example, a crew member who was responsible for loading and firing the gun, then both the gunner and loader injury will take effect.
  
?A crew member from any given crew may perform multiple roles, or multiple crewmen may fulfill the same role. In the case of multiple crewmen for the same role, the effective skill between them is the average of the skills across all the tankers. For example the two loaders on a [[SU-14]], one performing at 50% and the other at 100% will average of 75% loader crew skill. Injured crew members will perform at 0% for the purpose of finding the average calculations. Having multiple members perform the same job is beneficial, because if one becomes injured during the course of battle the job will no be as effected as if one one member was performing it.+A crew member from any given crew may perform multiple roles, or multiple crewmen may fulfill the same role. In the case of multiple crewmen for the same role, the effective skill between them is the average of the skills across all the tankers. For example the two loaders on a [[SU-14]], one performing at 50% and the other at 100% will average of 75% loader crew skill. Dead crew members will perform at 0% for the purpose of finding the average calculations. Having multiple members perform the same job is beneficial, because if one becomes dead during the course of battle the job will no be as effected as if one one member was performing it.
  
?The Small First Aid Kit and Large First Aid Kit consumables will allow an injured tanker to return to battle.+The [[Consumables|Small First Aid Kit]] and [[Consumables|Large First Aid Kit]] consumables will allow an dead tanker to return to battle.
  
 ===Battles=== ===Battles===
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 '''Rapid Training''' is an option available only for Elite Tanks, tanks that have researched all upgrades. Selecting this option will means that each crew members receive a 100% xp bonus divided by the number of crew members, so 4 crew members receiving rapid training will get a 25% bonus every battle. This bonus is applied to both primary and secondary skill gain. '''Rapid Training''' is an option available only for Elite Tanks, tanks that have researched all upgrades. Selecting this option will means that each crew members receive a 100% xp bonus divided by the number of crew members, so 4 crew members receiving rapid training will get a 25% bonus every battle. This bonus is applied to both primary and secondary skill gain.
  
?Rapid Training can be toggled on and off at any time by a check box above the crew icons in the garage on the upper-left side of the garage interface, or by a check box in the upper-right corner of the vehicle's research tree menu. When a player turns on Rapid Training, a dialog box will appear to notify the player that it has now been enabled.+[[Battle_Mechanics#Crew Experienc|Rapid Training]] can be toggled on and off at any time by a check box above the crew icons in the garage on the upper-left side of the garage interface, or by a check box in the upper-right corner of the vehicle's research tree menu. When a player turns on Rapid Training, a dialog box will appear to notify the player that it has now been enabled.
 }} }}
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 [[image:CrewSkillRepair.png|link=]] '''Repair'''  [[image:CrewSkillRepair.png|link=]] '''Repair'''
?:This skill improves the crew member's ability to repair a module that has been knocked out, a higher skill level allows faster repairs. The skill bonus starts to take effect as soon as a module is damaged. Repair skills are essential for the vehicles where returning to operational condition as quickly as possible is paramount, such as scouting tanks which rely on their tracks being in good shape.+:This skill improves the crew member's ability to [[Battle_Mechanics#Repair|repair]] a module that has been knocked out, a higher skill level allows faster repairs. The skill bonus starts to take effect as soon as a module is damaged. Repair skills are essential for the vehicles where returning to operational condition as quickly as possible is paramount, such as scouting tanks which rely on their tracks being in good shape.
  
 [[image:CrewSkillCamouflage.png|link=]] '''Camouflage'''  [[image:CrewSkillCamouflage.png|link=]] '''Camouflage'''
?:This skill improves the crewman's ability to hide the vehicle from enemies, a higher level lowers the chances that the vehicle will be spotted by the enemy, requiring enemies to be closer to the player in order to detect him. The camouflage skill is always active, and stacks with the camouflage bonus given for now moving the turret or chassis. Tank Destroyers already start with an inherent camouflage bonus and don't break the camouflage bonus when moving their gun. This skill is quite useful for Tank Destroyers or any other player that finds that remaining still and in one place is advantageous for them.+:This skill improves the crewman's ability to hide the vehicle from enemies, a higher level lowers the chances that the vehicle will be spotted by the enemy, requiring enemies to be closer to the player in order to detect him. The [[Battle_Mechanics#Camouflage|camouflage]] skill is always active, and stacks with the camouflage bonus given for not moving the turret or chassis. Tank Destroyers already start with an inherent camouflage bonus and don't break the camouflage bonus when moving their gun. This skill is quite useful for Tank Destroyers or any other player that finds that remaining still and in one place is advantageous for them.
  
 [[image:CrewSkillFireFighting.png|link=]] '''Firefighting'''  [[image:CrewSkillFireFighting.png|link=]] '''Firefighting'''
?: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, with a higher skill level resulting in shorter times to extinguish the fire and thus prevent it from spreading to other modules. This 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 on fire. Firefighting skills are useful for large vehicles that can stand to take some damage without being utterly destroyed.+: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, with a higher skill level resulting in shorter times to extinguish the fire and thus prevent it from spreading to other modules. This 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 on fire. [[Battle_Mechanics#Firefighting|Firefighting]] skills are useful for large vehicles that can stand to take some damage without being utterly destroyed.
 ''*note - vehicles with gasoline engines have a higher chance of catching on fire (as shown in the engine's statistics)'' ''*note - vehicles with gasoline engines have a higher chance of catching on fire (as shown in the engine's statistics)''
  

Version du 11 mars 2011 à 02:10

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No vehicle in World of Tanks can operate without a complete crew. Acting as a proxy operator between the player and his vehicle, they affect some of the more important properties of vehicles in game. Through battles, a crew will gain experience the same way vehicles will, and over time crewmen will improve their vehicle operating level, and later, acquire new ones. Even with the same hardware on the same tank a difference in crew skills can have a dramatic effect on the battlefield. Crews can be bought and sold, trained and retrained for different vehicles, and be moved from one vehicle to another. Every crew member is trained for a certain vehicle and role, each with their own levels of proficiencies. The career of an individual crew member as they go through different vehicles can be checked though their profile page noting the crew member's statistics and medals awarded during their career. If a crew member is killed in battle the vehicle's performance will suffer and if all the crew members are knocked out the vehicle will become inoperable.

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