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Version du 11 août 2013 à 03:52
Spelling correction
Version du 11 août 2013 à 09:05
Revise section on Experience Penalties & Bonuses & Effective Training Level
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?{{panel content toc|title=Skill Bonuses and Penalties|content= 
?Each crew member has a base training level for their role and skills (as shown in your garage), and certain modifiers that raise or lower this training level, resulting in the [[#Effective_Training_Level|effective training level]] which is used to calculate your [[Battle_Mechanics#Tank Statistics|vehicle's performance]].  
? 
? 
?'''Bonuses''' 
?The following modifiers increase the base training level of your crew members. They are cumulative. 
? 
?*'''Commander Bonus''': The tank's Commander provides 10% of his own training level as a bonus to the primary and non-role specific skills of each crew member under his command, but not to himself. So, for example, if all your crew members are at 75% base training level, the Commander will add 7.5 to each of them, resulting in an effective training level of 82.5%.  
?*'''Equipment Bonus''': The Improved Ventilation [[equipment]] permanently increases the effective training level of each crew member's primary and non-role specific skills by 5.  
?*'''Consumable Bonus''': The premium [[Consumables#Premium_Consumables|consumables]] Chocolate, Coca-Cola Box, Extra Combat Rations, Improved Combat Rations, and Hot Coffee increase each crew member's primary and non-role specific skills by 10 for a single battle. 
? 
? 
?'''Penalties''' 
?If a crew member is not competent to operate the tank he is placed in, or if a crew member gets injured during battle, then there is a penalty to the base training level of his primary and non-role specific skills. Penalties are always applied before Bonuses. 
? 
?;Lack of Competence 
?A crew member is always trained for a specific vehicle. Should a crewman operate a vehicle that he is not trained for, he may receive a penalty to his training level. This is indicated by the training level being colored red in the garage screen. A penalty received for the following situations: 
?*If a crew member is in a vehicle of the same class, and the vehicle is a premium vehicle, there is no penalty. 
?*If a crew member is in a vehicle of the same class, and the vehicle is not a premium vehicle, he will take a 25% penalty to his current training level. So, for example, 80% base training level will be reduced to 60%, or 100% base training level will be reduced to 75%. 
?*If a crew member is in a vehicle of a different class, and the vehicle is a premium vehicle, he will also take a 25% penalty to his current training level. 
?*If a crew member is in a vehicle of a different class, and the vehicle is not a premium vehicle, he will take a 50% penalty to his current training level. So, for example, an 80% crew will be reduced to 40% base training level, while a 100% crew will reduced to 50% base training level. 
? 
?Experience gain for each crew member is also reduced under these conditions. 
? 
?;Crew Knockout 
?During the course of battle, a crew member can be knocked out/killed, affecting the [[Battle_Mechanics#Tank Statistics|vehicle's performance]] accordingly. 
? 
?[[image:CrewJobCommandInjured.png|50px|link=]]'''Commander''' knockout removes the bonus given to all crew members and reduces view range. 
? 
?[[image:CrewJobDriveInjured.png|50px|link=]]'''Driver''' knockout reduces the top speed, traverse speed, and acceleration of the vehicle. 
? 
?[[image:CrewJobLoadInjured.png|50px|link=]]'''Loader''' knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over. 
? 
?[[image:CrewJobGunINjured.png|50px|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:CrewJobRadioInjured.png|50px|link=]]'''Radio Operator''' knockout reduces radio range. 
? 
?Should a crew member have multiple roles, then all the roles associated with the crewman take a penalty. For example, if a crew member was responsible for loading and firing the gun, then both the Gunner and Loader injury would take effect. 
? 
?Crew members who are knocked out will perform at 0% base training level for the purpose of finding the average calculations, but bonuses still apply. Having multiple members perform the same job is beneficial, because if one is knocked out during the course of battle, the effective training level will not drop to 0%. 
? 
?The [[Consumables#Small_First_Aid_Kit|Small First Aid Kit]] and [[Consumables#Large_First_Aid_Kit|Large First Aid Kit]] consumables will allow knocked out crew members to return to battle without any penalties to their performance or experience gain. 
? 
? 
?===Effective Training Level=== 
?The training level can be found by hovering the cursor over a crew member in the garage, but note that the display is rounded to the nearest whole number. Also, the consumable bonus is not included because it is only applied once battle starts and the consumable is consumed. 
? 
?The effective training level of your crew's skills is not displayed, only the base training level is shown for those. You need to calculate the effective level. 
? 
?*Maximum effective training level for your Commander is 120% (100% base training level + 5% Brothers in Arms skill + 5% Improved Ventilation equipment + 10% premium consumable bonus). 
?*Maximum effective training level for every other crew member is 132% (120% as above plus 10% Commander bonus). 
?*For tanks that do not have Improved Ventilation [[Equipment]] available to them, the maximum training level is 115% for the Commander and 126.5% for his crew. 
? 
?If several crew members are assigned to the same [[#Roles|role]], the average of their training level is used to determine your crew's performance in that role. This average is the effective training level. For example, for the two Loaders on an [[SU-14]], if one performs at 50%, and the other at 100%, their average training level of 75% is the effective training level that the SU-14 will operate at. 
? 
?Non-role-specific [[#Skills_and_Perks|skills]] are averaged across all crew members. Crew members that do not have any training in a certain skill will add a 0% to the averaging calculations. Thus, to reach a 100% effective training level in a non-role specific skill for a tank with a crew of 4, all 4 crew members must reach 100% in that specific skill.  
? 
?Role-specific skills/perks are not averaged. If multiple crewmen train in the same role-specific skill, only the highest training level will be used.  
?}} 
  
 {{panel content toc {{panel content toc
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 </gallery> </gallery>
  
 +=== Bonuses and Penalties ===
 +The game mechanics include a system of Bonuses and Penalties that have variable effect upon the Training Level of the Major Qualification and that of any acquired Skill or Perk. Bonuses and Penalties also effect the applicability, effectiveness, and performance of some Skills and Perks and the amount of experience earned in a battle that is applied to increasing the Skill or Perk's Training Level. Bonuses and Penalties may change at any time during a battle depending upon the battlefield situation, the equipment installed on the vehicle, the consumables available on-board, the types of acquired Skills and Perks of the crew, the Training Levels of each crew member, and/or some combination of all of these factors.
 +
 +At the start of each battle those applicable Bonuses and Penalties have an impact on the Training Level of each crew member in his Major Qualification and that in each of his acquired Skills and Perks. The cumulative effect of these Bonuses and Penalties results in an overall [[#Effective_Training_Level|''Effective Training Level (See that section below)'']] for the vehicle which includes Bonus additions and Penalty reductions used by the game mechanics to calculate your vehicle's performance in battle. The calculations are dynamic and change as Bonuses and Penalties change throughout the battle. At the conclusion of the battle, the net effect of all of the Bonuses and Penalties applied during the game will have an effect upon the amount of experience earned in the battle by the vehicle and by each crew member.
 +
 +
 +'''Bonuses that Impact Crew Experience and Crew Training Levels'''<br>
 +The following Bonuses increase the Effective Training Level of your crew members and may also increase the amount of experience they earn in a battle.
 +
 +
 +* '''The Premium Consumables Bonus''': If at the start of a battle the vehicle is carrying any purchased premium consumables that enhance Training Level it will provide a flat 10% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus is added for the entire duration of the battle, and it applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+10=110%. The Training Level enhancing premium consumables are available for purchase by country and are:<br>
 +:* '''Extra Combat Rations''' are only available for Soviet vehicles.<br>
 +:* '''Case of Cola''' is only available for American vehicles.<br>
 +:* '''Chocolate''' is only available for German vehicles.<br>
 +:* '''Pudding and Tea''' is only available for British vehicles.<br>
 +:* '''Strong Coffee''' is only available for French vehicles.<br>
 +:* '''Improved Combat Rations''' are only available for Chinese vehicles.
 +
 +
 +* '''The Improved Ventilation Equipment Bonus''': If at the start of a battle the vehicle is equipped with any purchased and installed Improved Ventilation equipment it will provide a flat 5% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus addition is effective for the entire battle and will remain effectgive for so long as the equipment is installed on the vehicle. The Bonus effect applies even if the Major Qualification or Skill Training Level is at 100%, ie 100+5=105%.
 +
 +
 +* '''Commander's Mentor Skill Bonus''': If the vehicle's Commander has acquired the Mentor Skill, for every 1% of the Training Level of the Commander's Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander's Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.
 +
 +
 +* '''Commander's Jack of All Trades Skill Bonus''': If the vehicle's Commander has acquired the Jack of All Trades Skill, it enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the JoAT Skill's current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The JoAT Skill does not provide a direct Bonus for any knocked-out crewman but it does partially offset the Penalty that the vehicle's performance and experience earned in battle that would otherwise incur as a result of a dead crew member. It effectively adds to the experience the Commander may realize in the battle.
 +
 +
 +* '''The Brothers in Arms Perk Bonus''': If each member of the crew has trained the BIA Perk to 100% Training Level then the Perk is active and it increases by a fixed amount of 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander's Mentor Skill by 5%. The BIA Perk does not have any affect on other other role-specific Skills or Perks a crewman may have.
 +
 +
 +* '''The Large First Aid Kit Bonus''': If the vehicle is equipped with a purchased premium consumable Large First Aid Kit at the start of a battle it will provide a 15% reduction in the chance of each crew member suffering an injury from penetrating hits. Additionally, activating the LFAK will restore all injured or killed crew members to full health. However, the LFAK can only be activated one time per battle. Once activated it is consumed and the 15% reduction to crew injury risk is lost. The LFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.
 +
 +
 +* '''The Small First Aid Kit Bonus''': If the vehicle is equipped with a purchased regular consumable Small First Aid Kit at the start of a battle it will provide the one-time ability to restore one injured or killed crew member to full health. The SFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any one crew member incurring a Penalty to the experience he would otherwise earn in the battle due to his being knocked-out.
 +
 +
 +* '''The Daily Double Bonus''': Each day at midnight server time, the daily double bonus resets and the first victory in each vehicle in the garage will be rewarded with x2 or double experience for the vehicle and for increasing the Training Level of each crew member. An icon in the form of a star followed by x2 appears in the upper right hand corner of the vehicle's imate in the carousel while in the garage. The icon disappears once the day's first victory has been won. From time to time, Wargaming holds a special event or promotion when the x2 for the first victory of the day is increased to x3 or even x5.
 +
 +
 +* '''Extra Crew Experience Bonus''': From time to time, Wargaming holds a special event or promotion when the amount of experience applied to increasing crew Training Level is increased to x2 or even x3 from each battle during a fixed time period, usually a 3 day weekend. News of these special events is broadcast in advance on the portal.
 +
 +
 +* '''Accelerated Crew Training Bonus Option''': For Premium Vehicles and for fully researched Elite Status vehicles, the Player has the option of checking the Accelerate Crew Training box that appears above the crew panel in the garage. Selecting this option directs all experience normally accrued to the vehicle to instead be added to and applied to increasing the crew's Training Levels. The vehicle's experience at the end of each battle is then 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.
 +
 +
 +'''Penalties that Impact Crew Experience and Crew Training Levels'''<br>
 +If a crew member is not competent to operate the tank he is placed in, or if a crew member gets injured during battle, then there is a Penalty to the Training Level of his Major Qualification and all Skills and Perks that will affect vehicle performance. There is also a Penalty that may apply to the amount of experience the crew member earns towards increasing his Training Level for that particular battle. Penalties are always applied before Bonuses in game mechanics calculations.
 +
 +
 +* '''Vehicle Competence Penalty on Effective Training Level''': A crew member must be trained to serve in a specific vehicle which is his designated "'''Vehicle Competence'''". Should a crewman operate a vehicle that he is not trained for, he may do so but will receive a Penalty to the effectiveness of his Training Level in his Major Qualification and any Skills and Perks he has earned and the Effective Training Level for his Major Qualification will be indicated by the % Training Level being colored red in the garage crew panel on his icon. The amount of this Penalty is variable depending upon whether his Vehicle Competence and the vehicle he moved to are vehicles of the same "'''Type'''" (ie TD, MT, LT, HT, or SPG) or are premium vehicles. The Penalty incurred is according to the following situations:<br>
 +:* If a crew member is moved to a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.<br>
 +:* If a crew member is in a vehicle of the same Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 25% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 25% to 60% and a 100% level would be reduced to 75%.<br>
 +:* If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is a premium vehicle, he would also take a 25% Penalty to his current Training Level.<br>
 +:* If a crew member is in a vehicle of a different Type as that in which he has his Vehicle Competence, and the vehicle is not a premium vehicle, he will take a 50% penalty to his current Training Level. For example, an 80% Training Level will be reduced by 50% to 40%, while a 100% level would be reduced to 50%.
 +
 +
 +* '''Vehicle Competence Penalty on Experience to Increase Training Level''': A tanker crewing a vehicle that he is has no Vehicle Competence in will earn less experience from each battle to be applied to increasing his Training Level. <br>
 +:* In a new vehicle of the same Type as that in which he has his Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.<br>
 +:* In a vehicle of a different Type as that in which he has his Vehicle Competence, the crew member would earn 50% less experience per battle if the new vehicle is a premium vehicle.<br>
 +:* In a new non-premium vehicle of the same Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 50% less experience per battle than he normally would.<br>
 +:* In a new non-premium vehicle of a different Type as that in which he has his Vehicle Competence, a Penalty will apply and the crewman would earn 75% less experience per battle than he normally would.
 +
 +
 +*'''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:
 +::[[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:CrewJobDriveInjured.png|40px|link=]]'''Driver''' knockout reduces the top speed, traverse speed, and acceleration of the vehicle.
 +::[[image:CrewJobRadioInjured.png|40px|link=]]'''Radio Operator''' knockout reduces radio range.
 +::[[image:CrewJobLoadInjured.png|40px|link=]]'''Loader''' knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.
 +
 +
 +===Effective Training Level===
 +The Training Level for a crew member's Major Qualification and his Skills and Perks can be found by hovering the cursor over a crew member's icon in the crew panel in the garage. These Training Levels do not tell the whole story because they do not take into account any applicable Bonuses or Penalties that may be affecting the actual Training Level used in games mechanics calculations, the '''Effective Training Level'''. The Effective Training Level can be calculated using the Bonuses and Penalties that are known to be applied.
  
?=== Experience Bonuses and Penalties ===+:* The maximum Effective Training Level for his Major Qualification that can be achieved by a Commander is 120%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk. If the Commander is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then the Commander's maximum Effective Training Level will be 115%.
?The experience earned by the crew during a battle can be influenced by bonuses or penalties:+
  
 +:* The maximum Effective Training Level for his Major Qualification that can be achieved by any crew member other than the Commander is 132%. This is the sum of his 100% Training level + the 5% Bonus for installed Improved Ventilation equipment + the 10% Bonus if Premium Consumables are on-board + the 5% Bonus for Brothers in Arms Perk + the 10% Bonus caused by the Commander's Mentor Skill. If the crew member is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then his maximum Effective Training Level will be 126.5%.
  
?'''Bonuses''' 
?;Daily Double 
?The first victorious battle each server day (which starts at 00:00 server time) is awarded with twice the XP that you would otherwise gain. If a tank still has its daily double available it is indicated on the tank icon at the bottom of the garage screen by a little double red star icon in the upper left corner of the tank icon. Despite contrary statements from Overlord, it has been confirmed through testing that the crew benefits from this bonus experience. 
  
?;Mentor Skill+'''Multiple Roles''' - Some vehicles in game have more than one Gunner, Loader, and Radio Operator on board in a normal crew complement. If more than one crew member in a vehicles have the same Major Qualification, then the average of their Training Levels is used to determine their joint performance in that role. For example, for a vehicle with two Loaders, one at 50% Training Level, and the other at 100%, their average Training Level of 75% will apply to the vehicle as the Loader's Effective Training Level in battle mechanics and vehicle performance calculations.
?If the Commander is trained in the [[#Skills|Skill]] "Mentor", all his crew, but not himself, will receive up to 10% bonus XP.+
  
?;Accelerate Crew Training 
?This is an option available only for Elite Tanks, i.e. fully researched or [[Premium Tanks| premium]] tanks. Selecting this option means that the tank will no longer accumulate research XP (the 5% bonus XP added to the Free Experience pool is unaffected). Instead, the crew member with the lowest total XP will receive twice the XP for the next battle that they would otherwise have received. If several crew members have equal values, the first one is chosen. The crew member who will next benefit from the bonus is indicated with the following icon left of his portrait in the garage view: [[image:AccelerateCrewTrainingIndiciator.png|link=]]. 
  
?Because the bonus only goes to a single crew member each battle, the impact to crew advancement is bigger the smaller the crew is.+'''Common Skills''' - The Effective Training Level of the Common Skills, (Repairs, Firefighting, and Camouflage) are averaged across all crew members having them. If more than one crew member in a vehicles have the same Common Skills, then the average of their Training Levels is used to determine their joint performance in the Common Skills. For example, for a vehicle with a crew of 4 and two of them are trained in Repairs, one to a level of 60% and one to a level of 100%, then the Effective Training Level for the Repairs Skill for the vehicle is (100+60+0+0)/4=40% and this value will apply in battle mechanics and vehicle perforance calculations.
  
?Accelerate Crew Training can be toggled on and off at any time via a check box above the crew icons in the garage on the upper-left side of the garage interface, or via a check box in the upper-right corner of the vehicle's research tree menu. When a player turns Accelerate Crew Training on, a dialog box will appear to notify the player that it has now been enabled. 
  
?'''Penalties'''+'''Role-Specific Skills and Perks''' - The Effective Training Level of the role-specific Skills and Perks is not averaged but affect the Effective Training Level directly. In a situation where multiple crewmen on the same vehicle both hold a role-specific Skill then the only one that will apply in battle mechanics and vehicle perforance calculations will be the one with the higher Skill Training Level.
?;Lack of Competence+
?A tanker crewing a vehicle that he is not [[#Training.2FRetraining|trained]] for may earn less experience:+
?* In a vehicle the same class, there is no penalty if the vehicle is a premium vehicle, otherwise he earns 50% less.+
?* In a vehicle of a different class, he earns 50% less if the vehicle is a premium vehicle, otherwise he earns 75% less.+
  
?;Crew Death 
?A crew member who remains injured at the end of the battle will receive 50% less experience 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 possible that one tanker will improve his skills faster than another tanker in the same crew should he be knocked out less than his colleague.  
 }} }}
  

Version du 11 août 2013 à 09:05

crewIconUSA.png

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.