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.
- 1 Major Qualification
- 2 Crew Management
- 3 Skills and Perks
- 4 Skill Bonuses and Penalties
- 5 Experience and Training Level
- 6 Ranks
For each crew member, the combined total of his experience, Training Level in his Major Qualification, and the levels of each and every Skill or Perk he has acquired, all combine to constitute his overall "Proficiency".
The degree of Proficiency of each individual crew member is important because the factors contributing to it are all used in the game mechanics calculations. A crew member's Proficiency directly affects and improves the properties of certain modules installed on his vehicle, the respective handling and performance characteristics of those modules, and the vehicle's overall performance in battle. The Proficiency of the crew members also impacts the speed at which damaged modules are repaired and whether fires are extinguished before its too late. Proficiency also affects the effectiveness of camouflage hiding the vehicle from its enemies.
- The Gunner's principal job is to aim and fire the vehicle's main gun. The Gunner's degree of Proficiency directly affects the Aiming Speed at which the sights lock on to a target, the Accuracy of each shot, and the Turret Traverse (rotation) speed. The more Proficient the Gunner, the better the shots he will make.
- The Driver's principal job is to drive and maneuver the vehicle. The Gunner's degree of Proficiency directly affects the Movement and Manueverability of the vehicle, including its acceleration, top speed, terrain resistance, and hull traverse speed. The more Proficient the Driver, the better the vehicle will maneuver.
- The Radio Operator's principal job is communicating with allies. The Radio Operator's degree of Proficiency directly affects the Radio or Signal Range of the vehicle. The vehicle can communicate with any allied vehicle whose Signal Range overlaps with its own. Any vehicles (friend or foe) which are spotted by any allied vehicle within Signal Range will also be communicated to and display on the player's mini-map. This provides battlefield situational awareness which can be a decisive tactical advantage. The more Proficient the Radio Operator, the greater the distance that the vehicle can communicate with allies and thereby spot enemy tanks.
- The Loader's principal job is loading the next round into the main gun. Each Loader's Proficiency directly affects how fast the next shell is loaded, and the more Proficient the Loader(s) the faster the gun reloads. The more Proficient the Loader, the faster the time to reload the gun.
Multiple Major Qualifications
Some vehicles, particularly large caliber SPGs and TDs, may require a crew of 6 members and include a second Loader. The M2 Medium Tank requires a crew of 6, two of whom are Radio Operators. The T1 Heavy Tank and the M6 each carry crews of 6 with two gunners.Other vehicles may require a crew complement of only 2, 3, or 4 crew members, less than the five Major Qualifications. Small light tanks with a crew of only 2 usually include a Commander and a Driver. In such cases the game mechanics calculations require a crew member to perform additional roles. For example, in an MS-1, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader, while the Driver only drives.
Barracks and Garage Views
The Barracks view entry tab is located in the Garage view, top center-right. Players start with sixteen bunks in their Barracks, and can increase the number of bunks by additional increments of 16 bunks at a cost of 300 Gold by scrolling down and selecting the Enlarge Barracks button. Only crew members who are not assigned to a tank in the Garage actually take up a bunk in the Barracks. Those crew members who are currently assigned to vehicles in the Garage are listed in the Barracks window, but do not occupy a bunk in the Barracks. By using the toggles and drop-down menus on the left side of the Barracks window, a player can sort his crew members by their nationality, Vehicle Competence, Major Qualification, and location (whether assigned to a tank or not).
In the Garage view, hovering the cursor over a crew member will provide information about that crewman. A left-click on a crew member will bring up a small pop-up menu which will allow replacement of the crew member with 1) a new Recruit or 2) with another crewman of same Major Qualification already resident in a bunk in the Barracks. A right-click on a crew member will bring up a small pop-up menu,which will allow players to 1) view the selected crew member's Personal File, 2) send him to the Barracks, 3) send the entire crew to the Barracks or 4) dismiss the selected crew member.
Players can review a crew member's Personal File by right clicking on the crew member's icon in either the Barracks view or the Garage view. On the left side of the window that opens is a list of the crew member's basic information, including:
- The crew member's Avatar image, his Rank, and his Full Name.
- The name of the Vehicle he is currently crewing if in Garage. (Nothing if he is resident in a bunk in the Barracks.)
- His Major Qualification, meaning the role and job he is trained for.
- His Training Level in his Major Qualification expressed as a percent.
- Modifiers (this feature is not yet used in game).
- His Vehicle Competence, the name of the vehicle in which he has a Major Qualification.
- His assigned Skills and Perks, and whether each is trained to 100% or, if not the level so far achieved.
On the right side of Personal File window are four additional tabs. Clicking on one of these four tabs will opens a sub-window on the right side of the Personal File screen which displays additional information about the crew member, including his:
- Service Record: - displays information about the crew member's service record which includes the number of battles he has fought and awards he hasw received member over the course of his career. Battles and awards stay with him, even if the crew member is retrained and transferred to another vehicle. This tab also shows the amount of experience and estimated battles needed to upgrade any Skills or Perks to 100%.
- Training: - displays information about either 1) increasing crew member's Training Level in his Major Qualification on his current vehicle or 2) retraining him for a different vehicle prior to a transfer to a different vehicle.See also: Retraining.
- Skills: - displays information about the Skills and Perks that are currently available for the selected crew member to learn. When a crewman is ready to start his training on a skill/perk, a button will appear which will allow the player to commence the crew member's training. See also: Skills and Perks.
- Personal Data: - displays the photo/avatar, first name, and last name of the crew member. From this screen, at a cost 50 Gold, players can change the names and avatar of each crew member by selecting from lists of pre-defined names and faces.
New Recruits, Transfers, and Dismissals
- New Recruits - A new crew member may be recruited at any time. New recruits are randomly generated by the game mechanics and arrive with a pre-set Major Qualification for a specific Vehicle Competence as chosen by the player.
- Moving an Experienced Crew Member to a Different Vehicle - A crew member may be moved from one vehicle to another as long as the move is to a role with the same Major Qualification he already has and new vehicle is of the same Nation as the one he is leaving. He will require retaining in the new vehicle as described in the following section.
- Dismissals - A crew member may be dismissed from service at any time. However, remember that dismissal is permanent and cannot be undone. All the dismissed crew member's accumulated experience, Training Level, and any Skills or Perks he has earned are also permanently lost. A crewman can be dismissed by right clicking on his icon in the Garage view and selecting dismiss. From the Barracks view, a crew member can be dismissed by clicking on the "Dismiss" button his icon.
Training and Retraining in the Major Qualification
Regardless of whether a player is recruiting a new crew or a single new crew member for a vehicle, or retraining an existing crew or single crew member for a move to a different vehicle, the player will be presented with a series of screens displaying three choices to set or reset his Training Level for his Major Qualification. These three options are:
Choices for Training a New Recruit in His Major Qualification
- Tank Academy - At the cost of 200 Gold, the player's selection of the Tank Academy option will cause the new recruit to immediately obtain a 100% Training Level in his Major Qualification, and thereby automatically unlock and make available the further selection of a first Skill or Perk.
- Regimental School - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the new crew member to immediately obtain a 75% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
- Rapid Courses - For free, the player's selection of the Rapid Courses option will cause the new recruit to obtain the default of a 50% Training Level in his Major Qualification. In such case no Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
Choices for Re-Training a Crew Member for Move to a Different Vehicle
- Tank Academy - At the cost of 200 Gold, the player's selection of the Tank Academy option will cause the existing crew member to immediately obtain a 100% Training Level in his Major Qualification for the new vehicle. If the crew member has no existing Skills or Perks, then this option will automatically unlock and make available the further selection of a first Skill or Perk. If the crew member has already acquired any Skills or Perks, then each of them will carry over to the new vehicle and immediately become active without any reduction in the same percentage level earned prior to the move.
- Regimental School - At the cost of 20,000 credits, the player's selection of the Regimental School option will cause the existing crew member to immediately obtain a new Major Qualification Training Level equivalent to 75%, or to 90% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 75%, or 80% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
- Rapid Courses - For free, the player's selection of the Rapid Courses option will cause the existing crew memberuit to immediately obtain the default Major Qualification Training Level equivalent to 50%, or to 80% of his former Training Level, whichever is greater; if he is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 50%, or 60% of his former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member's Training Level in his Major Qualification reaches 100% through experience earned in battle.
- Effect on Pre-Existing Skills and Perks - If the crew member has already acquired any Skills or Perks prior to retraining by Rapid Courses or by Regimental School, then each of them will carry over to the new vehicle without any reduction in the same percentage level earned prior to the move. They will remain effective in the new vehicle at their current percentage levels. However, their icons will be greyed out and such Skills and Perks will not resume accumulating additional experience through battle and increasing in effectiveness until such time as the Training Level in the Major Qualification in the new vehicle reaches 100%. Thereafter, such Skills and Perks will all be restored to active, their icon will illuminate, and once again they will start accumulating additional experience through battle.
Reasons to Re-Train and Transfer Crew Members After your grind is finished and you plan on selling your vehicle and purchasing the one in the next higher tier, it is almost always a good idea to send your crew from the sold vehicle to the Barracks prior to its sale, buy the new higher tier vehicle with "No Crew" option box checked, and then move the old crew to the new vehicle and retrain them for it. This is especially true if you have any Skills and Perks among the crew.It takes a lot of experienced gained in battles or a substantial amount of gold to train a crew to 100% in their Major Qualifications. It takes a lot more hard fought battle experience over a long period of time for a crewman to acquire 1, 2, or 3 Skills or Perks. You have a big investment in your crew member's training. That investment translates into improved performance on the battlefield of any vehicle the experienced crew member serves on.
If a crew member has any accumulated Skills or Perks at all it is not a good idea to dismiss him, even if you have to buy additional bunks for the Barracks to keep him available for a future vehicle. A fresh recruit, even if with a 100% Training Level in his Major Qualification purchased with gold at the time of recruitment will start with his one new Skill or Perk at 0% level. Since Skills and Perks are retained through retraining, it is almost always a good idea to retrain crew members who have already obtained them.
Even if your crew does not yet have any Skills or Perks it may make sense to retrain. For example, if your existing crew member has already reached more than 83% Training Level in his Major Qualification, retraining him to a vehicle of the same type in the Regimental School at 90% of his former level will leave him with a training level that is still higher than the 75% for a crew member recruited fresh out of Regimental School. You should avoid retraining between vehicle types or use gold which retrains to 100% regardless of the type.A crew member's rank and the medals he has earned are retained through retraining. Although neither have any affect on the crew member's performance, you may be interested to continue a crew member's career to further their rank and achievements.
Skills and Perks
- Skills become partially effective immediately upon their selection. A Skill contributes to the Proficiency of the crew member in proportion to the percentage amount of 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.
- Perks do not become partially effective at all. Instead, a Perk "switches on" at full 100% effectiveness, but only at such time as the Training Level for the Perk reaches 100%. Thereafter, the Perk imparts 100% of its effectiveness to the performance Proficiency of the crew member in battle mechanics calculations.
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 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 Training Level for an explanation of how experience is applied to increase it.
|Repair||All||The Repair Skill improves a crew member's ability to repair a module that has been damaged or knocked out. The Repair Skill effect is cumulative with that of any installed 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%.
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.
|Firefighting||All||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%.
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 Manual or Automatic Fire Extinguisher is generally more effective in preventing fire from spreading to other modules or destroying the vehicle.
|Camouflage||All||The Camouflage Skill improves the crew member's ability to help increase the vehicle's Camouflage capability and hide the vehicle from enemies. A higher Training Level lowers the chances that the vehicle will be 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 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%.
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. See the interactive Camo Rating here
|Mentor||Commander||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.
Useful on any tank you plan to keep indefinitely.
|Recon||Commander||The Recon Skill progressively increases your vehicle's 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 Coated Optics or Binocular Telescope equipment.|
|Jack of All Trades||Commander||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 Large or Small First Aid Kit is generally more effective.
Primarily helpful on tanks that can take a beating, such as heavy tanks and well armored tank destroyers.
|Armorer||Gunner||The Armorer Skill enables the Gunner to reduce the penalty effect on 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 Vertical Stabilizer equipment. If two Gunners on the vehicle have the Armorer Skill, only the one with the higher Training Level is effective.|
|Snap Shot||Gunner||The Snap Shot Skill enables the Gunner to reduce the penalty to 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 Vertical Stabilizer equipment. If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.
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.
|Clutch Braking||Driver||The Clutch Braking Skill enables the Driver to increase the 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 Additional Grousers equipment and with that of any purchased regular or premium Consumables including Removed Speed Governor, Lend-Lease Oil, Quality Oil, 100-Octane Gasoline, and/or 105-Octane Gasoline.
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
|Smooth Ride||Driver||The Smooth Ride Skill enables the Driver to reduce the penalty 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 Vertical Stabilizer equipment.
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.
|Off-Road Driving||Driver||The Off-Road Driving Skill enables the Driver to reduce the 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 Additional Grousers equipment.
Primarily helpful on fast tanks that rely on speed, but it can also be a good choice on some slow tanks to help compensate.
|Controlled Impact||Driver||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 Spall Liner equipment.
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.
|Signal Boosting||Radio Operator||The Signal Boosting Skill enables the Radio Operator to extend the 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.
Primarily helpful for SPGs and scouts.
|Situational Awareness||Radio Operator||The Situational Awareness Skill enables the Radio Operator to extend your vehicle's 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.|
|Relaying||Radio Operator||The Relaying Skill enables the Radio Operator to extend the 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.|
|Brothers in Arms||All||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 Improved Ventilation equipment and with any purchased crew Skills boosting consumables such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and.or Improved Combat Rations.|
|Sixth Sense||Commander||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.
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.
|Eagle Eye||Commander||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 Spotted by your crew, not for enemy contacts relayed by your team mates.
Primarily helpful for snipers and in some cases for flankers.
|Deadeye||Gunner||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 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.
If combined with the Eagle Eye Perk, you'll be able to get an idea of how well this Perk is working.
|Designated Target||Gunner||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 arcade view or sniper view and not in 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.
Primarily helpful for snipers and in some cases for scouts.
|Preventative Maintenance||Driver||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 Automatic Fire Extinguisher premium consumable.|
|Call for Vengeance||Radio Operator||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.
Primarily helpful for scouts.
|Safe Stowage||Loader||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 Wet Ammo Rack equipment.|
|Adrenaline Rush||Loader||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 Gun Rammer equipment.|
|Intuition||Loader||The Intuition Perk creates a 17% chance that the Loader will magically and instantly switch the 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.|
Managing Skills and Perks
Delaying Selection of a Skill or Perk If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen. This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during retraining. If a crew member's Training Level percentage for his role drops due to retraining, all new experience earned will be applied to restoring the Training Level in his Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.
Effect of Secondary Roles on a Skill or Perk Some vehicles require crew members to assume secondary roles in addition to that of their Major Qualification. In a vehicle requiring a crew of only two, a Commander and a Driver, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader. In such case, any Skills and Perks that would otherwise be available only to the Gunner, Radio Operator, or Loader are available to the Commander. If the Commander is moved to another vehicle where he no longer fills a secondary role then any Skill or Perk he had specifically for the secondary role becomes inactive.
For example, the Leichttraktor has a crew of three and the Commander assumes the secondary roles and acts also as the vehicle's Radio Operator and Gunner. You have trained him with a Skill available only to a Radio Operator and a Perk available only to a Gunner. If you then move that Commander to the Pz.Kpfw. II which has a crew of three, your Commander loses the role of Radio Operator and the Skill associated with it. However, he retains his Perk as Gunner because he has that secondary role in the new vehicle. The Radio Operator Skill is not lost, merely inactive when the Commander is placed in a vehicle with another member of the Crew in the role of Radio Operator. If the Commander is later moved back to the Leichttraktor, the Skill will be restored at its previous level.
Dropping Skills and Perks You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available:
- If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points.
- If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points.
- For 200 Gold, it results in no loss of experience.
Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman's Skill/Perk experience points, and don't take his role experience points into consideration. For example, if you have a crewman who just reached 100% in his Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won't actually cost you any experience.
Since each additional percentage point requires more experience than the one before, you can't simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman's Skill/Perk experience points (calculated from the chart below), and take 10/20% off of that. Then you can use the number of Skill/Perk experience points remaining to determine what the Skill/Perk's Training Level will be after the reduction.
For example, if you have a crewman with a 50% Training Level in his first Skill/Perk, and drop his Skill/Perk with the free option (a 20% reduction), you don't take 20% off of 50%. If you did, you'd get 40%, which would be wrong. You actually get 45%. It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in his first Skill/Perk and 80% Training Level in his second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.
Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place.If retraining a crew member from another vehicle resulted in his Training Level dropping below 100% for his role, then subsequently resetting his Skills and Perks will automatically assign all free experience to the Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.
Skill Bonuses and Penalties
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 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 vehicle's performance accordingly.
Commander knockout removes the bonus given to all crew members and reduces view range.
Driver knockout reduces the top speed, traverse speed, and acceleration of the vehicle.
Loader knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader's death, the process might start over.
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.
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%.
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 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 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.
Experience and Training Level
Once recruited, further advancement of the Training Level of your crew's Major Qualification or Skills and Perks capabilities depends on the experience they have gained. Experience can be gained through participation in battles. Each crew member will gain as much experience as the tank did in the battle, modified by any applicable bonuses or penalties listed below. Experience needed for the next level can be calculated using the following formula:
where "Y" is equal to:
- 1 in the case of the Training Level of the Major Qualification
- 2 in the case of the Training Level of the First Skill or Perk
- 3 in the case of the Training Level of the Second Skill or Perk
and so on...
XP for nextSkillLevel = 2Y × 25 × 100(currentSkillLevel/100)
To increase the Training Level of the Major Qualification by 1% from 68% to 69%, you will need 21 × 25 × 100(68/100) = 1146 XP.
To go from 50% to 100% Training Level you need 95,484 XP, and from 75% to 100% it takes 72,544 XP.
The first Skill takes 210,064 XP from 0% to 100%. For each subsequent Skill, that number is doubled. Progressions can be seen on the graphs below.
If you wish, you can download an Excel calculator to help you understand the formula, a link to which can be found in the community portal, under "WoT Community Tools".
Experience Bonuses and Penalties
The experience earned by the crew during a battle can be influenced by bonuses or penalties:
- 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
If the Commander is trained in the 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. 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: .
Because the bonus only goes to a single crew member each battle, the impact to crew advancement is bigger the smaller the crew is.
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.
- Lack of Competence
A tanker crewing a vehicle that he is not 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
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