Jump to content


How do Skills(or Crew Deaths) affect double-crew(like 2 Loaders) Tanks?

skills duplicate crew m6

  • Please log in to reply
15 replies to this topic

leova #1 Posted 22 February 2017 - 07:28 AM

    Major

  • Players
  • 11193 battles
  • 12,856
  • [47R]
  • Member since:
    06-11-2014

This popped up elsewhere in the forums, but I wanted to ask this question comprehensively.

 

How do Skills and Perks affect Tanks that have duplicate crewmen (like 2 gunners or 2 loaders)?

 

Now, on the PC, they each act totally separately with their own xp pools and skills chosen, and the tank performance is based on an average of their abilities.

Here on the Console, with the simplified Commander System, there is only one "Driver row" of skills to pick on these tanks. And there are no singled-out crewmen to train so the tank-performance is constant. (we still have individual ingame crewmen, of course, but you cannot select the Gunner-only and teach him a different skill than the Commander, for example)

 

 

But if Snap Shot is chosen, for example, does it apply double the bonus since there are 2 gunners? (my guess would be no)

What about other skills/perks that affect crew performance? (I hear that Intuition is supposed to be 2x as effective on double-loader Tanks)

 

If one Crewman is knocked out, does the Tank lose its Gunner skills, or does the 2nd gunner (if he lives) take over with full skills?

 

And probably other questions, that I can't think of at the moment...


Edited by leova, 22 February 2017 - 11:37 AM.


KillerDNA #2 Posted 22 February 2017 - 12:02 PM

    Major

  • Players
  • 39561 battles
  • 7,383
  • [LIGHT]
  • Member since:
    01-04-2014

however it works on PC it's supposed to be the same here. the skills either stack or they don't. intuition stacks but I don't think any other skill does. check the wiki for such answers.

http://wiki.wargamin...kills_and_Perks

 

like armorer or snap shot.

 If two Gunners on the vehicle have the Snap Shot Skill, only the one with the higher Training Level is effective.

 

but then intuition.

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%. 


Lycan T71 *** (Dot Dot Slash) / Cruiser Mk.II (Matilda Crusher) / Spähpanzer Ru 251 *** (Sucker Punch) / ELC AMX *** (Spider Ninji)

 KV-2 ** (I'm a Derpaholic) / GwE-100 *** (Mighty Mammut) / FV304 *** (BERT the Daredevil) / S-51 *** (Finger of Death)

 Light Tank Master Race 


Big Yeash #3 Posted 22 February 2017 - 01:11 PM

    Major

  • Players
  • 21671 battles
  • 2,941
  • [BNKR]
  • Member since:
    08-25-2015

When crew are wounded, and you do have two loaders or gunners, they are listed separately in the first aid menu, and you can choose to heal one or the other. The qualifications loss is clearly split between the dead and surviving crew of a given role.

 

I don't know how this exactly affects skills, but I imagine both accrue xp at an equal rate, and when one is wounded, the skill will basically drop to half - you have one gunner dead and his skill is lost, but the second gunner survives and uses his skill.

But their skills combine to 100% so you're running at 50% as though you were running Jack of All Trades?

Which means with Jack you'd be running at 75%?

Maybe?


3MOE - T29*** - AMX ELC bis***, AMX 13 75***Skoda T24*** - Fave 2MOE;

Pershing**, T32**, M103**, T25/2** - Centurion 7/1**, Excelsior**, Conqueror** - Champion**, E-75**, Ferdinand**, WT auf Pz.IV** - AMX 13 90** - MT-25**, T-44**, T-54**, Fatherland**, T-10**, ISU-152** - Skoda T25**


leova #4 Posted 22 February 2017 - 08:47 PM

    Major

  • Players
  • 11193 battles
  • 12,856
  • [47R]
  • Member since:
    06-11-2014

View PostBig Yeash, on 22 February 2017 - 08:11 AM, said:

When crew are wounded, and you do have two loaders or gunners, they are listed separately in the first aid menu, and you can choose to heal one or the other. The qualifications loss is clearly split between the dead and surviving crew of a given role.

 

I don't know how this exactly affects skills, but I imagine both accrue xp at an equal rate, and when one is wounded, the skill will basically drop to half - you have one gunner dead and his skill is lost, but the second gunner survives and uses his skill.

But their skills combine to 100% so you're running at 50% as though you were running Jack of All Trades?

Which means with Jack you'd be running at 75%?

Maybe?

 

This is what I'm hoping/thinking/assuming, but its an unusual system so I'd love if anyone had a definite answer :)

GIXXERCON 13 #5 Posted 22 February 2017 - 08:53 PM

    Major

  • Beta Tester
  • 26322 battles
  • 3,011
  • [IMTLS]
  • Member since:
    08-10-2013

View Postleova, on 22 February 2017 - 03:47 PM, said:

This is what I'm hoping/thinking/assuming, but its an unusual system so I'd love if anyone had a definite answer :)

It was answered a while back... standby 


Std. Tanks- Hellcat, M41 WB, T71, T29, GwPanther, Ru 251, T-54 Ltwt, Pershing, AMX 50 100, IS-3, M46 Patton, T-54, Obj. 430 II, E-75, SU-122-54, M53/55, T-100 LT, M48 Patton, FV4202, E-50M, Leo 1, T-62a, Obj. 140, Obj. 430, T57 Heavy, T110E5, FV215b, E-100, AMX 50B, IS-7, IS-4, T110E4, T110E3, JPE-100, T92, GwE-100, B-C 155 58, Obj 261

 >>> 100% Crew= BETTER stats than listed in your garage!!! <<<

R.I.P. WoT X360 Homepage

PAINGOD stated that the Waffle won't be removed... He didn't state that it will be staying at tier X.


GIXXERCON 13 #6 Posted 22 February 2017 - 08:58 PM

    Major

  • Beta Tester
  • 26322 battles
  • 3,011
  • [IMTLS]
  • Member since:
    08-10-2013

View PostMaxChaos24, on 13 November 2015 - 09:41 AM, said:

Crew Skills and Perks play an important role in the game as they give your crew certain boost to help your tanks performance. Deciding which Skill or Perk you want to train can be a difficult choice so be sure to read up on what the Skill and Perk does and how it benefits you. Some Skills and Perks are better used on certain classes, nations, or play styles so decide what best suits your needs. Your crew can have a maximum of 25 skills and perks. 

 

Skills and Perks work slightly different. Skills will become active as soon as you start learning them and become more effective as you increase your training level. Perks will only become effective once they are fully trained. You can view a full list of Skills and Perks below and their affects to help you decide which will benefit you. 

 

Skills

(Activates immediately and becomes more effective based on training level.)

 

Repairs: Accelerates repairs to damage modules. The higher your Crews training level the faster repairs are completed. The skill is more effective when combined with Toolbox and Large Repair Kit.

 

Firefighting: Enhances your crews firefighting abilities. The higher the training level the faster a fire is put out and the less damage per second the fire does to the vehicle before it is extinguished.

 

Camouflage: Reduced vehicle visibility. The higher the training level the lower the chance that your vehicle will be spotted by the enemy. The skill is more effective when combined with Camouflage Net.
 

Mentor:  Provides a 10% Crew XP Bonus when fully trained.
 

Jack of All Trades: Enables the Commander to master every qualification and replace knocked-out crew members for 50% of their Training level once fully trained. Only major qualifications can be substituted. The replacement effect diminishes with each crew member knocked out so if 2 members are knocked out, he can perform their duties at 25% per crew member.

 

Recon: Increases the Maximum View Range by 2% when fully trained. This skill is more effective if the observation device is destroyed by providing a 20% increase, or when combined with Situational Awareness, Coated Optics, and Binocular Telescope. 
 

Pain Tolerance: Reduces the chance of a critical damage to crew members by 10% when fully trained. This skill is more effective when combined with a Spall Liner and a Large First Aid Kit.
 

Situational Awareness: Extends View Range by 3% when fully trained. The skill is more effective when combined with Recon, Coated Optics, and Binocular Telescope. 
 

Signal Boosting: Extends Signal Range by 20% when fully trained.

 

Relaying: Extends Signal Range of allied communications within vehicle’s radio coverage by 10% when fully trained. 

 

Smooth Ride: Improves accuracy when firing on the move by 4% when fully trained. The skill is not effective if the vehicle is stationary or rotating. The skill is more effective when combined with Vertical Stabilizer. 
 

Clutch Braking: Increases vehicle rotation speed by 5% when fully trained. The skill is more effective when combined with Additional Grousers, Lend-Lease Oil, Quality Oil, Removed Speed Governor, 100-octane, and 105-octane Gasoline. 

 

Off-Road Driving: Reduces ground resistance when driving on soft terrain by 10% and moderately soft terrain by 2.5% when fully trained. Lower ground resistance increases vehicle maneuverability and acceleration. The skill is more effective when combined with Additional Grousers.

 

Controlled Impact: Decreases ramming damage to your vehicle by 15% and increases ramming damage to enemy vehicles by 15% when fully trained. The skill is effective only while your vehicle is in motion. The skill is ineffective when two allied vehicles collide.

 

Snap Shot: Improves accuracy during turret rotation by 7.5% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

Armorer: Improves accuracy of a damaged gun by 20% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

Snakebite: Improves your gunners accuracy by reducing dispersion by 5% when fully trained. This skill is more effective when combined with Vertical Stabilizer, Snap Shot, Smooth Ride.

 

Supply Conservation: Rationing techniques give your Commander a 10% chance to preserve a consumable item when it is used during battle. Can only happen once per battle.

 

Last Stand: Boosts Crew proficiency by 10% when your vehicle's HP is less than 10%.

Perks

( Activates once fully trained.)

 

Brothers in Arms: Improves major qualifications and all skills for the entire crew by increasing their Training Level by 5%. The perk is more effective when combined with Improved Ventilation, Extra Combat Rations, Chocolate, Case of Cola, Pudding and Tea, Strong Coffee, Improved Combat Rations. 

 

Eagle Eye: Enables the Commander to identify critically damage modules on targeted vehicles within the view range after a 4 second delay. Is effective both in indirect and direct fire modes. 

 

Sixth Sense: Enables the Commander to identify whether the vehicle has been detected by the enemy instantly. 

 

Green Thumb: Your tank’s camouflage factor while hidden in foliage is 5% more effective than normal. This perk is more effective when combined with Camouflage Net and the Camouflage skill.

 

Swimming Lessons: The amount of time your tank can survive underwater is increased by 50%.

 

Call for Vengeance: Enables the Radio Operator that survived the destruction of their vehicle to report enemy positions for another two seconds. If no Radio Operator exists the Commander must survive for this skill to take effect.

 

Preventative Maintenance: Reduces the chance of engine fire by 25%. The perk is more effective when combined with Automatic Fire Extinguishers.

 

Paratrooper Training: Reduced falling damage by 20%

 

Silent Driving: Decreases the effect that movement has on your tank’s camouflage factor 50%. This perk is more effective when combined with the Camouflage skill.

 

Track Mechanic: The Driver is able to repair the tracks 20% faster. This perk is more effective when combined with Toolbox and the Repairs skill.

 

Deadeye: Increases the chance to cause critical damage to enemy vehicle modules and crew by 3%. It is effective only with AP, APCR, and HEAT shells. 

 

Designated Target: Makes targeted enemy vehicles within 10 degrees of your reticle visible for two more seconds. The perk is effective both in direct and indirect fire modes. 

 

Muffled Shot: Decreases the effect of firing on your tank’s camouflage factor by 25%. This perk is more effective when combined with Camouflage Net and the Camouflage skill. 

 

Safe Stowage: Increases ammo rack durability by 12.5%. The perk is more effective when combined with Wet Ammo Rack.

 

Adrenaline Rush: Accelerates gun loading if the vehicle has less than 10% of its hit points left by 9.09%. The perk is more effective when combined with Gun Rammer.

 

Intuition: Gives a 17% chance that you won’t lose any reload progress when switching ammo types. Effect stacks with two loaders giving you a 34% chance.  This will only occur if your tank has more than one shell type equipped. 

This confirms that multiple crew members in the same role (loader) have an effect.


Std. Tanks- Hellcat, M41 WB, T71, T29, GwPanther, Ru 251, T-54 Ltwt, Pershing, AMX 50 100, IS-3, M46 Patton, T-54, Obj. 430 II, E-75, SU-122-54, M53/55, T-100 LT, M48 Patton, FV4202, E-50M, Leo 1, T-62a, Obj. 140, Obj. 430, T57 Heavy, T110E5, FV215b, E-100, AMX 50B, IS-7, IS-4, T110E4, T110E3, JPE-100, T92, GwE-100, B-C 155 58, Obj 261

 >>> 100% Crew= BETTER stats than listed in your garage!!! <<<

R.I.P. WoT X360 Homepage

PAINGOD stated that the Waffle won't be removed... He didn't state that it will be staying at tier X.


leova #7 Posted 22 February 2017 - 09:00 PM

    Major

  • Players
  • 11193 battles
  • 12,856
  • [47R]
  • Member since:
    06-11-2014

View PostGIXXERCON 13, on 22 February 2017 - 03:58 PM, said:

This confirms that multiple crew members in the same role (loader) have an effect.

 

yeah, thats the one I knew about (mentioned in the OP), but I'm really hoping to get clarification on the 1-of-2-Dead question, and the "training skills on 2x Crew" question (though KillerDNA above suggests its not double-effective)

KillerDNA #8 Posted 22 February 2017 - 09:05 PM

    Major

  • Players
  • 39561 battles
  • 7,383
  • [LIGHT]
  • Member since:
    01-04-2014

View Postleova, on 22 February 2017 - 04:00 PM, said:

 

yeah, thats the one I knew about (mentioned in the OP), but I'm really hoping to get clarification on the 1-of-2-Dead question, and the "training skills on 2x Crew" question (though KillerDNA above suggests its not double-effective)

 

since 1 skill is ultimately trained on every effective crew member you can only assume that if you have 2 gunners and 1 is dead then all gunner skills are still fully active.

Lycan T71 *** (Dot Dot Slash) / Cruiser Mk.II (Matilda Crusher) / Spähpanzer Ru 251 *** (Sucker Punch) / ELC AMX *** (Spider Ninji)

 KV-2 ** (I'm a Derpaholic) / GwE-100 *** (Mighty Mammut) / FV304 *** (BERT the Daredevil) / S-51 *** (Finger of Death)

 Light Tank Master Race 


GIXXERCON 13 #9 Posted 22 February 2017 - 09:10 PM

    Major

  • Beta Tester
  • 26322 battles
  • 3,011
  • [IMTLS]
  • Member since:
    08-10-2013

View Postleova, on 22 February 2017 - 04:00 PM, said:

yeah, thats the one I knew about (mentioned in the OP), but I'm really hoping to get clarification on the 1-of-2-Dead question, and the "training skills on 2x Crew" question (though KillerDNA above suggests its not double-effective)

1 dead will have a loss based on average plus commanders 10%

1/2 loaders=   [reload time] x 0.875 / (0.00375 x 55% + 0.5)

This is assuming a 100% crew without Vents, BIA, or Food.

You would have to lose both loaders to lose the "loader" perks.


Std. Tanks- Hellcat, M41 WB, T71, T29, GwPanther, Ru 251, T-54 Ltwt, Pershing, AMX 50 100, IS-3, M46 Patton, T-54, Obj. 430 II, E-75, SU-122-54, M53/55, T-100 LT, M48 Patton, FV4202, E-50M, Leo 1, T-62a, Obj. 140, Obj. 430, T57 Heavy, T110E5, FV215b, E-100, AMX 50B, IS-7, IS-4, T110E4, T110E3, JPE-100, T92, GwE-100, B-C 155 58, Obj 261

 >>> 100% Crew= BETTER stats than listed in your garage!!! <<<

R.I.P. WoT X360 Homepage

PAINGOD stated that the Waffle won't be removed... He didn't state that it will be staying at tier X.


leova #10 Posted 22 February 2017 - 09:29 PM

    Major

  • Players
  • 11193 battles
  • 12,856
  • [47R]
  • Member since:
    06-11-2014

View PostKillerDNA, on 22 February 2017 - 04:05 PM, said:

 

since 1 skill is ultimately trained on every effective crew member you can only assume that if you have 2 gunners and 1 is dead then all gunner skills are still fully active.

 

but with your previous example of Snap Shot, doesnt a dead gunner have essentially "0% snapshot"?

would the same mechanic apply, 50% skills with 1/2 dead crew?



KillerDNA #11 Posted 22 February 2017 - 09:31 PM

    Major

  • Players
  • 39561 battles
  • 7,383
  • [LIGHT]
  • Member since:
    01-04-2014

View Postleova, on 22 February 2017 - 04:29 PM, said:

 

but with your previous example of Snap Shot, doesnt a dead gunner have essentially "0% snapshot"?

would the same mechanic apply, 50% skills with 1/2 dead crew?

 

no. because snapshot is trained to all gunners. so if both gunners have snapshot and 1 is dead then you still have snapshot on the other gunner.

take camo and repairs for example. you train it only once but it applies to your whole crew.]

 

only skills like intuition would lose their stack bonus because they actually stack


Lycan T71 *** (Dot Dot Slash) / Cruiser Mk.II (Matilda Crusher) / Spähpanzer Ru 251 *** (Sucker Punch) / ELC AMX *** (Spider Ninji)

 KV-2 ** (I'm a Derpaholic) / GwE-100 *** (Mighty Mammut) / FV304 *** (BERT the Daredevil) / S-51 *** (Finger of Death)

 Light Tank Master Race 


FlukenJager #12 Posted 23 February 2017 - 12:48 AM

    Major

  • Players
  • 18044 battles
  • 2,792
  • Member since:
    01-19-2015
Wait
What vehicle has two gunners?

GIXXERCON 13 #13 Posted 23 February 2017 - 12:49 AM

    Major

  • Beta Tester
  • 26322 battles
  • 3,011
  • [IMTLS]
  • Member since:
    08-10-2013

View PostFlukenJager, on 22 February 2017 - 07:48 PM, said:

Wait
What vehicle has two gunners?

T1 Heavy and M6 always come to mind first.

M3 Lee

S-51 arty


Std. Tanks- Hellcat, M41 WB, T71, T29, GwPanther, Ru 251, T-54 Ltwt, Pershing, AMX 50 100, IS-3, M46 Patton, T-54, Obj. 430 II, E-75, SU-122-54, M53/55, T-100 LT, M48 Patton, FV4202, E-50M, Leo 1, T-62a, Obj. 140, Obj. 430, T57 Heavy, T110E5, FV215b, E-100, AMX 50B, IS-7, IS-4, T110E4, T110E3, JPE-100, T92, GwE-100, B-C 155 58, Obj 261

 >>> 100% Crew= BETTER stats than listed in your garage!!! <<<

R.I.P. WoT X360 Homepage

PAINGOD stated that the Waffle won't be removed... He didn't state that it will be staying at tier X.


KillerDNA #14 Posted 23 February 2017 - 03:03 AM

    Major

  • Players
  • 39561 battles
  • 7,383
  • [LIGHT]
  • Member since:
    01-04-2014

View PostGIXXERCON 13, on 22 February 2017 - 07:49 PM, said:

T1 Heavy and M6 always come to mind first.

M3 Lee

S-51 arty

 

wait, what?

S-51 has 2 gunners?

man. 1800 battles and I didn't know this?


Lycan T71 *** (Dot Dot Slash) / Cruiser Mk.II (Matilda Crusher) / Spähpanzer Ru 251 *** (Sucker Punch) / ELC AMX *** (Spider Ninji)

 KV-2 ** (I'm a Derpaholic) / GwE-100 *** (Mighty Mammut) / FV304 *** (BERT the Daredevil) / S-51 *** (Finger of Death)

 Light Tank Master Race 


Big Yeash #15 Posted 23 February 2017 - 11:08 AM

    Major

  • Players
  • 21671 battles
  • 2,941
  • [BNKR]
  • Member since:
    08-25-2015

View PostKillerDNA, on 22 February 2017 - 09:31 PM, said:

 

no. because snapshot is trained to all gunners. so if both gunners have snapshot and 1 is dead then you still have snapshot on the other gunner.

take camo and repairs for example. you train it only once but it applies to your whole crew.]

 

only skills like intuition would lose their stack bonus because they actually stack

 

I think you've confused him. Yes we'd still have their skills and perks but their qualifications (ie turret rotation/accuracy for gunner, loading speed for loader) will be lost - in theory, one loader at 0% and one loader at 100% would mean 50% loader skill (ie 75% loading speed I think).

You can see this very clearly on a vehicle like the AT-15 or Tortoise where the prominent cupola and perma-dead crew member is a secondary loader, and the loading time reduction is very slight.

View PostFlukenJager, on 23 February 2017 - 12:48 AM, said:

Wait
What vehicle has two gunners?

 

Mostly artillery pieces to my knowledge.

3MOE - T29*** - AMX ELC bis***, AMX 13 75***Skoda T24*** - Fave 2MOE;

Pershing**, T32**, M103**, T25/2** - Centurion 7/1**, Excelsior**, Conqueror** - Champion**, E-75**, Ferdinand**, WT auf Pz.IV** - AMX 13 90** - MT-25**, T-44**, T-54**, Fatherland**, T-10**, ISU-152** - Skoda T25**


TallDesert34426 #16 Posted 23 February 2017 - 02:31 PM

    Sergeant

  • Players
  • 57505 battles
  • 232
  • [-UNL-]
  • Member since:
    02-23-2014

I just hope they label the crew members in the tank viewer in a future patch, like an "L" on the loaders chest or something, "L2" for secondary loader, etc. I'd really like to be able to distinguish who is who.






1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users