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Crew training and equipment for heavies, TDs, mediums, lights, and even arty

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Kebabsaurus Rex #1 Posted 01 June 2018 - 02:16 PM

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Just a general Friday afternoon question to get a bit of debate going. Please be civil :)

 

What would your first 6 (essential) crew skills and perks and suggested equipment be for the below? NOTE- you do not have to answer all of them, just pick your favourite.

 

1. Heavies - happy for anyone to breakdown into super heavies, heavy mediums etc.

2. TDs - turreted or fixed

3. Mediums - brawler or sniper

4. Lights - passive or active scout

5. Arty

 

Above and beyond the skills/perks and equipment, why would you choose those? Please give your rationale so as to understand the choice.

 

 



Sadriel Fett #2 Posted 01 June 2018 - 02:32 PM

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The WoT Reddit page has a lot of good suggestions on skills/ perks for specific tank classes.  

 

As for equipment, I'll usually check out this site initially.

 

--WoT Statistic and Tank Performance Analyzer (vBAddict.net)

(Click on Statistics > Tank Statistics > Lifetime > then do search for specific tank to see most used setups)

 

I don't always use the exact setups these sites suggest, because sometimes a tweak here and there works better for personal playstyles than what's listed.  But they're definitely good places to get started with.  I will start with those sites, then fine tune the setups with the Tanks.GG website to see how effective they are for me.

 

 

 

 


 

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DwarfOnDrugs #3 Posted 01 June 2018 - 02:36 PM

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1. rammer vents stabs, sixth sense repairs BIA (Other depends on the vehicle)

2. Rammer optics/binocs vents/gld/stabs  sixth sense repairs BIA (Others depend on vehicle)

3. Rammer vents/optics stabs SS repairs BIA (Others depend on vehicle)

4. Rammer optics stabs/vents SS repairs BIA (Others depend on vehicle)

5. Rammer gld vents/binocs SS Repairs BIA (Uninstall immediately once crew is over 3 skills)

Rammer always because better dpm is always welcome

Vents always because who doesn't want a tank that is 2.5% better than everyone elses

optics cause view range

stabs for big derp guns 


 


donny007-THX #4 Posted 01 June 2018 - 02:39 PM

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View PostSadriel Fett, on 01 June 2018 - 06:32 AM, said:

The WoT Reddit page has a lot of good suggestions on skills/ perks for specific tank classes.  

 

As for equipment, I'll usually check out this site initially.

 

--WoT Statistic and Tank Performance Analyzer (vBAddict.net)

(Click on Statistics > Tank Statistics > Lifetime > then do search for specific tank to see most used setups)

 

I don't always use the exact setups these sites suggest, because sometimes a tweak here and there works better for personal playstyles than what's listed.  But they're definitely good places to get started with.  I will start with those sites, then fine tune the setups with the Tanks.GG website to see how effective they are for me.

 

 

 

 

I do this also.  Helpful to see equipment and skills most used by successful players as a start point.  Then adjust for local conditions 


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HawkZ71 #5 Posted 01 June 2018 - 02:48 PM

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Depends a lot on the individual tank as well...some TDs are glass cannons...while others are armored assault tanks.

 

 



DerailedWingnut #6 Posted 01 June 2018 - 02:56 PM

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Just make sure to never get Swimming Lessons on your arty, there's no reason to increase how long it takes to drown yourself. :trollface:

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Beta582 #7 Posted 01 June 2018 - 03:02 PM

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First 3 perks/skills I train on ALL crews are (in order): Sixth Sense, Repairs, Brothers in Arms.

After that I make it a little more class specific. The next three for each class are:

Arty: Camouflage, Snap Shot (yes, this works on hull locked guns), Situational Awareness

Lights: Camouflage, Snap Shot, Smooth Ride

Mediums: Camouflage, Snap Shot, Smooth Ride

Heavies: Snap Shot, Smooth Ride, Off Road Driving

Tank Destroyers: Camouflage, Snap Shot, Smooth Ride

 

For equipment, I generally run the following for everything:

Vents, Rammer, Vertical Stabilizer.

If I can't run Vents, I will usually go for Optics and if I can't run Vertical Stabilizer, I will usually go for Gun Laying Drive.


 

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Kebabsaurus Rex #8 Posted 01 June 2018 - 03:04 PM

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View PostBeta582, on 01 June 2018 - 03:02 PM, said:

First 3 perks/skills I train on ALL crews are (in order): Sixth Sense, Repairs, Brothers in Arms.

After that I make it a little more class specific. The next three for each class are:

Arty: Camouflage, Snap Shot (yes, this works on hull locked guns), Situational Awareness

Lights: Camouflage, Snap Shot, Smooth Ride

Mediums: Camouflage, Snap Shot, Smooth Ride

Heavies: Snap Shot, Smooth Ride, Off Road Driving

Tank Destroyers: Camouflage, Snap Shot, Smooth Ride

 

For equipment, I generally run the following for everything:

Vents, Rammer, Vertical Stabilizer.

If I can't run Vents, I will usually go for Optics and if I can't run Vertical Stabilizer, I will usually go for Gun Laying Drive.

 

:great: Thanks Beta

donny007-THX #9 Posted 01 June 2018 - 03:13 PM

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Pz. V/IV Should have spall liner.
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LacqueredBacon #10 Posted 01 June 2018 - 03:19 PM

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Heavies:  Sixth Sense, BIA, Repairs.  After that it gets more tank specific but generally track mechanic, off road driving, snap shot, clutch braking, or safe stowage.

Mediums:  Sixth Sense, BIA, Camouflage, Silent Driving, Repairs, Situational Awareness. Others considered:  Clutch Breaking and Snap Shot.

Lights:  Sixth Sense, BIA, Camouflage, Off Road Driving, Situational Awareness, Clutch Breaking

TD's:  Sixth Sense, BIA, Camouflage, Silent Driving, Situational Awareness, Repairs

Artillery:  Sixth Sense, BIA, Camouflage, Snap Shot, Silent Driving, Green Thumb


 

Equipment is usually Rammer, Vert Stabilizer and either Optics, Vents, or GLD.  GLD is only a select few tanks with really bad gun handling.


 

The only other exceptions would be sneaky TDs which would be Rammer, binocs, and a camo net.



 


darrenv64 #11 Posted 01 June 2018 - 04:19 PM

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A lot depends on the particular vehicle. British mediums and heavies, especially in the higher tiers, have vulnerable ammo racks. I traded out the rammer for wet ammo rack on my Centurion AX, made a huge difference. This is where getting the safe storage skill pays off. Some vehicles have a relatively fast reload to begin with, so the rammer doesn't reduce the reload time significantly. Much better to add equipment that enhances gun handling, such as vert-stab and/or GLD, and get BIA as a perk to increase overall crew performance. Keep in mind, crew skills pay far more dividends than equipment. I've started with Mentor on a few of my crews, then got Sixth Sense.

Heavies- Sixth Sense or Mentor, Repairs, BIA, Situational awareness, Smooth Ride.

Mediums- Sixth Sense or Mentor, BIA, Repairs, Smooth Ride, Snap Shot, Situational Awareness/Recon.

TD's- Sixth Sense, BIA, Repairs, Situational Awareness, Camouflage, Recon.

Lights- Sixth Sense, Situational Awareness, Recon, Snap Shot, Repairs, Signal Boosting.

Artillery- Mentor, Sixth Sense, BIA, Signal Boosting, Relaying,



Jherry Angel #12 Posted 01 June 2018 - 04:40 PM

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View PostDwarfOnDrugs, on 01 June 2018 - 02:36 PM, said:

Rammer always because better dpm is always welcome

 

 

Yet some tanks reload faster than they can aim - a miss is always a miss regardless of how fast you can reload if your aim is off - this is especially true of Lights.  My usual Light set-up is optics, ver stabs (if possible) and vents/rammer. But as per my point, check reload vs aim time and go for GLD instead of a rammer as necessary.  My Crusader commander swears by my optics/vents/GLD set-up. 



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