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x10 crew XP bonuses


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WarHammer814 #1 Posted 24 January 2019 - 12:53 AM

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Has anyone else run into these boosts being “bugged” for a lack of better terms?  I tried using a couple of the x10 crew boosts I received from Winter Games.  Had some great games and instead of receiving a healthy increase from a x10 boost, my commander only went up by 1 or 2 points.  I just had a game where I blocked 7,400, did 4,900, and got 4 kills and my commander went up 2 points.. with a x10 bonus!  I’ve received so much more from the other x4 and x6 ones I had.  What gives?

hmsmystic #2 Posted 24 January 2019 - 02:38 AM

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Is it possible you were using a crew with numerous skills with x10 bonuses?  There is an equation somewhere, but after 8 or so crew skills the needle becomes very hard to move them up.

donny007-THX #3 Posted 24 January 2019 - 02:45 AM

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I used mine and they worked pretty dramatically on the under 8 skill crews.
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Jope2209 #4 Posted 24 January 2019 - 09:42 AM

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¸It makes a difference if you're training crew with first 4 skills or crew with higher number of skills. It's basically like this:

First 4 skills cost 101k xp each (or 404k xp in total)

Second set of 4 skils cost 202k xp each (or 808k xp in total)

Third set of 4 skills costs 404k xp each (or 1.624k xp in total),

and so on, you get the picture.

 

So, if you're using x10 xp boost on new crew with under 4 skills, the effects can be pretty dramatic in case you play a good game in a right tank, because at this training level of the crew 1k xp translates to 1% of skill progress. For crew with let's say 5 skills, for 1% progress you need 2k xp roughly, for crew with 9 skills you need 4k xp to move 1% in training etc. If you're training last set of 4 skills (skills 21-24) you need 33k xp to make progres of 1% in training.


Edited by Jope2209, 24 January 2019 - 09:46 AM.

 

The 13. (Tiger) Kompanie, of Panzer Regiment Großdeutschland, reported on the performance of the 88 mm KwK 36 L/56, when their Tigers engaged the T-34: "First round hits were usually achieved at ranges between 800 to 1,000 meters. At these ranges, the Panzer Granate (they are referring to the PzGr. 39 APCBC ammunition) absolutely penetrated through the frontal armor, and usually still destroyed the engine at the rear of the T-34 tank. In 80 percent of the cases, shots from the same range hitting the side of the hull toward the rear of the tank resulted in the fuel tanks exploding. Even at ranges of 1,500 meters and longer, during favorable weather, it is possible to succeed in penetrating the T-34 with minimal expenditure of ammunition" (JENTZ, Thomas L.; Germany's TIGER Tanks - Tiger I and II: Combat Tactics; op. cit.).

3 MoE tanks: T-34, Pz IVH, Tiger I, Pz.Kpfw. T 25, M7, T-50

 

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WarHammer814 #5 Posted 24 January 2019 - 10:32 AM

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I see, I didn’t realize there was a difference.  I think the crews I was using them on had 5 or 6.  So that might be where the issue lies.  I appreciate you guys letting me know this, I had no idea!

BoereJack #6 Posted 24 January 2019 - 11:45 AM

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Also dont forget: if you lose a game and not score a battlehero medal you get half of your zp.

 

personnaly i only use crew booster on daily double premium tanks for maximum effectiveness


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