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Crew training? swap fully trained skills with perks first.

crew training perks skills

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N6X507 #1 Posted 16 January 2020 - 11:45 PM

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When training your crews, it is universally agreed you need to have Sixth Sense. However, Sixth Sense is a perk, not a skill.

Therefore, until you get to 100%, you see no change.

 

One recommendation, is to train instead something that will have an immediate effect as its percent increases; repairs used to be the favorite one, but you could also go for anything that would benefit the tank you are playing. Personally, I favor Camouflage on my light tanks, or Situational Awareness.

Once you get to 100%, swap it with Sixth Sense for 10 Gold.

Do the same for Brother in Arms, which is the second best useful perk.

 

But don't stop there; if there are other perks that would benefit a particular tank, I would suggest that you get them rather earlier than later. Since we know the required XP increases as your crew acquires more skills/perks, then I would select the perks that are important, and get them early, still using the swap function.

 

For example, my B-C 25t AP and 25t benefit from Muffled Shot and Silent Driving.

 

Therefore, right after I get 6S and BiA, I continue training SA (for example), and swap for Silent Driving. Train SA again, and swap with Muffled shot. Then Green Thumb.

 

After that, I am done. I don't much care for the non proactive skills or perks, such as track mechanic that only helps when you get tracked.

I go first with anything that works all the time.


Edited by N6X507, 17 January 2020 - 04:20 PM.


Very Classy #2 Posted 17 January 2020 - 12:29 AM

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Well, this would be a good time to talk maths... and Mentor skill.


There is literally an Xbox 360 in a museum, and this is the best joke you can come up with?
                                                                                         -- allhavoc


BlahCarnivore6 #3 Posted 17 January 2020 - 09:15 AM

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View PostVery Classy, on 17 January 2020 - 12:29 AM, said:

Well, this would be a good time to talk maths... and Mentor skill.

 

Please, no Mentor thread and the maths for and against it. Might have to ask someone on here to buy you an M4 Improved or whatever the new gift challenge tank is :)



IBROX 04 #4 Posted 17 January 2020 - 01:04 PM

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View PostVery Classy, on 17 January 2020 - 12:29 AM, said:

Well, this would be a good time to talk maths... and Mentor skill.

 

Jesus Christ don't mention mentor. 

Success is the ability to go from one failure to another with no loss of enthusiasm

 

 

 


N6X507 #5 Posted 17 January 2020 - 04:31 PM

    Staff sergeant

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I personally use mentor on all my crews. Its not based on math. I used my own research and long term testing.

 

Here's how I did it;

 

I take a specific premium tank, and I play it in a controlled environment;

 

I play 10 battles, where my goal is to make 2000 damage in each of them. Depending on detection and destruction, assist damage, I get a specific amount of Xp, always the same, give or take 50 Xp.

 

I check the training progression after 10 battles, and I compare with crew without mentor.

 

Once I have done the first 4, I carry on the testing for the next 8. And so on and so forth.

 

I have established a grid with all the data farmed. And I have taken my decision. The research was conducted spending months long of playing hours in training ground.

I ignored any of the simulations available.

 

What you do with mentor or not is your own decision. And I am not going to influence anybody one way or the other.

 

 

 

 

 







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