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Improve Skills


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CrucialCrossout-x #1 Posted 24 July 2021 - 06:02 PM

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Useless skills
1) Quick Learner
2) Rollover Recovery
3)Trick Driving
4)Comms Technician

Mandatory skills
1)Sixth Sense
2)Born Leader
3)Rapid Loading
4)Steady Aim
5)Camouflage Expertise

Game Changing Skills
1)Run-N-Gun
2)Snap Shot
3)Clutch Braking
4)Off-Road Driving
5)Silent Driving
6)Situational Awareness

Useful Skills
1) Iron Mace
2) Deadeye
3) Rapid aim
4)Muffled Shot
5)Green Thumb
6)Marked Target
7)Armor Angling

Situational skills
1)Last Stand
2)Adrenaline Rush
3)Supply Conservation
4)Firefighting
5)Fire Prevention
6)Safe Stowage
7)Controlled Impact
8)Pain Tolerance

I know this will be complicated but maybe merge certain skills or if you pick two from the same tree you'll get an additional free benefit. Example if you pick Adrenaline Rush and Last Stand the skill will activate if your tank is under 20% HP or a other example Fire prevention and Firefighting skill you'll get a additional equipment slots that's restricted to certain equipment like Reinforced Fuel Tank or Reinforced Ammo Rack. 

dzhey43-x #2 Posted 24 July 2021 - 06:09 PM

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I would say Iron Mace is absolutely useless. Armor Angling is situational, could benefit on tanks like Maus. Controlled Impact is usefull not only for ramming, but as a defense when you are rammed. I use it on fast tanks, even on light tanks as ramming happens a lot. Camouflage expertise is situational, most tanks get too less from it.
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UltimoPit385186-x #3 Posted 24 July 2021 - 06:40 PM

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Based on the posted videos on camo green thumb is useless at the moment.

ThermalStone-x #4 Posted 24 July 2021 - 06:47 PM

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Almost all turreted tanks take the same 7 or 8 skills.  There isn't much room for customization, especially if you are using the same crew on multiple tanks.

6th sense, Born Leader, Rapid Loading, Steady Aim, Run-n-Gun, Snap Shot, Situational Awareness are mandatory.  

8th skill is almost always a camo skill. Silent Driving is the best for most mediums and heavies.  

9th skill is the only real choice we get.  Another camo skill or deal with a tank's weakness: mobility or turret rotation or fire prevention or ammo rack.  With large kits being reusable the repair and crew health skills aren't necessary anymore.  I have heard of super tryhard players using Supply Conservation because they spam food in every fight.

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AnonymousHobo69-x #5 Posted 24 July 2021 - 07:01 PM

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Wouldn't say camouflage expertise is mandatory, it's a relatively small bonus.

Balthasar250-x #6 Posted 24 July 2021 - 07:05 PM

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can't we just get our old commander crew set up back, we put 5 years into grinding them.

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Tempest fox3-x #7 Posted 24 July 2021 - 07:12 PM

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View Postdzhey43-x, on 24 July 2021 - 06:09 PM, said:

I would say Iron Mace is absolutely useless. Armor Angling is situational, could benefit on tanks like Maus. Controlled Impact is usefull not only for ramming, but as a defense when you are rammed. I use it on fast tanks, even on light tanks as ramming happens a lot. Camouflage expertise is situational, most tanks get too less from it.

 

Iron mace is situationally very good. Depends on the tank. But on some it can be an extra 20-30 pen at range. 

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dzhey43-x #8 Posted 24 July 2021 - 08:00 PM

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View PostUltimoPit385186-x, on 24 July 2021 - 09:40 PM, said:

Based on the posted videos on camo green thumb is useless at the moment.

 

Based on maps pool it is useless in most cases. Some glass TD maybe if you have 9th slot and not sure what to put there.
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Pit Friend-x #9 Posted 24 July 2021 - 11:01 PM

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View Postdzhey43-x, on 24 July 2021 - 01:09 PM, said:

I would say Iron Mace is absolutely useless. Armor Angling is situational, could benefit on tanks like Maus. Controlled Impact is usefull not only for ramming, but as a defense when you are rammed. I use it on fast tanks, even on light tanks as ramming happens a lot. Camouflage expertise is situational, most tanks get too less from it.

 

I can see Iron Mace having some use on tanks that only have APCR as an ammo type, like the Chieftain. On the larger maps they will be losing penetration at range and don’t have the option the throw HEAT or even AP. 

 

Still situational but not completely useless. 


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dzhey43-x #10 Posted 24 July 2021 - 11:51 PM

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View PostPit Friend-x, on 25 July 2021 - 02:01 AM, said:

 

I can see Iron Mace having some use on tanks that only have APCR as an ammo type, like the Chieftain. On the larger maps they will be losing penetration at range and don’t have the option the throw HEAT or even AP. 

 

Still situational but not completely useless. 

 

For Chiftain pen loss for 500m is 25m standart and 40m prem. That means with Iron Ace pen loss is 19m and 30m. The difference is 6m and 10m only! Just drive closer a bit, Chiftain is heavy tank....
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Tempest fox3-x #11 Posted 24 July 2021 - 11:55 PM

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View PostPit Friend-x, on 24 July 2021 - 11:01 PM, said:

 

I can see Iron Mace having some use on tanks that only have APCR as an ammo type, like the Chieftain. On the larger maps they will be losing penetration at range and don’t have the option the throw HEAT or even AP. 

 

Still situational but not completely useless. 

 

Chieftain goes from 270/310 at 100m to 235/270 average pen at 500m.

 

Iron mace is nice but not critical on something like the Chieftain. Something like the Manticore and T-100 LT however. The former goes from 248/268 to 208/226 the latter 230/248 to 184/223. Making iron mace a rather important skill. 


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3 MoE's: E-25, M41 Walker Bulldog, E-50, Snakebite, E-75, T32, Tiger 131, Skoda T25, Boilermaker, Sentinel AC4 Experimental, M41B Brazil, Obj.416, Cromwell Knight, M551 Sheridan (Cold war) - In order obtained

 

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dzhey43-x #12 Posted 25 July 2021 - 12:08 AM

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View PostTempest fox3-x, on 25 July 2021 - 02:55 AM, said:

 

Chieftain goes from 270/310 at 100m to 235/270 average pen at 500m.

 

Iron mace is nice but not critical on something like the Chieftain. Something like the Manticore and T-100 LT however. The former goes from 248/268 to 208/226 the latter 230/248 to 184/223. Making iron mace a rather important skill. 

 

Basically 20m loss reduction firing from 500m? Really worst one slot? Being in Manticore every light try to ram me hard, but I have antiramming skill so they regret it.

 

My AMX 13 57 did not has that skill for whatever reasons i can't say right now, maybe something more important occupied 9th slot or it is too slow, I've accidentally hit defender and lost 400hp))) oh my...


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His Rite Hand-x #13 Posted 25 July 2021 - 11:39 AM

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What do you all think of a skill that gives 1° degree extra of gun depression?

Balthasar250-x #14 Posted 25 July 2021 - 02:24 PM

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View PostHis Rite Hand-x, on 25 July 2021 - 06:39 AM, said:

What do you all think of a skill that gives 1° degree extra of gun depression?

 

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PLR65-x #15 Posted 25 July 2021 - 04:13 PM

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I just use the same 9 skills on every crew I’ve set up

They are all in your mandatory and game changing lists

I move the crews in and out of premiums of all classes and can’t be bothered to have slightly different set ups for different TT tanks and classes. It’s bad enough trying to remember which commander goes with what TT tank

PhonicKitty8825-x #16 Posted 25 July 2021 - 04:55 PM

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Rollover Recovery is very useful for lights. I speak from experience.

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Pls give the IS-7 10° of gd!


PhonicKitty8825-x #17 Posted 25 July 2021 - 04:57 PM

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View PostHis Rite Hand-x, on 25 July 2021 - 11:39 AM, said:

What do you all think of a skill that gives 1° degree extra of gun depression?

USSSR TT approves


3rd MoE: IS-7, IS-3, M.O.B.A.T., M24 Chaffee '53, T-44A, T-72AV, M113, M551 Sheridan 

Pls give the IS-7 10° of gd!


CrucialCrossout-x #18 Posted 25 July 2021 - 05:56 PM

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View PostPLR65-x, on 25 July 2021 - 11:13 AM, said:

I just use the same 9 skills on every crew I’ve set up

They are all in your mandatory and game changing lists

I move the crews in and out of premiums of all classes and can’t be bothered to have slightly different set ups for different TT tanks and classes. It’s bad enough trying to remember which commander goes with what TT tank

 

Exactly the problem, WG needs to rework the skills system or just make it only 9 skills in the game or have it to where they move up the limit anywhere between 13 and 16. 

CrucialCrossout-x #19 Posted 25 July 2021 - 06:01 PM

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Just enough room for creativity and tailor to personal playstyle also could put a separate point system where each skill has points assigned to it. 

MaxMiner11-x #20 Posted 26 July 2021 - 03:42 AM

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No point in buffing the useless or situational skills you listed.  They would still not be worth using.




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