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FusionStar's Guide on Crew Skills/Perks, Consumables, and Equipment.


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FusionStar287 #1 Posted 30 March 2015 - 10:25 PM

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After reading through some of the informative posts through Sov's Links, I noticed there were some details missing, so I'm going to try to fill them in best I can. If I miss anything or get something wrong, feel free to tell me and I'll add/fix it in the post.


 

There will effectively be three main sections.

1. Crew Skills/Perks

2. Equipment

3. Consumables


 



 

1.Crew Skills/Perks - accessed under the crew tab to the "Skills and Perks" option.


 

Firstly, what's the difference between skills and perks?


 

Skills - Skills are the options with the silver compasses in the top left corner of the box. Skills, after being selected to train, will gain effect as the XP towards that skill increases, even without training the skill to 100%. Once 100% trained, it will have full effect.


 

Perks - Perks are the options with the gold lightning bolts in the top left corner of the box. Perks, unlike skills, will have no effect for your tank until they are trained to 100%. Once 100% trained, perks will take effect.


 

Quick tip - If you're willing to spend 10 gold, you can trade a fully trained skill/perk for another without training the new skill. This can be useful. Because skills have effect the entire time they're being trained, you can train a skill to 100%, gaining it's effect as it gains XP, and than swap it for a perk, effectively skipping the grind to get a perk. Also, both perks and skills will work on a crew that has been moved to a new tank even when not trained to 100%.


 


 

List of Skills - A listing of all skills and their given effects.


 

Repairs : As this skill is trained, the time your crew will take to fix a damaged module decreases. For example, if your tracks are destroyed, a crew without this skill might take 8 seconds to repair them, but a crew with Repairs might only take 5 seconds to repair them. This skill is useful on tanks that take a long time to repair modules, primarily heavies.


 

Firefighting : As this skill is trained, your crew will take less time to put out a fire in your tank, similar to the Repairs skill. This skill is useful on tanks that tend to catch fire often.


 

Camouflage : As this skill is trained, your tank increases in camo rating. This skill makes it harder for the enemy to detect you, but is more effective on certain tanks(mostly tanks with good camo values to start: lights, some low profile TDs, etc.) This skill is very useful on scouting tanks and sniping tank destroyers.


 

Jack of All Trades : As this skill is trained, the Commander of your tank can do more for wounded crew members. This skill reduces the effect of having a wounded crew member as long as the Commander is still alive. This skill is useful for tanks that tend to have crew members get wounded frequently. (Also note : the more crew members that are wounded, the less useful this skill becomes)


 

Recon/Situational Awareness : The reason I'm combining both these skills into one is because they both have the same effect. As these skills are trained, your maximum view range increases. The only differences between the two is that Recon is for the Commander and has slightly less effect(but does improve damaged viewports), whereas Situational Awareness is for the Radio Man and has slightly more effect. If the crew member of their respective skill is wounded, you lose the skill. These skills are best used for scout tanks, and can be combined.


 

Signal Boosting/Relaying : These skills are also combined because they have very similar effects. As both these skills are trained, you're radio becomes more effective. The main differences between them is how they accomplish this task. Signal Boosting simply increases your signal range, therefore letting you keep in contact with teammates on the map at greater distances, whereas Relaying increases the chain effect of your radio(allowing teammates to connect your radio range to theirs with greater effect). In general, however, both these skills won't be useful past low tiers.


 

Smooth Ride : As this skill is trained, your gun will be more accurate when firing on the move. This skill allows tanks to fire more reliably without stopping to aim, making it useful for light tanks and some mediums that normally fire while moving. (The M46 Patton is a good example of a good tank for this skill)


 

Clutch Braking : As this skill is trained, your tank will turn faster. This skill allows you to maneuver better while moving and also turn faster in place. This skill is very useful for tanks that can be sluggish to turn, as well as non-turreted tank destroyers(as it makes them harder to circle).


 

Off-Road Driving : As this skill is trained, your tank's ground resistance decreases. This effectively allows your tank to move and maneuver better on soft terrain(shallow rivers, that valley on Lakeville that "nobody" ever goes to, etc.) and moderately soft terrain(sand on Sand River). This skill is useful for many tanks, but most useful for faster tanks or tanks with poor ground resistances.


 

Controlled Impact : As this skill is trained, your tank will take less ramming damage and deal more ramming damage. This skill can be useful for very heavy tanks, but is most useful for tanks that have a heavy weight and good enough speed to ram effectively. In general, this skill won't be useful for many tanks.


 

Snap Shot : As this skill is trained, your tank will be more accurate when firing during turret rotation. This skill is similar to Smooth Ride, and is a very good skill to combine with Smooth Ride. This, once again, is most useful for tanks that excel at firing at the move or light tanks.


 

Armorer : As this skill is trained, your tank will be more accurate with a damage gun. This skill is very useful for tanks that tend to have their gun broken, such as the Object 263.


 

Mentor : As this skill is trained, your crew will earn more crew XP per battle. This skill gains more XP for your tank's crew, therefore training them faster. This skill is useful for training skills faster, especially for later skills and perks.


 

List of Perks - A listing of all perks and their given effects.


 

Brothers in Arms : Once this perk is trained, your crew will gain a small percentage to all their skills(5%). This perk allows your crew to do everything a little bit better, such as: decreased reloading time, decreased aiming time, quicker to repair broken modules, etc. This perk is useful on any tank and should be one that you should go for.


 

Eagle Eye : Once this perk is trained, you will be able to see what modules are broken on an enemy tank by pointing the gun at them. While you can see modules that are broken on the enemy when you destroy them without this perk, Eagle Eye allows you to also see modules broken by other teammates and can allow you to have an advantage over them(knowing they have a broken ammorack, gun, etc.). This perk is most useful on accurate tanks or tanks with high rate of fire.


 

Sixth Sense : Once this perk is trained, a light bulb will appear the second you are spotted. This is a very good perk, and while detected goes off only when you're looking towards the tank that's spotting you and they're looking towards you, Sixth Sense will appear regardless of how you're spotted. This is a good perk to have in any tank, but is most useful in scout tanks and sniping tank destroyers. (Also note: If your Commander is wounded, Sixth Sense will stop working unless their healed.)


 

Call for Vengeance : Once this perk is trained, you will spot the last tanks you were spotting when you die for an extra two seconds. This perk allows you do get just a little bit more spotting in after you die, but is really only useful for active scouts like the ELC.


 

Preventative Maintenance : Once this perk is trained, your tank will have a smaller chance at catching fire. This perk is best used in tanks that tend to catch fire often.


 

Deadeye : Once this perk is trained, you have a greater chance at damaging an enemy's modules with AP, APCR, and HEAT. This perk will increase your chances at catching a tank on fire, ammoracking them, and damaging their modules in general. This perk is best used on tanks with very high alpha damage or fast rate of fire guns. (Also Note: because this perk only applies to three types of ammo, it is not very suitable for tanks that shoot HE or HESH as their main ammo, such as SPGs and the FV215b 183)


 

Designated Target : Once this perk is trained, you will be able to spot a target for an extra two seconds before they disappear. This perk is useful for tanks that use ridgelines to spot quickly before pulling back or most scouts in general.


 

Safe Stowage : Once this perk is trained, your tank will have a smaller chance of having its ammorack damaged. This is useful for tanks with weak or large ammoracks.


 

Adrenaline Rush : Once this perk is trained, your tanks will reload faster if at under 10% of its total hit points. This perk can be useful for tanks that have large health pools(greater area of margin) or tanks that will likely fall to this health after one hit.


 

Intuition : Once this perk is trained, there will be a small chance of not having to completely reload when switching ammo types. For example, if you are halfway reloaded and you switch ammo from AP to APCR, you will typically have to fully reload again. With this perk, there is a chance you will only have to complete the last half of the reload, instead of the entire thing. This perk is most useful on tanks with long reloads.


 


 



 

2.Equipment - Accessed under the "Equipment" tap.


 

Equipment is something you can put on a tank to increase certain capabilities on the tank. You can only carry three pieces of equipment on a given tank. If the picture has a gold hexnut at the top right of the picture, you must spend 10 Gold to remove it for your credits back, but can still remove it without refund for free(If there's not a hexnut, you can get a full credit refund for it without any cost to you). Equipment prices change depending on tier, and some equipment is only available on certain tanks.


 


 

Equipment List - listing of all equipment in the game.


 

Camouflage Net : This allow you to increase your camo rating by 25% when stationary. It will have an icon appear in game that will glow green when active. It is most useful on passive scouts and sniping tank destroyers, and is also free to refund.


 

Binocular Telescope : This extends your view range by 25% when stationary. Similar to the Camo Net, an icon will appear in game that will also glow green when active. It is also very useful on passive scouts and sniping tank destroyers, and is also free to refund.


 

Tool box : This will increase the rate of which your crew repair broken modules by 25%. This is very useful for repairing tracks that have been destroyed, and is most useful on heavies and tank destroyers with armor. It is the last piece of equipment that is free to refund.


 

Coated Optics : This will increase your view range by 10%, but unlike the Binoculars, will work while moving. This is very useful for active scout tanks, as well as some mediums.


 

Tank Gun Rammer : This comes in different sizes, but has the same effect throughout. It decreases the reload time on tanks by 10%, making it useful on most tanks. It will have the biggest difference for reload time on slow reloading tanks, but will also increase the DPM of fast shooting tanks as well. (Also note, this cannot be used on autoloaders, with the exception of some tanks that have both autoloading and non-autoloaing guns)


 

Enhanced Gun Laying Drive : This will decrease the time it takes to aim fully by 10%. This is most useful on tanks with very long aiming times.


 

Vertical Stabilizer : This will increase your accuracy when firing on the move by 20%. This decreases the bloom of your reticle when moving either the chassis or turret. This is very useful on tanks that excel at firing on the move. Because its effect also applies to the turret moving, Vertical Stabilizer is also a viable(and many times good) option for most tanks that can fit it.


 

Spall Liner : This comes in four sizes, Light, Medium, Heavy, and Superheavy. They all have the same effect of blocking splash damage and ramming damage, but each block their own percentage of damage and come on different weights of tanks. Tanks that weigh less than 30 tons get the small spall liner which blocks 20% damage, tanks between the weights of 30 tons and 50 tons get the medium spall liner which blocks 25% of damage, tanks between the weights of 50 tons and 70 tons get the heavy spall liner which blocks 30% of damage, and tanks that weigh more than 70 tons get the superheavy spall liner which blocks 50% of damage. (Also Note: The percent of damage blocked is not accurate to every tank. Spall liner will have greater effect on tanks with more armor and against lower caliber HE/HESH shells, and spall liner will have less effect on tanks with weaker armor and against higher caliber HE/HESH shells.)


 

Improved Ventilation : This equipment, regardless of class, increases all crew skills by 5%, similar to the Brothers in Arms perk. This is useful on most tanks in the game, but it can't be fitted to most open-top tanks.


 

Wet Ammo Rack : This equipment, also regardless of class, makes it 50% harder for your ammorack to be damaged. This is best used on tanks with weak or large ammoracks.


 

Fill Tanks with CO2 : This decreases the chance of your tank's fuel tanks being set on fire by 50%. This does not apply to engine fires, so this is most useful that catch fire because of their fuel tanks often.


 

Enhanced Vertical Coil Springs : This increase the durability of your tank's tracks by 20%, regardless of class, as well as decreases self-inflicted damage by 50%. This is most useful on fast light or medium tanks, or tanks that get tracked often. This equipment is also not available on many tanks.


 

Cyclone Filter : This decreases the chance of your engine being damaged by 50%, which also means that your tank has a smaller chance of having an engine fire. This is only available on Russian tanks.


 

Additional Grousers : This increases your tank's ground resistance on soft ground by 10% and moderately soft ground by 5%. This allows your tanks to traverse and accelerate better on soft terrains(shallow water) and moderately soft terrains(sand). This equipment is not available on many tanks.


 



 

3.Consumables - Accessed from the "Supplies" tab.


 

Consumables are a battlefield item to be used for different reasons. Some are only used when you tap their respective button, whereas others are used once per game. There can only be three consumables on a tank, which most of the time should be a small/large repair kit, a small/large first kit, and a manual/automatic fire extinguisher. If you are to replace one, it should usually be the fire extinguisher. The three slots each count for a different button: the top slot is the X button, the middle slot is the Y button, and the bottom slot is the B button. When using a Small repair kit or small first aid kit, hold down the button assigned to them to bring up a menu that allows you to choose a specific module to fix/crew member to heal.


 

Price list:

Small repair kit/small first aid kit/manual fire extinguisher/removed speed governor* - 3000 credits per use.

100-Octane Gas/Lend-Lease oil/Quality oil - 5000 credits per game.

Large repair kit/large first aid kit/automatic fire extinguisher - 50 gold or 20000 credits per use.

"Food" items/105-Octane gas - 50 gold or 20000 credits per game.


 

*The removed speed governor only needs to be rebought if it breaks.


 


 

Consumables List - listing of all consumables in the game.


 

Small repair kit - When used it repairs a damaged or broken module.


 

Small first aid kit : When used it heals a wounded crew member.


 

Manual fire extinguisher : When used it puts out a fire in the tank.


 

100-Octane gas/105-Octane gas : Both are used automatically each game and increase your engine power and turret traverse speed for the game, by 5% and 10% respectively. (Not available for Russian or Japanese tanks)


 

Lend-Lease oil/Quality oil : Both are identical to the 100-Octane gas, with the Lend-Lease oil being for Russian tanks and Quality oil being for Japanese tanks.


 

Large repair kit : When used, it will repair all modules that are broken or destroyed. When not use, it decreases repair time by 10%.


 

Large first aid kit : When used, it will heal all wounded crew members. When not used, It decreases the chance of crew members being injured  by 30%.


 

Automatic fire extinguisher : It will automatically put out a fire as soon as the tank catch fire, and will also reduce the chance of fire by 10%.


 

Reduced Speed Governor : This will act like 105-Octane gas, but you can activate and deactivate it at will. If it stays active for too long, the engine will be damaged and the speed governor will be used. (Only available for Russian tanks)


 

"Food" items : Food items are each nation specific, but all give the same effect of boosting all crew skills by 10%. The list is below.


 

America - Case of Cola

Britain - Pudding and Tea

Germany - Chocolate

France - Strong Coffee

Russia - Extra Combat Rations

Japan - Onigiri


 


 

Thanks for reading, I hope this helps. Happy Tanking! :honoring:


 


Edited by FusionStar287, 04 April 2015 - 02:59 PM.

"My dear brothers, take note of this: Men should be quick to listen, slow to speak, and slow to become angry, for man's anger does not bring about the righteous life that God desires." ~ James 1: 19-20

 

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Aschenblume #2 Posted 30 March 2015 - 10:26 PM

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repairs is pretty much all i need to be effective when it comes to perks

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TocFanKe4 #3 Posted 30 March 2015 - 10:37 PM

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As was discussed in a spall liner thread this morning, they do not absorb 50 percent (or whatever percent) of damage. They boost the armor damage absorption by the percentage shown. So your tank with 100 mm of armor will absorb 165 damage points with a SHSL, because the armor already gets a ten percent absorption boost without the liner.

This is a big distinction between a HE round that does 200 damage (the absorption is more than 50 percent) and a round that does 1000 damage (the absorption is 16.5 percent)

 

The E25 was built for Shenanigans


luckyk #4 Posted 30 March 2015 - 10:41 PM

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Great job on this post. Thank You!

FusionStar287 #5 Posted 30 March 2015 - 10:43 PM

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View PostTocFanKe4, on 30 March 2015 - 04:37 PM, said:

As was discussed in a spall liner thread this morning, they do not absorb 50 percent (or whatever percent) of damage. They boost the armor damage absorption by the percentage shown. So your tank with 100 mm of armor will absorb 165 damage points with a SHSL, because the armor already gets a ten percent absorption boost without the liner.

This is a big distinction between a HE round that does 200 damage (the absorption is more than 50 percent) and a round that does 1000 damage (the absorption is 16.5 percent)

 

Fixed. Better?

"My dear brothers, take note of this: Men should be quick to listen, slow to speak, and slow to become angry, for man's anger does not bring about the righteous life that God desires." ~ James 1: 19-20

 

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LoveSymmetraPlz #6 Posted 30 March 2015 - 10:50 PM

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Gonna have to follow this to get back to this information as fast as I can. Awesome guide Dude/turtle/pokemon thing! +1

 ( Credit goes to ExaminedGORE )


FusionStar287 #7 Posted 31 March 2015 - 12:08 AM

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View PostMini Gaara, on 30 March 2015 - 04:50 PM, said:

Gonna have to follow this to get back to this information as fast as I can. Awesome guide Dude/turtle/pokemon thing! +1

 

Thanks, that's the best nickname I've been called before.

"My dear brothers, take note of this: Men should be quick to listen, slow to speak, and slow to become angry, for man's anger does not bring about the righteous life that God desires." ~ James 1: 19-20

 

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Xxo VIZZA oxX #8 Posted 31 March 2015 - 12:33 AM

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Great post. You should also add Grousers to the equipment list.

DrivableBeast35 #9 Posted 31 March 2015 - 12:51 AM

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I do have one question - Is there a limit on the number of skills/perks that you can have on any one tank?


 


FusionStar287 #10 Posted 31 March 2015 - 12:54 AM

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View PostDrivableBeast35, on 30 March 2015 - 06:51 PM, said:

I do have one question - Is there a limit on the number of skills/perks that you can have on any one tank?

 

I don't believe so. I could be wrong, but I do have a 15 skill crew and there I'm still training another.

"My dear brothers, take note of this: Men should be quick to listen, slow to speak, and slow to become angry, for man's anger does not bring about the righteous life that God desires." ~ James 1: 19-20

 

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TocFanKe4 #11 Posted 31 March 2015 - 03:02 AM

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The spall liner part still seems confusing to me. You could write something like

Spall liners boost the armor splash damage absorption factor. The amount absorbed depends on the amount of armor at the splash damage contact site. The liner boosts the damage absorbed by the percent listed.  This doesn't mean the absolute damage of the rounds is reduced by the percentage listed, and it doesn't effect the rounds penetration ability.

 

The E25 was built for Shenanigans


kingrich06 #12 Posted 31 March 2015 - 03:33 AM

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lol did you cut and past that from WOT Wiki?

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GIXXERCON 13 #13 Posted 31 March 2015 - 03:37 AM

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View Postkingrich06, on 30 March 2015 - 11:33 PM, said:

lol did you cut and past that from WOT Wiki?

 

No.... The wiki actually contains percentage values.

Std. Tanks- Hellcat, T29, GwPanther, T-54 Ltwt, Pershing, AMX 50 100, IS-3, T49, Ru251, AMX13 90, M46 Patton, T-54, Obj. 430 II, E-75, M53/55, T-100 LT, M48 Patton, Cent. AX, E-50M, Leo 1, T-62a, Obj. 140, Obj. 430, Obj. 430U, T57 Heavy, T110E5, FV215b, Chieftain, S.Conq, E-100, AMX 50B, IS-7, IS-4, T110E4, T110E3, JPE-100, T92, GwE-100, B-C 155 58, Obj 261

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Anthoop #14 Posted 31 March 2015 - 08:09 AM

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Block Quote

 Improved Ventilation : This equipment, regardless of class, increases all crew skills by 5%, similar to the Brothers in Arms perk. This is useful on most tanks in the game, but it can't be fitted to any open-top tank.

 Just a worthless note to add here:

 

The M5 Stuart can mount vents and the big gun package has an open top turret.

 



BUTA46 #15 Posted 31 March 2015 - 09:35 AM

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DrivableBeast35, on 30 March 2015 - 07:51 PM, said:

I do have one question - Is there a limit on the number of skills/perks that you can have on any one tank?

 

View PostFusionStar287, on 30 March 2015 - 07:54 PM, said:

 

I don't believe so. I could be wrong, but I do have a 15 skill crew and there I'm still training another.

 

The limit is twenty-five.  :trollface:


Controlling how fast you go isn't nearly as critical as controlling how fast you stop.

FusionStar287 #16 Posted 31 March 2015 - 11:55 AM

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I won't be home until later today, but when I do I'll try to make the spall liner more understandable and add Mentor(which I somehow forgot).

"My dear brothers, take note of this: Men should be quick to listen, slow to speak, and slow to become angry, for man's anger does not bring about the righteous life that God desires." ~ James 1: 19-20

 

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Turboclicker #17 Posted 31 March 2015 - 12:07 PM

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Recon and SitAw do not have the exact same effect. Recon boosts the view range by 2% but also reduces the effect of a damaged observation port by 20%. Sit Aw. Does a flat 3% boost to view range with no extra bonus.

FusionStar287 #18 Posted 31 March 2015 - 12:11 PM

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Alright, Pepsi, I'll change that when I get back.

"My dear brothers, take note of this: Men should be quick to listen, slow to speak, and slow to become angry, for man's anger does not bring about the righteous life that God desires." ~ James 1: 19-20

 

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FAN47IC #19 Posted 31 March 2015 - 12:47 PM

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View PostFusionStar287, on 31 March 2015 - 06:55 AM, said:

I won't be home until later today, but when I do I'll try to make the spall liner more understandable and add Mentor(which I somehow forgot).

 

Don't forget the Additional Grousers equipment!

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Loki TDD #20 Posted 31 March 2015 - 12:47 PM

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View PostFusionStar287, on 31 March 2015 - 12:08 AM, said:

 

Thanks, that's the best nickname I've been called before.

 

Good guide man, the only thing I didn't see was anything saying that while skills will be inactive (even fully learned ones) when your crew isn't 100%, perks work all the time once they have been fully researched. Example when I had a 75% crew on my Pz III/IV but the crew had 3 skills and 2 perks trained : sixth sense & brothers in arms still worked


 





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