More about skills and abilities in wot. Is the Mentor skill a mistake? General subjective characteristics of different skills and abilities in World of Tanks

  • 03.04.2020

From 6-7 levels of tanks, pumping vehicles begins to require a huge amount of experience. From this moment it becomes important to choose the right direction of development for the crew. After all, you will not only have time to increase his experience to 100%, but also pump additional skills... Today we are going to take a look at perks like Radio Intercept and Eagle Eye and their synergies.

Skill system

Before deciding which perk is better - "Eagle Eye" or "Radio Intercept", you must carefully study the game. The fact is that according to the skill system in WoT, the crew can learn absolutely all skills. Thus, there is no point in choosing "Radio Intercept" or "Eagle Eye". You just need to decide which of the skills you need first. It should be borne in mind that for each subsequent skill you need twice as much experience. Therefore, the definition of the first priority is very important.

You also need to understand that these skills are not mutually exclusive and their bonuses are summed up. Moreover, skills begin to work after the first percent of learning. So you don't need to drive them forward while playing top tanks. Taking these skills last, even despite the high costs of experience for learning, you will get a good advantage over disguised opponents.

An eagle eye

Let's see how the "Eagle Eye" differs from the "Radio Interception". To do this, just read the descriptions of both perks. "Eye" is a skill that can only be mastered by the crew commander. Gives 0.02% increased vision for each percentage of skill learned, and a total of 2% when fully learned.

Its main advantage is to increase the enemy detection range with damaged observation devices. Up to 20% at maximum pumping. This raises a dilemma about the effectiveness of using this perk on various types of machines. But we'll talk about this a little further.

Radio interception

We've covered the Eagle Eye perk. "Radio interception" is similar in principle, but does not provide any additional benefits. Only a radio operator can learn this skill. This, by the way, is another reason why you should not choose between the skills given to us. You can learn both of them first if necessary.

In total, "Radio Intercept" gives up to 3% to the view range with maximum skill leveling. Interestingly, this skill is practically the only useful skill for a radio operator, so you will most likely learn it first anyway. Also, the radio operator is one of the best crew members for leveling secondary skills. By studying "Repair" from him, for example, you will receive a 25% bonus to the speed of equipment recovery on vehicles with 4 people. So you'll have to choose between secondary skills and Intercept rather than Eagle Eye.

Light tanks

The main task of light tanks in the game is reconnaissance. Getting early data about the enemy is very important both for the survival of the LT itself and for the team as a whole. To improve the ability to spot the enemy, those who play this type of vehicle do not need to choose what to take - "Radio Intercept" or "Eagle Eye". Fortunately, these two skills stack and work at the same time.

The only downside is that the additional effect of the "Eye", which works after damage to the instruments, is useless on light tanks. You are either immediately destroyed on hit, or you remain an invisible shadow and dodge enemy shells. But when you learn both skills, you will receive a 5% bonus to the view range or to the detection of the enemy, if your view is already maximum and is equal to 445 meters.

Medium tanks

It's already a little more complicated with these machines. You can participate in positional skirmishes. Your vehicle has more durability and can withstand critical hits. Elements of positional struggle and slow front pushing appear.

When playing on a medium tank, everything will depend on the model. On fast and agile cars, it is better, first of all, to learn both skills that we are considering. On slower ones, it is better to take the "Sixth Sense" from the commander first. In general, enemy detection is not part of the main objectives of medium tanks. However, due to the "great Belarusian randomness", there may be no LT in the team, and then you will have to take on their role. In such cases, it would be better to use "Radio Intercept".

Heavy tanks

Slow and vulnerable, oddly enough. Driving around in TT be prepared for the fact that you will have to hide behind cover and make short "dashes". It is with them that you will have to choose what to download earlier - "Radio Intercept" or "Eagle Eye". What is the best choice?

On the one hand, you have a commander. You will need the skills "Sixth Sense" and "Combat Brotherhood". He also needs a "Repair". However, the "Eagle Eye" will be a salvation in case of damage to observation devices, which break down quite often at TT. On the other hand, there is a radio operator. He is also interested in the "general" skills - "Repair" and "Combat brotherhood", but there are practically no useful special skills.

Thus, "Eagle Eye" or "Radio Intercept" - which is better? After leveling all general skills it would be better to take the "Sixth Sense" from the commander, and "Radio Intercept" from the radio operator. However, immediately after that, you can download and "Eye".

Tank destroyer

The situation is similar with this type of equipment. Disguise is also added to general skills only. "Radio interception" is also learned one rank earlier. On the other hand, many PTs prefer to play "sniper" hiding in one place. Therefore, the possibility of detecting the enemy even at distant approaches is very important for them.

You can learn both of these skills first and you won't lose anything. They will immediately give you 5% vision, and with additional equipment such as "Stereotubes" you can spot even the most disguised opponents.

SPG

With this type of technique you will not have to decide what to take - "Radio Intercept" or "Eagle Eye". For an ACS, the range of its own view is not important. She uses data transmitted to her by other participants in the battle. Therefore, it makes no sense to download "Radio Intercept" or "Eagle Eye" to her.

If we assume a theoretical model in which an ACS fights in urban conditions and plays the role of a kind of tank destroyer, then the maximum that the owner of an unlucky car can afford is "Radio Intercept". It gives a larger bonus, while the "Eye" is effective only when the modules are damaged.

conclusions

Based on the foregoing, several conclusions can be drawn regarding which is better to use - "Radio interception" or "Eagle eye". Regardless of what car you are playing and what style of battles you prefer, it is more profitable to take "Radio Intercept". First of all, only due to the fact that he has no worthy alternative among other skills of a radio operator.

"Eagle Eye", "Radio Interception", how many characteristics do they give? The first one guarantees a 2% bonus when pumping and 20% when it breaks. The second is 3%. Considering that a good tanker rarely gets critical damage, the bonus from the first skill is rather doubtful, and here "Intercept" again wins.

The same goes for the speed of receipt. "Interception" is pumped much faster, again due to the fact that the commander has more really useful and effective skills that should be pumped earlier.

So let's summarize. "Eagle Eye" or "Radio Intercept"? What's better? Definitely - "Radio interception". If you have a dilemma of what to download, choose it, you will definitely not go wrong.

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills and abilities (click on +), however, many inexperienced players do not quite understand what to choose and therefore, this article will help you in choosing the right skills and abilities, so let us consider the most optimal assembly options for various types of equipment.

Let's start with a general description of what each skill and ability is and its need to learn.

● Commander... The commander has some of the most useful sets of perks and skills to choose from.

1. The sixth sense, or in the common people "light bulb".

It allows the commander to find out if our tank is lit, but it is worth remembering that the light comes on after 3 seconds of being lit by the enemy. One of the most useful perks, we definitely swing the commander first.

2. Master of all trades.

This skill allows the commander to master the specialty of a disabled crew member. At 100% learning, 50% of the skill of a shell-shocked crew member. Useless perk, download at the very end.

3.Mentor

Gives additional experience all crew members except the commander.
At 100% research, it gives 10% experience. Also not a very useful skill, we leave it at the end.
Skill. Valid as it is studied.


4. Eagle eye

An extremely useful perk for big-eyed CTs and LTs to make your vision even better. At 100% study, it gives 2% to our review, + 20% with damaged observation devices. It also gives an additional effect in the presence of optics, stereo tubes and the ability to intercept.
Skill. Valid as it is studied.

5.Expert

Allows, when aiming a sight (even an artillery one), to see which modules are damaged by the enemy and to see the shell-shocked crew. It is worth remembering that it starts to work when holding the enemy in the sight for 4 seconds. A very controversial perk, for an amateur, if it is definitely pumped, then at the end.
Skill. Works at 100% Research.

● Gunner... A set of stupid perks, except for the smooth rotation of the tower.

1. Vindictive

Allows us to additionally see the enemy for 2 seconds in a sector of 10 degrees. Not a very useful perk, only suitable for passive light, so that your team throws more at the enemy in extra time.
Skill. Works at 100% Research.

2. Master gunsmith

Reduces the spread of the damaged weapon. At 100% research, it gives -20% to the spread of the damaged weapon. Amplified by the presence of a vertical stabilizer. Almost goofy perk, let's leave it for last.
Skill. Valid as it is studied.

3.Smooth turret rotation

Decreases spread on turret traverse by 7.5%. Extremely useful for CT, LT and TT. When the vertical stabilizer is attached, the effect is enhanced.
Skill. Valid as it is studied.

4. Sniper.

Increases the chance to deal damage to a crew or module by 3% at 100% research. Doesn't work for HE shells Useless perk
Skill. Works at 100% Research.

● Driver mechanic... A set of perks, as a rule, to improve the driving performance of the tank and improve shooting on the move. Extremely useful for LT and ST.

1. Virtuoso

A useful perk for tanks with low traverse speed. At 100% research, it gives + 5% to the tank turning speed. Strengthened in the presence of additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a twisted speed regulator.
Skill. Valid as it is studied.

2 king of the off-road

Reduces soil resistance when driving. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. Enhances a little the dynamics of the tank as a whole. Strengthens with additional lugs. Gives us + 10% to passability on soft ground and + 2.5% on medium ground at 100% learning.

3. Ram master

A wonderful perk for such tanks as E50M, KV-4.5, etc., allowing you to reduce damage to your tank and increase damage to an enemy tank when ramming. At 100% research, it gives + 15% to the damage of the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Valid as it is studied

4.Smooth running

This perk reduces the spread when firing on the move. Amplified by the presence of a vertical stabilizer. Good for all types of equipment. At 100% learning, it gives -4% spread while moving.
Skill. Valid as it is studied

5. Cleanliness and order

Reduces the likelihood of engine fires (no effect on tanks!) By 25%. Suitable for tanks with a high% engine fire. (the likelihood of a fire can be viewed when examining the engine in the hangar in detail). Increased with an automatic fire extinguisher.
Skill. Works at 100% Research.



● Radio operator... One of the least useful skills, it is extremely easy to make a choice.

1. From the last effort

Allows our radio operator, who is not disabled when a tank is destroyed, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Works at 100% Research.

2. Inventor

Increases communication range. At 100% research, it gives + 20% to the radio range. An extremely goofy perk. Into the furnace.
Skill. Valid as it is studied.

3. Radio interception

A useful perk that increases the vision of our tank by 3% at 100% research. It is amplified by the "eagle eye" perk and in the presence of optics, stereo tubes. For keen-sighted ST and LT, we highly recommend it.
Skill. Valid as it is studied.



4. Repeater

Increases the communication range of allies in radius. At 100% research, it gives + 10% to the communication range of allies. Again, an extremely useless perk.
Skill. Valid as it is studied.

● Charger... The loader has the smallest set of perks, you don't even have to choose much.

1. Non-contact ammo rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with a weak ammo rack (for example, Soviet ST T-44 and T-54). Boosted by wet ammo rack
Skill. Works at 100% Research.

2. Intuition

Gives a 17% chance to instantly change a projectile (for example, from an armor-piercing to a land mine) from the moment the projectile starts reloading. Useful for tanks, where we often change the type of shells, such as E100, ob. 261, etc.
Skill. Works at 100% Research.

3. Desperate

Reduces gun reload by 9.1% when the durability of our tank is less than 10%. A controversial skill, not for everybody. Amplified by the presence of a gun rammer.
Skill. Works at 100% Research.

P.s. All these perks, if they have several crew members, DO NOT STACK! (for example, desperate pumped for 2 loaders does not stack, so do not forget this and take more useful perks).

Now let's look at the skills and abilities available to all crew members. It is worth knowing that the effectiveness of these skills is taken into account from the average of the crew that owns this skill (for example, if you have upgraded repairs for 2 out of 4 crew members, then the increase in the repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any vehicle, with the exception of art. Increases the speed of repairing damaged tank modules. Amplified by large repair kit or toolbox. At 100% research, it gives + 100% to the repair speed. First of all, pump for almost any technique.
Skill. Valid as it is studied.

2. Disguise.

Reduces the visibility of our tank. Amplified by the presence of a cloaking net. An extremely useful perk for subtle AT, LT, arts. At 100% research, it gives + 100% to the tank's stealth.
Skill. Valid as it is studied.

3. Fire fighting

Increases the speed of extinguishing a fire in case of fire by 100% with 100% pumping for the entire crew. It will be necessary for fire-hazardous tanks or if you are a fan of not carrying a fire extinguisher with you. We pump only on burning, like a tree, tanks or last.
Skill. Valid as it is studied.

4. Combat Brotherhood

Newbies are often confused with this perk. REQUIRES UP TO 100% STUDY BY ALL CREW MEMBERS FOR ITS WORK. Boosted with improved ventilation, chocolate, tea pudding, dope, crate of cola, strong tea, improved diet, and onigiri (for each nation, respectively). When fully studied, it gives + 5% to all to the main skill, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repair, eagle eye.
Gunner: Repair, bb, smooth turret rotation, camouflage.
Charger: Repair, bb, disguise, desperate.
Driver mechanic: Repair, bb, off-road king, battering ram master.

(bb-fighting brotherhood, at the personal discretion of each).

Medium tanks (ST)


Commander: Sixth Sense, bb, eagle eye, disguise
Gunner: repair, bb, camouflage, smooth turret rotation
Charger: repair, bb, disguise, desperate
Driver mechanic: repair, bb, king of off-road, smooth running or disguise
Radio operator: repair, bb, radio interception, disguise.


(For the latest perks, strictly your choice, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, disguise, eagle eye, repair, bb.
Gunner: Camouflage, repair, smooth turret rotation, bb.
Charger: Disguise, Repair, Desperate, BB.
Driver mechanic: Disguise, repair, king of off-road, bb.
Radio operator: Camouflage, repair, radio interception, bb.

(Combat brotherhood at the personal discretion of each).
(For the latest perks, strictly your choice, depending on your technique).

Tank destroyer


Commander: Sixth sense, disguise, bb, repair.
Gunner: Camouflage, repair, BB, fire extinguishing.
Charger: Disguise, Repair, BB, Desperate.
Driver mechanic: Disguise, repair, bb virtuoso.
Radio operator: Disguise, repair, bb, radio interception.

(If the PT is huge, the first perk instead of disguise is the repair).
(For the latest perks, strictly your choice, depending on your technique).

ART-ACS


Commander: Sixth sense, bb, disguise, repair.
Gunner: Disguise, bb, vindictive, repair.
Charger: Disguise, bb, intuition, repair.
Driver mechanic: Disguise, bb, virtuoso, king of off-road.
Radio operator: Disguise, bb, repair, radio interception.

(For the latest perks, strictly your choice, depending on your technique).

All skills and abilities go sequentially for pumping, however, you can swap them if you see fit, or they are suitable for your specific technique, because it is impossible to select the same perks for all tanks. It is also worth remembering that each next skill requires 2 times more experience than the previous one, we treat this wisely.

Leveling the crew in World of Tanks is a kind of "game in the game": you have to think for a long time about the order of pumping perks, read forums, watch guides, analyze. Naturally, all this must be done if you want to achieve maximum combat effectiveness.

The matter is greatly complicated by the fact that it is almost impossible to pump out all the skills and abilities on one tank (it will take just a huge amount of time). A crew with five or even six perks is considered really "pumped up". But for the average player, even the fourth perk is usually an unattainable dream, pumping out the last percent of the third can take months.

Skills differ from skills in that they take effect immediately after the choice, even if they are pumped by 1 percent. For the skills to work, they need to be pumped by 100. Therefore, players often pump not very necessary skills up to 100 percent, and then drop them and take the necessary skill. You can only reset perks without a penalty for gold.

However, not all skills and abilities are equally useful and popular. There are really effective perks that almost all players are among the first to pump out, and there are those that almost never swing. Skills and abilities are divided into general and specific for each specialty.

General skills and abilities

Of the general ones, repairs, camouflage and combat brotherhood are certainly useful. But from fire extinguishing on the vast majority of tanks is of no use: it is replaced by a fire extinguisher. Fire extinguishing is relevant only for those cars that literally catch fire from every second penetration. For this, for example, some Chinese cars are famous, which, like soviet tanksThe pots are often found in the forehead.

Repair, as the name suggests, speeds up the repair of damaged modules. This skill is especially useful on heavy tanks, the tracks of which can be knocked down many times during a battle. Repair on medium tanks is less useful: a knocked-down track on them usually leads to destruction, in most cases it is better to use a repair kit.

Repairs are also being studied on assault-type tank destroyers, which are in many ways similar to heavy tanks. But on artillery and light tanks, repairs are useless: it is easier to restore a knocked down track with a repair kit, and these vehicles usually do not survive a second hit.

But on light tanks, disguise is almost always the first perk, it is very effective on them, since it does not halve in motion, as on other types of vehicles. In addition, the skill of disguise is not a fixed value, which increases as you level up, but a multiplier. That is, the higher the base camouflage of the vehicle, the more effective this skill will be.

That is why it makes no sense to pump disguise on large and very noticeable machines: the basic disguise there is very small, so the skill does not give much effect. But, by the way, a camouflage network can be effective on large machines, since its bonus is just a fixed value, not a multiplier.

Combat Brotherhood increases the level of mastery of all tankers in their main specialties, as well as skills and abilities by 5 percent. Combat Brotherhood's action is identical to that of improved ventilation, which is best used together. After all, an increase of 5 percent in the level of proficiency in a specialty means in fact an increase in the characteristics of a tank by only 2.5 percent.

The fighting brotherhood begins to operate only after all tankers study it by 100%, that is, it needs to be pumped by everyone. Usually, combat brotherhood is taken as the first perk on artillery, on other types of equipment it can be taken first, and second, and third, it all depends on individual preferences.

Now let's move on to individual skills and abilities:

The commander's sixth sense (the so-called "light bulb") is extremely important, which signals that the enemy has detected you. It is very difficult to overestimate this skill, it is extremely useful on almost all types of vehicles, except for tanks focused on melee combat. But even with them, the sixth sense is useful. On light tanks and ambush-type tank destroyers, this perk must be pumped first.

A good choice for the commander is also the eagle eye, which increases vision by 2 percent. This is a skill, so the eagle eye takes effect immediately. It must also be said that if the observation devices are damaged, the eagle's eye already gives an increase of 20 percent, in fact, thus compensating for the damage.

Handyman

A jack of all trades allows the commander to replace shell-shocked crew members. Since this is a skill, the jack of all trades begins to act immediately. When fully trained, it recovers half of the lost proficiency percentages.

For example, if a gunner is concussed, the level of proficiency in his main specialty drops by half (for example, from 100 percent to 50). With a fully pumped jack of all trades, the level of proficiency in the specialty of such a shell-shocked gunner will not be 50, but 75 percent. The effect is quite significant, but the jack of all trades is rarely pumped, since the commander also has more useful perks.

Mentor

The least useful skill for a commander is mentor. When fully researched, it gives a 10 percent increase to the experience that every tanker receives, except for the commander. It would seem that the increase is significant, but it makes sense to take this skill only if you are going to pump three or more perks from the crew of this tank.

Expert

An expert is even less useful, this skill allows you to determine the critical damage of the enemy, which you keep in sight for four or more seconds. Of course, finding out that the enemy tank is damaged, for example, the ammo rack can be useful, but players usually prefer other perks. Overall, the commander has many useful perks, so the choice is often difficult to make.

The continuation of the article will be released in the near future.

Attention if your games do not work,.

17.03.2014

The official World of Tanks website, although it contains comprehensive information about the skills that each crew member of a combat vehicle can acquire, but, firstly, few people will smile at re-reading several pages of technical text, and secondly, the official information is dry and streamlined. ... There they will never tell you in plain text that this skill is nonsense, but this one is not bad. Therefore, tankers will have to go to the forums, where they will need to shove through many topics, several dozen or even hundreds of pages in order to find out the necessary information for themselves. The task of this material is to describe in detail and at the same time briefly, clearly and in a simple way, each of the skills for each of the crew members, without hiding absolutely nothing.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for multiplying the characteristics of your combat vehicle. The importance of skills is often underestimated, but in vain. So let's go.

Firefighting.

In the humble opinion of the author, as well as many experienced tankers, this is the least useful skill, which is easier to replace with an ordinary fire extinguisher. And to the statements, they say, what will happen if you are set on fire a second time, you can answer that such a probability is extremely small. In general, Firefighting is a skill with frankly weak utility. As an alternative, you can take the skill "Cleanliness and Order", which reduces the likelihood of engine fire.

Disguise.

This skill is being studied en masse, especially by beginners who believe that now their tank will be invisible and they will be able to play plenty in sniper mode. This is not true. The fact is that not all tanks in the game are capable of disguising themselves. Some do it better, some do it worse, and some, huge, high-profile machines do not know how to disguise themselves at all. For example, a T-62 with a camouflage pumped 100% can remain invisible when motionless up to almost 300 meters, while the same E-100 can hide under similar conditions only at a distance of just over 400 meters. As an alternative, it is better for the tank to purchase camouflage, as well as to hide in bushes more often. In general, disguise is a more or less useful skill, but not for all tanks.

Repairs.

The most versatile skill in its usefulness. Repair can and should be pumped. As an alternative and as an add-on, a toolbox and a large or small repair kit are great. Each tank must have a trained repairman.

The Brotherhood of War.

Another universal, command skill, which gives 5% to increase the points of all skills for the entire crew. Alternatively, you can purchase ventilation, however, the effect of these two terms is added together, so it is better to study the fighting brotherhood and install ventilation. If you add cola, chocolate or coffee to everything else, then skills can grow up to 120%. Not a bad skill that is especially good for gunners.

Now we turn to the personal skills of each of the crew members.

Commander.

The mentor skill allows the commander to train his charges faster. It gives the greatest effect when studying at the very beginning of development. However, this skill only provides accelerated pumping of other skills, and itself, in fact, does not bring any benefit. In general, this skill will do for the most impatient.

Not a bad skill. It allows you to see the removed or damaged units of the enemy vehicles in tanks, but the Expert only works with 100% pumping, and also if the enemy's equipment can be kept in sight for about 5 seconds, which is not always acceptable in random battles... Bottom line: this skill is more suitable for dueling. It provides more informational assistance, which may not always be useful in battle, where you often shoot where you can, or even at random. A skill with questionable utility.

One of the most important skills in the game, if not the most important. The famous "light bulb" is vital in every battle. A skill that signals the fact that your technique has been spotted. If the light comes on, then the tank has been found. It is imperative to study, and the sooner the better.

This skill allows the commander to replace a disabled crew member. Most often, instead of this skill, players prefer to purchase first-aid kits to heal victims. Not the most useful option.

Fully upgraded Eagle Eye allows you to increase the maximum view of the tank by 2%. The use of this skill is the lot of experienced players. This skill is unlikely to be useful for beginners, however, if you are fighting on Bat Chat, Patton or other vehicles with a good view function, then you can and even need to take the Eagle Eye. Bottom line: this skill will be useful if you know how and love to use disguise and know how to calculate the detection range. Alternatively, as well as add-ons, you can take radio interception, enlightened optics, a stereo tube or a ventilated solder.

The sniper skill will increase the chance of critical damage. Quite a useful profession. This will be especially evident after comparing the results of battles on vehicles where the gunner is trained in sniper shooting, and where he is not. The difference will be noticeable. A tank with this skill will inflict much more critical hits, including useful ones such as fire or an explosion of ammunition. Does not work with HEAT shells. A very worthy choice, practically a must-learn.

This skill allows you to see a disappearing enemy in sight for two additional seconds. Works only if you personally spotted this enemy. In other words, art builders who are overclocked to download this skill should know that it will not be useful, since for artillery, the enemy is illuminated by other tanks, and not the art itself. Bottom line: almost useless skill, which is better not to download.

Everything is clear here: in sniper mode it will be easier to aim when turning the turret, if there is one. Do not pump the skill if your tower does not rotate. An alternative is to install a stabilizer. However, the utility is cumulative. In short, this skill is one of the most useless. You can not study, you will lose a little.

The title says it all. After 100% pumping, the gunner can predict with a high degree of probability what type of projectile will be needed in the future. An interesting and even funny skill, but almost useless. Instead, study better repairs or the same disguise.

A very important skill, because damage to the ammo rack immediately turns your tank into a heap of scrap metal, and learning this skill can reduce the chance of an ammo explosion by 13%. Quite a useful specialty, although many people prefer to study something else. Bottom line: be sure to teach if you plan to fight on tanks with traditionally weakly protected ammo rack.

Quite an original piece. Its essence boils down to the fact that as soon as a vehicle has less than 10% of its health, the loader starts shooting 10% faster. A rammer is great as a supplement or alternative. It is better to pump this skill on a tank with big amount health. Bottom line: A useful, albeit specific, skill for the loader.

The radio operator.

This skill increases the range of radio communication. A practically useless specialty. In general, it is worth noting that the special skills of the radio operator are famous for the greatest uselessness among the rest of the team. It is better to train a radio operator in general rather than specialized skills.

Another useless skill that increases the communication distance with all allied vehicles. You can try to teach, but only if you play artillery.

This skill increases vision. At 100% fully explored, adds + 3% to range. Conclusion: more or less useful, although not vital skill. You can learn if you really want to.

A specific skill responsible for sending information about the location of enemies a few seconds after the destruction of equipment. A vengeful skill that makes sense to learn only on fireflies - reconnaissance tanks.

Driver mechanic.

This skill will be most useful for driving a tank with poor dynamics. When fully explored, it gives a 5% increase in turn rate. Not the most useful skill that can only show its usefulness when your combat tactics require private turns and similar maneuvers.

Due to this skill, the driver will be able to add a little more maneuverability to your tank on a heavy surface such as swamps and other off-road conditions. A practically useless skill that few people learn.

This skill allows you to reduce spread when shooting on the move. Removed 4 modest percent of the scope diameter. It makes sense to study only on light or medium tanks. The slower the tank, the less sense there is in learning this skill. Not a very useful purchase that can be replaced with a smooth running stabilizer.

An excellent skill that allows you to increase damage by up to 15 percent when performing a ramming move. It is a great addition for heavy and fast vehicles. Armed with the ramming skill, ordinary medium or even light tanks can bring a lot of trouble to the enemy. It is highly recommended to study.

This skill reduces the chance of fire by 25%. Not a bad skill, especially if you don't plan on using fire extinguishers. If there is always a fire extinguisher in stock, then there is no point in pumping Cleanliness and Order. In addition, it can be perfectly replaced with the same general firefighting skill, although it is not the same thing at all. As an alternative or addition, the Cyclone filter is also suitable.

The idea is that camouflage is most useful for those tanks that have a low coefficient of signature. Large cars have poor basic disguise, so this perk will help them much less.

Only here are the exact parameters in the world of tanks disguises no, so everyone already judges by their subjective feelings, and they are often deceiving.

I still think this skill is very useful for almost all tanks, except for very massive and large heavy tanks. Personally, I feel the benefits of camouflage even on large tanks like the E 50.

Although I do not deny that the greatest effect of camouflage is achieved on low tanks and on all tank destroyers.

Firefighting

Firefighting can be safely called a skill that did not fit into the current concept of the game. The fact is that fire extinguishing reduces the burning time of tanks during a fire, which prevents damage to internal modules and preserves strength points.

But, firstly, it is taken into account middle level on the crew, which forces at least half of the crew to study it for high efficiency of the perk. Secondly, the burning time of tanks is a random value, so even with fire extinguishing it is possible to burn out quite a bit.

But most importantly, any fire extinguisher completely negates the benefits of this perk. Since even a manual fire extinguisher, if you have good reaction, put out the fire more efficiently and faster than your tank firefighters.

I will note that the only thing is that now, instead of a fire extinguisher, they often take a chocolate bar or an additional ration into battle, so fire extinguishing can give some confidence in this case. But even here it is unlikely to help, since there are more useful perks, and reasonable players put additional rations only on those tanks that rarely burn at all.

The Brotherhood of War

Most controversial of the common perks. Combat Brotherhood gives 5% to crew skills, which is quite nice, but there are too many restrictions that greatly detract from the joy.

Firstly, fighting brotherhood is a skill, so it will only work after learning to 100%. Secondly, absolutely all tankers need to study this perk, otherwise the fighting brotherhood will not work.

Thirdly, 5% for the crew increases the characteristics of the tank by 3% (2.5% of the perk and an additional 0.5% commander bonus). It is sometimes very difficult to notice such an improvement. Fourthly, in the future, the mechanism of the skill's operation can be changed and in case of a shell shock of any crew member, it can be turned off. Perhaps this has already been implemented.

In fact, it is on the usefulness of this perk that I still have not made an unambiguous opinion for myself. On the one hand, the skill is useful, but very expensive. Moreover, it makes sense to often install it only for experienced crews (from three full perks), since there are more important perks to start with.

Also, the downside is that the correct installation of the fighting brotherhood requires a reset of perks. That is, you will not put it first, since repairs are needed. And put the third - the fraternity will swing for several months. And resetting perks is either a loss of crew experience, or a loss of gold, that is real money... Combat Brotherhood is the most expensive perk in world of tanks.

Commander

The commander has a lot of interesting and useful perks, but there is one skill that is the best in the game. Here and further I will not go into digital indicators, which are often felt in a battle quite differently.

Sixth Sense

The most useful perk in the game, it requires 100% learning. Indicates with a light bulb during the battle that you have been detected by the enemy. Yes, with a slight delay of three seconds, but this does not detract from the benefits.

In new realities in the world of tanks light bulb absolutely necessary on all tanks. Even on heavy ones, which supposedly always glow. Believe me, now it's very hard to play in random battles without a light bulb.

Among other things, several game tricks are based on this skill. For example, you roll out from behind cover for a split second and back. If the light bulb then lights up, there is one of the enemies there. And then modern PTs with their camouflage, you may not find after the shot, having lost half of the points of strength.

Mentor

We have a typical example of a perk, the description of which looks good, but in fact does not give anything interesting. A commander's mentor increases the experience that other tankers gain in battle. The maximum you can get is + 10% experience.

But, we remember that very soon a real breakthrough of experience is required for the growth of perks and we understand that the effect of this perk will be dubious. Do not forget that the commander needs to swing the light bulb and repair.

Yes, there is an option, dancing around the mentor, but with frequent paid dropping of perks from the commander. In the event of a silver reset, the experience loss will be greater than the potential benefit from the mentor.

An eagle eye

Nice perk that increases the view of the tank. We will not consider the bonus to the review during the breakdown of observation devices. It works from the start of the study, which is nice separately. However, you should not overestimate the eagle eye, the total bonus will be only 2% to the review. But the very importance of the view in the game compensates for this.

Handyman

A fun skill that allows the commander to replace shell-shocked crew members. In fact, in a battle with this skill in case of contusion of crew members, your problems will be half the size. That is, the penalty on the parameters of the tank, for which the damaged tanker was responsible, will be half as much.

Usually the deterioration goes twice, so it will only be half worse. So already some tankers, in principle, can not be treated. I agree that the first aid kit is better, but there are times when it is not enough for a fight. And sometimes it is the first-aid kit that is changed for an additional ration, in this case a jack of all trades is simply necessary.

Naturally, if the commander himself is wounded, this skill will cease to work. In case of a shell shock of the second crew member, the effectiveness of the skill will be halved. In fact, only one wounded tanker can more or less replace a commander with a jack of all trades.

Expert

A completely incomprehensible and useless perk. Allows you to see in the scope those modules that are either already damaged by the enemy, or can be damaged by a shot. It is also a skill, requiring 100% learning.

Gunner

The gunner has a good set of skills. There are plenty to choose from, but tough decisions are unlikely to be made.

Vindictive

A skill that requires 100% learning to work. The enemy tank will be 2 seconds longer in the light. It sounds good, but in fact it's nonsense. There is a limitation on the viewing angle (10 degrees in front of the gun), which is very narrow.

In addition, the time spent by the enemy in the light changes randomly, so it is problematic to control the work of the perk.

Master gunsmith

A gunner's skill that reduces the spread of a damaged gun by 20% when fully trained. In fact, it allows you to shoot effectively if you have damaged the weapon, but there is already nothing to repair it. In other cases, the damaged gun is usually all immediately restored with a repair kit.

On tanks where the weapon is damaged frequently, it might make sense to research a master gunsmith. You can also pay attention to this perk on tanks, which often trade in a turret. In this case, enemy shells often damage the weapon.

Sniper

A controversial perk that increases the chance of critical damage to enemy modules. Requires 100% research and provides a final bonus of 3%. But there are problems here. First, the chance of inflicting critical damage on modules in world of tanks is generally unknown to ordinary players. So it is difficult to judge the importance of this characteristic.

Don't forget that tank tracks are also modules, so the perk can result in more frequent hits on the track. But, again, this cannot be reliably verified. In theory, a sniper will help small-caliber rapid-fire guns, but it's difficult to download something unambiguous.

Smooth tower rotation

A good perk, it takes effect immediately. Decreases the spread of the gun when turning the turret, by a maximum of 7.5%. Personally, I really like this ability of the gunner, I feel it well in battle. There will never be excess accuracy and rate of fire in world of tanks. Now the game is often won by the one who will shoot faster and roll back to cover.

Driver mechanic

The richest tanker in perks. In fact, the driver does not have useless perks, on the contrary, there are a lot of interesting ones. So here you have to choose, sometimes even the thought arises not to study the general perks of the driver.

Battering ram master

The skill, starts working immediately, in full form increases damage to enemies from ramming by 15%, reduces damage to your tank when ramming by 15%. A fun perk, especially on heavy and fast tanks. Only now the ram itself, although it looks fun, does not need to be overestimated its effectiveness. Moreover, the mechanic has a lot of interesting and more versatile abilities.

King of the off-road

Significantly improves the tank's cross-country ability on poor soils. As a result, on sticky soil your car will move and turn more confidently. Let me remind you that the dynamic characteristics of any tank depend not only on the parameters of the engine and chassis, but also on the resistance of different types of soil.

It is just the last characteristic that the king of off-roading improves. The bonus is quite felt, many, not without reason, consider this driver perk one of the best, one of the most useful. This perk is felt especially well on heavy tanksthat bog down on bad soils.

Smooth running

And again, a very useful perk aimed at improving shooting accuracy. Smooth running reduces spread by 4% when the tank is moving. In fact, this improves the stabilization of the gun, which is useful for almost any tank. A lot or a little 4% is a different question, especially since the driver has many other interesting perks.

If we speak our personal opinion, then it is the choice of driver perks that is the most difficult and controversial. A smooth ride can also be adopted if you do not have enough accuracy while playing and immediately after stopping the tank.

Cleanliness and tidiness

The perk simply reduces the chance of a tank engine burning by 25%, the perk needs to be learned by 100% for it to work. This ability needs to be well explained, otherwise some people misunderstand the mechanics of its work.

The perk essentially just reduces the chance of the engine catching fire. For example, like many Germans, it is 20% on a tiger. If the driver examines cleanliness and order, then it becomes 15% (20% * 0.75 \u003d 15%).

Do not forget that you can also set fire to a tank through the tanks. This is not affected by cleanliness and order. Let me remind you that you can set fire to the engine by simply getting into this module with a certain chance, which is written in the engine characteristics. Cleanliness and order will reduce this chance.

The tanks will ignite if the health of this module is completely depleted. The cleanliness and order of the driver will not help the tanks. Light up as well as without this perk.

Still, in the current conditions, a fire extinguisher is quite enough, they are set on fire twice not so often. I can recommend the cleanliness and order perk in the event that you are really tired of the fact that you are often set on fire through the engine, otherwise it is easier to choose other perks.

Virtuoso

The perk increases the turning speed of the tank in place, starts working from the beginning of the study. When fully explored, the tank will turn 5% faster. This perk directly increases the tank's maneuverability. It will be easier to change the direction of movement, it will be easier to rotate the body for enemy shots.

Personally, I like this perk, I put it on many tanks. But it would be more correct to choose it on machines where it is critically necessary to improve maneuverability. Since there is a serious choice between the virtuoso and the king of off-road, but this aspect on www ..

Charging

The loader has a set of personal perks that cannot be called unambiguous. On the one hand, they can be very useful under certain conditions. On the other hand, these very conditions do not occur so often.

The downside is that all personal perks of the loader only work at 100% learning, which makes them difficult to learn consistently. After all, then the perks open oh how slowly.

Although often the loader also performs the functions of a radio operator on many tanks, so you can take radio intercept instead, the only useful radio operator perk, but we will also take a closer look at his abilities in this article.

Intuition

Intuition allows the loader to quickly change the type of projectile. That is, you charged an armor-piercing one, and an armored enemy crawls out in front of you. We choose the silver gold right away. If intuition works, then it will not be necessary to reload again, the required projectile will be immediately charged.

The probability of such a success is 17%, the plus is that with two loaders, you can strengthen your intuition by learning this perk for both loaders. Let me remind you that the rest of the perks in the game do not summarize their value.

It will not work to deceive the game, intuition only changes the type of ammunition, it does not speed up reloading. But let's figure it out, is intuition necessary at all? Do you often have to change the type of ammunition.

In fact, no. The fact is that most of the guns in the game do not require frequent shell changes. Often the reload time is not so long, so you can just wait for the standard charge, changing the type of ammunition usually does not require haste.

Perhaps intuition will come in handy on tanks, where all types of shells are used, and reloading is very long. But apart from the E 100, you can't remember anything right away, and in this case, changing the shells is not at all necessary.

Sometimes it's easier to use a more powerful and versatile type of projectile. And intuition itself does not always work, so you cannot rely on it in contact combat. It seems that the perk can be useful, but in too limited situations.

Desperate

The reload time of the gun is a critical indicator on any tank, which should be increased by all means. The desperate perk accelerates cooldown by 9%, which is a huge improvement. But do not rush to rejoice, now a list of restrictions will go.

Firstly, this perk will only work at 100% learning, but it's just inconvenient, nothing more. It is much more important that the recharge will be reduced only if your tank has less than 10% of hit points left.

We get an interesting picture. Desperate can literally save a tank during a firefight, because you can take the final shot first. And now in the game it often happens that the tank has a crumb of health, instead of being completely destroyed.

On the other hand, it is difficult and rare to successfully fight with the last points of durability. However, I personally find this ability useful and interesting for myself, however, on tanks without armor, you can find a more useful alternative.

Non-contact ammo rack

Again, you will need to learn the perk up to 100%. It increases the durability of the ammo rack (AM) by 12.5%. Let me remind you that in world of tanks, any internal module has its own health, and all shells have a damage parameter per module. As usual, these characteristics are not publicly available.

Many players misunderstand the mechanics of the non-contact ammunition rack (ABU). This comes not only from the meager description of perks in the game client, but also from ignorance of the game mechanics. Meanwhile, the bookmaker theme is very important.

Damage to the ammunition battery doubles the reload time of the gun, critically reducing the tank's efficiency. But blowing up the BC ends the game altogether, you can be killed with one shot, even if there are still a lot of strength points left.

So, the ammo rack can be damaged (yellow state) by any hit with damage. That is, it does not matter how much durability the ammo took off the projectile. If hit - there is a chance of damage (crit). If they hit the BC area, they can damage it. Non-contact ammo rack will not help in any way.

The explosion of a BC occurs if its durability has dropped to zero. In some tanks, it is weak, located in vulnerable places and often explodes, especially from enemy shells of large calibers with high module damage.

This is where the contactless ammo rack can help in theory. But, again, it is very difficult to assess the effectiveness of the perk, since the exact parameters of the BC durability in the game are unknown. Yes, with this perk the tank's BC will be stronger, but will this boost be enough?

Personally, I put a non-contact ammo rack on those tanks that, in my opinion, blow up too often by detonating ammunition. But I am aware that there is an element of simple belief that the perk will help. It is difficult to really assess its effectiveness. If ammo on a tank is rarely blown up, the perk can be considered useless, since it does not reduce the chance of damage to the module.

Radio operator

The most unfortunate tanker in the world of tanks. Not only does no one heal him in case of a shell shock, but only one personal perk is useful. The problem here is that the communication radius in the game does not affect anything. The maps are small, even with a killed radio operator and a broken walkie-talkie, there will be no problems in battle.

Radio interception

The only useful radio operator perk that takes effect immediately. At 100% research, radio intercept increases the tank's vision by 3%. A useful skill, there is never a lot of vision on any tank. The exception is blind armored vehicles, for everyone else it is desirable to maximize the viewing range.

The idea is that you will more often detect enemies, which will affect not only your survivability, but also the accrual of silver and experience for the battle, since you will fire at your reconnaissance, helping your allies as well.

With the last bit of strength

The perk requires 100% learning, but it is already useless. After the destruction of the tank, you will shine the enemies for an extra 2 seconds. In the current realities of the game, you don't have to rely on your allies to support you with fire, so an extra 2 seconds won't change anything.

Inventor

Delusional perk that improves the parameters of the radio station. No use at all. It makes no sense to study.

Repeater

Improves parameters of allied radio stations. Even more delusional, there is no benefit from the perk. Studying is contraindicated, it is better to choose more useful general perks.

Perks are overrated

I want to talk about the fact that the benefits of perks are often overestimated. In fact, only a few perks are critical to the game. All the rest improve the characteristics of the tank and the comfort of the game, but the amount of these bonuses is very modest.

Yes, perks are a useful thing and their choice should be made wisely. But don't overestimate their importance. You can play well and effectively with two full perks, or even one perk will be enough.

A quality breakthrough is provided only by a few perks, which are worth downloading anyway. So many of the tricky perk alternatives aren't really tricky.

Which perks should you choose?

You can start philosophically, noting that perks should be chosen in accordance with the characteristics of the tank, with your own style of play. But like all wisdom, the recommendation is correct but useless. Most players will not be able to personally evaluate all the perks on all tanks, it takes a lot of time and gold.

So, first of all, we examine the commander's sixth sense. This rule is mandatory, there are simply no exceptions in the world of tanks. The first perk we all choose is repair, we must put it to the commander after the light bulb. There are exceptions. Light tanks and artillery do not need repairs. LT take disguise, arte you can download a combat brotherhood (if the commander is without a light) or also disguise.

The second perk already gives some variation. Here you can either go into disguise, or you can choose personal perks. In fact, both directions are worth living. Perhaps, only the driver's personal perks are very interesting.

One way or another, we take a smooth turn of the tower for the gunner, radio intercept for the radio operator, for the driver to choose from the king of off-road, virtuoso, smooth running. The loader can take Desperate or Disguise, depending on the tank. The fact is that a tank without armor quickly goes into the hangar if it has few health points left.

The third perk can be dedicated to disguise or personal perks. It depends on which path you chose initially. However, the loader and the radio operator are already running out of useful personal perks (there are only one of them), so we can safely take disguise there.

The gunner can take a sniper, but here you have to wait for 100% of the study, and the third perk is not quickly researched. So the gunner can take a disguise. In general, I recommend not to forget about disguise, in my opinion, a very useful skill. While many personal perks provide a funny or very limited bonus.

On the fourth perk, you already have to reset, I think. The fact is that it will be researched for a long time, so in its place you need to take perks that begin to operate from the start of the study.

Now we will consider the main issues that torment tankers when choosing perks, and only then we will talk about resetting perks.

Off-road king or virtuoso?

In fact, both perks are very good. The off-road king significantly improves the tank's behavior on soft terrain, and the virtuoso improves overall maneuverability. So, in fact, this choice should not cause any hard thoughts. Whatever you choose, you will not go wrong. However, the king can be considered a more versatile perk.

Do you need a fighting brotherhood?

My opinion on the fighting brotherhood cannot be called unequivocal. The usefulness of this ability cannot be denied, only the price is very high. In my opinion, fighting brotherhood makes sense for those tankers who have already reached three full perks. Then it makes sense to reset perks and redistribute.

I believe that it is during this period that the choice of other perks becomes limited, so that the benefits of BB will be greater. However, this perk is most effective and visible to the eye when used with a fan and additional soldering. Purely the effect of the BB can be overlooked in battle.

Reset perks

The system of skills and abilities is built in such a way that it will not be possible to effectively first learn perks that require 100% learning, and then easier-to-manage abilities that work immediately.

And it will take a very long time to wait for 100% of the study already on the third perk, so it is impossible to effectively use the additional abilities of the crew without resetting them. The most basic example is the fighting brotherhood. This perk actually requires the reset of old perks, otherwise it will be very sad and long to wait for its research.

We will not consider the free reset of perks at all, this is irrational. There are only two ways: the silver reset and the gold reset. In the first case, the crew will lose 10% of experience, in the second, you will lose 200 gold.

I regret to say that in fact there are no alternatives to dropping perks for gold. Perks require too much experience, so even a 10% loss would be very significant. I cannot recommend dropping perks for silver, you will lose a lot of valuable crew experience.

So I can only give a recommendation to use promotions, during which you can reset crew perks with a 50% discount. Naturally, the number of these same discharges must be minimized, as well as your monetary losses. So think about the general structure of your crews' perks in advance.

Total

It is with the help of the crew that you can increase combat characteristics machines when other reserves are already exhausted. So perks take on a lot of importance in the later stages of the game, helping you to play even better.

Despite the fact that the bonuses from the perks often seem not too serious, with the correct training of an experienced crew, in total, it turns out to be quite solid help in any battle. Well, some perks are simply necessary, they can be considered a must-have set for any tank.

In the article, I gave not so much a dry description of additional abilities as their real impact on the battle, on the behavior of the tank, I gave, including personal comments, which, I hope, will help you make your own choice.