Jack of all trades or mentor. A guide to the recommended perks for Soviet tank destroyers. The choice of skills for the crews of ART-ACS

1. General description of perks.
Perks in WOT come in two flavors: feats and skills. Skill - begins to act immediately, efficiency increases with learning. Skill - begins to operate only at 100% study. In turn, both skills and abilities are subdivided into group and individual. In general, this information is available in the client itself, so we won't get too hung up here. Let's take from here detailed description perks (as the most relevant - even the official wiki gives slightly incorrect data, but with some clarifications, about which below):

2. FAQ and detailed analysis work of some perks.
Many players are not entirely clear about how some perks work, and as a result, problems arise with their choice. Let's try to answer the most pressing questions.

Q: "Vindictive" or "Sniper"?
A: The gunner has 2 pretty useful skills - "Sniper" and "Vindictive". And since both only work at 100%, I really don't want to waste a lot of experience. Let's take a closer look at both. "Vindictive" - ​​allows you to see the enemy tank for 2 additional seconds in a sector of 10 degrees from the aiming point. Who can benefit from this? Machines with good overview(so that the light was ours). "Vindictive" also gives 2 extra seconds of highlighting to allies - if we play "firefly", the profit from this is obvious. Well, what about pt-shki?
Firstly, if we have highlighted the enemy on a vehicle with a long CD and poor targeting (with BL-10, for example), these 2 additional seconds can be used for more complete targeting (but we must shine ourselves).
Secondly, cars with fast CD will most likely have time to fire a couple of times (average time of illumination is 5-10 seconds + 2 seconds). But again, we must look at this point - and if the enemy has disappeared from the light, then projecting his movement for a couple of seconds ahead is not a big problem... Here, however, the question arises about the relief, the firing distance and the fixation of the weapon's high-voltage target - but this is a completely different topic.
"Sniper" - + 3% on the chance of dealing critical damage (to modules or crew). Here's the fun part. Where this 3% came from is not clear. I shoveled a bunch of information - and never found anything concrete. Somewhere 3% (most often), somewhere 5%, somewhere not at all numerically expressed. And 3% of what? On the module's chance of evading critical hit (like, for example, 27% for BC)? Or 3% extra chance for every shot? Moreover, this cannot be verified either theoretically (the calculation is on the server and all Tank Inspectors will not help here), nor practically - you just need a huge number of shots to compile more or less reliable statistics, and taking into account the scantiness given chance, FBG (for example, 25% on the spread of armor penetration) makes such experiments meaningless.
So, the only thing we can rely on in this question is the answers from the developers themselves. Here's what I found:



We will assume that it increases the chance of inflicting critical damage by "a few percent". It turns out to be some kind of trifle (one extra crit for a couple of battles).
And what is more useful? I would choose this: for cars with a long CD - "Vindictive" (2 seconds for mixing); for rapid-fire ones - "Sniper" (more shots - more often there will be a chance for extra crit; the opinion about a higher infliction of crits with "hole punches" is somewhat erroneous).

Q: "Combat brotherhood" - is there any sense (no ventilation, additional soldering, etc.)?
A: Personally, I am always one of the first to pump. Now I will try to explain.
BoBr increases the level of proficiency in the main specialty by 5%. Is it a lot or a little? 5% of the main skill of the crew is 2.15% to the corresponding performance characteristics of the vehicle. The performance characteristics of the machine to which the BoBr applies: rate of fire, overall accuracy of the gun, aiming time, cross-country ability, visibility, camouflage, radio range.
Let me focus on 2 points. With the help of BoBr (as well as ventilation and additional soldering), we can increase the overall accuracy of the weapon. A trifle, of course, but it helps! For comparison, the accuracy of BL-10 on ISUKh with and without BoBr:

The second point is the boost to the review + 2.15%. This is, for a minute, more than the Eagle Eye perk gives (yes, the OG only swings for the commander, and BoBr for everyone, but there are much more bonuses from BoBr).
What else can BoBr do? It also gives + 5% to all crew skills: repair, firefighting, camouflage, mentor, eagle eye, radio intercept, inventor, etc. It is clear that the increase here will be generally scanty, that it should not even be considered seriously, but nevertheless - with the help of additional soldering, ventilation and BoBr, you can get a masking level of more than 100% (and not 80% as for a 100% disguised skill).
With BoBr and the appropriate equipment, you can make your car more versatile (by tightening weak sides). Or, vice versa, boost the strongest. You can sharpen the car to the maximum for viewing, or for reducing CD, etc.
So sometimes it’s strange to hear “fairy! only 5%! " from the players who first of all run to download "Eagle Eye".

Q: Disguise or Repair?
A: Well, everything is simple. Repair is critical for high-tier vehicles - since they can survive more than one hit - and they will be critically critical (especially tracks), it is important for them to repair as soon as possible. Camouflage is important for all ATs, but at the top, its base value is much lower and the absolute boost from the pumped "camouflage" skill will not be so great (plus the visibility of highlevel tanks is much higher). And I would not choose here, it clearly does not make sense to drop the disguise for repairs, but simply putting repairs as the next perk is quite reasonable.
To give some specifics on the repair, I found just such a plate on the speed of the suspension repair (it is already outdated, but it can give some idea - in particular, the speed of the suspension repair of the SU-101 is now higher than that of the SU-122-54):

Q: Do perks work when a crew member is concussed?
A: Only BoBr. Moreover, this is either a bug, or one of the developers at one time listened to the players' vine. By the way, this leads to the following question:
Q: I studied all the perks for the loader - what to download next?
A: Download "Desperate" and "Proximity ammo rack" - the effect is not cumulative, but if one loader is shell-shocked, the perks of the other will work.

3. Recommendations for resetting perks.
Perks can be discarded for gold - experience is not lost, but it is expensive for gold (especially if you constantly change skills for skills). Or it is possible for silver, but at the same time we lose 10% of the experience earned by a crew member:
When you reset the first perk - 21K experience.
When discarding 2 perks - 63K experience.
When discarding 3 perks - 147K experience.
When dropping 4 perks - 315K experience.
If the car is in an elite state - you can divide these numbers by two - the crew member to whom the perks were dropped (if he is alone, of course) will start pumping 2 times faster.
As you can see, 2 perks (30K experience for elite car) can be reset almost painlessly. 3 perks (75K experience for the elite) is already sensitive, but it can be compensated for with specials for experience. 4 perks or more, it's better not to fold for silver - a lot of experience is wasted. So it is worthwhile to think over the logic of pumping perks in advance.
I also want to note how it is worth changing a skill for a skill. For example, the gunner's first perk is “smooth turret rotation”. It can be dropped immediately, for example, on the "sniper" "and again put on the PPB pumping. But I would advise you to ride a little with the first perk without dropping it. And only when the experience unallocated for the second perk is saved up - drop it on the "sniper" and immediately get some percentage of the second perk. Thus, during the pumping period, "PPB" will always work for us (to one degree or another). What are the grounds for such manipulations? The fact is that experience for pumping a perk (any in order) from 0 to 50% is required ... 9.5 times less than pumping the same perk from 51 to 100%. And the first percentages of the perk run up extremely quickly.

4. Recommendations for leveling perks in the line of Soviet tank destroyers.
To minimize the loss of experience or gold on the reset, you must immediately decide whether your crew will stop on a particular car or will swing to the top. Because at level 5, the commander receives the specialty of a radio operator (which the loader had before, and with him such a useful perk as "radio interception"), and at 7-9, the loader is added.


AT-1. We will not dwell too much. We begin to download the disguise to everyone.


SU-76, SU-76I, SU-85B, SU-85I- the crews of the cars are identical. Many people already like to be fond of them (up to fanaticism), therefore, in more detail.
We swing the disguise for the commander, drop it onto the lamp (you can use it for silver), swing the disguise again.
For everyone else, we swing the disguise, then the BoBr.
And while BoBr is swinging, we will have a completely playable car with 75% camouflage and a lamp.
The second perk has been pumped in - for the commander, we drop the disguise on the BoBr and put the disguise again. If you are going to leave the crew on these machines - the fourth perk is the "eagle eye", but I do not advise at all - they are blind, the boost will be small, and the crew may want to be transferred to other self-propelled guns up the branch.
The third perk for the gunner is "we set a smooth turn of the tower", when it is deflated, we drop it onto the "sniper" and put the PPB again.
The third perk to the mechanic driver is the "virtuoso", when it is pumped out, we put the "king of off-road".
The third perk for the loader is "radio interception" (if the crew stays at these levels) or "repair" (you need to start pumping up if the crew moves on).
If the crew remains, we reset the PPB to the gunner again on the "vindictive" and put the PPB again, and set the "Smooth Run" to the mechanic. Everything else is not critical.


SU-85, SU-100, SU-100M1, SU-101, SU-122-44- the crews are also identical.
Commander - lamp, BoBr, disguise, radio interception, repair, eagle eye (in order of priority - there is no need to reset perks after the second one - we put them in order).
Gunner - disguise, BoBr, sniper, vindictive, PPB (we pump out the sniper and the vindictive through the reset of the PPB).

Charger - disguise, BoBr, repair, desperate, intuition, BBU (the last three are downloaded through the repair reset).


SU-152, ISU-122S, ISU-152, ob. 704, ob. 268
Commander - lamp, BoBr, camouflage, repair, radio interception, eagle eye. Blind branch - repairs will be more useful to it than radio interception.
Gunner - disguise, BoBr, repair, vindictive, sniper, PPB (sniper and vindictive are pumped out through the reset of PPB).
Mekhvod - disguise, BoBr, virtuoso, PH, repair, design bureau.
Charger - disguise, BoBr, repair, desperate, intuition (the last two are pumped through the repair reset).
Loader - the second appears on the SU-152 and beyond. So I would have taken care of pumping at least BoBr in advance (so that it works for everyone), if there is no possibility, we immediately install BoBr.


SU-122-54
Commander - lamp, BoBr, camouflage, radio interception, repair (and this machine is quite sighted and repaired quickly).
Gunner - disguise, BoBr, sniper, vindictive, repair, PPB.
Mekhvod - disguise, boBr, virtuoso, design bureau, pX, repair.

With the second loader, the story is the same as above.


rev. 263
Commander - lamp, BoBr, camouflage, radio interception, repair, OG.
Gunner - master gunsmith, disguise, BoBr, repair, sniper, vindictive, PPB (at 263 weakness- gun mask. Everyone will shoot at it - as a result, constant crits of the gun - so it's better to drop perks for the gunner).
Mekhvod - disguise, BoBr, repair, virtuoso, KB, PH.
Charger - disguise, BoBr, repair, desperate, BBU, intuition (the last three are downloaded through the repair reset).
The second loader - BoBr, repair, camouflage and those skills that are not pumped into the first loader.

SU-100Y, as a very specific machine and ISU-130, as a moderator's action - let's leave it aside for now.

Additional skills and abilities are available for study by a crew member after mastering the main specialty by 100%. When this mark is reached, a "plus sign" will appear in the menu, by clicking on which, you can select the required skill or skill. After learning the first skill, you are given the opportunity to learn the second, and then the third, etc. skills. To learn each subsequent skill, you need twice as much experience as the previous one.

Skill - begins to act from the beginning of the study

Skill - takes effect only after learning 100%

General skills and abilities

Repairs(skill) - speeds up the repair of damaged modules. The average skill level of the crew is taken into account. A 100% pumped repair for each crew member reduces the repair time by 2 times. This effect stacks when combined with the Toolbox equipment. Necessarily needed on all vehicles, except for SPGs - there it is no longer particularly critical. If you are going to play without repair, be prepared for the fact that you will be often killed while you are standing on the torn off tracks.

Disguise(skill) - Reduces the overall visibility of the tank. The average skill level of the crew is taken into account. The effect stacks when combined with the Cloaking Net equipment. A very important skill, especially for small cars. Large cars like Mouse, SU-14, T92 hardly need this skill, the increase will be minimal. But if you play on the T-54, STUG III or something similar, then rest assured that the disguise skill will give you a good bonus to stealth.

The Brotherhood of War(skill) - improves the level of mastery of the main specialty and all the skills and abilities of the crew. The Combat Brotherhood skill gives a bonus to the Mentor skill. The effect is cumulative in combination with the Improved Ventilation equipment, Doppack equipment, Chocolate, Cola Crate, etc. Its uniqueness lies in the fact that it works only when pumped 100% by all crew members. It is most popular on self-propelled guns, because unallocated skills and abilities often remain there, since repairs and fire extinguishing are not particularly important there. + 5% to the crew, but in reality, the real increase is half as much to the parameters of the tank. For example, recharge is reduced by 2.5%, as is the case with the Improved Ventilation equipment.

Firefighting(skill) - accelerates fire extinguishing. The average skill level of the crew is taken into account. A useful skill for tanks that burn frequently. Someone does without it, using fire extinguishers, but if you cut on vehicles that are subject to frequent fires, and at the same time you do not have free slots for a fire extinguisher, then the fire extinguishing skill will definitely come in handy.

Commander

Sixth Sense(skill) - allows the commander to determine if his tank is detected by the enemy. An additional visibility indicator appears in the interface, which records only the fact of exposure, but not its duration. The indicator works after three seconds. It works in sniper, arcade and artillery modes. A wonderful skill that will save you a lot of problems. Can be used on tanks that fight at long distances and use cover for camouflage. They are extremely useful for SPGs and tank destroyers. On tanks of close combat active combat, this skill is unlikely to be necessary, because in this case you yourself know when they see you.

Eagle Eye(skill) - increases the maximum viewing range. With faulty observation devices, the effectiveness of the skill is higher. The effect is cumulative in combination with the "Radio Intercept" skill, "Enlightened Optics" equipment, and "Stereotube". + 0.2% for every 10% of the skill, with faulty devices + 2% for every 10% of the skill. Analogue of enlightened optics, but its effect is weaker. You need to bet on "sighted" tanks, then the increase will be noticeable. There will be little use on "blind" tanks.

Handyman(skill) - allows the commander to master all specialties and replace disabled crew members. Only the main specialties are being replaced. The replacement efficiency drops when the next crew member is disabled. A useful skill for a commander, especially important on tanks, which are distinguished by good survivability and armor. A situation often arises when countless HE shells begin to shoot at such tanks, which incapacitate the crew. This skill will help you save one first aid kit. Efficiency + 50%.

Mentor(skill) - provides additional experience to all crew members, except for the commander. A skill for those who are going to pump the crew long and hard to the state of "Rambo". It is taken for long-term use, begins to justify itself after several hundred battles. Everyone except the commander gains + 1% experience for every 10% skill.

Expert(skill) - allows the commander to determine the critical damage of tanks in the sight. It works both in direct fire mode and in artillery aiming mode. Shows critical damage to vehicles, both enemy and friendly. There are only a few nuances: 1) time delay, 2) the skill shows the critical hits of vehicles in the sector of your weapon, i.e. does not show the crits of cars that are behind obstacles or behind your range of vision. Many people wonder why he doesn't work on SPGs - that's why. It only works with line of sight. +/- 15 degrees from the direction of the gun, shows 4 seconds after aiming at the enemy.

Driver mechanic

Virtuoso(skill) - increases the turning speed of the tank. The effect is summed up in combination with the equipment "Additional lugs", equipment "Lend-Lease oil", "Tightened engine speed regulator", "100, 105 - octane gasoline". A useful skill for cars for which high turning speed is important. For PTs and TTs, this is more of a patch, because often these cars are not very fast to deploy. Naturally, "Stug" hardly needs this skill, it turns well without it. Large and harsh PTs, on the other hand, are slow. This skill will help them. The same situation with TT, you just need to determine if you have enough maneuverability. Well, on CT, this is the right skill for an aggressive playstyle. It will be easier and more fun to twist the enemy with a virtuoso mechanic drive. For LT, the situation is similar to ST. People often ask if this skill is needed for an SPG. Here everyone will have to decide for himself: on the one hand - a quick turn, on the other - a stronger spread of the gun when turning the body. + 5% to turn rate on the move or on the spot.

King of the off-road(skill) - reduces the resistance of weak and medium soils when the tank is moving. Increases the tank's maneuverability and reduces the time it takes to reach maximum speed. The effect is cumulative when combined with the Additional Grousers equipment. A useful skill for cars that often have to drive where others do not. For a "firefly" traveling through a swamp, for example, it will come in handy. It will also be useful for PTs, as it increases the turn rate on the spot. + 10% on soft ground or + 25% on average at 100%.

Smooth running(skill) - reduces the spread when firing on the move. The skill does not affect the spread when turning and when shooting on the spot. An analogue of a stabilizer, but its effect is weaker. The effect stacks in combination with the equipment "Stabilizer vertical guidance". It is very effective on tanks that you often shoot on the spot. + 4% at 100% skill learning.

Battering ram master(skill) - reduces damage to your own tank and increases damage to an enemy tank when ramming. Affects only moving tanks and is not counted in collisions with allied tanks. + 15% at 100% skill learning. One of the funniest and most specific skills. It manifests itself on fast and heavy machines, such as E50, AMX 50 100/120 / B, VK2801. If you often like to literally "crush" enemies, then this skill is simply necessary for you.

Cleanliness and tidiness(skill) - reduces the likelihood of engine fire by preventing oil and fuel leaks in the engine compartment. This effect stacks when combined with the Automatic Fire Extinguisher consumable. A skill that would be advisable to put on a machine like the IS-7 or Mouse, which have a large amount of HP and thick armor. It will be a pity to catch fire and lose a lot of HP due to fire. The coefficient is 0.75.

Gunner

Sniper(skill) - increases the probability of inflicting critical damage on modules and the crew of an enemy tank. Only for armor-piercing and sub-caliber and cumulative shells. If the skill is acquired by two gunners, the effect does not increase. An excellent skill, useful for everyone except those who fire HE shells. For BB, cumulative and subcaliber weapons, the effect is + 3% to the likelihood.

Smooth tower rotation(skill) - reduces the spread when turning the tower. The effectiveness of the skill increases with learning. If the skill is acquired by two gunners, the maximum level crew skills.

The effect is cumulative in combination with the TV Stabilizer equipment. Most often used on machines with an aggressive playstyle. It is often asked whether this skill works on SPGs or tank destroyers? Yes, it works within the cannon traverse, since turret traverse in the game is equivalent to turret traverse. + 7.5% with 100% pumped skill.

Master gunsmith(skill) - reduces the spread of the damaged weapon. If the skill is acquired by two gunners, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the TV Stabilizer equipment.

Skill from the series "for tenacious machines." It will be especially useful for those whose weapons are damaged more often than usual. Therefore, everyone must determine for himself whether he needs this skill or not. -2% to spread for every 10% of skill.

Vindictive(skill) - allows the gunner to see the enemy tank in sight in sight for an additional two seconds. Works both in direct fire mode and in artillery aiming mode. If the skill is acquired by two gunners, the effect does not increase. A skill that allows you to see the target lit longer than usual. It is worth noting that the skill will not work if the target is out of sight. That is, it will work on an ACS only practically point-blank. +2 seconds in the 10 degree sector.

Charging

Non-contact ammo rack(skill) - increases the durability of the ammo rack. The shells are arranged in such a way that they do not touch each other. The effect does not stack if the skill is acquired by two loaders. This effect stacks when combined with the Wet Ammo Rack equipment. The increase in HP of the ammo rack is 50%, respectively, the higher the vehicle level, the more (HP of the ammunition rack depends on the vehicle level mainly). The skill will be useful on high-level vehicles.

Desperate(skill) - speeds up the reloading of the gun if the tank has less than 10% durability. If the skill is acquired by two loaders, the effect is not cumulative. This effect stacks when combined with the Cannon Rammer equipment. An interesting and good skill. Obviously, what is needed for machines with a lot of HP - Mouse, E100. There the situation "stayed with 10% HP" happens often. Another application is for self-propelled guns. "Tricky" players keep 10% with the help of their team. Of course, the reload speed in this case increases, but do not forget that with 10% any shot will send you to the hangar. + 10% to reload speed if durability is less than 10%.

Intuition(skill) - creates the likelihood that the desired ammunition is already loaded when changing the type of projectile. To reuse the skill, you must fully reload the weapon. The effect is enhanced if the skill is acquired by two loaders. It will come in handy if you often change the type of projectile. Depending on the number of loaders, the probability is from 15% to 30%.

Radio operator

Radio interception(skill) - increases the viewing range. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. This effect stacks in combination with the Eagle Eye skill. + 3% at 100% skill learning. Than better visibility tank, the greater the increase in skill.

Inventor(skill) - increases the communication range of the radio station. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. + 20% at 100% skill learning. Useful for tanks with weak radios such as the T2LT, for example.

Repeater(skill) - increases the communication range of all allied tanks within the radius of the player's radio station. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. + 10% at 100% skill learning. A kind of skill. No good for you, but good for the team. Useful in tournaments.

Of last strength (skill) - allows the radio operator, who was not disabled at the time of the destruction of the tank, to transmit the coordinates of the enemy tanks for another two seconds. The effect does not stack if the skill is acquired by two radio operators. A wonderful skill for fireflies. How often did it happen that the self-propelled guns did not have time to target illuminated targets? With this skill, there will be fewer such cases.

And especially free users with a choice of skills and abilities can not be mistaken! In this article, I will give several valuable recommendations on the selection of perks for different classes of vehicles in the World of Tanks.

The most important skill in World of Tanks!

To begin with, I would like to immediately decide on the first perk for the crew commander. This, of course, is the "Sixth Sense", which is also called a "light bulb". This skill allows the tank commander to feel the light of what is called the "spinal cord". In this case, after 3 seconds from the moment of illumination, the lamp on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART-ACS.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to skate for a very long time with the "non-working" first perk, or choose some other skill for the commander and then, after the first skill has been pumped to 100%, retrain the commander.

Actually, if you are a donor, it is recommended to choose some other skill (for example, "Repair" or "Disguise") and then retrain the commander. If you do not have 100-200 gold for retraining, choose the "Sixth Sense" for the commander and wait until he pumps it to 100%.

Video guide on the selection of perks from IsoPanzer

Video guide on the selection of perks from VSPISHKA

General subjective characteristics of different skills and abilities in World of Tanks

Below is a general description of the skills and abilities. I draw your attention to the fact that the characteristic is subjective. My opinion may not coincide with your subjective opinion. It should also be remembered that skills act in World of Tanks as they are learned, while skills begin to take effect only after 100% of learning (it is usually recommended to learn skills, and then reset skills and teach the tank's crew new skills). Be careful!

World of Tank skills and abilities overview

General skills and abilities

Repairs: The first skill for the crews of heavy and medium tanks, it allows you to quickly repair internal and external modules, especially when repairing downed tracks.

It should be remembered that the "Repair" skill is considered as average for the crew, ie. to get 100% repair, all crew members need to fully pump it. So, if you pump "Repair" to the Gunner, Driver-Mechanic and Loader, and pump the "light bulb" to the Tank Commander, then the average repair rate for the crew will be equal to 75%.

Skills such as "Disguise" and "Firefighting" work in a similar way.

Disguise: The first skill for the crews of light tanks and small tank destroyers. It is considered as the average for the crew.

Firefighting: pumped out on heavy and medium tanks on a leftover basis. It is considered as the average for the crew.

The Brotherhood of War: the skill increases the characteristics of the crew by 5%, thereby increasing the characteristics of the tank by 2.5%. Usually pumped out on tanks to reduce the reload time of the gun and increase the rate of fire. It is recommended to use it together with the "Fan" equipment (which gives another 2.5% to the tank's characteristics). Please note that this skill begins to operate only if it is deflated by 100% from all crew members without exception.

Skills and skills of the Tank Commander

Mentor: a fairly useless skill that gives bonus experience to other tank crew members (that is, if the skill is 100% the most "backward" tank crew member gets experience = experience earned for a battle). Useful on tanks with a small crew (like MS-1 or ELC AMX), because allows you to significantly speed up the pumping of the crew. However, since the Commander is already full of useful perks, it is generally not recommended to take.

Eagle Eye: it makes sense to take for fireflies with a high view. It is generally not recommended to take tanks with low visibility.

Handyman: according to the description, almost imba, in fact - about nothing. If you want - see for yourself.

Expert: nafig not the right skill.

Sixth Sense: the most useful, the first skill in World of Tanks.

Skills and skills of the Radio Operator

A radio operator using high-level equipment is practically never found in its pure form. Typically, this specialization is combined with the Tank Commander.

Radio interception: the action is similar to the "Eagle Eye" of the Tank Commander. The recommendations are also similar. By the way, this is the only really useful skill of the Radio Operator.

With the last bit of strength: in theory, this skill gives a chance to get some experience and credits for dealing damage and destruction enemy tanks according to your light. In practice, about nothing.

Inventor and Repeater:- about nothing.

Gunner Skills and Skills

Smooth tower rotation: reduces dispersion when turning the turret, it makes sense to take on all tanks, without exception, including reckless tank destroyers and ART-ACS. Their spread decreases when the angle changes. horizontal guidance tools. A very useful skill.

Master Gunsmith: almost always the gunner can upgrade some other, more useful skills or abilities. And so, quite a useful skill.

Sniper: literally by a few percent increases the probability of a critical hit for a module or crew. Begins to act only after 100% training, i.e. you will have to retrain the gunner for this skill! In general, about nothing.

Vindictive: Considering that in the game it is possible to shoot blindshots quite effectively (i.e. without lightning at the known coordinates of the tank that emerged from the lightning), the skill can hardly be classified as really useful. In addition, like any skill, it takes effect only after 100% training.

Skills and skills of the Mechanic-driver

King of the off-road: increases the speed of movement on soft soils. A useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the turning speed of the tank. A useful skill. First of all, it makes sense to take on tankers and ART-ACS.

Smooth running: Reduces spread when firing on the move. A very useful skill for light and medium tanks, which are written to shoot on the move.

Ram Master: a very useful skill for tanks with a large mass and good dynamics (or at least high speed when moving downhill, like the KV-5).

Cleanliness and tidiness: reduces the likelihood of engine fire. Must have on tanks with front transmission / engine.

Charger Skills

All loader skills (as, indeed, any other skills) are valid only after they are 100% learned, which significantly reduces their value. Be careful! It makes sense to choose any of the skills in the event that you will still put the second perk "Combat Brotherhood" and retrain the crew. Then the first perk is one of the following skills. However, their value is rather dubious in any case.

Intuition: it makes sense to take only the fourth or fifth skill, and even then, if you often use gold ammunition.

Desperate: accelerates gun reloading if the tank has less than 10% durability. Not a bad skill if you take it on a leftover basis.

Non-contact ammo rack: increases H.p. internal module "Ammunition". It makes sense to take on tanks on a leftover basis, and even then only if the ammo rack of this tank is really often criticized.

Skill selection for light tank crews

Light tanks, which have the same low visibility in a stationary state and in motion, need to download "Disguise". This skill, and nothing else, should be chosen first for light tanks.

It makes no sense to take the first skill "Repair": light tanks do not have good armor and a lot of HP, in addition, they easily have internal modules and crew crit. It is better to repair a knocked-down caterpillar with a repair kit, and not with a "Repair".

After pumping out "Disguise", it makes sense to retrain the commander on "Sixth Sense" and start pumping "Disguise" again. Well, the third skill is "Eagle Eye", which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Disguise, Smooth tower rotation, Repair
  • Driver mechanic: Disguise, Offroad King, Virtuoso, Smooth Ride, Repair
  • Radio operator: Disguise, Radio interception, Repair
  • Charging: Disguise, Repair

Skill selection for medium tank crews

Further, you can retrain the tank crew for "Combat Brotherhood" (after all, it is better for the commander to take the first perk "Sixth Sense", ie it is better to retrain when the second perk is completely deflated from the tank crew). Or pump individual skills like "Smooth tower rotation" and "Smooth ride".

  • Commander: Sixth Sense, (Brotherhood of War), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Brotherhood of War), Disguise, Smooth tower rotation
  • Driver mechanic: Repair, (Brotherhood of War), Disguise, Smooth Ride, King of the Off-Road, Virtuoso
  • Radio operator: Repair, (Brotherhood of War), Disguise, Radio Intercept
  • Charging: Repair (Brotherhood of War), Disguise

Skill selection for heavy tank crews

Heavy tanks differ little from medium ones in terms of skill and skill leveling. The main difference is in the size of the tanks - since heavy tanks are usually larger than medium ones, and their guns are mostly equipped with muzzle brakes, it often makes no sense to take "Camouflage" on them. As with medium tanks, it is recommended to upgrade heavy tanks first of all "Repair". Further, after the opening of the third perk, the crew can be retrained for "Combat Brotherhood".

If the tank is on fire often, it makes sense to take "Firefighting", or wait until the gold " Automatic fire extinguishers"For silver.

If the tank has a forward-mounted transmission / engine, the driver should pump out Clean and Tidy.

  • Commander: Sixth Sense, (Brotherhood of War), Repair, Eagle Eye
  • Gunner: Repair, (Brotherhood of War), Smooth Tower Turn
  • Driver mechanic: Repair, (Battle Brotherhood), King of the Off-Road, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Intercept, Disguise or Firefighting.
  • Charging: Repair, (Brotherhood of War), (Disguise, Firefighting, or any of the available special skills)

It turns out that the crews of heavy tanks have nothing special to teach ?! It turns out - yes! Those. of the really useful skills, the ones above should be chosen. So I, after all, recommend not to neglect the "Combat Brotherhood" skill. The rest of the perks are to your taste.

The choice of skills for tank destroyers

If the tank destroyer is compact enough, it makes sense to take “Disguise” as the first perk and sit in the bushes. If a monstrous, like Ferdinand, it makes sense to take the "Repair" and tank. In general, even with "ferdinand-shaped" tank destroyers it makes sense to upgrade "Disguise", because tank destroyers have a class bonus to stealth while stationary.

It makes sense to upgrade even for "inconspicuous" tank destroyers in any case, for example, with the second perk (or the third, if you download "Combat Brotherhood"). Those. for conventional tank destroyers, the first perk is to take "Disguise", then "Repair", retrain (or not) the crew to "Combat Brotherhood" and again take "Repair".

For huge, heavily armored tank destroyers, you can take "Repair", then "Camouflage", retrain the crew for "Combat Brotherhood" and start pumping "Camouflage" again. That's the whole difference.

  • Commander: Sixth Sense, (Brotherhood of War), Disguise, Repair, Eagle Eye
  • Gunner: Disguise, (Brotherhood of War), Repair, Turret Smooth Turn
  • Driver mechanic: Disguise, (Brotherhood of War), Repair, Virtuoso, King of the Offroad
  • Radio operator: Disguise, (Brotherhood of War), Repair, Radio Intercept
  • Charging: Disguise, (Brotherhood of War), Repair

The choice of skills for the crews of ART-ACS

The first perk makes sense to take "Disguise". In any case, it makes sense for the commander to download the Sixth Sense, even on the ART-ACS, the “light bulb” gives a quite tangible advantage. "Repair" on the ART-ACS can not be downloaded at all.

  • Commander: Sixth Sense, (Brotherhood of War), Disguise
  • Gunner: Camouflage, (Brotherhood of War), Smooth Turret Rotation
  • Driver mechanic: Disguise, (Brotherhood of War), Virtuoso, King of the Off-Road
  • Radio operator: Disguise, (Brotherhood of War), Radio Intercept
  • Charging: Disguise, (Brotherhood of War)

Mini-FAQ on skills and abilities in World of Tanks

Question: will the Sixth Sense skill work if I transfer the commander to new tank and he will lose 10% (or even 20%) of the main specialty?
Answer: unbelievable, but true - it will be!

From 6-7 levels of tanks, pumping vehicles begins to require great amount experience. It is from this moment that 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 such as Radio Intercept and Eagle Eye, as well as 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, twice as much experience is needed. Therefore, the definition of the priority queue 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.

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 of operation, 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. After 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 on the enemy is very important both for the survivability 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 add effects and work at the same time.

The only downside is that the additional "Eye" effect, 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 range of sight 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 vehicles are already more tough 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 maneuverable cars, it is better, first of all, to learn both skills that we are considering. On slower ones, it would be 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 on 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 "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 "general" skills - "Repair" and "Combat brotherhood", but there are practically no useful special skills.

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

Tank destroyer

The situation is similar with this type of equipment. Disguise is also added to general skills only. "Radio interception" is also studied 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 add 5% of your visibility, and with additional equipment like Stereotubes, you can spot even the most disguised opponents.

SPG

With this type of technique, you do not have to decide what to take - "Radio Intercept" or "Eagle Eye". Range is not important for SPGs own review... She uses the 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 Intercept" or "Eagle Eye". Regardless of what car you play and what style of battles you prefer, it is more profitable to take "Radio Intercept". First of all, only because 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 the +), 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's consider the most optimal assembly options for different types technology.

Let's start with general description 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 are the first to swing the commander.

2. Master of all trades.

This skill allows the commander to master the specialty of an incapacitated 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 to all crew members, except for 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 radio interception skills.
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 unambiguous to pump, 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, it is 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 mount stabilizer. Almost a 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 characteristics 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. It is enhanced 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. Battering 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 mount 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 fire (it does not affect the tanks in any way!) By 25%. Suitable for tanks with a high% engine fire. (the likelihood of a fire can be seen when examining the engine in the hangar in detail). Increased in the presence of 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. With the last bit of strength

Allows our radio operator, who is not incapacitated when the tank is destroyed, to report the location of enemy tanks for another 2 seconds. A 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 the 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 ammunition rack.

Increases the durability of the ammo rack by 12.5%. A necessary skill for tanks with a weak ammo rack (for example, Soviet ST T-44 and T-54). Strengthens when present 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 cannon 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 take a 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 repair speed will be 50% instead of 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 speed of repair. 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 ride or disguise
Radio operator: repair, bb, radio interception, disguise.


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

Tank destroyer


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

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

All skills and abilities go sequentially for pumping, but you can swap them if you see fit, or if they fit your specific technique since 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.