What skills and abilities to put the crew. Useful skills and abilities in World of Tanks

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's consider the most optimal assembly options for various types of equipment.

And let's start with a general description of what each skill and skill represents and its need for learning.

● 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”.

Allows the commander to detect if our tank is illuminated, however, it is worth remembering that the light comes on after 3 seconds of enemy exposure to us. One of the most useful perks, we definitely download the commander first.

2. Jack 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 to all crew members, except for the commander.
At 100% study, it gives 10% experience. Also not a very useful skill, we leave it for the end.
Skill. Works as you learn.


4. Eagle eye

An extremely useful perk for big-eyed CTs and LTs to make their 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, a stereo tube and the ability to radio intercept.
Skill. Works as you learn.

5.Expert

Allows you to see when aiming a sight (even artillery) which modules are damaged by the enemy and see the shell-shocked crew. It is worth remembering that it starts working when holding the enemy in the scope for 4 seconds. A very ambiguous perk, for an amateur, definitely if you pump it, then at the end.
Skill. Effective at 100% study.

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

1. Resentful

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 on the enemy in extra time.
Skill. Effective at 100% study.

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% research, it gives -20% to the dispersion of damaged weapons. Enhanced in the presence of a vertical stabilizer. Almost stupid perk, save for last.
Skill. Works as you learn.

3.Smooth turret rotation

Reduces dispersion when traversing the turret by 7.5%. Extremely useful for ST, LT and TT. With the vertical stabilizer installed, the effect is enhanced.
Skill. Works as you learn.

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. Effective at 100% study.

● Driver. 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

Useful perk for tanks with slow turn rates. At 100% research, it gives +5% to the tank's turn speed. It is enhanced with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a twisted speed controller.
Skill. Works as you learn.

2.King off-road

Reduces soil resistance during movement. 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. Enhanced with additional lugs. Gives us +10% to passability on soft ground and +2.5% on average ground at 100% study.

3. Ram master

A wonderful perk for tanks such as E50M, KV-4.5, etc., which allows you to reduce damage to your tank and increase damage to the enemy tank when ramming. With 100% study, it gives + 15% damage to the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Works as you learn

4. Smooth running

This perk reduces spread when firing on the move. Enhanced in the presence of a vertical stabilizer. Good for all types of technology. At 100% research, it gives -4% movement spread.
Skill. Works as you learn

5. Cleanliness and order

Reduces the chance of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (Probability of fire can be seen in a detailed examination of the engine in the hangar). Increased by the presence of an automatic fire extinguisher.
Skill. Effective at 100% study.



● Radio operator. One of the most meager skills in terms of usefulness, it is extremely easy to make a choice.

1. From the last forces

Allows our radio operator, who was not disabled during the destruction of the tank, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Effective at 100% study.

2. Inventor

Increases communication range. At 100% research, it gives +20% radio range. Extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the view of our tank by 3% at 100% study. Enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. For sharp-sighted ST and LT, we highly recommend.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies within the radius. At 100% study, it gives +10% to the communication range of allies. Again, a very useless perk.
Skill. Works as you learn.

● Charging. 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, the Soviet ST T-44 and T-54). Enhanced by wet ammo pack
Skill. Effective at 100% study.

2. Intuition

Gives a 17% chance to instantly change a projectile (for example, from AP to HE) 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. Effective at 100% study.

3. Desperate

Reduces gun reloading by 9.1% if our tank's durability is less than 10%. A controversial skill, for an amateur. Enhanced in the presence of a gun rammer.
Skill. Effective at 100% study.

P.s. All these perks do NOT stack with multiple crew members! (for example, desperate pumped for 2 loaders does not add up, so do not forget this and take more useful perks).

And 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 repaired 2 out of 4 crew members, then the increase in repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any type of vehicle, with the exception of art. Increases the repair speed of damaged tank modules. Enhanced with a large repair kit or tool box. At 100% study, it gives +100% repair speed. First of all, pump for almost any technique.
Skill. Works as you learn.

2. Disguise.

Reduces the visibility of our tank. Enhanced by the presence of a camouflage net. An extremely useful perk for stealthy ATs, LTs, arts. At 100% study, it gives +100% to the stealth of the tank.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire when ignited 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 tanks burning like a Christmas tree, or last.
Skill. Works as you learn.

4. Combat Brotherhood

This perk is often confused by beginners. UP TO 100% STUDY OF ALL CREW MEMBERS IS REQUIRED FOR ITS WORK. Increases with improved ventilation, chocolate, tea pudding, extra rations, 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, repairs, eagle eye.
Gunner: Repair, bb, smooth traverse of the turret, camouflage.
Loader: Repair, bb, disguise, desperate.
Driver: Repair, bb, off-road king, ram master.

(bb-combat brotherhood, at the personal discretion of everyone).

Medium tanks (ST)


Commander: Sixth sense, bb, eagle eye, disguise
Gunner: repair, bb, camouflage, smooth turret traverse
Loader: repair, bb, disguise, desperate
Driver mechanic: repair, bb, off-road king, smooth ride or disguise
Radio operator: repair, bb, radio interception, camouflage.


(For the last perks, it's strictly up to you, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, disguise, eagle eye, repair, bb.
Gunner: Camouflage, repairs, smooth turret rotation, bb.
Loader: Disguise, repair, desperate, bb.
Driver: Camouflage, repair, off-road king, bb.
Radio operator: Camouflage, repair, radio interception, bb.

(Combat brotherhood at the personal discretion of everyone).
(For the last perks, it's strictly up to you, depending on your technique).

tank destroyer


Commander: Sixth sense, disguise, bb, repairs.
Gunner: Camouflage, repairs, BB, firefighting.
Loader: Disguise, repair, bb, desperate.
Driver: Camouflage, repair, bb virtuoso.
Radio operator: Camouflage, repair, bb, radio interception.

(If the PT is huge, the first perk instead of masking is downloading repairs).
(For the last perks, it's strictly up to you, depending on your technique).

ART SAU


Commander: Sixth sense, bb, disguise, repairs.
Gunner: Camouflage, bb, vindictive, repair.
Loader: Camouflage, bb, intuition, repair.
Driver: Camouflage, bb, virtuoso, off-road king.
Radio operator: Camouflage, bb, repair, radio interception.

(For the last perks, it's strictly up to you, depending on your technique).

All skills and abilities go sequentially for leveling, however, you can change their places if you see fit, or they fit your specific technique, because. it is impossible to choose 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.

And especially for freebies with a choice of skills and abilities, you can’t go wrong! In this article, I will give some valuable recommendations for selecting 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 the "light bulb". This skill allows the tank commander to feel the light, as they say, "spinal cord". At the same time, after 3 seconds from the moment of light, a light 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 SPGs.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride for a very long time with the “inoperative” first perk, or choose some other skill for the commander and then, after the first skill is pumped up 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 don’t have 100-200 gold for retraining, choose the “Sixth Sense” for the commander and wait until he pumps it up to 100%.

IsoPanzer Perk Pickup Video Guide

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 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 are active in World of Tanks as they are learned, while skills begin to act only after 100% learning (usually it is recommended to learn skills, and then reset skills and teach the tank crew new skills). Be careful!

Overview of the skills of the World of Tanks

General skills and abilities

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

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

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

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

Firefighting: it is pumped out on heavy and medium tanks according to the residual principle. 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 together with the "Fan" equipment (which gives another 2.5% to the characteristics of the tank). Please note that this skill takes effect only if it is pumped out to 100% for all crew members without exception.

Skills and abilities of a tank commander

Mentor: a moderately useless skill that gives bonus experience to other members of the tank crew (i.e. at 100% of the skill, the most "backward" member of the tank crew gets experience = experience earned during the battle). Useful on tanks with a small crew (such as MS-1 or ELC AMX), because. allows you to significantly speed up the pumping of the crew. However, since the Commander already has a lot of useful perks, in general it is not recommended to take it.

An eagle eye: it makes sense to take for fireflies with a high view. It is generally not recommended to take tanks with a low view.

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

Expert: an unnecessary skill.

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

Skills and abilities of the radio operator

A radio operator on a high-level vehicle is almost never found in its pure form. Usually this specialization is combined by the Tank Commander.

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

From the last forces: in theory, this skill gives a chance to get some experience and credits for dealing damage and destroying enemy tanks in your light. In practice, nothing.

Inventor and Repeater:- about nothing.

Skills and abilities of the Gunner

Smooth turn of the tower: reduces spread when turning the turret, it makes sense to take on all tanks without exception, including turretless tank destroyers and art destroyers. Their dispersion decreases with a change in the angle of horizontal aiming of the gun. A very useful skill.

Weapon Master: almost always, the gunner can upgrade some other, more useful skills or abilities. Well, it's a pretty useful skill.

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

vindictive: Considering that in the game you can quite effectively shoot with blindshots (i.e. without glare at the known coordinates of a tank that has left the glare), the skill can hardly be classified as really useful. In addition, like any skill, it only takes effect after 100% learning.

Skills and Skills of a Driver

Offroad King: increases the speed of movement on soft ground. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turn speed. Useful skill. First of all, it makes sense to take on tank destroyers and ART-ACS.

Smooth move: reduces dispersion when firing on the move. A very useful skill for light and medium tanks, which are destined to shoot on the move.

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

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

Loader Skills

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

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

Desperate: speeds up the reloading of the gun if the tank has less than 10% durability left. Not a bad skill, if you take it on a residual basis.

Non-contact ammo rack: increases hp. internal module "Ammo rack". It makes sense to take on tanks on a residual basis, and even then, only if this tank really often has an ammo rack.

Skill selection for light tank crews

Light tanks, which have equally low visibility when stationary and on the move, need to download Camouflage. It is this skill, and no other, that should be chosen first for light tanks.

It makes no sense to take "Repair" as the first skill: light tanks do not have good armor and a lot of HP, in addition, internal modules and crew are easily critted by them. It is better to repair a downed caterpillar with a repair kit, and not with a “Repair” at all.

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

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth turret rotation, Repair
  • Driver mechanic: Camouflage, Off-Road King, Virtuoso, Smooth Ride, Repair
  • Radio operator: Masking, Radio interception, Repair
  • Charging: Camouflage, Repair

Skill selection for medium tank crews

Further, it is possible to retrain the tank crew to "Combat Brotherhood" (after all, it is better for the commander to take the "Sixth Sense" perk as the first one, i.e. retraining is best done when the second perk is completely pumped out of the tank crew). Or pump individual skills like “Smooth Turret Rotation” and “Smooth Ride”.

  • Commander: Sixth Sense, (Brothers in Arms), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Turret Sweep
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Combat Brotherhood), Camouflage

Skill selection for heavy tank crews

Heavy tanks differ little from medium tanks in terms of skills and abilities. 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 does not make sense to equip them with Camouflage. As with medium tanks, it is recommended that heavy tanks be upgraded with "Repair" first. 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 "Fire Fighting", or wait until the gold "Automatic Fire Extinguishers" for silver appear in the game.

If the tank has a front transmission/engine, the driver should pump out "Clean and Tidy".

  • Commander: Sixth Sense, (Combat Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Repair, (Combat Brotherhood), Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Concealment, or Firefighting.
  • Charging: Repair, (Combat Brotherhood), (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. from really useful skills, you should choose those that are higher. So, I still recommend not to neglect the “Combat Brotherhood” skill. The rest of the perks are to taste.

Skill selection for tank destroyer crews

If the tank destroyer is compact enough, it makes sense to take Disguise as the first perk and sit in the bushes. If it's a monstrosity like Ferdinand, it makes sense to take Repair and tank. In general, even "Ferdinand-shaped" tank destroyers make sense to upgrade "Camouflage", because tank destroyers have a class bonus to stealth when stationary.

Repair even for “inconspicuous” tank destroyers makes sense to download in any case, for example, the second perk (or third, if you download “Combat Brotherhood”). Those. for conventional tank destroyers, we take “Camouflage” as the first perk, 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 to "Combat Brotherhood" and start pumping "Camouflage" again. That's the whole difference.

  • Commander: Sixth Sense, (Brothers in Arms), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Combat Brotherhood), Repair, Turret Sweep
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Camouflage, (Combat Brotherhood), Repair

The choice of skills for ART-SAU crews

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-SAU, the “light bulb” gives quite a tangible advantage. "Repair" on ART-SAU can not be downloaded at all.

  • Commander: Sixth Sense, (Combat Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Disguise, (Combat Brotherhood), Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Radio Interception
  • Charging: Disguise, (Combat Brotherhood)

Mini-FAQ on skills and abilities in World of Tanks

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

From levels 6-7 of tanks, pumping vehicles begins to require a huge amount of experience. It is from this moment that it becomes important to choose the right direction for the development of the crew. After all, you will not only have time to increase his experience to 100%, but also pump additional skills. Today we will look at perks such as Radio Interception and Eagle Eye, as well as their synergy.

Skill system

Before deciding which perk is better - "Eagle Eye" or "Radio Intercept", you need to 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 only need to decide which of the skills you need first. At the same time, it is worth considering that for each subsequent skill you need twice as much experience. 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 cumulative. Moreover, the skills begin to work after their first percent of learning. So you don't have to drive them forward by playing top tanks. Taking these skills last, even despite the high cost of experience for learning, you will get a good advantage over disguised opponents.

An eagle eye

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

Its main advantage is to increase the detection range of the enemy with damaged surveillance devices. Up to 20% at maximum pumping. Here there is a dilemma on the effectiveness of using this perk on different types of machines. But we will talk about this a little further.

radio interception

We looked at 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. If necessary, you can study them both first.

In total, "Radio Intercept" gives up to 3% to the viewing range at the maximum leveling of the skill. Interestingly, this skill is practically the only useful one in the radio operator, so you will most likely learn it first in any case. Also, the radio operator is one of the best crew members for pumping secondary skills. After learning from him, for example, "Repair" you will receive a 25% bonus to the speed of equipment recovery on a vehicle with 4 people. So you are more likely to 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. Obtaining early data on 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 illuminate the enemy, those who play on this type of vehicle do not need to choose what to take - "Radio Intercept" or "Eagle Eye". Luckily, these two skills stack and work at the same time.

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

medium tanks

With these machines it is already a little more difficult. You can participate in positional skirmishes. Your vehicles already have more durability, and you can withstand critical hits. Elements of positional combat and slow front push appear.

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

Heavy tanks

Slow and vulnerable, oddly enough. When riding a TT, be prepared for the fact that you will have to hide behind shelters and make short "runs". It is with them that you will have to choose what to download earlier - "Radio Interception" or "Eagle Eye". What is better to choose?

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 surveillance devices, which break down quite often in TTs. On the other hand, the radio operator. He also needs "general" skills - "Repair" and "Combat Brotherhood", but there are practically no useful special skills.

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

tank destroyer

With this type of technology, the situation is similar. Only General Skills also have "Disguise" added to them. "Radio Interception" is also learned one rank earlier. On the other hand, many TDs prefer to play "snipers" by hiding in one place. Therefore, the possibility of detecting the enemy even at distant approaches is very important to them.

You can learn both skills in question first and you won't lose anything by doing so. They will immediately give you 5% vision, and with additional equipment like the Stereo Tube, you can spot even the most camouflaged opponents.

ACS

On this type of vehicle, you do not have to decide what to take - "Radio Intercept" or "Eagle Eye". For self-propelled guns, the range of their own review is not important. She uses the data transferred to her by other participants in the battle. Therefore, it makes no sense to download "Radio Interception" or "Eagle Eye" to her.

If we assume a theoretical model in which self-propelled guns fight in urban conditions and play the role of a kind of anti-tank gun, then the maximum that the owner of an unlucky car can afford is Radio Interception. It gives a larger bonus, while the "Eye" is effective only when the modules of the vehicle are damaged.

conclusions

Based on the foregoing, several conclusions can be drawn regarding what is better to use - "Radio Interception" or "Eagle Eye". No matter what vehicle you play and what style of battle you prefer, it is more profitable to take Radio Interception. First of all, only because he does not have a worthy alternative among other radio operator skills.

"Eagle eye", "Radio interception" how many characteristics give? The first guarantees a bonus of 2% when pumping and 20% when broken. The second - 3%. Given that a good tanker rarely takes critical damage, the bonus from the first skill is very doubtful, and here again Interception wins.

The same applies to the speed of receiving. "Intercept" 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 sum it up. "Eagle Eye" or "Radio Interception"? What's better? Definitely - "Radio Interception". If you have a dilemma what to download, choose it, you definitely won’t lose.

With the introduction of patch 0.7.2, new skills and abilities of the crew appeared, which made it possible to improve some of the characteristics of the vehicle. Prior to this patch, each crew member could learn three skills - camouflage, repair, and firefighting. With the new patch, their number has expanded to twenty-two. The old skills are still in the game. But for each type of vehicle, you can now download your own set of skills and abilities in order to improve the parameters of the vehicle, make amends for its disadvantages, etc. Some of the introduced skills are practically useless, while others, on the contrary, play a very important role on every tank.


The WOT game features 5 crew members of different professions. Sometimes the tank crew may not be complete, consisting of two or three members. Then the skills and abilities of the missing crew member are transferred mainly to the commander, which makes it difficult to upgrade important skills and abilities. If the crew consists of 6 people, then it is already much easier to upgrade a set of skills in any specialty.

Basic Skills
A skill differs from a skill in that it starts to act from the moment the pumping starts, and in order for the skill to work, you need to pump it up to one hundred percent. All crew members are provided with general and special skills and abilities. Common skills include camouflage, firefighting, repairs, and the only common skill is Combat Brotherhood. In the case of the first three skills, they are active from the moment of pumping, and their effectiveness depends on how many crew members have this skill pumped in.

Disguise affects the visibility of the vehicle and its 100% pumping for the entire crew reduces the overall visibility of the tank by half. This skill is very useful for self-propelled guns and tank destroyers, as well as for medium tanks. For heavy tanks, this skill is less useful, while for large vehicles it is practically useless.

Repair useless, perhaps, only for artillery, since almost any hit on artillery leads to being sent to the hangar. For all other tanks, the skill is important, since the repair speed of tank modules is doubled. For tank destroyers without a turret, this skill allows you to spend less time repairing the track. And as you know, a bird on a harp is a direct road to the hangar.

Firefighting- a skill that is not pumped by most players, due to the use of appropriate consumables - a manual and automatic fire extinguisher. Useless for non-flammable tanks, the entire German branch and the IS-7 really need this skill. But, however, you can get by with fire extinguishers.

The Brotherhood of War- the only common skill that begins to operate only with one hundred percent pumping for all crew members. The skill gives a 2.5% bonus to the characteristics of the tank, increasing the visibility of the combat vehicle, the rate of fire of the gun, the speed of rotation of the chassis and turret, and much more. The skill is very useful and can be upgraded on all vehicles, and together with improved ventilation, it gives a significant 5% bonus to the tank's performance characteristics.

All other skills and abilities are classified as "special" and it is possible to pump them only from a certain crew member.

Special skills and abilities of the commander
The following special skills and abilities are provided for the tank commander: sixth sense, mentor, eagle eye, expert, jack of all trades.

Expert, perhaps the most unnecessary skill of the commander. Firstly, to activate the skill, it is required that the enemy tank be in the scope for at least 4 seconds. Secondly, if the enemy is behind a building or a rock, then the skill does not work. The expert allows you to determine the crits of the opponent.

Sixth Sense allows the commander to find out if the tank is detected by the enemy. The skill is activated three seconds after detection and is very useful for artillery and tank destroyers leading an ambush lifestyle. For tanks with an aggressive driving style, the skill is useless, since even by intuition you can guess whether you have been spotted or not. Since this is a skill, it takes 100 percent leveling for sixth sense to work.

Mentor gives a 10% bonus to experience earned for all crew except the commander. The skill will be required for players who want to pump their crew to the state of "Rimbaud".

An eagle eye– a skill that increases the range of the tank by two percent. It makes sense to download for tank crews with good visibility (for 400 meters), as it gives a good bonus. For blind tanks, the skill is useless, because the increase in vision will be minimal. For example, if the view of the tank is 350 meters, then the increase will be only 7 meters.

Handyman- Another skill from the "important" category. The skill is especially useful for tank crews with frequently critical members. For example, the KV-5 radio operator is shell-shocked almost every battle. This skill makes it possible to replace a disabled crew member without spending a first-aid kit on treating a shell-shocked one. For example, if your loader is wounded, and the commander has this skill, then the second penalty for loading the gun will be halved.

Special skills and abilities of the gunner
The gunner, like the commander, also has useful and useless skills. Useful categories include:
smooth turn of the tower– reduces the spread of the gun when turning the turret. It is required to download the crews of medium tanks and self-propelled guns.
sniper- a skill that allows you to increase the chance of critical enemy modules. This skill is only useful for fast-firing guns. A sniper will not help artillery, since no more than 10 shells are fired per artillery battle, and this skill does not work when firing land mines.

The useless skills and abilities of a gunner are master gunsmith And vindictive. The first skill reduces the dispersion of damaged guns and is useful only for a few tanks with a frequently critical gun, and the second skill allows you to see the enemy in the scope for a couple of seconds longer and can only be useful for tank destroyers.

Special skills and abilities of a driver
The driver is the only crew member who has all the skills and abilities useful. Skill Virtuoso» increases the turning speed of the tank and is practically required for all vehicles, since there are few nimble tanks in the game. Smooth running reduces the spread of the gun while driving and is effective from the beginning of pumping. An extremely useful skill for light and medium tanks, as they shoot on the move almost all the time.

Ram Master increases ramming damage by 15% and reduces damage to own tank. This skill is pumped by owners of heavy and high-speed cars. Together with the anti-fragmentation lining, the master of the ram is completely a “second tool” for inflicting damage on the enemy.

Cleanliness and tidiness pumped by players of "flammable tanks". Basically, this category includes the Germans, in whom, when a projectile hits the engine, it ignites. Of course, you can also use a fire extinguisher, but it happens that a fight is set on fire several times.

off road king- another skill that improves the dynamics of the car. Gives a bonus to flotation on soft and medium soils, and also increases the speed of turn on the spot. It is better to download the off-road king for all tanks, with the exception of self-propelled guns. Since only asphalt roads belong to hard ground, this skill has taken root in almost all players.

Special skills and abilities of the loader
There are three special skills and abilities for the loader, but since there are often two loaders in tanks, they are pumped quickly.

Non-contact ammo rack important for tanks with frequently exploding ammo. Refers to tanks of the Soviet IS series (IS3 / IS-8), as well as T54 and tanks based on it - Type 59, WZ-120 and others. With this skill, the ammo rack will explode less often, but this does not affect critical stability.

Intuition- a skill for tankers who often change the type of projectile. If there are two loaders in the crew, then it is better to pump both. Basically, it is pumped by artillery guns, since you often have to switch between armor-piercing and high-explosive shells. For tanks with fast-firing guns, the skill is useless.

Desperate- A skill that increases the weapon's rate of fire by 9% when you have less than 10% durability left. Absolutely useless on tanks with low HP and fast-firing guns.

Special skills and abilities of the radio operator
The radio operator is a rather rare member of the crew on top-end vehicles. In most cases, his duties are assigned to the commander. Among the useful skills of a radio operator, only radio interception with the principle of action, like an eagle's eye. Only the increase in the review will be three percent at 100% pumping.

Inventor may be needed only at low to medium levels when the range of the radio station is small, as it increases its range by 20 percent.
The repeater is a "help your friends" skill, as it increases the range of the allies' radio by 10 percent.

A skill "From last strength" only fireflies will need it, and then after being sent to the hangar. This skill allows you to transmit a signal about the location of the enemy upon destruction for a couple of seconds longer.

Each tank requires a certain approach when choosing skills and abilities, since you need to know the characteristics and specifics of the combat vehicle. And thoughtlessly pumping perks will not bring any benefit.

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, an opportunity is given to learn the second, and then the third, and so on. 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 - begins to act only after learning 100%

General skills and abilities

Repair(skill) - accelerates 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. The effect stacks when combined with the Toolbox equipment. Necessarily needed on all machines, except for self-propelled guns - there it is no longer particularly critical. If you are going to play without repairs, be prepared for the fact that you will often be killed while standing on the broken 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 Camouflage Net equipment. A very important skill, especially for small cars. Large machines like Mouse, SU-14, T92 hardly need this skill, the increase will be minimal. But if you're playing a T-54, STUG III, or something similar, rest assured that the Stealth skill will give you a nice stealth bonus.

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 when combined with Improved Ventilation equipment, Extra Rations, Chocolate, Coke of Cola equipment, etc. Its uniqueness lies in the fact that it works only when it is 100% pumped for all crew members. It is most popular in self-propelled guns, because there often remain undistributed skills and abilities, since repairs and fire fighting 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, cooldown is reduced by 2.5%, as is the case with "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 often burn. Some people do without it by using fire extinguishers, but if you cut through vehicles that are prone 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 fixes only the fact of illumination, but not its duration. The indicator works after three seconds. Works in sniper and arcade and artillery modes. A wonderful skill that will save you from many problems. Can be used on tanks that fight at long range and use cover for camouflage. Extremely useful on self-propelled guns and tank destroyers. On melee active combat tanks, this skill is unlikely to be needed, because in this case you yourself know when they see you.

An 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, "Coated Optics" and "Stereo Tube" equipment. + 0.2% for every 10% skill, with faulty devices + 2% for every 10% skill. An analogue of coated optics, but its effect is weaker. You need to bet on "sighted" tanks, then the increase will be tangible. On "blind" tanks there will be little use.

Handyman(skill) - allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The replacement efficiency drops when the next crew member is disabled. Useful commander skill, especially important on tanks, which are distinguished by good survivability and armor. Often a situation arises when such tanks begin to shoot countless HE shells that incapacitate the crew. This skill will 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". Taken for long-term use, begins to justify itself after several hundred fights. Everyone except the commander gets +1% experience for every 10% skill.

Expert(skill) - allows the commander to determine the critical damage of tanks in the scope. 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) a time delay, 2) the skill shows the crits of vehicles in the sector of your weapon, i.e. does not show the crits of cars that are behind obstacles or outside your viewing radius. Many people wonder why he does not work for self-propelled guns - that's why. It only works in 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 speed of turning the tank. The effect is cumulative in combination with the "Additional lugs" equipment, the "Lend-Lease Oil" consumable, "Twisted Engine Speed ​​Control", "100, 105 - Octane Gasoline". A useful skill for vehicles that require a high turning speed. For PTs and TTs, this is more of a patch, because often these vehicles do not turn around very quickly. Naturally, the Shtug hardly needs this skill, it spins well without it. But large and severe PTs are slow. This skill will help them. The situation is the same with TT, you just need to determine whether you have enough maneuverability. Well, on CT this is the right skill for an aggressive style of play. Spinning the enemy with a virtuoso mechanical driver will be easier and more fun. For LT, the situation is similar to ST. Very often they ask if this skill is needed for self-propelled guns. Here everyone will have to decide for himself: on the one hand - a quick turn, on the other - a stronger dispersion of the gun when turning the hull. +5% Turn Speed ​​while moving or standing still.

off road king(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 Extra Grousers equipment. A useful skill for cars that often have to go where others do not go. "Firefly" riding through the swamp, for example, it will come in handy. It will also be useful for PT, as it increases the speed of turning in place. +10% on soft ground or +25% on average at 100%.

Smooth running(skill) - reduces 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 when combined with the Vertical Stabilizer equipment. Very effective on tanks that you often fire on the fly. +4% at 100% skill learning.

Ram Master(skill) - reduces damage to your own tank and increases damage to an enemy tank when ramming. Only affects moving tanks and is not taken into account when colliding with allied tanks. +15% at 100% skill learning. One of the most fun and specific skills. Shows 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 an engine fire, preventing oil and fuel leaks in the engine compartment. The effect stacks when combined with the Automatic Fire Extinguisher consumable. A skill that would be worth putting on a vehicle 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 a fire. Coefficient 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 HEAT shells. If the skill is acquired by two gunners, the effect is not increased. An excellent skill, useful for everyone except those who shoot HE shells. For APs, cumulatives and sub-calibers, the effect is +3% to the probability.

Smooth turn of the tower(skill) - reduces the spread when turning the tower. The effectiveness of the skill increases as you learn. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account.

The effect stacks when combined with the Vertical Stabilizer equipment. Most often used on machines with an aggressive play style. People often ask if this skill works on self-propelled guns or tank destroyers? Yes, it works within the range of the gun's traverse, since the gun's traverse in the game is equivalent to the turret's traverse. +7.5% at 100% leveled skill.

Master Gunsmith(skill) – reduces the spread of a damaged weapon. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account. The effect stacks when combined with the Vertical Stabilizer equipment.

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

vindictive(skill) - allows the gunner in the field of view to see the enemy tank in the scope for an additional two seconds. It works both in direct fire mode and in artillery aiming mode. If the skill is acquired by two gunners, the effect is not increased. A skill that allows you to see the target illuminated for longer than usual. It is worth noting that the skill will not work if the target is outside the line of sight. That is, on self-propelled guns, he will only work practically point-blank. +2 seconds in a 10 degree sector.

Charging

Non-contact ammo rack(skill) - increases the durability of the ammo rack. The shells are laid out in such an order that they do not touch each other. The effect does not stack if the skill is acquired by two loaders. The effect stacks when combined with the Wet Ammo Pack equipment. Ammo rack HP increase is 50%, respectively, the higher the level of the vehicle, the more (HP ammo racks depend on the level of the vehicle mainly). The skill will be useful on high-level machines.

Desperate(skill) - accelerates the reloading of the gun if the tank has less than 10% durability. If the skill is acquired by two chargers, the effect does not stack. The effect stacks when combined with the Gun Rammer equipment. Interesting and good practice. Obviously, machines with a lot of HP are needed - Mouse, E100. There the situation "left with 10% HP" happens often. Another application is on self-propelled guns. "Cunning" players keep 10% for themselves 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% reload speed if durability is less than 10%.

Intuition(skill) - creates a chance that the desired ammo is already loaded when changing the type of shells. To use the skill again, you must fully reload the weapon. The effect is enhanced if the skill is acquired by two loaders. Useful 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 of the crew is taken into account. The effect stacks when combined with Eagle Eye. +3% at 100% skill learning. The better the view of the tank, the greater the increase from the skill.

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

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

From the 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 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 converge on illuminated targets? With this skill, there will be fewer such cases.