What perks to download world of tanks. Upgrading tank destroyers (modules, crew, additional equipment). Selection of skills for tank destroyer crews

Which modules should I download first? What is better to put on your PT - “horns” or optics? Which crew perks should you upgrade first, and which ones are not needed at all? What shells should be installed in the ammunition load? Read about it below

The order of pumping modules:

  1. gun/chassis
  2. engine
  3. walkie-talkie

Let us remind you: The AT is, first of all, a weapon. The gun feeds us, it brings us income and experience. And therefore, if the chassis allows, we pump up the gun first. Having a good weapon on board will allow us to farm experience and everything else much faster. The next step is to pump up the chassis. Without a new chassis, you will not be able to install the remaining modules; you may not have enough carrying capacity. The main bonus of the new chassis is the increased turning speed of the car. And for a tank destroyer, in which the fire sector is changed mainly by rotating the body, this is an important indicator.

The only exception to this rule is the case when the existing chassis does not allow us to install a top gun. In this case, the chassis will be pumped first.

The next module bleeds the engine. At the same time, we further increase the acceleration and turning speed of the car. This allows us to quickly reach the desired positions, change them faster, and also leave them faster if detected. All this directly affects our survival.

With the last module we pump up the radio station. The module is quite important, but for a vehicle located in the rear of the main forces, it is not the most necessary. (later, when playing on low-level machines, you, of course, will understand how much you miss a good radio station, since you cannot fully evaluate the minimap, but in ordinary, unperverted combat, it is not the most important module).

Which consumables to choose?

Don't skimp on consumables either. Sometimes your life depends on their presence. Here the technology is as follows:

First of all, put it in the second slot small repair kit. This is almost our most important consumable. You may not have a first aid kit or fire extinguisher, but a repair kit must be present. Don't be lazy and deliver! The first and most common problem in the game is broken tracks. A missing track for a vehicle without a turret, in which changing the firing sector directly depends on the chassis, is tantamount to death. Therefore, we put the repair kit in the second slot and, if necessary, very quickly activate it by double pressing key 5. Why key 5? Because the tracks are in fifth position, and they are often shot down.

First aid kit— the second most necessary consumable. It is very bad to play with a crit gunner or driver. Therefore, a first aid kit is also needed. They install it in different ways, for us it is more convenient in slot 4, because there, number four on the list, is the mechanical drive, without which you are an easy target.

Fire extinguisher? We do not see the need for a fire extinguisher for vehicles that do not have special armor and do not even have time to catch fire when hit. Therefore, for a hunter class tank destroyer, buy it better gasoline (or oil, tightened regulator). Due to this, you will get a noticeable increase in speed, power (and therefore throttle response and turning speed).

If it is expensive to carry gasoline, or you think that it is not the most necessary element for you, carry automatic fire extinguisher. It will add fire resistance to the car and will automatically work once every five years, which may save your life. Believe me, this is much more convenient than a manual fire extinguisher. Moreover, it will pay off in 4-5 battles.

What additional equipment to install:

First module: Camouflage net. For a vehicle that must fight in the style of a sniper, camouflage is the first thing necessary. Buy without thinking. It is inexpensive, and the benefits you get from it are simply enormous. This equipment can be removed and installed on other machines, so even if you don’t like the machine, it will still be useful on the farm.

An alternative view of the grid:

The fact is that camouflage is relevant at the moment of entering a position, i.e. in move. But when we move and we really need camouflage, the mesh doesn’t work. De facto, when firing, we can only rely on the bush, the terrain, or the enemy’s blindness; the reticle has virtually no effect on camouflage at the time of the shot and very little enhances camouflage in the bush. There is some significant bonus from the network when standing in an open field without shooting, but the very fact of standing motionless in an open field means that we are doing something wrong. Camouflage, IMHO, is more important than mesh, because... Camo always works and allows us to move around unnoticed.

Second module: Yagers, like a real sniper, have good vision and high visibility. Strengthening it is a good decision. But here you will have to choose between what to install: coated optics or a stereo tube. This problem should be resolved based on your playing style.

More information about the grid:
I took it to the OF in the developers' answers:
Question:
Does the effect of the camouflage net disappear after a shot if the tank remains motionless?
Answer:
No. The effect of the camouflage net does not disappear after the shot.

Camouflage network. Wiki
Action: Significantly reduces the visibility of a stationary tank after three seconds after stopping. Acts as a term. For PT - 15%; For ST, LT - 10%; For TT, Arty - 5%
Cost: 100,000 Credits
Weight: 100 kg

How does the Camouflage Network work?
The camouflage net is a removable equipment that significantly reduces the visibility of a stationary tank (after three seconds after the vehicle stops). Being a removable piece of equipment, the Camouflage Net can be moved to another tank.

The camouflage net gives a certain bonus to the tank's camouflage level depending on its type. For tank destroyers this bonus will be higher, for medium and light tanks - lower. For heavy tanks and self-propelled guns, the bonus from the Camouflage Network will be lower than the bonus for medium and light tanks and tank destroyers. In order for this additional equipment to become active, it is necessary to fix the body of the equipment for 3 seconds, after which the Camouflage Network will begin to operate - this will be indicated by the corresponding green backlight along the edges of the Camouflage Network emblem. Any subsequent movement will again require 3 seconds of rest to activate the Cloaking Net. If in battle you prefer to support tanks from the second line, then the tanks will shine on you and the stereo tube (which, like the mask network, only works 5 seconds after stopping), you will not definitely need. And it’s better to install optics. The increase in viewing range from optics, of course, is not so large, but it is at least constant. If you prefer ambush tactics in open areas, then a stereo scope will come in handy. In the field, armed with a stereo tube, a tank destroyer of the second or third level with a basic visibility of 370-400m can sometimes even stop a heavy vehicle of the 5th level and hold it until it approaches you within detection range. It is enough to knock down his harp, criticize modules and hit vulnerable spots, and then the rest of the team will arrive in time and help dismantle this monster. In addition, the pipe is a removable module that can be moved from machine to machine and therefore will be useful in any case. The correct choice of modules is usually confirmed by the enemy. Like that:

Third module: At low levels it is not possible to install a rammer, so your choice is reinforced aiming drives. Changing the firing sector on a tank vehicle often occurs with the help of tracks, and the aiming is lost in the process. Therefore, faster mixing will be of great help to you.

At levels above the third there is a larger selection of modules. Equip your car with modules depending on what you want to achieve: improve the strengths of your car or strengthen its weaknesses. To play solo, of course, it is worth strengthening your weaknesses. If you have a company or platoon vehicle, it is better to strengthen it.

You can evaluate the strengths and weaknesses based on the performance characteristics of the vehicle. For example, a visibility of 350 meters, like that of the SU-100, is a weak point. If you play solo, take the horns, rammer and net. If you play in a platoon or in a company, take a net (or a fan if you already have a well-pumped crew and everyone has 100% camouflage), drives and a rammer.

Shells:

There is only one piece of advice. If ammunition allows, do not skimp, carry with you 4-5 sub-caliber (cumulative) shells and a dozen high-explosive shells. They will help you when you run into some cast iron muzzle like the KV or T1 Heavy. At long distances, typical for anti-tank missiles, it is sometimes difficult to get the AP into a vulnerable spot.

Land mines help a lot. They are guaranteed to remove at least some HP from the enemy, forcing him to think ten times about continuing to move in your direction. Land mines are also very good for one-shotting small artefacts. You need to fire 2 shots with an AP projectile; during the reload time for the second shot, the artillery piece can either knock you down or respond by one-shotting you.

Please note that sub-caliber shells lose armor penetration at long range, so it is better not to use them. The fact that you bought a projectile for in-game gold does not guarantee penetration =)

Crew Perks Perk number one - disguise. High-quality camouflage is the key to the survival of any sniper. The same applies to the Yager class anti-tank self-propelled guns. Upgrade everything disguise for the crew.

Quote - cheburillo:

Masking only affects the detection distance. The disappearance time from the light ranges from 1 to 8 seconds (without gadgets like vindictive ones) and it depends only on the order in which the server calculates “review ticks”. (30 Jan 2013 - 13:20)

Many people believe that the commander immediately needs to start pumping up his sixth sense (light bulb) and the rest of the crew – camouflage. This is incorrect for two reasons: firstly, in this case, you will be carrying a useless commander with you the entire time you are leveling up the 1st perk (the light starts working only after reaching 100%), and secondly, you must have YOUR sixth sense.

You should intuitively feel when you are visible and when you are not, when you need to change your position and “tear your claws”, when not to shoot, when not to move, etc. and so on. The lamp operates after the fact, 3 seconds after you detect it. We can say that when it lights up, the enemy is already aiming at you, and there is nothing to think about - shed instantly. And besides, the lamp will initially dull your own senses. Being already an experienced fighter, you will learn to identify danger without it, and the lamp will simply confirm your fear. In addition: after leveling up camouflage to 100%, the commander can always reset this perk and turn it into a light bulb.

The next perks after camouflage should be to upgrade that same light bulb, which is vindictive for the gunner (a very useful skill for shooting through opaque bushes), something that enhances your maneuverability

With the introduction of patch 0.7.2 into the game, new crew skills and abilities appeared, which made it possible to improve some of the vehicle’s characteristics. Before 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 equipment you can now upgrade your own set of skills and abilities in order to improve the parameters of the machine, make up 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 absent crew member are transferred mainly to the commander, which makes it difficult to upgrade important skills. If the crew consists of 6 people, then it is much easier to upgrade the skill set of any specialty.

Basic skills
A skill differs from a skill in that it begins to take effect from the moment you start leveling up, and in order for a skill to take effect, you need to level it up to one hundred percent. All crew members are provided with general and special skills and abilities. Common skills include camouflage, fire extinguishing, repair, and the only common skill is “Combat Brotherhood”. In the case of the first three skills, they are effective from the moment they are upgraded, and their effectiveness depends on how many crew members have upgraded this skill.

Disguise affects the visibility of the vehicle and its 100% upgrade 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, but for large vehicles it is practically useless.

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

Firefighting- a skill that most players do not level up 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 general skill that begins to work only when all crew members are 100% leveled up. The skill gives a 2.5 percent 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 bonus of 5% to the performance characteristics of the tank.

All other skills and abilities are classified as “special” and can only be upgraded with a specific 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 a commander. Firstly, to activate the skill it is required that the enemy tank be in the crosshairs for at least 4 seconds. Secondly, if the enemy is behind a building or a rock, then the skill does not work. Expert allows you to determine your opponent's crits.

Sixth Sense allows the commander to find out whether the tank has been detected by the enemy. The skill is activated three seconds after detection and is very useful for artillery and tank destroyers that lead an ambush lifestyle. For tanks with an aggressive driving style, the skill is of no use, since even by intuition you can guess whether you are exposed or not. Since this is a skill, 100 percent leveling is required for the sixth sense to start working.

Mentor gives a 10% bonus to the experience earned by the entire crew except the commander. The skill will be required for players who want to upgrade their crew to the Rambo state.

An eagle eye– a skill that increases the tank’s viewing range by two percent. It makes sense to upgrade tank crews with good visibility (beyond 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 tank’s visibility 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 criticized members. For example, the KV-5 radio operator was shell-shocked almost every battle. This skill makes it possible to replace an incapacitated 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 upgraded, then the second penalty for loading a gun will be halved.

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

The gunner's useless skills and abilities are master gunsmith And vindictive. The first skill reduces the spread of a damaged weapon and is only useful for a few tanks with a frequently critical weapon, while the second skill makes it possible to see the enemy in the sights for a couple of seconds longer and can only be useful for tank destroyers.

Special skills and abilities of the driver
The driver is the only crew member who has all the skills and abilities that are useful. Skill " Virtuoso"increases the tank's turning speed and is practically required by all vehicles, since there are few nimble tanks in the game. Smooth ride reduces gun spread when driving and is effective from the beginning of pumping. An extremely useful skill for light and medium tanks, since they shoot while moving almost all the time.

Ram master increases damage when ramming by 15 percent and reduces damage to your own tank. This skill is developed by owners of heavy and high-speed cars. Together with the anti-fragmentation lining, the ram master is a “second weapon” for inflicting damage on the enemy.

Cleanliness and tidiness pumped up by players of “flammable tanks”. This category mainly includes the Germans, who, when a projectile hits the engine, it ignites. Of course, you can use a fire extinguisher, but it happens that fires are set on fire several times during a fight.

King of off-road– another skill that improves the dynamics of the car. Gives a bonus to cross-country ability on soft and medium soils, and also increases the speed of turning in place. It is better to upgrade the king of off-roads to all tanks, with the exception of self-propelled guns. Since only asphalt roads are classified as 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 up quickly.

Non-contact ammunition rack important for tanks with frequently exploding ammunition. Refers to the tanks of the Soviet IS series (IS3/IS-8), as well as the 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 resistance in any way.

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. It is mainly used by artillery operators, since they often have to switch between armor-piercing and high-explosive shells. For tanks with rapid-fire cannons, the skill is useless.

Desperate– a skill that increases the rate of fire of a gun by 9 percent when you have less than 10 percent durability left. Absolutely useless on tanks with a small margin of safety and rapid-fire guns.

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

Inventor may only be needed at low and medium levels when the radio's range is short, as it increases its range by 20 percent.
Repeater is a “help your friends” skill, as it increases the range of your allies’ radar by 10 percent.

A skill "With all my might" Only the 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 when destroyed 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 mindlessly pumping up perks will not bring any benefit.

Hello everyone, tankers! This article will focus on one of the fundamental features of WoT -

Rules for choosing perks for a tank crew


Hello everyone, tankers! This article will focus on one of the fundamental features of WoT - crew skills.

In order not to make a mistake with the choice of crew skills, you need to initially understand how you will use a particular vehicle. However, there are perks recommended for everyone.

1. Sixth sense

Some of you probably already know that the developers plan to make this skill available to all crew commanders after leveling up the main profession to 100%. However, as long as this innovation is in the “CTTS” status, it’s worth upgrading
the commander first. The “Light” that lights up 2 seconds after the light will often save you from being splashed by PT or art. If you yourself play on a PT or art, your priority when illuminating enemies is even higher, and the lamp is more necessary.

2. Repair

Usually this is how it is customary to start pumping up the crew. First thing for the commander is “Sixth Sense”, for the rest - “Repair”. And this technique justifies itself.
After all, initially repairing a downed harp on some tanks at 100% basic skill takes more than 10 seconds! This means you lose a repair kit and/or a significant amount of strength points without upgraded repairs. But we still need to fight!

3. Combat brotherhood

This perk adds only 5% to all crew skills, so it is usually recommended in combination with ventilation that works similarly. Then you get
in total +10%, which significantly adds combat effectiveness to any tank.
The exception is vehicles with a loading drum and without the possibility of installing ventilation (WT E100). You will definitely notice a 5% reduction in reload time on the drum. Whether or not to pump up “BB” with a second perk is an individual choice.

4. Alternative second perk

If you decide not to upgrade the BB second, then you need to start leveling out the critical shortcomings of the tank. Weak ammunition? (T-44, T-54, etc.) to the loader - “Non-contact ammo rack”. You play on the “crystal cannon” (borscht, waffle level 9) to everyone - “Disguise”. When playing with light on LT or CT, it is worth increasing the view to increase the chance of illuminating the enemy earlier. To the commander - “Eagle Eye”, to the radio operator - “Radio Interception”. For mechanical drives of heavy beams, it is worth recommending “Bram Masters” (for fast ones like IS-7
and heavy ST type E-50 M) or “Virtuoso” or “King of the Off-Road” for slow-moving vehicles like E-100. Accordingly, ST mechanics need to be taught to move smoothly, since they will often have to shoot on the move.

5. Third perk. Customization

As a rule, with the exception of very complex vehicles like the WT E100, the third perk makes gameplay on the tank closer to comfortable. Previously missed perks are restored. On ST it is worth studying “Camouflage”, “Smooth rotation of the turret” for the gunner, machines developed by the gloomy French geniuses such as “bat-chat” or AMX 50B, it makes sense to think about choosing the “Jack of all trades” perk for the commander. The crew criticizes often, sometimes it can help. It’s time for loaders of classic TTs to pump up the “Non-contact ammo rack” and “Desperado”. For gunners of drummers and tanks with a high alpha strike, “Sniper” will be relevant; this will allow you to break opponents’ modules significantly more often.

6. Completion of customization.

Fourth perk You need to understand that each subsequent perk requires 2 times more experience than the previous one to fully upgrade. For the fourth, this is already 1.68 million units of experience. This means you should seriously think about which of the remaining skills will make your life easier. Advice in this case is hardly needed, by this moment you will already have an understanding (and if not, you have 42% of victories and absolutely no matter how leveled up the crew is :)).

7. Perks of the last degree of importance

This term means: “Camouflage” for heavy tanks, “Fire extinguishing” for rarely burning tanks (it’s better to install a gold fire extinguisher, you don’t need to be afraid of spending, it will be cheaper, because the tank won’t burn at all) and similar skills.

8. Useless perks

The developers have created a number of completely useless perks. Most players agree that it is not worth downloading on any machine: “Inventor”, “Relay”, “Expert”. Perks such as “Venedictive” and “With all the strength” can also be classified as partially useless, since they are rarely applicable due to their low probability of use. Such perks are usually chosen by skilled players for specific purposes.


Conclusion. A few simple but important tips.

A) " The Brotherhood of War» is upgraded only for all crew members at the same time and starts working at 100%.
B) it is worth distinguishing between the skills and abilities of the crew. For example, " Repair», « Disguise" And " Radio interception"begin to operate with 1% study, gradually increasing their effectiveness, and "Lamp", "Non-contact ammo rack" and "Combat Brotherhood" only after full study.
C) although the study of the crew’s professions is marked with percentages, this is incorrect. Each subsequent percentage requires more experience than the current one.
G) " Firefighting"- not the most useful perk, because it can be replaced well by a gold fire extinguisher. Upgrade 4 m-5 m-6 m with the perk, excluding “fire tanks” (Germans, KV-3, etc.).
E) the general principle of choosing skills and abilities: to maximize the advantages, then level out the most serious shortcomings.
E) don’t be lazy, test drive the car you are going to download, watch the guides. This will help you choose the right tank and method of pumping it up. G) if possible, do not save gold, train, retrain and reset perks for gold. By the middle of the fourth perk, leveling up is very slow; experience is never superfluous.

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

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

Firefighting.

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

Disguise.

This skill is being learned en masse, especially by beginners who believe that now their tank will be inconspicuous and they can have a lot of fun playing in sniper mode. This is wrong. The fact is that not all tanks in the game are capable of camouflage. Some do it better, some worse, and some, huge, high-profile machines, do not know how to camouflage themselves at all. For example, a T-62 with camouflage upgraded to 100% can remain invisible when stationary up to almost 300 meters, while the same E-100 can hide under similar conditions only at a distance of a little more than 400 meters. As an alternative, it is better to purchase camouflage for the tank, and also hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most universal skill in its usefulness. Repairs can and should be carried out. As an alternative or as a supplement, a tool box, as well as a large or small repair kit, are excellent. Each tank must have a tanker trained in repairs.

The Brotherhood of War.

Another universal, team skill that gives a 5% increase in points for all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two components is summed up, so it is better to study the military brotherhood and install ventilation. If you add cola, chocolate or coffee to everything else, your skills can increase up to 120%. A good skill that is especially good for artillerymen.

Now let's move on to the personal skills of each crew member.

Commander.

The skill of a mentor allows the commander to train his charges faster. The greatest effect is achieved when studied at the very beginning of development. However, this skill only provides accelerated leveling of other skills, and, in fact, does not bring any benefit. In general, this skill is quite suitable for the most impatient.

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

One of the most important skills in the game, if not the most important. The famous “light bulb” is vital in every battle. The skill signals the fact that your equipment has been exposed. If the light comes on, it means the tank has been found. It is a must to study, and the sooner the better.

This skill allows the commander to replace an incapacitated crew member. Most often, instead of this skill, players prefer to purchase first aid kits to treat victims. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum visibility of the tank by 2%. The use of this skill is for experienced players. This skill is unlikely to be useful for beginners, however, if you fight on a Bat Chat, Patton or other vehicle with a good vision function, then you can and even need to take Eagle Eye. Bottom line: this skill will be useful if you know and like to use camouflage and know how to calculate the detection range. As an alternative, as well as an addition, you can take radio interception, coated optics, a stereo tube or an additional solder with ventilation.

The sniper skill will increase the chance of dealing critical damage. Quite a useful profession. This will be especially visible after comparing the results of battles on vehicles where the gunner is trained in sniper shooting and where he is not. The difference will be noticeable. A tank with this skill will inflict much more crits, including such useful ones as fire or ammunition explosion. Does not work with cumulative projectiles. A very worthy choice, practically obligatory to study.

This skill allows you to see a disappearing enemy in your sights for two additional seconds. It only works if you personally spotted this enemy. In other words, artillery operators who are eager to upgrade this skill should know that it will not be useful, since for artillery, the enemy is illuminated by other tanks, and not by the artillery itself. Bottom line: an almost useless skill that is better not to upgrade.

Everything is clear here: in sniper mode it will be easier to aim when turning the turret, if there is one. Don't upgrade your skill if your tower doesn't rotate. An alternative is to install a stabilizer. However, the benefits add up. To be brief, this skill is one of the most useless. You don't have to study, you'll lose a little.

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

A very important skill, since damage to the ammunition rack immediately turns your tank into a pile of scrap metal, and learning this skill allows you to reduce the likelihood of an ammunition explosion by 13%. It’s a fairly useful specialty, although many people prefer to study something else. Bottom line: be sure to learn it if you plan to fight on tanks with traditionally poorly protected ammunition.

Quite an original thing. Its essence boils down to the fact that as soon as a vehicle has less than 10% health left, the loader begins to shoot 10% faster. A rammer is an excellent addition or alternative. It is better to level up this skill on a tank with a lot of health. Bottom line: a useful, albeit specific, skill for the loader.

Radio operator.

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

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

This skill increases visibility. At full 100% study, it adds +3% to range. Conclusion: more or less useful, although not a vital skill. You can learn it if you really want to.

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

Driver mechanic.

This skill will be most useful for controlling a tank with poor dynamics. When fully learned, it gives a 5% increase in turning speed. Not the most useful skill, which can only show its usefulness when your combat tactics require private turns and similar maneuvers.

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

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

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

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

Additional skills and abilities are available for study by a crew member after mastering the main specialty 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 ability. 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 operate from the beginning of learning

Skill - begins to work only after learning 100%

General skills and abilities

Repair(skill) - speeds up the repair of damaged modules. The average skill level of the crew is taken into account. Having 100% upgraded repairs for each crew member reduces the repair time by 2 times. The effect is cumulative when combined with the Tool Box equipment. It is definitely needed on all vehicles except self-propelled guns - there it is no longer particularly critical. If you're going to play without repairs, be prepared to get killed a lot while standing on ripped tracks.

Disguise(skill) - Reduces the overall visibility of the tank. The average skill level of the crew is taken into account. The effect is cumulative in combination with the Camouflage Network equipment. A very important skill, especially for small machines. Large vehicles like Maus, 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, then rest assured that the camouflage skill will give you a nice bonus to stealth.

The Brotherhood of War(skill) - improves the level of proficiency in 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, the “Dop Rye”, “Chocolate”, “Code of Cola” equipment, etc. Its uniqueness lies in the fact that it only works when all crew members are 100% pumped. It is most popular on self-propelled guns, because there are often undistributed skills and abilities, since repair and fire fighting are not particularly important there. +5% to the crew, but in reality the real increase is half as much to the tank’s parameters. For example, recharge is reduced by 2.5%, as is the case with the Improved Ventilation equipment.

Firefighting(skill) - speeds up fire extinguishing. The average skill level of the crew is taken into account. A useful skill for tanks that often burn. Some people get by without it, using fire extinguishers, but if you are driving on equipment that is prone to frequent fires, and you don’t 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 whether his tank is detected by the enemy. An additional visibility indicator appears in the interface, which records only the fact of illumination, but not its duration. The indicator lights up after three seconds. Works in sniper, arcade and artillery modes. A wonderful skill that will save you from many problems. Can be used on tanks that fight at long ranges and use cover for camouflage. Extremely useful on self-propelled guns and tank destroyers. On active melee combat tanks, this skill is unlikely to be necessary, because in this case you yourself know when they see you.

An eagle eye(skill) - increases the maximum viewing range. If the observation devices are faulty, the effectiveness of the skill is higher. The effect is cumulative in combination with the “Radio Interception” skill, the “Coated Optics” and “Stereo Tube” equipment. + 0.2% for every 10% of skill, with faulty devices + 2% for every 10% of skill. An analogue of coated 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 incapacitated crew members. Only the main specialties are replaced. The effectiveness of replacement decreases when another crew member is incapacitated. A useful skill for a commander, especially important on tanks that have good survivability and armor. A situation often arises when countless HE shells are fired 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 the commander. A skill for those who are going to pump up the crew for a long time and persistently to the “Rambo” state. It is taken for long-term use and begins to pay off after several hundred fights. Everyone except the commander receives +1% experience for every 10% skill.

Expert(skill) - allows the commander to determine critical damage to tanks in the sight. Operates in both direct fire mode and 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 crits of vehicles in the sector of your weapon, i.e. does not show crits of vehicles that are behind obstacles or outside your viewing radius. Many people wonder why it doesn’t work on self-propelled guns - that’s why. It only works with line of sight. +/- 15 degrees from the direction of the gun, shown 4 seconds after pointing at the enemy.

Driver mechanic

Virtuoso(skill) – increases the tank’s turning speed. The effect is summed up in combination with the equipment “Additional lugs”, equipment “Lend-Lease oil”, “Twisted engine speed controller”, “100, 105 - octane gasoline”. A useful skill for cars for which high turning speed is important. For PT and TT, this is more of a patch, because often these vehicles do not turn around very quickly. Naturally, the Stug 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 the TT, you just need to determine whether you have enough maneuverability. Well, on ST this is a necessary skill for an aggressive playing style. Twisting the enemy with a virtuoso driver will be easier and more fun. For LT the situation is similar to ST. People often ask whether this skill is needed for self-propelled guns. Here everyone will have to decide for themselves: on the one hand - a quick turn, on the other - a stronger dispersion of the gun when turning the body. +5% to turn speed while moving or standing still.

King of off-road(skill) - reduces the resistance of weak and medium soils when the tank moves. Increases the maneuverability of the tank and reduces the time it takes to reach maximum speed. The effect is cumulative in combination with the “Additional lugs” equipment. A useful skill for cars that often have to go where others don't go. A “firefly” traveling through a swamp, for example, will need it. It will also be useful for AT, as it increases the speed of turning in place. +10% on soft ground or +25% on average at 100%.

Smooth ride(skill) - reduces spread when shooting on the move. The skill does not affect spread when turning or when shooting in place. An analogue of a stabilizer, but its effect is weaker. The effect is cumulative in combination with the Vertical Stabilizer equipment. Very effective on tanks where you often shoot straight away. +4% with 100% learning of the skill.

Ram master(skill) - reduces damage to your own tank and increases damage to the enemy tank when ramming. Affects only moving tanks and is not taken into account in collisions with allied tanks. +15% with 100% learning of the skill. One of the most fun and specific skills. It shows itself on fast and heavy machines, such as E50, AMX 50 100/120/V, 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 by preventing oil and fuel leaks in the engine compartment. The effect is cumulative in combination with the Automatic Fire Extinguisher equipment. A skill that would be advisable to install on a vehicle like the IS-7 or Mouse, which has a large amount of HP and thick armor. It would be a shame to catch fire and lose a lot of HP due to the fire. Coefficient 0.75.

Gunner

Sniper(skill) - increases the likelihood of causing critical damage to enemy tank modules and crew. 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 shoot HE shells. For BB, cumulative and sub-caliber weapons, the effect is +3% to the probability.

Smooth rotation of the tower(skill) - reduces the spread when turning the tower. The effectiveness of the skill increases as it is learned. If a 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 Vertical Stabilizer equipment. Most often used on machines with an aggressive playing style. People often ask whether this skill works on self-propelled guns or tank destroyers? Yes, it works within the range of gun rotation, since rotating the gun in the game is equivalent to rotating the turret. +7.5% with 100% leveled skill.

Master Weaponsmith(skill) – reduces the spread of a damaged weapon. If a 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 Vertical Stabilizer equipment.

A skill from the “for tenacious machines” series. It will be especially useful for those whose weapons are damaged more often than usual. Therefore, everyone must determine for themselves whether they need this skill or not. -2% to spread for every 10% skill.

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

Charging

Non-contact ammunition rack(skill) - increases the strength of the ammunition 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 is cumulative in combination with the Wet Ammunition Storage equipment. The increase in HP of the ammunition rack is 50%, respectively, the higher the level of the vehicle, the more (HP of the ammunition rack depends mainly on the level of the vehicle). The skill will be useful on high-level machines.

Desperate(skill) - speeds up gun reloading if the tank has less than 10% strength left. If a skill is acquired by two chargers, the effect does not stack. The effect is cumulative in combination with the Gun Rammer equipment. Interesting and good skill. 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% to reload speed if durability is less than 10%.

Intuition(skill) - creates the likelihood that the required ammunition 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 viewing range. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the Eagle Eye skill. +3% with 100% learning of the skill. The better the tank's visibility, 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% with 100% learning of the skill. Useful for tanks with weak radios, such as 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 for the crew is taken into account. + 10% with 100% learning of the skill. A peculiar skill. No benefit to you, but benefit to the team. Useful in tournaments.

With all my might(skill) - allows a 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 self-propelled guns did not have time to converge on illuminated targets? With this skill there will be fewer such cases.

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