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Crew training?
+4
crazytony0
Vallu01
Rancidpunk
Malakez
8 posters
SGTA :: Archives :: General Guides
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Crew training?
Hello,
it seems I cannot find any guide for crew training from these forums? I just myself learned that you should use the same crew when you have to daily double experience to quickly develop their skill (they need to be same nationality and tank type i think) The whole crew training thing is still unclear to me as I'm only tier 3-4
it seems I cannot find any guide for crew training from these forums? I just myself learned that you should use the same crew when you have to daily double experience to quickly develop their skill (they need to be same nationality and tank type i think) The whole crew training thing is still unclear to me as I'm only tier 3-4
Malakez- Posts : 29
Reputation : 0
Join date : 2013-02-26
Age : 41
Location : Finland
Rancidpunk- INSTRUCTOR
- Posts : 293
Reputation : 19
Join date : 2013-02-22
Age : 56
Location : Portsmouth
Re: Crew training?
I have read it carefully, but the information from it doesn't stick. Maybe a player made guide would be more user friendly and understandable? Also the official one lacks the nuances that player made would have (like using the same crew when you have 2x experience bonus at start of the day, recommended skills for a certain tank types etc.)
Malakez- Posts : 29
Reputation : 0
Join date : 2013-02-26
Age : 41
Location : Finland
Re: Crew training?
Well if you have specific questions just ask, but the x2 using the same crew in different tanks that aren't of the same type or class as the crew is trained for or aren't premium just means that you will find it more difficult to get a good score because the crew is only the equivalent to a crew 75% or less trained for the vehicle! You'll still get the same XP from the battle if you can manage to play well enough with an untrained crew's slower reactions and lower abilities. Same points in battle for damage/kills/cap etc. just more difficult to do.
I think there are plenty of threads for crew skills but ask Kawashiro if you have a question regarding a specific tank, she has the data at her fingertips in her head
I think there are plenty of threads for crew skills but ask Kawashiro if you have a question regarding a specific tank, she has the data at her fingertips in her head
Rancidpunk- INSTRUCTOR
- Posts : 293
Reputation : 19
Join date : 2013-02-22
Age : 56
Location : Portsmouth
Re: Crew training?
Denolven made a crew guide for the old forum, I'll see if we can salvage it from there somehow.
Vallu01- ADMIN
- Posts : 950
Reputation : 73
Join date : 2013-02-06
Location : The Cold North
Re: Crew training?
one off the reasons why u dont see many recomandations about wich skills to take, is that opinions about what skill to choose differ a lot between tanks and playing styles. Also, if u plan to grind diffrent vehicles with same crew (instead of sticking with one particular tank) changes a lot. Same can be said about the question wethever u plan to reset skills with gold or if u wont do this ever. but if u want i can tell you some quick stuf:
- BIA: Works for every tank, always good, however this doesnt mean it is the most important one for each tank
- repair: works for all tanks exept scouts and arty, who die in 2 shots anyway (and u have to use repair kit for tracks always)
- camo: depends heavily on your play style and your tank (long ago when someone cracced some hidden vallues in wot, it got revealed that no german tank above tier 6 had any good camo. but we havent got updated numbers since long so,..)
- firefighting: can help indeed however, how oftem do u catch fire? and how quick are u on the extinguishers? is this realy worth a pick above a particular other skill? Can be handy on some german tanks tough (JT eg)
- Mentor: sounds only handy if u would grind your skills a lot, and if you reset skills with gold. Also, would never suggest doing this for small crews.
- recon: some people are a real fan of this, but it only ads 2% vieuw range, and given vieuwranges in combat etc, u will spot someone about 4-8m further, neglectible to me, so only usefull in the realy specialised setups
- jack of all trades: handy for tanks wich can take a lot of beating with crews wich got hit very oftem (loader,gunner,driver that is wich)
- armorer: Handy if your gun gets hit a lot (some us tanks eg t29 wich exell in hull down get damaged gun a lot) still, is this worth another choice?
- snap shot: if you fire a lot on the move or peek a bo stuff and your bad acc/aim time bugs you. Should be very interresting for (some?/all?) artilery
- clutch braking: if you need high mobility, or you are fed up with the slow traverse of tanks like gwtiger, maus,.. this can help.
- smooth ride: more or less same as snap shot, so it should be combined usualy.
- off road driving: effect is a bit like 100octane fuel, not entirely, but its a lot easier to regard this as that.
- controlled impact: helps a lot while ramming, but how oftem do u ram? usualy not realy worth it exept maybe for some german meds as they have the speed weight and armor to be succesfull in this. (e50m is realy great in ramming btw )
- signal boosting: 20%increased radio range, more is always better but past tier 5 your radio is nearly always good enough, and below tier 5 you rarely have that much skills unlocked to make this be worth it.
- situational awareness: same as recon, but now its 3% still not worth imho.
- relaying: Is it realy your task to make up for the weak radio of your team mates? however still the same issuse as signal boosting.
- sixt sense: Can be the most powerfull perk for some tanks (arty, (passive)scouts and snipers) for others, usefull but not always primiry (eg. your town going IS dont need this at all)
- eagle eye: sounds nice, but still a bit useless, especialy since u have to keep your aim on target
- dead eye: only usefull if you know where to aim, and how the mechanics work, however eagle eye can help to learn this. important note: works only for AP, so for most arty completly useless. works best for high rof guns (higher comparable module dmg, + more sucsesive hits increase the chance. a nice example of this phenomen can be seen in this vid: https://www.youtube.com/watch?v=iKAc-kiJUng)
- designated target: can be helpfull, especialy for passive scouts, also this helps whole team, thus more spotting dmg for you
- preventive maintenance: can be helpfull (german tanks like JT) but still, better skills are around.
- call for vengance: helpfull for (suicide)scouts, but most tanks have way better skills (after all, if the oter skill helps you not to die, u wouldnt need this anyway
- safe stowage: effect is only 12.5% wich may sound small, but this can be the magical barier to make some suffer way less ammo racks. (look up vallues on gamemodels3d)
- adrenaline rush: can mean the diffrence between live and death, but since it only works when very low on health, this doesnt happen every match, in fact it happens a lot less that this would help you. (has been said however this can be abused to damage friendly arty to give them increased rof, viable tactic for cw/tc )
- intuition: sounds nice, but how oftem do you need to switch between shells? especialy noting that it works only every now and then (17% but,.. it is cumulativ, so for high tier arty for example, 34% chance) so in fact,pretty much useless to me.
Please note opinions will differ a lot, if you ask what i choose, read well enough hints around but on most tanks bia, then repair
In fact, the right choice depends on a lot of diffrent stuff as well like consumables, equipement and so on.
Also, in future, we might see gold consumables for creds, they all have an extra effect to decrease the posebility of what it is for, eaven after use. (for instance, less fire chance) making the automatic fire extinguishers especialy interesting. (as it wouldnt be used very oftem so it would not kill your money)
if you want, i can expand this to include eaven more info and exact numbers and so on
- BIA: Works for every tank, always good, however this doesnt mean it is the most important one for each tank
- repair: works for all tanks exept scouts and arty, who die in 2 shots anyway (and u have to use repair kit for tracks always)
- camo: depends heavily on your play style and your tank (long ago when someone cracced some hidden vallues in wot, it got revealed that no german tank above tier 6 had any good camo. but we havent got updated numbers since long so,..)
- firefighting: can help indeed however, how oftem do u catch fire? and how quick are u on the extinguishers? is this realy worth a pick above a particular other skill? Can be handy on some german tanks tough (JT eg)
- Mentor: sounds only handy if u would grind your skills a lot, and if you reset skills with gold. Also, would never suggest doing this for small crews.
- recon: some people are a real fan of this, but it only ads 2% vieuw range, and given vieuwranges in combat etc, u will spot someone about 4-8m further, neglectible to me, so only usefull in the realy specialised setups
- jack of all trades: handy for tanks wich can take a lot of beating with crews wich got hit very oftem (loader,gunner,driver that is wich)
- armorer: Handy if your gun gets hit a lot (some us tanks eg t29 wich exell in hull down get damaged gun a lot) still, is this worth another choice?
- snap shot: if you fire a lot on the move or peek a bo stuff and your bad acc/aim time bugs you. Should be very interresting for (some?/all?) artilery
- clutch braking: if you need high mobility, or you are fed up with the slow traverse of tanks like gwtiger, maus,.. this can help.
- smooth ride: more or less same as snap shot, so it should be combined usualy.
- off road driving: effect is a bit like 100octane fuel, not entirely, but its a lot easier to regard this as that.
- controlled impact: helps a lot while ramming, but how oftem do u ram? usualy not realy worth it exept maybe for some german meds as they have the speed weight and armor to be succesfull in this. (e50m is realy great in ramming btw )
- signal boosting: 20%increased radio range, more is always better but past tier 5 your radio is nearly always good enough, and below tier 5 you rarely have that much skills unlocked to make this be worth it.
- situational awareness: same as recon, but now its 3% still not worth imho.
- relaying: Is it realy your task to make up for the weak radio of your team mates? however still the same issuse as signal boosting.
- sixt sense: Can be the most powerfull perk for some tanks (arty, (passive)scouts and snipers) for others, usefull but not always primiry (eg. your town going IS dont need this at all)
- eagle eye: sounds nice, but still a bit useless, especialy since u have to keep your aim on target
- dead eye: only usefull if you know where to aim, and how the mechanics work, however eagle eye can help to learn this. important note: works only for AP, so for most arty completly useless. works best for high rof guns (higher comparable module dmg, + more sucsesive hits increase the chance. a nice example of this phenomen can be seen in this vid: https://www.youtube.com/watch?v=iKAc-kiJUng)
- designated target: can be helpfull, especialy for passive scouts, also this helps whole team, thus more spotting dmg for you
- preventive maintenance: can be helpfull (german tanks like JT) but still, better skills are around.
- call for vengance: helpfull for (suicide)scouts, but most tanks have way better skills (after all, if the oter skill helps you not to die, u wouldnt need this anyway
- safe stowage: effect is only 12.5% wich may sound small, but this can be the magical barier to make some suffer way less ammo racks. (look up vallues on gamemodels3d)
- adrenaline rush: can mean the diffrence between live and death, but since it only works when very low on health, this doesnt happen every match, in fact it happens a lot less that this would help you. (has been said however this can be abused to damage friendly arty to give them increased rof, viable tactic for cw/tc )
- intuition: sounds nice, but how oftem do you need to switch between shells? especialy noting that it works only every now and then (17% but,.. it is cumulativ, so for high tier arty for example, 34% chance) so in fact,pretty much useless to me.
Please note opinions will differ a lot, if you ask what i choose, read well enough hints around but on most tanks bia, then repair
In fact, the right choice depends on a lot of diffrent stuff as well like consumables, equipement and so on.
Also, in future, we might see gold consumables for creds, they all have an extra effect to decrease the posebility of what it is for, eaven after use. (for instance, less fire chance) making the automatic fire extinguishers especialy interesting. (as it wouldnt be used very oftem so it would not kill your money)
if you want, i can expand this to include eaven more info and exact numbers and so on
Last edited by crazytony0 on Fri Mar 01, 2013 7:51 am; edited 2 times in total
crazytony0- Posts : 59
Reputation : 2
Join date : 2013-02-08
Re: Crew training?
done,Kawashiro wrote:Add a "-" to each skill, all I see is a wall of text.
was actualy more looking for aproval off someone like you about the contend before doing more layout (sort skills by crewmember for example)
crazytony0- Posts : 59
Reputation : 2
Join date : 2013-02-08
Re: Crew training?
Thanks to everyone for the tips/information.
Malakez- Posts : 29
Reputation : 0
Join date : 2013-02-26
Age : 41
Location : Finland
Re: Crew training?
I would add with Deadeye in particular, it's much more useful with high-ROF tanks - my Churchill III crew have it, for instance, and I find I can light enemies on fire much more often than in other tanks just by sheer dint of its' shell-spamming capability. It's an extra chance to do crit damage with every shot, if you're aiming in the right places, and so the more shots you can pump out (even if they're lower damage), the more cumulative chance in a given space of time you have of doing extra module/crew damage.
Re: Crew training?
PointyHairedJedi wrote:I would add with Deadeye in particular, it's much more useful with high-ROF tanks - my Churchill III crew have it, for instance, and I find I can light enemies on fire much more often than in other tanks just by sheer dint of its' shell-spamming capability. It's an extra chance to do crit damage with every shot, if you're aiming in the right places, and so the more shots you can pump out (even if they're lower damage), the more cumulative chance in a given space of time you have of doing extra module/crew damage.
yes indeed, edited the post + added a link of a vid wich shows this
crazytony0- Posts : 59
Reputation : 2
Join date : 2013-02-08
how to level?
Here is a tip for leveling skills / perks.
Start with leveling skills (repair) on the first skill. When you reach 100% respec the skill to a perk. Why? Simple:
Skills work as of the start (improving per %), perks only werk at 100% completion of the skill.
Start with leveling skills (repair) on the first skill. When you reach 100% respec the skill to a perk. Why? Simple:
Skills work as of the start (improving per %), perks only werk at 100% completion of the skill.
Boos B- INSTRUCTOR
- Posts : 359
Reputation : 22
Join date : 2013-03-05
Re: Crew training?
Ill add a little bit here, if i may.
I now regret the way ive worked with my crews, as i buy a 100% crew for each one, this is stupidly expensive when you find yourself with loads of tanks.
My son has recently started playing the game and this is how im telling him to do things, he is restricted to T6 BTW.
After deciding the T6 tank he wishes to use, we check out the tech tree and decide the best way to get there whilst trying to keep to the same tank type HT/MT/LT etc.
We buy a 100% grew for gold and DO NOT CHOOSE A SKILL or PERK
Start the grind, elite the tank and try for the ACE TANKER medal, a bit of give and take here of course.
Once all of the above is achieved, buy the next teir tank and retrain the crew for it for credits and 90% skill level. What happens now is that 90% of the total XP of the crew member is brought forward to the next tank. What this actually achieves is the crew member will still be at 100% levels and most likely still have a + option available to chose a skill. We repeat this up until T5 and then chose a skill. Going further up the tiers we are most likely going to retrain for 100% gold or 90% credits if a x5 XP weekend is on to quickly get the skills back.
Im not suggesting this is the best way, but its the free way and you are guaranteed a 100% crew at all times. Id have saved a packet if I had done this myself.
Incidentally, this would also mean that if you decide to have a 'keeper' tank at T5, an additional 100% crew is needed..
I now regret the way ive worked with my crews, as i buy a 100% crew for each one, this is stupidly expensive when you find yourself with loads of tanks.
My son has recently started playing the game and this is how im telling him to do things, he is restricted to T6 BTW.
After deciding the T6 tank he wishes to use, we check out the tech tree and decide the best way to get there whilst trying to keep to the same tank type HT/MT/LT etc.
We buy a 100% grew for gold and DO NOT CHOOSE A SKILL or PERK
Start the grind, elite the tank and try for the ACE TANKER medal, a bit of give and take here of course.
Once all of the above is achieved, buy the next teir tank and retrain the crew for it for credits and 90% skill level. What happens now is that 90% of the total XP of the crew member is brought forward to the next tank. What this actually achieves is the crew member will still be at 100% levels and most likely still have a + option available to chose a skill. We repeat this up until T5 and then chose a skill. Going further up the tiers we are most likely going to retrain for 100% gold or 90% credits if a x5 XP weekend is on to quickly get the skills back.
Im not suggesting this is the best way, but its the free way and you are guaranteed a 100% crew at all times. Id have saved a packet if I had done this myself.
Incidentally, this would also mean that if you decide to have a 'keeper' tank at T5, an additional 100% crew is needed..
AndyScouser- Posts : 205
Reputation : 10
Join date : 2013-03-20
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