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TD Skills and Perks?


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Darkgeneral #1 Posted 12 May 2012 - 07:58 PM

    Lance-corporal

  • Beta Tester
  • 3511 battles
  • 23
  • Member since:
    01-26-2011
Hallo everyone.



I got a little question about the Skills and Perks i should use for my TD Crew.

I will take the the SU-152, ISU-152 and Object 704. They have 5 Crew spaces:

Commander, Gunner, Driver, Loader, Loader


But my question is which Skills or Perks should i take for the first 2 100%?

Im talking about the normal battle, i don't do CW or something else.

My opionion is:


Commander: 1st. Sixth Sense 2nd. Camouflage

Gunner: Camouflage, Repair

Driver: Camouflage, Repair

Loader: Camouflage, Repair

Loader: Camouflage, Repair


So what do you think about that? Let me hear your opinion.

typhaon #2 Posted 12 May 2012 - 08:13 PM

    First Sergeant

  • Beta Tester
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  • Member since:
    08-22-2010
As much as I love camouflage, I took clutch braking for my T28... turning fast my save your life if the enemy gets too close...

SgtLeatherface #3 Posted 12 May 2012 - 08:48 PM

    Junior Sergeant

  • Player
  • 17425 battles
  • 194
  • Member since:
    06-12-2011
from a successful object 704 driver

1st skills/perks: repair on all for tracking except sixth sense for commander

2nd skills/perks: the last repair plus camo on all

3rd skills: mentor, designated target, clutch braking, adrenaline rush, safestowage

repair is a must, camo is secondary due to sixth sense

Edited by SgtLeatherface, 12 May 2012 - 08:49 PM.


typhaon #4 Posted 12 May 2012 - 08:54 PM

    First Sergeant

  • Beta Tester
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  • Member since:
    08-22-2010

View PostSgtLeatherface, on 12 May 2012 - 08:48 PM, said:

repair is a must, camo is secondary due to sixth sense

I don't get that one... just because you know, that you are spotted does not replace camo... you can get away, but camo is not about getting away, but getting the enemy into your aim and getting the first shot...

SgtLeatherface #5 Posted 12 May 2012 - 09:13 PM

    Junior Sergeant

  • Player
  • 17425 battles
  • 194
  • Member since:
    06-12-2011
i use sixth sense as my camo..once it pops i relocate

you cant get away once spotted if you get tracked

arty splash damage and the annoying amxs flanking you are your real enemy as a t9 TD

camo is ok but your second line anyway so not that important

Fumle #6 Posted 12 May 2012 - 09:14 PM

    Lance-corporal

  • Player
  • 9553 battles
  • 12
  • Member since:
    07-23-2011
i think repair is more importan because TD's are best (and most fun) when played as assault guns (supporting the heavies).
Camo is nice though for when you are 3-4 TD/tanks alone on one flank with a lemmingtrain towards you, but usally the effect is not gamechanging unlike repair that is very often a dead-or-alive skill.


/Fumle

SgtLeatherface #7 Posted 12 May 2012 - 09:21 PM

    Junior Sergeant

  • Player
  • 17425 battles
  • 194
  • Member since:
    06-12-2011
amen to that fumle

erutrotti #8 Posted 13 May 2012 - 01:27 AM

    Lance-corporal

  • Player
  • 25799 battles
  • 99
  • [268] 268
  • Member since:
    08-12-2011
currently got:
commander: bia,mentor,sixth,repair
gunner: bia,crit,accuracy,repair
driver: bia, faster turning, lowered ground resistance, repair
loader: bia, intuition, adrenaline, repair
loader: bia, safe stowage, intuition, repair

going for camo for all as the fifth skill, currently 496%.