How many crew skills do you have and how many do you actually need?
Posted 27 August 2013 - 11:41 PM
Basically, at least the forums, how many skills do you have and how many do you actually need?
By "need", I mean skills that you cannot play without them once you get them. In other words must have skills.
Currently, my best crew is a german crew wtih three skills. My estimates that I get the fourth skill were wrong, it takes A LOT longer to get the last % to complete that. Even more tedious if you train perks lately (like in the case with a single loader, that only have perks, besides common skills)
I do think that two or in case with stealthy vehicles three skills should suffice.
In this case, all you need are repairs, the best individual crew skill and camouflage in case of stealthy vehicles. From the fourth skill on, the skills are pretty much luxury, they provide a small difference, but not a gamechanging one. Granted, new players would have a lot trouble when they have to face tanks with fully trained crews.
So the skills should provide a difference, but new players with 50% crews must have a chance to complete in mid-tiers at least. I would strongly avoid high tier games until my crew has at least 1 skill.
As you noticed, I do not support seal clubbing, I really dislike that, but thats another topic.
The other problem is that the usability of skills is rather imbalanced with the crewmember themselves
The other less important skills are either situational or not useful at all.
The driver as many know has the best skill selection out of all tankers in your crew, while the radioman has the worst skill selection (might be useful in low tiers though), especially at high tiers, when he isnt already kicked out of the crew already (high tier tanks have no dedicated radioman most of the time)
And in case why you might think that; yes I do not use BiA. In that five man crew, BiA is useless, it does provide a difference that is too little to make use of while being unattractive for its price (everyone must have it at 100%). Retraining without gold aint fun too. You lose quite a lot crew XP when doing that without gold.
Detailed guide will follow. Yes, it had delays due not having a lot time lately. If anyone is still waiting, sorry.
Posted 27 August 2013 - 11:47 PM
Posted 27 August 2013 - 11:53 PM
Edited by Tank_Killer1, 28 August 2013 - 11:11 AM.
Posted 27 August 2013 - 11:54 PM
-arty nerf and therefore much less arty than it used to be.
-HE nerf, derp gun changes
-slight skill changes (ex. mentor stacks with BiA)
-Camo system change
Therefore I write a new skill guide out of scratch
When counting skills, ex. if you have three skills, then pick "3". Same works everywhere.
Beware that global battle count do not necessarily mean that you got a powerful crew. I bounce between multiple nations, if I spent all the time in my german crew, I already would have the 5th skill by now instead of just 3
Edited by MarkR17, 27 August 2013 - 11:58 PM.
Posted 27 August 2013 - 11:56 PM
Posted 28 August 2013 - 12:09 AM
Posted 28 August 2013 - 12:14 AM
Posted 28 August 2013 - 12:45 AM
Edited by terminator5671, 28 August 2013 - 12:51 AM.
Posted 28 August 2013 - 01:04 AM
Once you get to the 5th skills, you pretty much have all the skills you need, but more is always better!
Posted 28 August 2013 - 03:29 AM
For me, the big problem is that although a lot of the crew can maybe make do with 3 skills, I think the driver and commander definitely need 4+. And the other big problem is the tanks that only have 3 or 4 crew - they need loads of skill sets to get them on par with 5 crew tanks that have less skill sets. Obviously.
In my opinion, the later skill sets just take way too long to grind. I have 4 sets on my Tiger crew but that's coz I've used them in my Lowe and combined they have over 1,700 games. But other crews are on either 2 or 3 skill sets.
By the way, if you don't think BIA's is a big advantage or are just curious about it's effect - get your tank with 100% crew, if it has vents temporarily remove them, add the premium food consumable (that you probably got lots of for free recently) and run it for a few games like that - coz as I understand it, the food consumable adds 10% crew skill / 5% tanks stats similar to combined vents & BIA's. In my opinion the difference is very big. I realise that's obvious to a lot of players, but newer players might not realise.
You can also see the kind of effect BIA's has on your tank by going to the particular page in WOT's wiki for your tank and hovering your mouse curser over the stats for your gun and turret. It brings up a tiny table showing the improvement BIA makes to things like reload, aim time, accuracy, turret traverse, & view range etc.
Posted 28 August 2013 - 06:30 AM
Posted 28 August 2013 - 08:06 AM
Posted 28 August 2013 - 09:01 AM
At the 5th, you need 40k XP to get from 70% to 71%. And it gets progressively worse all the way, you'll need 160k just to get from 99% to 100%.
Posted 28 August 2013 - 09:20 AM
Edited by Brraw, 28 August 2013 - 09:21 AM.
Posted 28 August 2013 - 09:28 AM
For most tanks IMHO the first skill is essential, second skill is really important, and these two add the most value if you have chosen the skills wisely, 3+ skills is the luxury zone. The main issue is the imbalance of available usefull skills on the different crew types and vehicles where one or more crew members fills multiple roles.
Posted 28 August 2013 - 09:29 AM
Posted 28 August 2013 - 09:34 AM
Sadly I know, but question is did I want to know
Really have to make use of the x3 or more events, specially when its unlimited extra crew exp event time.
Posted 28 August 2013 - 09:56 AM
b) All of them.
Posted 28 August 2013 - 10:09 AM
6th sense for the commander/repair for the rest of the crew. (unless stealthy-> camo)
3 skills more often than not are plenty. Even if more never ever hurts.
I only have one crew with 4 skills in my Fatton, (lots of SP games helped) but another 7 crews with 3 skills.
Mostly BIA, some perks and repairs.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users