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Useful skills for artillery


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saidor #1 Posted 18 June 2017 - 10:49 AM

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On for artillery players, what skills are you giving your crew?

Camoflauge and Repairs are obviously useful. Fire fighting not so much.

Clutch breaking is useful when someone finds you.

Sixth sense I don't find that useful on normal tanks. Chances are if it goes off a shell is already on the way.

 

Increasing view range is a waste of a skill if there are others to get.

 

What about signal boosting skills?? I'm about to level my guys up and have to select 2nd skills. I have

Camoflauge (twice, not sure how that happened.)

Fire Fighting. (was a noob when i selected this)

Clutch Breaking.

Repairs.

 

It's been a while since I played but I recall being able to get a skill to 100% then swap it for a perk. or another skill. Is that still possible and does it cost 200 gold?

 

 

Also, on a side issue.

Any artillery player finding that even if you have the smallest aim circle possible when you fire, if the target vanishes on screen, your shots are unlikely to hit where they should ?

 



EggyTheGumGumChewer #2 Posted 18 June 2017 - 11:04 AM

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Com: BIA, Sixth Sense, Camo, Mentor
Gun: BIA, Snap Shot, Camo
Dri: BIA, Smooth Ride, Camo, OffRoad, Clutch
Rad: BIA, Camo
Loa: BIA, Camo

Aim_Away_From_Face #3 Posted 18 June 2017 - 11:10 AM

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Mentor is useless, always, unles you have 1 crew member lacking over the others

 



TheLittleGirl #4 Posted 18 June 2017 - 11:24 AM

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1.

Welp, depending on artillery piece and tier the skills slightly differ.

But here are some go to's in somewhat order of importance:

 

BiA - better everything

Snap - tighter bloom

OffRoad - get where you want faster

Clutch - turn rate

 

Camo - for when you move or don't shoot

Sixth Sense - useful in special occasions, mostly late game or more team oriented matches

 

Repair - when countered

Impact - when craphits the hull, works every time once in a blue moon

Adrenaline - when craphits the walls, works once in a blue moon

 

Anything else is just not worth it at all, depending in tier.

 

The main idea here is that you're a support class, the only thing that matters is how often and precise you hit and mostly where at and at what times. As long as you're maximum mobile, have maximum aim and load time reduction you're set.

 

2.

It still costs 200 gold yes, still works.

 

3. Keep your aim on the ground behind the enemy tank, that way you're not risking the aim to move vertically when the tank goes off radar. If that's what you're doing, then it's just a matter of reference.


Edited by TheLittleGirl, 18 June 2017 - 04:22 PM.


_Anarchistic_ #5 Posted 18 June 2017 - 11:26 AM

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This post has been edited by the moderation team due to inappropriate remarks.


Edited by Jahrakajin, 19 June 2017 - 09:12 AM.


ZlatanArKung #6 Posted 18 June 2017 - 11:29 AM

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Bia as first.

magkiln #7 Posted 18 June 2017 - 11:36 AM

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Forget about repairs. Arty is either on full health or dead. The handful of times that you get hit but survive aren't worth a skill.

 

Train cammo on all, then drop for BiA and train cammo again. Once that's complete, you can take clutch, snapshot, recon and Sit. Awar. and Safe Stor. as third skills. 

 

Only exception: FV304.If you want to stunt with Bert, you'll need 6th sense, snapshot, clutch and perhaps even smooth ride



Tulikukka #8 Posted 18 June 2017 - 11:40 AM

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  1. BIA
  2. Sixth sense + Camo
  3. Camo + smooth ride + snapshot + intuition (though no more ap shells, so intuition is not important)
  4. what floats your boat


Homer_J #9 Posted 18 June 2017 - 11:51 AM

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View PostAim_Away_From_Face, on 18 June 2017 - 11:10 AM, said:

Mentor is useless, always, unles you have 1 crew member lacking over the others

 

 

Wrong.  Mentor is very useful, and the more crew you have the more you get out of it.  The only problem with mentor is that the commander has too many useful skills and perks.

Aim_Away_From_Face #10 Posted 18 June 2017 - 12:19 PM

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View PostHomer_J, on 18 June 2017 - 11:51 AM, said:

 

Wrong.  Mentor is very useful, and the more crew you have the more you get out of it.  The only problem with mentor is that the commander has too many useful skills and perks.

 

Exactly, it's a totally false economy. It cannot be afforded to lose access to 6th sense, recon, etc. to get faster access to other less useful skills.

Laatikkomafia #11 Posted 18 June 2017 - 12:33 PM

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Jumping_Turtle #12 Posted 18 June 2017 - 12:34 PM

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BIA and cammo. Rest doesnt matter much.

samuelx43a #13 Posted 18 June 2017 - 02:44 PM

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What the guys said above. Camo is always useful, bia useful. Cluch breaking works nicely when you want to move to the other flank

gpalsson #14 Posted 18 June 2017 - 03:09 PM

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Insomnia

Enforcer1975 #15 Posted 18 June 2017 - 03:14 PM

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...swimming...

Jumping_Turtle #16 Posted 18 June 2017 - 04:20 PM

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arjun69 #17 Posted 18 June 2017 - 04:29 PM

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bia and camo for me

NUKLEAR_SLUG #18 Posted 18 June 2017 - 08:33 PM

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BIA = better everything. After that..

Commander = Sixth Sense
Gunner = Snapshot (tighter aim)
Driver = Offroad driving (helps relocate)
Radio Op = Camo
Loader = Camo

These are the only skills you need for arty, anything else is just icing.


Hechaton #19 Posted 18 June 2017 - 11:01 PM

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sixth sense, camo, offroad driving (for turretless artys) brothers in arms.

Forget repairs and fire fighting. You are pretty much dead if you are spotted.



WindSplitter1 #20 Posted 18 June 2017 - 11:19 PM

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The first skill you should get is ignoring artillery haters.

The second BIA, you wanna get that extra reload and gunnery skills increased

Then I would go for cammo

 

Repairs, firefighting, sixth sense, to me are the least important. Mobility in SPGs is often so bad that you are either too slow or too weak to run away.

 

Go from there.






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