Jump to content


My first crew skills

T-34-85 Crew skills

  • Please log in to reply
35 replies to this topic

28shotslater #1 Posted 06 November 2017 - 10:07 PM

    Private

  • Player
  • 1910 battles
  • 6
  • Member since:
    05-03-2015
So i just got my T-34-85 crew to 100% for the first time, so what skills should I pick and why ? All help is much appreciated, thanks :D

IncandescentGerbil #2 Posted 06 November 2017 - 10:31 PM

    Second Lieutenant

  • Player
  • 35666 battles
  • 1,443
  • Member since:
    11-24-2015

Always sixth sense on commander bud. Play with it and you will immediately feel the benefit. The rest of it is a matter of taste, and how you like to play. Repairs and camo probably most useful. Avoid firefighting and adrenaline rush etc.

Bear in mind sixth sense only starts to work when 100% trained. 


Edited by IncandescentGerbil, 06 November 2017 - 10:47 PM.


Cannes76 #3 Posted 06 November 2017 - 10:45 PM

    Lieutenant

  • Player
  • 64517 battles
  • 1,613
  • [3V] 3V
  • Member since:
    04-16-2011
Firefighting is actually quite nice to have when using food instead of fire extinguisher.

Homer_J #4 Posted 06 November 2017 - 10:49 PM

    Field Marshal

  • Beta Tester
  • 27652 battles
  • 29,000
  • [WJDE] WJDE
  • Member since:
    09-03-2010
Repairs on all 5 until you get 100% first skill.  Then think of resetting the commander to 6th sense.

VarzA #5 Posted 06 November 2017 - 10:58 PM

    Second Lieutenant

  • Player
  • 18081 battles
  • 1,120
  • [USAGI] USAGI
  • Member since:
    06-17-2011

View Post28shotslater, on 06 November 2017 - 10:07 PM, said:

So i just got my T-34-85 crew to 100% for the first time, so what skills should I pick and why ? All help is much appreciated, thanks :D

 

Get camo on all crew.

When you reach 2nd, mentor and gun skills/perks on others, also mobility.

50% on 2nd, reset commander and get 6th sense + camo, loader reset for safe stowage + camo.

 

The T-34-85 hull is weird :

- if t-34-85, type 58, Rudy and you want to stick with the crew on the tank, get camo

- if t-34-85M and you want to stick with the crew on the tank, get repairs

- if t-34-85/type 58 and you want to go through the lines up the medium ones .... get camo but be ready to reset for repairs at t7-8. Resetting for repairs after you move a crew to a new tank and retrained it with creds, also gets your crew to 100% because the xp in the skill starts going to the efficiency of the crew first.

 

I don't remember how good the T-43 is (t7 russian med after t-34-85) is, but the T-44 at t8 will definitely shine with repairs over camo.


Edited by VarzA, 06 November 2017 - 11:08 PM.


cragarion #6 Posted 06 November 2017 - 11:17 PM

    Captain

  • Beta Tester
  • 42967 battles
  • 2,184
  • Member since:
    07-10-2010

For that tank 

 

Commander Sixth Sense,

for the rest i would get repairs first,

then brothers in arms,

 

if it was a scout or td i would get camo first for rest of crew then repairs commander always sixth sence first no matter what tank it is

 

 



Bennie182 #7 Posted 07 November 2017 - 10:23 AM

    Second Lieutenant

  • Player
  • 51574 battles
  • 1,282
  • [WGL-A] WGL-A
  • Member since:
    03-13-2012

View PostIncandescentGerbil, on 06 November 2017 - 10:31 PM, said:

Always sixth sense on commander bud. Play with it and you will immediately feel the benefit. The rest of it is a matter of taste, and how you like to play. Repairs and camo probably most useful. Avoid firefighting and adrenaline rush etc.

Bear in mind sixth sense only starts to work when 100% trained. 

I agree, but I would first pick repair/camo on both commander and loader and retrain the skills when having you 2nd skill on it at 41%. If you retrain it for credits, you will keep 1 full skill and still benefit from the skills on both members before getting 6th sense and on the loader getting Safe Stowage.



arthurwellsley #8 Posted 07 November 2017 - 10:52 AM

    Major

  • Player
  • 51268 battles
  • 2,814
  • [-B-C-] -B-C-
  • Member since:
    05-11-2011

View PostHomer_J, on 06 November 2017 - 09:49 PM, said:

Repairs on all 5 until you get 100% first skill.  Then think of resetting the commander to 6th sense.

Homer J is CORRECT.

 

The others are wrong.

 

OP this is your first tank to get crew perks due to getting the crew to 100%. If you read the perks you will see that most DO NOT work until they (meaning each perk) are at 100%.

You therefore need to choose ones which work from 1%, 2% all the way through to 99%. When they get to 100% reset them.

 

Due to that repairs are the best first perk to take as it works from the start. So if all the crew members have it at 50% it will be working, and might save your tank from dying when tracked and needing to repair fast.

 

Once Repairs are at 100% reset all the perks. Use these ones first;

 

Commander = Sixth sense

Gunner = Snap shoot

Radio Operator = Situational Awareness.

Driver = Smooth ride

loader = Safe Stowage

 

Start REPAIRS again at 1% on second perk.

 

Six sense means when you are spotted a sign ingame lights up and a noise alarm goes off = time to move.

 

Snap shoot combined with smooth ride are almost the equivalent of Vertical Stabiliser (the most important priece of equipment ingame on most tanks). Having these two is therefore almost the equivalent of having a fourth equipment slot. Low level tanks cannot mount Vertical Stabiliser. Some lines begin to get it at tier VI. The T34-85 does not have the ability to equip it. Thus Snap Shoot and SMooth Ride combined are even more important for the T34-85. It means you will hit more shoots. Hitting more shoots means being more useful to the team, and gaining more experience and silver yourself each game.

 

SItuational Awareness = 3% on spotting range of you tank. More spotting done by you means more experience gained per battle, and it's easier to see enemies in the distance when they cannot see you.

 

Safe Stowage is actually not so important on the T34-85 itself, but on the tanks further up the line who have ammo on the side of the turret ie T44, T54, and Object 140 it is a very  useful skill. When you finish with the T34-85, move the crew with the perks to the T43.

 


Edited by arthurwellsley, 07 November 2017 - 11:05 AM.


jack_timber #9 Posted 07 November 2017 - 11:23 AM

    Lieutenant

  • Player
  • 32426 battles
  • 1,884
  • Member since:
    07-26-2014

Good question that needs a better understanding by most newer players, know when I started it was a blamed lottery as to what I should pick still have a couple of tanks from early days playing that skills/perks are quite bizarre.

I know there is a WiKi page listing what each does but different classes require different skills.

It would be useful for "somebody" to put together a list, maybe there is one out there not searched mind you, of the better skills/perks for these classes.

As I only play TDs and Arty, there used a swear word in some folks thinking, I am not best placed to suggest for LT, MT etc.



_EXODUZ_ #10 Posted 07 November 2017 - 11:31 AM

    Lieutenant

  • Player
  • 34617 battles
  • 1,936
  • [RGT] RGT
  • Member since:
    11-05-2014

View PostHomer_J, on 06 November 2017 - 10:49 PM, said:

Repairs on all 5 until you get 100% first skill.  Then think of resetting the commander to 6th sense.

 

You're not gonna get much more benefit from having a commander with repairs. It's just better to start with SS so you don't have to waste progress/gold when resetting.

Aikl #11 Posted 07 November 2017 - 11:39 AM

    Brigadier

  • Player
  • 25167 battles
  • 4,253
  • [-MM] -MM
  • Member since:
    04-13-2011

View Post_EXODUZ_, on 07 November 2017 - 10:31 AM, said:

 

You're not gonna get much more benefit from having a commander with repairs. It's just better to start with SS so you don't have to waste progress/gold when resetting.

 

Yeah, one crew member lacking repairs "only" amounts to a 20% reduction in the effect (for a five-man crew). Unless you're resetting for gold, you'd have to grind an extra ~40k crew XP on the commander (if not ~60k?) before you can reset to 100% first skill. Resetting for credits sets the total XP gained by the crew to 80%, hence the 'extra'.

 

That's not horrible for veteran players with more crew boosters than they can count, but worse for beginners without tons of reserves (that might be better used when switching to another vehicle/class).



Homer_J #12 Posted 07 November 2017 - 11:42 AM

    Field Marshal

  • Beta Tester
  • 27652 battles
  • 29,000
  • [WJDE] WJDE
  • Member since:
    09-03-2010

View Post_EXODUZ_, on 07 November 2017 - 10:31 AM, said:

 

You're not gonna get much more benefit from having a commander with repairs. It's just better to start with SS so you don't have to waste progress/gold when resetting.

 

Having repair on that extra crew member does give a benefit.  Having partial 6th sense gives nothing.  IMO the small drop you take retraining for credits is worth it.  And OP might never see 100% 1st skill anyway, almost certainly not on this tank, possibly not on the next.  If not repair then go for Mentor.

 

I would only go for 6th sense straight off if I was doing some intensive training program of training using multiple boosters and multiple premium tanks.  In that case it's just not worth the time it takes to do the clicks to reset.

 

View Postarthurwellsley, on 07 November 2017 - 09:52 AM, said:

 

Once Repairs are at 100% reset all the perks. Use these ones first;

 

I would just reset the commander and the loader when they have 42% 2nd skill.  The rest I would leave repair on and carry on training more skills.


Edited by Homer_J, 07 November 2017 - 11:46 AM.


Homer_J #13 Posted 07 November 2017 - 11:44 AM

    Field Marshal

  • Beta Tester
  • 27652 battles
  • 29,000
  • [WJDE] WJDE
  • Member since:
    09-03-2010

View PostAikl, on 07 November 2017 - 10:39 AM, said:

 

Yeah, one crew member lacking repairs "only" amounts to a 20% reduction in the effect (for a five-man crew). Unless you're resetting for gold, you'd have to grind an extra ~40k crew XP on the commander (if not ~60k?) before you can reset to 100% first skill. Resetting for credits sets the total XP gained by the crew to 80%, hence the 'extra'.

 

 

Resetting for credits drops 10% of accumulated exp.

 

First skill takes 210k exp

 

Your 40k is way off the mark.


Edited by Homer_J, 07 November 2017 - 12:19 PM.


magkiln #14 Posted 07 November 2017 - 11:47 AM

    Warrant Officer

  • Player
  • 22612 battles
  • 731
  • [EKKE] EKKE
  • Member since:
    09-21-2015

First:

Repairs on commander and loader, snapshot on gunner, smoothride on driver, situational awareness on radio operator

When first skillset complete, drop for 6th sense on commander and safe stowage on loader

 

Second

Retrain repairs on everyone

When second skillset complete, drop for Brothers in Arms

 

Once that is done, you can get repairs again, or things like recon, clutch breaking, off-road driving, dead-eye, etc (dead-eye only if you DON'T use a derp gun), but honestly, by then you should be driving a T43.



Strappster #15 Posted 07 November 2017 - 12:13 PM

    General

  • Player
  • 23695 battles
  • 8,926
  • [WJDE] WJDE
  • Member since:
    10-20-2015

View PostHomer_J, on 07 November 2017 - 10:44 AM, said:

Resetting for credits drops 10% of accumulated exp.

 

First skill takes 105k exp

 

Your 40k is way off the mark.

 

According to the crew xp calculator I use, it'd take roughly 22.5k xp to get the second skill to 40%, which is what you need to reset for credits and retain 100% of the first skill.

 

Although that calculator also says it'll take 210k xp to get the first skill/perk from 0 to 100%. It's 105k xp to get your main qualification from zero (where no one starts) to 100%.



Homer_J #16 Posted 07 November 2017 - 12:18 PM

    Field Marshal

  • Beta Tester
  • 27652 battles
  • 29,000
  • [WJDE] WJDE
  • Member since:
    09-03-2010

View PostStrappster, on 07 November 2017 - 11:13 AM, said:

 

According to the crew xp calculator I use, it'd take roughly 22.5k xp to get the second skill to 40%, which is what you need to reset for credits and retain 100% of the first skill.

 

Although that calculator also says it'll take 210k xp to get the first skill/perk from 0 to 100%. It's 105k xp to get your main qualification from zero (where no one starts) to 100%.

 

Yeah, clicked the wrong button.

 

Still nowhere near 40k.



Aikl #17 Posted 07 November 2017 - 12:42 PM

    Brigadier

  • Player
  • 25167 battles
  • 4,253
  • [-MM] -MM
  • Member since:
    04-13-2011

View PostHomer_J, on 07 November 2017 - 10:44 AM, said:

 

Resetting for credits drops 10% of accumulated exp.

 

First skill takes 210k exp

 

Your 40k is way off the mark.

 

Ah, that's right. 

Off the mark, sure, but not ouf of bonds. It's something that should be considered for someone who might not have prem account, crew reserves or being experienced enough to gain XP fast.

 

22,5k... Ballpark: 3-400xp average, 5-6 min/game... 3-4 hours extra grinding for a  20% extra effect of the repair skill (not even a flat 20% boost). 



Homer_J #18 Posted 07 November 2017 - 01:07 PM

    Field Marshal

  • Beta Tester
  • 27652 battles
  • 29,000
  • [WJDE] WJDE
  • Member since:
    09-03-2010

View PostAikl, on 07 November 2017 - 11:42 AM, said:

 

 

22,5k... Ballpark: 3-400xp average, 5-6 min/game... 3-4 hours extra grinding for a  20% extra effect of the repair skill (not even a flat 20% boost). 

 

Or you can have the best of both worlds.

 

500 gold (minimum purchase and enough to reset the whole crew when it's on a special), £1.93

 

Minimum wage (under 18), £4.05 an hour

 

30 minutes work to save 3-4 hours extra grinding.



Strappster #19 Posted 07 November 2017 - 01:20 PM

    General

  • Player
  • 23695 battles
  • 8,926
  • [WJDE] WJDE
  • Member since:
    10-20-2015

View PostHomer_J, on 07 November 2017 - 12:07 PM, said:

Or you can have the best of both worlds.

 

500 gold (minimum purchase and enough to reset the whole crew when it's on a special), £1.93

 

Minimum wage (under 18), £4.05 an hour

 

30 minutes work to save 3-4 hours extra grinding.

 

I didn't buy all these premium tanks so that I could spend more gold on retraining crews.



Dava_117 #20 Posted 07 November 2017 - 01:24 PM

    Major

  • Player
  • 18538 battles
  • 2,739
  • [B-BAS] B-BAS
  • Member since:
    12-17-2014

In MT I usually get Sixth sense for commander, smooth ride for driver, snap shot for gunner, safe stowage for loader and situational awareness for radio operator. T-34-85 is quite a mobile tanks, and with this skills it can enance the support/spotter/quick damage dealer roles it has, depending on map and mm.


Edited by Dava_117, 07 November 2017 - 01:25 PM.





1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users