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Crew skills: what is the minimum to be effective?


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FritzSpiegal #1 Posted 17 May 2020 - 01:21 PM

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What is the consensus of the minimum crew skills needed for succesful play in high tiers?

 

I have just started with some Chinese heavies and, being a new line for me, I have had to start with brand new crews. I've bought an Alpine Tiger to train these crews up, plus bought a couple of crew books to at least get them going but I wondered what other people think is the minimum crew skills needed to be effective?

 

I don't claim to play at even an average standard (but there is no point in handicapping myself nor the rest of my team)



Jumping_Turtle #2 Posted 17 May 2020 - 01:28 PM

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Depends a bit on the class I think, but for heavies I would say at least 3 skills (BIA, 6th, gunstats, safe stowage and as 3rd repairs on all)

Private_Miros #3 Posted 17 May 2020 - 01:31 PM

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A commander with sixth sense.

Edited by Private_Miros, 17 May 2020 - 02:00 PM.


rimmer_the #4 Posted 17 May 2020 - 01:49 PM

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View PostFritzSpiegal, on 17 May 2020 - 01:21 PM, said:

What is the consensus of the minimum crew skills needed for succesful play in high tiers?

 

I have just started with some Chinese heavies and, being a new line for me, I have had to start with brand new crews. I've bought an Alpine Tiger to train these crews up, plus bought a couple of crew books to at least get them going but I wondered what other people think is the minimum crew skills needed to be effective?

 

I don't claim to play at even an average standard (but there is no point in handicapping myself nor the rest of my team)

One if you use a Toolbox+Large Rep Kit (+Directive/food). Otherwise two. For clown cars you might only need sixth sense and still be disproportionallty dangerous to the enemy, compared to other tanks ;)

 

And obv Clutch Braking+BIA on anything turretless.


Edited by rimmer_the, 17 May 2020 - 02:59 PM.


Homer_J #5 Posted 17 May 2020 - 02:12 PM

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View PostFritzSpiegal, on 17 May 2020 - 01:21 PM, said:

 bought a couple of crew books

Bought? :confused:

 

View PostPrivate_Miros, on 17 May 2020 - 01:31 PM, said:

A commander with sixth sense.


I guess you missed the period where they threw directives at us left right and centre.  I have enough of the one that gives 6th sense to keep me going a few years yet so I would say a fresh 100% crew is pretty much all you need these days.

 

Having said that I also have so many reward crews, especially commanders with an expiry date that I doubt I'll have to slum it with a 100% crew ever again.



santtis #6 Posted 17 May 2020 - 02:17 PM

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With heavy tanks I would say a commander with sixth sense and repair crew. That is the minimum.

 

If you want a good crew then do as Jumping_Turtle said. 3 skill's with BIA and stuff.



NekoPuffer_PPP #7 Posted 17 May 2020 - 02:18 PM

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Clutch Braking and Offroad Driving are essential for any slow-turning tank. You can never say no to an extra 2-3°/s of rotation.

Objec7 #8 Posted 17 May 2020 - 02:19 PM

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View PostFritzSpiegal, on 17 May 2020 - 01:21 PM, said:

What is the consensus of the minimum crew skills needed for succesful play in high tiers?

 

I have just started with some Chinese heavies and, being a new line for me, I have had to start with brand new crews. I've bought an Alpine Tiger to train these crews up, plus bought a couple of crew books to at least get them going but I wondered what other people think is the minimum crew skills needed to be effective?

 

I don't claim to play at even an average standard (but there is no point in handicapping myself nor the rest of my team)

I marked my first tier X, IS-7 with 1 skill crew. That's all you need. But if you want to be close to maximum effective you need at least 2 and half skill crew.



Private_Miros #9 Posted 17 May 2020 - 02:26 PM

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View PostHomer_J, on 17 May 2020 - 01:12 PM, said:

Bought? :confused:

 


I guess you missed the period where they threw directives at us left right and centre.  I have enough of the one that gives 6th sense to keep me going a few years yet so I would say a fresh 100% crew is pretty much all you need these days.

 

Having said that I also have so many reward crews, especially commanders with an expiry date that I doubt I'll have to slum it with a 100% crew ever again.

 

Yeah, if directives are available or a cost you are willing to make then fine.

 

A skilled crew helps in making things comfortable and giving small advantages, but all you need is the lightbulb popping up when spotted be effective. You can even be effective without, but it's a greater disadvantage than any other crew skill.


Edited by Private_Miros, 17 May 2020 - 02:26 PM.


wsatnutter #10 Posted 17 May 2020 - 02:34 PM

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View PostPrivate_Miros, on 17 May 2020 - 12:31 PM, said:

A commander with sixth sense.

this



FritzSpiegal #11 Posted 17 May 2020 - 02:36 PM

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View PostHomer_J, on 17 May 2020 - 02:12 PM, said:

Bought? :confused:

 


I guess you missed the period where they threw directives at us left right and centre.  I have enough of the one that gives 6th sense to keep me going a few years yet so I would say a fresh 100% crew is pretty much all you need these days.

 

Having said that I also have so many reward crews, especially commanders with an expiry date that I doubt I'll have to slum it with a 100% crew ever again.

OK used credits for crew books not bought as such. Sadly i had already used the crews from last events on other nations so I'm stuck there. I do have directives to spare but I'd prefer trained crews.



Slyspy #12 Posted 17 May 2020 - 02:46 PM

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Minimum? Commander with sixth sense and a 100% crew.

Homer_J #13 Posted 17 May 2020 - 02:49 PM

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View PostFritzSpiegal, on 17 May 2020 - 02:36 PM, said:

OK used credits for crew books not bought as such.


It's a real shame you can't gift these things, it's something else I just don't seem to be able to use as fast as I get them.



NUKLEAR_SLUG #14 Posted 17 May 2020 - 02:51 PM

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Sixth sense. Anything on top of that is a bonus. 

Erwin_Von_Braun #15 Posted 17 May 2020 - 02:52 PM

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View PostHomer_J, on 17 May 2020 - 01:49 PM, said:


It's a real shame you can't gift these things, it's something else I just don't seem to be able to use as fast as I get them.


Why not just use them?

It takes all of 30 seconds and every little helps right?



mpf1959 #16 Posted 17 May 2020 - 02:57 PM

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Crew skills: what is the minimum to be effective?

 

Sixth sense on commanders. Personally I believe that crew skills are only as much use as a player is good enough for them to make any difference. 

 

I did an experiment on the test server two times with around 12 months apart, and I discovered that it made no difference to my performance in a tank with all skills (on the test) and 2 on my own tank.

 

Since I am an average player and so it seems I do not have the playing skills to derive much benefit from aspects such as crew skills and also expensive consumables, which I tested only last week.

 

edit: I do want to stress however that this might not be the case with all players, I post it for information purposes only! 

 


Edited by mpf1959, 17 May 2020 - 03:00 PM.


24doom24 #17 Posted 17 May 2020 - 03:16 PM

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3 skills on each crew member should get you most of whats needed. 

 

Though sixth sense is the bare minimum. That should be the highest priority for any new crew. 

14:18 Added after 2 minute

View PostHomer_J, on 17 May 2020 - 01:12 PM, said:

Bought? :confused:

 

You can buy crew books for 2 million credits.


Edited by 24doom24, 17 May 2020 - 03:17 PM.


Dramya #18 Posted 17 May 2020 - 03:33 PM

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View Postmpf1959, on 17 May 2020 - 03:57 PM, said:

Crew skills: what is the minimum to be effective?

 

Sixth sense on commanders. Personally I believe that crew skills are only as much use as a player is good enough for them to make any difference. 

 

I did an experiment on the test server two times with around 12 months apart, and I discovered that it made no difference to my performance in a tank with all skills (on the test) and 2 on my own tank.

 

Since I am an average player and so it seems I do not have the playing skills to derive much benefit from aspects such as crew skills and also expensive consumables, which I tested only last week.

 

edit: I do want to stress however that this might not be the case with all players, I post it for information purposes only! 

 

 

Well, to be honest it depends a lot on what kind of tanks you play. Since you almost exclusively play artillery you will not benefit much from any crew skills.



Voldemars_Veiss #19 Posted 17 May 2020 - 03:36 PM

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At least 2 full skills, 3rd one on 50% is already decent enough, i recently moved my amx 13 90 crew into foch, as i didnt have any td crew, purchased new crew, used one crew book for 250k xp, that gives you 1,5 skills. Played a battle with that crew, didnt make a single difference for me. What is a must to be effective enough is at least 1 full skill.

Jumping_Turtle #20 Posted 17 May 2020 - 03:42 PM

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After some thought I would say if you want to have a minimum crew skills to not be that much at disadvantage:

 

Meds and lights - 4 skills

Heavies and TD's - 3 skills

Arties - 1 skill






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