Closed test Crew 2.0 in World of Tanks
Just today, we received information about testing Crew 2.0 in World of Tanks from our insiders from about.Cyprus. Closed testing of this feature is in full swing right now.
According to the preliminary inspection of the information received, the Crew 2.0 does not have everything so smooth and there are many questions in general about the expediency of this approach, as well as the completeness of the entire structure of Crew 2.0.
The source itself reports, the quote: "I don't know what ***** I came up with, but as players rightly note, it's an attempt to remake what is still quite OK, and in the end players will suffer as always. And it's also an attempt to push new things out to suck money/time out of players and impose a worthless new interface. And they (the developers - approx.) face many problems because of the new crew, which interacts simply with everything in the game. So wait for a lot of bugs again at the exit, and yes, everything has already been decided, Crew 2.0, regardless of the opinions of players, will go into release.
Next, we will show some nuances that can meet and express our own and the opinion of our interlocutor (who provided information) on this innovation, which should be tested in the sandbox at the beginning of this year.
- The current crew will not be automatically converted to Crew 2.0. This will have to be done manually by clicking on the "Transform Crew" button under all tankers. You don't have to do it, but then you won't have all the old perks except the light bulb. The bulb will be pumped up by default to everyone and will not require crew skill points.
- During conversion, depending on how many skills each crew member has, you will get one commander with a progression level. Total levels 75 and the same number of skill points. But it is not yet known at what rate the crews will be transferred. The developers' answers said that 5 perk crews will be enough to get the maximum crew level.
- The commander can learn completely new skills. There are only 5 branches of development, 2 ultas each. The ult opens when you level 30 skill points of the selected branch and only one of the two is selected.
Each skill swings to 10 levels. Thus, with the maximum pumping of the crew, you can choose 7 skills with 10 points and 1 skill with 5 or distribute it yourself as you like, without pumping up the skills to the maximum.
Unfortunately, we don't have a complete list of skills and ults. - You can edit or reset all nested points. But it is not known whether it will be possible to do it free of charge and at any time or whether payment will be introduced in the future.
- The commander will be able to change his passport details as before. Namely, first name, last name and choose a photo from the standard list. As before, it will be possible to raise the level of commander for free experience at the 1 to 5 rate. How much experience will be required to achieve the maximum level is also not yet known.
But one of the pictures indicates that only 75 (max.) level requires 238,140 free experience or 1,190,700 crew experience.
Training brochures provide as much experience as at the moment. - Up to 4 instructors can be selected for each commander. A new instructor can only be added with a new level of commander (15, 30, 45 and 65). Instructors are usually unique crew members such as Buffon or Snow Maidens. Instructors will give a bonus to the skills of the crew, unique to the chosen instructor. For example, +2 skill points to repair. Also, each instructor will give a bonus to the crew's experience.
Instructors will be divided into 3rd grades. The higher the class, the more skills and experience the crew will give. For example, Class 3 gives +2 skill points of the selected crew and +10% to crew experience. Class 2 gives +2 points of skill and +20% to crew experience. How much class 1 gives and who falls under this parameter is unknown.
Instructors can be recruited, but they will not have the best parameters. When recruiting an instructor, you can choose the right skill bonus for this crew. - The commander will be able to study up to 3 pumpable tanks of the selected class of the same nation, including the tank on which the crew is already sitting.
Slots open at crew level 15 and 45 or they can be opened for 750 gold each. Training of the crew for an additional tank also costs 750 gold (test) without losses, 500,000 silver (test) with -10% loss of accumulated crew experience or training free of charge with -30% loss of accumulated crew experience. In this case, all the commander's skills will also be reset and they will need to be redistributed.
Thus, one crew pumped up with good instructors will be able to sit on 3 TOP tanks of the chosen nation and class. Let's say the crew of Object 140 can be trained on T-62A and K-91 if the selected skills suit you, including all premium medium tanks of the USSR. That's a very big plus in our opinion. - And the last innovation. Depending on the selected skills and ults of the crew, active perks will be shown in battle over the shell interface. This can make it easier to understand what exactly worked out of your skills at the moment.
Among all the above, we have many questions, but together we will be able to find out the answers not before Crew 2.0 goes to the "sandbox" for testing.
- The first thing that embarrasses us is where the transformed crew goes, namely everyone else except the commander. We are particularly concerned about the crew consisting of award crew members such as snow Maidens from the New Year's Offensive.
- The second thing that no less embarrasses us is what will happen to unique commanders? Because in theory they should all become instructors. Thus, the commanders will be only the ordinary crew of this nation.
- The full influence of the instructor on the commander's skills is unknown. Let's say an instructor gives +2 to the repair skill. Whether the skill will be pumped out more than the maximum value of 10 units, thus increasing the speed of repair. Also whether the instructor's skill will give the right points to get an ult.
- Based on the unification of the trained crew for different equipment, there will be no need for a large number of pumped-up crews on different tanks of the same class, but which differed in specializations.
- The fate of the skins is unknown. Most likely, all skins can only be applied to the commander or newly recruited instructor.
- A personal training manual currently gives only 1 crew member 850,000 experience. How it will act after the crew change is not clear, as now everything will be = 1 commander, and there is no need to pump up instructors.
- Most likely, some boom instructions will be removed, revised or replaced with other comparable skills.