Useful skills and abilities in World of Tanks. Which perk is better - “Radio Interception” or “Eagle Eye”? Description, features and recommendations of World of tank crew perks

As we know, when mastering the main specialty to 100%, our crew opens a menu of skills

As we know, when mastering the main specialty to 100%, our crew opens a menu of skills and abilities (click on +), however, many inexperienced players do not quite understand what to choose and therefore, this article will help you in choosing the right skills and abilities, so Let’s consider the most optimal assembly options for various types of equipment.

Let's start with a general description of what each skill and ability is and its need to be studied.

● Commander. The commander has some of the most useful sets of perks and skills, so choose them wisely.

1. The sixth sense, or in common parlance “light bulb”.

Allows the commander to detect whether our tank is illuminated, but it is worth remembering that the light appears after 3 seconds of being illuminated by the enemy. One of the most useful perks, we definitely download it to the commander first.

2.Jack of all trades.

This skill allows the commander to master the specialty of an incapacitated crew member. With 100% study - 50% of the skill of the shell-shocked crew member. Useless perk, download at the very end.

3.Mentor

Gives additional experience to all crew members except the commander.
With 100% study gives 10% to experience. Also not a very useful skill, we’ll leave it for the end.
Skill. Works as you learn.


4. Eagle Eye

An extremely useful perk for big-eyed STs and LTs to make their review even better. With 100% study it gives 2% to our review, +20% for damaged observation devices. It also gives an additional effect if you have optics, a stereo tube and radio interception skills.
Skill. Works as you learn.

5.Expert

Allows you, when aiming a sight (even an artillery one), to see which modules are damaged by the enemy and to see the shell-shocked crew. It is worth remembering that it starts working when you hold the enemy in sight for 4 seconds. A very ambiguous perk, it’s not for everyone; if you upgrade it, it’s definitely at the end.
Skill. Valid with 100% study.

● Gunner. A set of stupid perks, except for the smooth rotation of the tower.

1. Grudge

Allows us to additionally see the enemy for 2 seconds in a sector of 10 degrees. Not a very useful perk, suitable only for passive light, so that your team can hit the enemy more in extra time.
Skill. Valid with 100% study.

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% study it gives -20% to the dispersion of a damaged weapon. It is enhanced by the presence of a vertical stabilizer. An almost stupid perk, we’ll leave it for last.
Skill. Works as you learn.

3.Smooth rotation of the tower

Reduces spread when turning the turret by 7.5%. Extremely useful for ST, LT and TT. With a vertical stabilizer installed, the effect is enhanced.
Skill. Works as you learn.

4. Sniper.

Increases the chance of causing damage to the crew or module by 3% at 100% research. Does not work for high explosive shells Useless perk
Skill. Valid with 100% study.

● Driver. A set of perks, as a rule, to improve the driving performance of the tank and improve shooting on the move. Extremely useful for LT and ST.

1. Virtuoso

A useful perk for tanks with a low turning speed. With 100% study it gives +5% to the tank's turning speed. It is strengthened with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a tightened speed controller.
Skill. Works as you learn.

2. King of off-road

Reduces soil resistance when moving. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. It slightly enhances the dynamics of the tank as a whole. Strengthens with additional lugs. Gives us +10% to cross-country ability on soft ground and +2.5% on medium ground with 100% study.

3. Ram master

A wonderful perk for tanks such as the E50M, KV-4.5, etc., which allows you to reduce damage to your tank and increase damage to the enemy tank when ramming. With 100% study, it gives +15% damage to the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Valid as you learn

4.Smooth running

This perk reduces the spread when shooting on the move. It is enhanced by the presence of a vertical stabilizer. Suitable for all types of equipment. At 100% study it gives -4% to movement dispersion.
Skill. Valid as you learn

5. Cleanliness and order

Reduces the likelihood of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (the likelihood of a fire can be seen by examining the engine in detail in the hangar). Intensified by the presence of an automatic fire extinguisher.
Skill. Valid with 100% study.



● Radio operator. One of the least useful skills, it is extremely easy to make a choice.

1. With all my might

Allows our radio operator, who was not disabled when the tank was destroyed, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Valid with 100% study.

2. Inventor

Increases communication range. With 100% study it gives +20% to radio communication range. An extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the visibility of our tank by 3% with 100% research. It is enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. We highly recommend it for sharp-eyed STs and LTs.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies within the radius. With 100% study, it gives +10% to the communication range of allies. Again, an extremely useless perk.
Skill. Works as you learn.

● Loader. The loader has the smallest set of perks; you don’t even have to choose much.

1. Non-contact ammunition rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with weak ammunition (for example, Soviet ST T-44 and T-54). Strengthens when there is a wet ammo rack
Skill. Valid with 100% study.

2. Intuition

Gives a 17% chance to instantly change the projectile (for example, from an armor-piercing to a high explosive) from the moment the projectile begins to reload. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Valid with 100% study.

3. Desperate

Reduces gun reload by 9.1% when the durability of our tank is less than 10%. A controversial skill, not for everyone. Strengthens with the presence of a gun rammer.
Skill. Valid with 100% study.

P.s. All these perks DO NOT stack if multiple crew members have them! (for example, desperately pumped up for 2 loaders does not stack, so don’t forget this and take more useful perks).

Now let's look at the skills and abilities available to all crew members. It is worth knowing that the effectiveness of these skills is taken into account from the average indicator of the crew that owns this skill (for example, if you have upgraded repairs for 2 out of 4 crew members, then the increase in repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any type of vehicle, with the exception of art. Increases the speed of repairing damaged tank modules. Strengthens with a large repair kit or tool box. With 100% study it gives +100% to the repair speed. First of all, upgrade for almost any vehicle.
Skill. Works as you learn.

2. Camouflage.

Reduces the visibility of our tank. It is enhanced by the presence of a camouflage network. An extremely useful perk for stealth tanks, tanks, and artillery. With 100% study it gives +100% to the tank's stealth.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire during a fire by 100% with 100% pumping for the entire crew. It will be necessary for fire-hazardous tanks or if you like not to carry a fire extinguisher with you. We upgrade only on tanks that are burning like a Christmas tree or as a last resort.
Skill. Works as you learn.

4. Combat brotherhood

Beginners often get confused with this perk, because... REQUIRES UP TO 100% STUDY OF ALL CREW MEMBERS FOR ITS OPERATION. Increases in the presence of improved ventilation, chocolate, pudding with tea, extra ration, a box of cola, strong tea, an improved diet and onigiri (for each nation, respectively). When fully studied, it gives +5% to all basic skills, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repair, eagle eye.
Gunner: Repair, bb, smooth rotation of the turret, camouflage.
Loader: Repair, bb, camouflage, desperate.
Driver: Repair, bb, king of off-road, master of ramming.

(bb-combat brotherhood, at the personal discretion of each).

Medium tanks (ST)


Commander: Sixth sense, bb, eagle eye, disguise
Gunner: repair, BB, camouflage, smooth turret rotation
Loader: repair, bb, camouflage, desperate
Driver mechanic: repair, bb, off-road king, smooth ride or disguise
Radio operator: repair, bb, radio interception, camouflage.


(For the last perks it is strictly your choice, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, camouflage, eagle eye, repairs, bb.
Gunner: Camouflage, repairs, smooth rotation of the turret, BB.
Loader: Camouflage, repair, desperate, bb.
Driver: Camouflage, repair, off-road king, bb.
Radio operator: Camouflage, repairs, radio interception, BB.

(Combat brotherhood is at the personal discretion of each person).
(For the last perks it is strictly your choice, depending on your technique).

Tank destroyer


Commander: Sixth sense, camouflage, BB, repair.
Gunner: Camouflage, repairs, bb, fire extinguishing.
Loader: Camouflage, repair, bb, desperate.
Driver: Disguise, repair, bb virtuoso.
Radio operator: Camouflage, repair, bb, radio interception.

(If the PT is huge, the first perk instead of camouflage is upgraded to repair).
(For the last perks it is strictly your choice, depending on your technique).

ART-SAU


Commander: Sixth sense, bb, camouflage, repairs.
Gunner: Camouflage, bb, vindictive, repair.
Loader: Camouflage, bb, intuition, repair.
Driver: Disguise, bb, virtuoso, king of off-road.
Radio operator: Masking, BB, repair, radio interception.

(For the last perks it is strictly your choice, depending on your technique).

All skills and abilities go sequentially for leveling up, however, you can change their places if you consider it necessary or if they suit your specific technique, because... It is impossible to choose the same perks for all tanks. It is also worth remembering that each next skill requires 2 times more experience than the previous one, we treat this wisely.

Leveling up the crew in World of Tanks is a kind of “game within a game”: you have to think for a long time about the order of leveling up perks, read forums, watch guides, and analyze. Naturally, all this must be done if you want to achieve maximum combat effectiveness.

The matter is greatly complicated by the fact that it is almost impossible to pump out all the skills and abilities on one tank (this will simply take a huge amount of time). A crew with five or even six perks is considered truly “pumped up”. But for the average player, even a fourth perk is usually an unattainable dream; pumping out the last percent of the third can take months.

Abilities differ from skills in that they take effect immediately after selection, even if they are upgraded by 1 percent. For skills to work, they need to be pumped up to 100. Therefore, players often pump up not very necessary skills to 100 percent, and then reset them and take the necessary skill. You can reset perks without penalty only for gold.

However, not all skills and abilities are equally useful and popular. There are really effective perks that almost all players are among the first to pump out, and there are those that almost never get pumped up. Skills and abilities are divided into general and specific for each specialty.

General skills and abilities

Of the general ones, repair, camouflage and military brotherhood are definitely useful. But from There is no use for fire extinguishing on the vast majority of tanks: it is replaced by a fire extinguisher. Fire extinguishing is relevant only for those cars that catch fire literally every second break. For example, some Chinese vehicles are famous for this, which, like Soviet tanks, often have tanks in the forehead.

Repair, as the name suggests, speeds up the repair of damaged modules. This skill is especially useful on heavy tanks, whose tracks can be shot down many times during a battle. Repairs on medium tanks are less useful: a knocked-down track on them usually leads to destruction; in most cases it is better to use a repair kit.

Repair is also being studied on assault-type tank destroyers, which are in many ways similar to heavy tanks. But on artillery and light tanks, repairs are useless: a damaged track is easier to restore with a repair kit, and these vehicles usually do not survive a second hit.

But on light tanks, the first perk is almost always camouflage; it is very effective on them, since it does not halve during movement, as on other types of equipment. In addition, the camouflage skill is not a fixed value that increases as you level up, but a multiplier. That is, the higher the basic camouflage of the vehicle, the more effective this skill will be.

This is why there is no point in upgrading camouflage on large and very visible vehicles: the basic camouflage there is very small, so the skill does not have much effect. But, by the way, a camouflage network can be effective on large machines, since its bonus is precisely a fixed value, and not a multiplier.

The Combat Brotherhood increases the level of proficiency of all tankers in their main specialties, as well as skills and abilities by 5 percent. The effect of Combat Brotherhood is identical to the effect of improved ventilation, which are best used together. After all, an increase of 5 percent in the level of proficiency in a specialty actually means an increase in the characteristics of the tank by only 2.5 percent.

The Combat Brotherhood begins to operate only after all tankers have studied it 100%, that is, it needs to be pumped up by everyone. Usually, combat brotherhood is taken as the first perk on artillery; on other types of equipment it can be taken first, and second, and third, it all depends on individual preferences.

Now let's move on to individual skills and abilities:

The commander’s sixth sense (the so-called “light bulb”) is extremely important, which signals that the enemy has detected you. It is very difficult to overestimate this skill; it is extremely useful on almost all types of equipment, except for tanks focused on close combat. But even with them, the sixth sense can be useful. On light tanks and ambush-type tank destroyers, this perk must be upgraded first.

A good choice for a commander is also the Eagle Eye, which increases vision by 2 percent. This is a skill, so the eagle eye takes effect immediately. It must also be said that if the observation devices are damaged, the eagle eye already gives an increase of 20 percent, essentially compensating for the damage.

Handyman

A jack of all trades allows the commander to replace shell-shocked crew members. Since this is a skill, the jack of all trades begins to act immediately. When fully studied, it restores half of the lost percentage of the specialty proficiency level.

For example, when a gunner is concussed, the level of proficiency in his main specialty drops by half (for example, from 100 percent to 50). With a fully upgraded jack of all trades, the level of proficiency in the specialty of such a shell-shocked gunner will be not 50, but 75 percent. The effect is quite significant, but a jack of all trades is rarely upgraded, since the commander has more useful perks.

Mentor

The least useful skill a commander has is mentor. When fully studied, it gives a 10 percent increase in the experience that every tanker receives, except for the commander. It would seem that the increase is significant, but it only makes sense to take this skill if you are going to upgrade the crew of a given tank to three or more perks.

Expert

An expert is even less useful; this skill allows you to determine critical damage to an enemy whom you hold in your sights for four or more seconds. Of course, learning that an enemy tank's ammo rack is damaged, for example, can be useful, but players usually give preference to other perks. In general, the commander has many useful perks, so the choice is often difficult to make.

A continuation of the article will be published soon.

Attention, if your games do not work, .

In the distant update 0.7.2, the developers pleased us with new World of Tanks skills. Because of their diversity, many people’s eyes immediately lit up and they began to criticize the crew members indiscriminately and made a mistake somewhere (I think everyone got burned in this matter). It is in order to avoid such mistakes that I started writing this article; it will be devoted to all the skills of the crew in World of Tanks. Details inside.

Skills, perks and skills in World of Tanks

First, let's look at what perks are and what crew skills are.

  1. Skills are one or more abilities of a crew member that increase as they are upgraded, reaching a maximum peak at 100%.
  2. Perks are one or more crew abilities that begin to work only when they are upgraded to 100%. That is, even if the commander’s “Sixth Sense” is pumped up to 99%, it does not work.

Also, for ease of communication, I will call some crew skills by their proper names.

  1. Team skill is a skill that gives the maximum increase only when the entire crew learns it, but the effect of the skill increases as each crew member upgrades it. So far, there are only three such skills in the game, these have long been known to us: firefighting, camouflage and repair.
  2. Team perks - just like regular perks, they work only with 100% leveling. Each crew member must have this upgrade, otherwise it will not work. The only such skill in World of Tanks is “Combat Brotherhood”.

Crew Skills

Basic Skills

Firefighting:

Increases the speed of fire extinguishing equipment by 80%. The most unnecessary skill in the game according to most experienced World of Tanks players. All this is because fire extinguishing is easily replaced by a conventional or automatic fire extinguisher in the equipment.

Some will say that it is possible to set fire to a tank more than once, but such cases are very rare. And even if your entire crew has 100% fire extinguishing capabilities, this does not mean that they will extinguish the fire in the car right away.

Conclusion: You shouldn't take the skill at all.

Alternative: driver perk “Cleanliness and order”, fire extinguisher and automatic fire extinguisher, equipment “Filling CO2 tanks”

Disguise:

Learning this skill adds +100% to the initial camouflage indicator on the tank (this is standard, the percentage may fluctuate on vehicles with different numbers of crew). The topic of camouflage in World of Tanks is very complex, there are equations that can help you understand which tank is worth learning camouflage for and which is not.

Why is it not worth learning camouflage for all tanks? Everything is very simple for some machines; this skill gives a significant increase in camouflage, while for others it is insignificant. For example, a T-54 with 100% learned skill, when stationary, is visible from a distance of 290 meters. Without skill it will be 341 meters. The difference is colossal, but at the same time, E-100 will have completely different indicators, not so impressive, and it will be more useful for him to learn another perk. Based on these indicators, as well as your game tactics, you need to decide whether the disguise is worth downloading.

Conclusion: a very useful skill, but not for all World of Tanks vehicles.

Alternative:“camouflage network” and “ventilation” equipment, gold equipment (extra rations, chocolate, etc.), bushes, fallen trees, terrain folds, adaptive camouflage.

Repair:

Increases module repair speed by 100%. The most useful team skill before patch 0.7.2 and remained the same after its release.

Most players, especially experienced ones, learn this skill first for most tanks in the game. I’m exactly the same, there are 42 tanks in the hangar (the number fluctuates :)) and only the eighth part has not received “repairs”, these are art and a couple of tanks that do not have an experienced crew at all.

Conclusion: must be installed, with the exception of artillery.

Alternative: equipment “tool box”, “ventilation”, equipment small repair kit and large repair kit, as well as gold equipment.

The Brotherhood of War:

The only team perk of its kind so far is “combat brotherhood”. When studied by all crew members up to 100%, it gives a 5% increase in the skill of the entire crew.

In essence, this is an alternative to ventilation equipment, although the effect is cumulative if the tank has both “ventilation” and “combat brotherhood”. Add to this an additional ration (chocolate, a box of Coke, an improved diet, strong coffee) and you will have a 120% increase!

Although 5% is not bad, it is too expensive to take away a skill slot from each crew member. Combat brotherhood is not as important a skill as repair and, in my opinion, it is better to give each “brother” his own perk. The exception, again, is artillery. In fact, there are very few necessary skills for her and “Combat Brotherhood” will come in handy on her.

Conclusion: Learning a team perk depends on your game tactics and what you want to turn the tank into. Although most experienced players use the skill only on artillery, in rare cases on French tanks. It can also be placed on crews with 4-7 perks, but it’s worth spending gold, because you need to do this with a pumped-up crew.

Alternative: ventilation equipment, supplementary rations, etc.

Perks and skills of crew members

Commander Skills

Mentor

The Commander Mentor skill allows your crew to level up more quickly. 1% experience for every 10% skill, that is, at his peak of skill, the commander will train his charges 10% faster, by the way, this does not apply to the commander himself.

The skill is very controversial, if you study it, it is better to do it at the very beginning, but the head of the crew has a couple of perks that clearly outweigh this skill if necessary.

Most players still refuse this skill, preferring others, because the commander has five of them, not counting team perks and skills. None of my tank commanders have this skill.

Conclusions: can be taken for quick crew training.

Alternative: actions, combat missions.

Expert

It’s also a controversial perk, although the idea is, in principle, very interesting. You will be able to see what is broken and who is shell-shocked in the enemy tank. To do this you will need to keep the enemy car at gunpoint for about four seconds and this is no longer an option.

This perk is most likely suitable for duelists, after all, knowledge is power and if you know what is broken in your opponent, this will greatly help you in a duel or on the world map in clan wars. In other cases, I advise you to refuse to study it.

Conclusions: study only for dueling techniques.

Alternative: No.

Sixth Sense

This is the most necessary perk for a tank commander; it should be learned immediately, even before “repair”. Almost every tank in my hangar has this skill. Its essence is very simple.

After your vehicle is detected by enemies, after three seconds a small light on the screen will light up. This will give you the opportunity to retreat in time. The light bulb works in arcade mode and in sniper and artillery sights. I advise everyone, both experienced and inexperienced tankers, to study it.

Conclusion: definitely study. This skill, essentially a legalized game cheat, is very helpful in all game modes.

Alternative: the player has a real sixth sense :).

Handyman

A very interesting perk. With its help, the commander in battle has a chance to replace any shell-shocked crew member, and sometimes even two, three, four, and five. The replacement efficiency is not high, for one crew member it is 50% and then in decreasing order (2 = 25% for each, 3 = 16.67%, 4 = 12.5%, 5 = 10%).

Most experienced players do not take this skill, hoping for small and large first aid kits. But no one is stopping you from studying it; the skill clearly has an effect.

Conclusion: teach at your own discretion.

Alternative: small and large first aid kit.

An eagle eye

The skill increases the visibility of the tank by 0.2% of 10% of its leveling. That is, at the exit you will receive an increase of 2%. Isn’t it really so strong? But there is a small caveat: with broken surveillance devices, their effectiveness increases by 20% with the help of the perk, and that’s already something.

You can study it if you want to increase the viewing distance of your tank, for various reasons.

Conclusion: If you are well familiar with the World of Tanks camouflage system and the detection range of vehicles in the game, then study it, otherwise enhancing your visibility will not be so useful for you.

Alternative: “ventilation”, “stereo tube”, “coated optics”, additional rations, “combat brotherhood”, radio operator skill “radio interception”, allied firefly.

Gunner Skills

Sniper

The perk increases the chance of causing critical damage to the enemy (disabling equipment or concussing a crew member), works only with armor-piercing or high-explosive shells. Since this is a perk, it begins to work when studied to 100% and gives a 5% increase in the chance of inflicting criticism. An interesting skill for a gunner, well worth learning.

Conclusion: It is worth studying for the gunner, but only after repair, and in other cases of repair and camouflage.

Alternative: high-explosive shells, gun rate of fire.

vindictive

Another perk, its meaning is that the enemy you have in your crosshairs will glow for an additional two seconds.

It only works if you illuminated the enemy and only you can see his extra time. I say all this for artillerymen, many of them think that the perk is just right for artillery. This is a misconception; it will only work if you light up the enemy with an arata and your skill has been learned to 100%.

Conclusion: use it at your own discretion, but I wouldn’t recommend taking the gunner’s seat.

Alternative: No

Smooth rotation of the tower

I think everything is clear from the name, the skill simply reduces the spread when turning the tower, the maximum effect is −7.5%. Its action is very similar to the action of vertical stabilizer equipment. By the way, if your gunner has this skill and also installs a stabilizer on the tank, then their actions add up.

Conclusion: It’s worth installing on tanks, but only after studying the repairs. I have it on most TT and ST.

Alternative: vertical stabilizer equipment.

Loader Skills

Intuition

A very interesting perk, I would even say mystical. After studying it to 100%, the loader begins to have prophetic visions and in 17% of cases he can guess what projectile you will need in the near future. And if your car has two chargers, then the effect doubles and is already 34%.

Imagine, you are driving through an open field and then a Frenchman attacks you from the bushes. You immediately switch to a high-explosive projectile and oops, it’s already in the barrel and you can shoot.

conclusions: bet, other loader skills are not so interesting, so it’s worth using, and the clinking sound is always nice to hear :)

Alternative: No.

"Non-contact" ammunition rack

This is also a perk and only works when you study it to 100%. The meaning of the action is clear from the name; the strength of the ammunition rack increases by 12.5%. It follows that it is better to install it on tanks with a weak ammunition (T-44, T-54, and so on).

Due to the fact that some tanks have two loaders, and their two identical skills do not stack, many of my tanks have all the loader’s perks learned.

Conclusion: set if the vehicle has very weak ammunition rack

Alternative:“wet ammunition storage” equipment.

Desperate

Another one of the “much needed perks.” Its essence is that when your tank has less than 10% life left, its rate of fire increases by 10%.

For lack of a better option, this perk can still be learned, but only on tanks with a lot of HP. It’s just that the chance that your LT will have so little life left and you will still be able to continue the fight is very low, but if you are on a Mouse or E100, then studying it already makes sense.

Conclusions: pump out for “growth”, for example, for the IS-7, Mouse, E-100, all these tanks have two loaders.

Alternative: No.

Radio Operator Skills

Inventor

A radio operator skill that increases the radio's communication range as you learn it. Useless prek, worth taking only if you have a low-level FAN tank with a weak radio station, otherwise it’s not worth studying. In my opinion, even fire extinguishing is better than this skill :).

Conclusion:

Alternative: No.

Repeater

Another useless skill, something the developers and the radio operator let us down. Effective as you learn it, it increases the communication range of all allied tanks within the radius of your tank’s radio station.

As with the “inventor”, it’s worth teaching only on small tanks.

Conclusion: study on low-level tanks, if the crew does not transfer.

Alternative: No.

Radio interception

This is already interesting, the skill increases the viewing range as you study it. This bonus is needed for almost any vehicle in the game, so it should be studied by all crew members performing the functions of a radio operator in a tank. With 100% study of a skill, visibility increases by 3%, 0.0003 for each percentage.

Conclusion: worth studying.

Alternative: commander skill “eagle eye”, “ventilation”, “stereo tube”, “coated optics”, additional rations, “combat brotherhood”, allied firefly.

With all my might

If the radio operator was not disabled at the time of the destruction of the tank, then, after destruction, he continues to transmit the coordinates of enemies for several seconds. The perk gives only 2 seconds of extra light, but this is not so little for a scout.

Conclusion: Worth learning on reconnaissance tanks.

Alternative: No

Driver skills

Virtuoso

A very useful skill for all tanks with poor dynamics. With 100% study, it gives a 5% increase in the chassis turning speed.

Using this skill, you can compensate for the tank’s low turning speed or enhance it in vehicles that are already doing well with dynamics (for example, Patton). This should be done at your discretion. I have this skill on most tanks.

Conclusion: Is it worth studying or not, it all depends on you and the tactics of your game.

Alternative:“ventilation”, “combat brotherhood”, gold rations.

King of off-road

The resistance of medium- and difficult-to-pass surfaces decreases as the skill is learned. Reducing surface resistance increases the maneuverability of the tank and reduces the time it takes to reach maximum speed on this surface.

As with Virtuoso, learning this perk is entirely dependent on game tactics. The increase is small, 10% on soft soil or 2.5% on average.

This skill can compensate for the difficult terrain of some tanks, or increase the already strong maneuverability of others.

Conclusion: if it really itches, then study it, but otherwise I wouldn’t recommend it; a mechanical driver has a lot of more interesting skills.

Alternative: equipment “additional lugs”.

Smooth ride

The skill reduces the spread when firing a tank on the move. The reduction is accrued at 0.0004% for each percent of the skill drained and reduces the reduction to a maximum of -4%.

Reducing aiming is useful not only for active vehicles, it also reduces the aiming range of artillery. So don't forget to download it from your favorite self-propelled gun,

Conclusion: worth learning on any technique, as it increases accuracy when moving

Alternative: equipment “vertical stabilizer”, “ventilation”, team perk “combat brotherhood”.

Ram master

Everything is already clear from the name, this skill increases the enemy’s damage by 15% and reduces yours by 15% when ramming. The effect does not apply to allies.

It is worth studying it on heavy and fast cars, the E-50 is a perfect example of such a car. When an E-50 collides at full speed into a standing BatChat, the damage is 710 units; in a head-on collision of both tanks, the damage is 1090 units!

Conclusion: It’s worth learning on fast and heavy tanks or on light ones if you want to protect yourself from enemy attacks.

Alternative: No

Cleanliness and tidiness

The only perk for a driver. When studying it, the probability of a tank fire decreases by 25%. It follows from this that it needs to be installed on tanks that often burn.

Conclusion: put it at your own discretion.

Alternative: fire extinguishers, “Cyclone” filter equipment, “fire extinguishing” team skill.

For those who don't like to read

VOD on perks from Flash:

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Additional skills and abilities are available for study by a crew member after mastering the main specialty 100%. When this mark is reached, a “plus sign” will appear in the menu, by clicking on which you can select the required skill or ability. After learning the first skill, you are given the opportunity to learn the second, and then the third, etc. skills. To learn each subsequent skill, you need twice as much experience as the previous one.

Skill - begins to operate from the beginning of learning

Skill - begins to work only after learning 100%

General skills and abilities

Repair(skill) - speeds up the repair of damaged modules. The average skill level of the crew is taken into account. Having 100% upgraded repairs for each crew member reduces the repair time by 2 times. The effect is cumulative when combined with the Tool Box equipment. It is definitely needed on all vehicles except self-propelled guns - there it is no longer particularly critical. If you're going to play without repairs, be prepared to get killed a lot while standing on ripped tracks.

Disguise(skill) - Reduces the overall visibility of the tank. The average skill level of the crew is taken into account. The effect is cumulative in combination with the Camouflage Network equipment. A very important skill, especially for small machines. Large vehicles like Maus, SU-14, T92 hardly need this skill; the increase will be minimal. But if you're playing a T-54, STUG III or something similar, then rest assured that the camouflage skill will give you a nice bonus to stealth.

The Brotherhood of War(skill) - improves the level of proficiency in the main specialty and all the skills and abilities of the crew. The “Combat Brotherhood” skill gives a bonus to the “Mentor” skill. The effect is cumulative in combination with the “Improved Ventilation” equipment, the “Dop Rye”, “Chocolate”, “Code of Cola” equipment, etc. Its uniqueness lies in the fact that it only works when all crew members are 100% pumped. It is most popular on self-propelled guns, because there are often undistributed skills and abilities, since repair and fire fighting are not particularly important there. +5% to the crew, but in reality the real increase is half as much to the tank’s parameters. For example, recharge is reduced by 2.5%, as is the case with the Improved Ventilation equipment.

Firefighting(skill) - speeds up fire extinguishing. The average skill level of the crew is taken into account. A useful skill for tanks that often burn. Some people get by without it, using fire extinguishers, but if you are driving on equipment that is prone to frequent fires, and you don’t have free slots for a fire extinguisher, then the fire extinguishing skill will definitely come in handy.

Commander

Sixth Sense(skill) – allows the commander to determine whether his tank is detected by the enemy. An additional visibility indicator appears in the interface, which records only the fact of illumination, but not its duration. The indicator lights up after three seconds. Works in sniper, arcade and artillery modes. A wonderful skill that will save you from many problems. Can be used on tanks that fight at long ranges and use cover for camouflage. Extremely useful on self-propelled guns and tank destroyers. On active melee combat tanks, this skill is unlikely to be necessary, because in this case you yourself know when they see you.

An eagle eye(skill) - increases the maximum viewing range. If the observation devices are faulty, the effectiveness of the skill is higher. The effect is cumulative in combination with the “Radio Interception” skill, the “Coated Optics” and “Stereo Tube” equipment. + 0.2% for every 10% of skill, with faulty devices + 2% for every 10% of skill. An analogue of coated optics, but its effect is weaker. You need to bet on “sighted” tanks, then the increase will be noticeable. There will be little use on “blind” tanks.

Handyman(skill) - allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The effectiveness of replacement decreases when another crew member is incapacitated. A useful skill for a commander, especially important on tanks that have good survivability and armor. A situation often arises when countless HE shells are fired at such tanks, which incapacitate the crew. This skill will help you save one first aid kit. Efficiency +50%.

Mentor(skill) - provides additional experience to all crew members except the commander. A skill for those who are going to pump up the crew for a long time and persistently to the “Rambo” state. It is taken for long-term use and begins to pay off after several hundred fights. Everyone except the commander receives +1% experience for every 10% skill.

Expert(skill) - allows the commander to determine critical damage to tanks in the sight. Operates in both direct fire mode and artillery aiming mode. Shows critical damage to vehicles, both enemy and friendly. There are only a few nuances: 1) time delay, 2) the skill shows the crits of vehicles in the sector of your weapon, i.e. does not show crits of vehicles that are behind obstacles or outside your viewing radius. Many people wonder why it doesn’t work on self-propelled guns - that’s why. It only works with line of sight. +/- 15 degrees from the direction of the gun, shown 4 seconds after pointing at the enemy.

Driver mechanic

Virtuoso(skill) – increases the tank’s turning speed. The effect is summed up in combination with the equipment “Additional lugs”, equipment “Lend-Lease oil”, “Twisted engine speed controller”, “100, 105 - octane gasoline”. A useful skill for cars for which high turning speed is important. For PT and TT, this is more of a patch, because often these vehicles do not turn around very quickly. Naturally, the Stug hardly needs this skill; it spins well without it. But large and severe PTs are slow. This skill will help them. The situation is the same with the TT, you just need to determine whether you have enough maneuverability. Well, on ST this is a necessary skill for an aggressive playing style. Twisting the enemy with a virtuoso driver will be easier and more fun. For LT the situation is similar to ST. People often ask whether this skill is needed for self-propelled guns. Here everyone will have to decide for themselves: on the one hand - a quick turn, on the other - a stronger dispersion of the gun when turning the body. +5% to turn speed while moving or standing still.

King of off-road(skill) - reduces the resistance of weak and medium soils when the tank moves. Increases the maneuverability of the tank and reduces the time it takes to reach maximum speed. The effect is cumulative in combination with the “Additional lugs” equipment. A useful skill for cars that often have to go where others don't go. A “firefly” traveling through a swamp, for example, will need it. It will also be useful for AT, as it increases the speed of turning in place. +10% on soft ground or +25% on average at 100%.

Smooth ride(skill) - reduces spread when shooting on the move. The skill does not affect spread when turning or when shooting in place. An analogue of a stabilizer, but its effect is weaker. The effect is cumulative in combination with the Vertical Stabilizer equipment. Very effective on tanks where you often shoot straight away. +4% with 100% learning of the skill.

Ram master(skill) - reduces damage to your own tank and increases damage to the enemy tank when ramming. Affects only moving tanks and is not taken into account in collisions with allied tanks. +15% with 100% learning of the skill. One of the most fun and specific skills. It shows itself on fast and heavy machines, such as E50, AMX 50 100/120/V, VK2801. If you often like to literally “crush” enemies, then this skill is simply necessary for you.

Cleanliness and tidiness(skill) - reduces the likelihood of an engine fire by preventing oil and fuel leaks in the engine compartment. The effect is cumulative in combination with the Automatic Fire Extinguisher equipment. A skill that would be advisable to install on a vehicle like the IS-7 or Mouse, which has a large amount of HP and thick armor. It would be a shame to catch fire and lose a lot of HP due to the fire. Coefficient 0.75.

Gunner

Sniper(skill) - increases the likelihood of causing critical damage to enemy tank modules and crew. Only for armor-piercing and sub-caliber and cumulative shells. If the skill is acquired by two gunners, the effect does not increase. An excellent skill, useful for everyone except those who shoot HE shells. For BB, cumulative and sub-caliber weapons, the effect is +3% to the probability.

Smooth rotation of the tower(skill) - reduces the spread when turning the tower. The effectiveness of the skill increases as it is learned. If a skill is acquired by two gunners, the maximum skill level for the crew is taken into account.

The effect is cumulative in combination with the Vertical Stabilizer equipment. Most often used on machines with an aggressive playing style. People often ask whether this skill works on self-propelled guns or tank destroyers? Yes, it works within the range of gun rotation, since rotating the gun in the game is equivalent to rotating the turret. +7.5% with 100% leveled skill.

Master Weaponsmith(skill) – reduces the spread of a damaged weapon. If a skill is acquired by two gunners, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the Vertical Stabilizer equipment.

A skill from the “for tenacious machines” series. It will be especially useful for those whose weapons are damaged more often than usual. Therefore, everyone must determine for themselves whether they need this skill or not. -2% to spread for every 10% skill.

vindictive(skill) - allows the gunner in the line of sight to see an enemy tank in the sights for an additional two seconds. Operates in both direct fire mode and artillery aiming mode. If the skill is acquired by two gunners, the effect does not increase. A skill that allows you to see a target illuminated for longer than usual. It is worth noting that the skill will not work if the target is outside the viewing radius. That is, it will only work on self-propelled guns almost point-blank. +2 seconds in the 10 degree sector.

Charging

Non-contact ammunition rack(skill) - increases the strength of the ammunition rack. The shells are laid out in such an order that they do not touch each other. The effect does not stack if the skill is acquired by two loaders. The effect is cumulative in combination with the Wet Ammunition Storage equipment. The increase in HP of the ammunition rack is 50%, respectively, the higher the level of the vehicle, the more (HP of the ammunition rack depends mainly on the level of the vehicle). The skill will be useful on high-level machines.

Desperate(skill) - speeds up gun reloading if the tank has less than 10% strength left. If a skill is acquired by two chargers, the effect does not stack. The effect is cumulative in combination with the Gun Rammer equipment. Interesting and good skill. Obviously, machines with a lot of HP are needed - Mouse, E100. There, the situation “left with 10% HP” happens often. Another application is on self-propelled guns. "Cunning" players keep 10% for themselves with the help of their team. Of course, the reload speed in this case increases, but do not forget that with 10%, any shot will send you to the hangar. + 10% to reload speed if durability is less than 10%.

Intuition(skill) - creates the likelihood that the required ammunition is already loaded when changing the type of shells. To use the skill again, you must fully reload the weapon. The effect is enhanced if the skill is acquired by two loaders. Useful if you often change the type of projectile. Depending on the number of loaders, the probability is from 15% to 30%.

Radio operator

Radio interception(skill) - increases viewing range. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the Eagle Eye skill. +3% with 100% learning of the skill. The better the tank's visibility, the greater the increase in skill.

Inventor(skill) - increases the communication range of the radio station. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. +20% with 100% learning of the skill. Useful for tanks with weak radios, such as T2LT, for example.

Repeater(skill) - increases the communication range of all allied tanks within the range of the player’s radio station. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. + 10% with 100% learning of the skill. A peculiar skill. No benefit to you, but benefit to the team. Useful in tournaments.

With all my might(skill) - allows a radio operator who was not disabled at the time of the destruction of the tank to transmit the coordinates of enemy tanks for another two seconds. The effect does not stack if the skill is acquired by two radio operators. A wonderful skill for fireflies. How often did it happen that self-propelled guns did not have time to converge on illuminated targets? With this skill there will be fewer such cases.

17.03.2014

The official World of Tanks website, although it contains comprehensive information about the skills that each member of the crew of a combat vehicle can acquire, but, firstly, few people would smile at re-reading several pages of technical text, and secondly, the official information is dry and streamlined . They will never tell you in plain text that this skill is nonsense, but this one is not bad. Therefore, tankers will have to go to forums, where they will need to sift through many topics of several dozen or even hundreds of pages in order to find out the necessary information for themselves. The purpose of this material is to describe in detail and at the same time briefly, intelligibly and simply, each of the skills for each of the crew members, without hiding absolutely nothing.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for repeatedly improving the characteristics of your combat vehicle. The importance of skills is often underestimated, but in vain. So, let's go.

Firefighting.

In the humble opinion of the author, as well as many experienced tankers, this is the least useful skill, which is easier to replace with a regular fire extinguisher. And to statements like what will happen if you are set on fire a second time, you can answer that such a probability is extremely low. In general, Firefighting is a skill with frankly weak utility. As an alternative, you can take the “Cleanliness and Order” skill, which reduces the likelihood of an engine fire.

Disguise.

This skill is being learned en masse, especially by beginners who believe that now their tank will be inconspicuous and they can have a lot of fun playing in sniper mode. This is wrong. The fact is that not all tanks in the game are capable of camouflage. Some do it better, some worse, and some, huge, high-profile machines, do not know how to camouflage themselves at all. For example, a T-62 with camouflage upgraded to 100% can remain invisible when stationary up to almost 300 meters, while the same E-100 can hide under similar conditions only at a distance of a little more than 400 meters. As an alternative, it is better to purchase camouflage for the tank, and also hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most universal skill in its usefulness. Repairs can and should be carried out. As an alternative or as a supplement, a tool box, as well as a large or small repair kit, are excellent. Each tank must have a tanker trained in repairs.

The Brotherhood of War.

Another universal, team skill that gives a 5% increase in points for all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two components is summed up, so it is better to study the military brotherhood and install ventilation. If you add cola, chocolate or coffee to everything else, your skills can increase up to 120%. A good skill that is especially good for artillerymen.

Now let's move on to the personal skills of each crew member.

Commander.

The skill of a mentor allows the commander to train his charges faster. The greatest effect is achieved when studied at the very beginning of development. However, this skill only provides accelerated leveling of other skills, and, in fact, does not bring any benefit. In general, this skill is quite suitable for the most impatient.

Not a bad skill. It allows you to see removed or damaged components in enemy vehicles on tanks, but Expert only works with 100% pumping, and also if you can hold the enemy vehicle in sight for about 5 seconds, which is not always acceptable in random battles. Bottom line: this skill is more suitable for duels. It provides more informational assistance, which may not always be useful in battle, where you often shoot where you can, or even at random. A skill of questionable usefulness.

One of the most important skills in the game, if not the most important. The famous “light bulb” is vital in every battle. The skill signals the fact that your equipment has been exposed. If the light comes on, it means the tank has been found. It is a must to study, and the sooner the better.

This skill allows the commander to replace an incapacitated crew member. Most often, instead of this skill, players prefer to purchase first aid kits to treat victims. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum visibility of the tank by 2%. The use of this skill is for experienced players. This skill is unlikely to be useful for beginners, however, if you fight on a Bat Chat, Patton or other vehicle with a good vision function, then you can and even need to take Eagle Eye. Bottom line: this skill will be useful if you know and like to use camouflage and know how to calculate the detection range. As an alternative, as well as an addition, you can take radio interception, coated optics, a stereo tube or an additional solder with ventilation.

The sniper skill will increase the chance of dealing critical damage. Quite a useful profession. This will be especially visible after comparing the results of battles on vehicles where the gunner is trained in sniper shooting and where he is not. The difference will be noticeable. A tank with this skill will inflict much more crits, including such useful ones as fire or ammunition explosion. Does not work with cumulative projectiles. A very worthy choice, practically obligatory to study.

This skill allows you to see a disappearing enemy in your sights for two additional seconds. It only works if you personally spotted this enemy. In other words, artillery operators who are eager to upgrade this skill should know that it will not be useful, since for artillery, the enemy is illuminated by other tanks, and not by the artillery itself. Bottom line: an almost useless skill that is better not to upgrade.

Everything is clear here: in sniper mode it will be easier to aim when turning the turret, if there is one. Don't upgrade your skill if your tower doesn't rotate. An alternative is to install a stabilizer. However, the benefits add up. To be brief, this skill is one of the most useless. You don't have to study, you'll lose a little.

It's all in the title. After 100% upgrade, the gunner can with a high degree of probability predict what type of projectile will be needed in the future. The skill is interesting and even funny, but almost useless. Instead, study better repairs or the same disguise.

A very important skill, since damage to the ammunition rack immediately turns your tank into a pile of scrap metal, and learning this skill allows you to reduce the likelihood of an ammunition explosion by 13%. It’s a fairly useful specialty, although many people prefer to study something else. Bottom line: be sure to learn it if you plan to fight on tanks with traditionally poorly protected ammunition.

Quite an original thing. Its essence boils down to the fact that as soon as a vehicle has less than 10% health left, the loader begins to shoot 10% faster. A rammer is an excellent addition or alternative. It is better to level up this skill on a tank with a lot of health. Bottom line: a useful, albeit specific, skill for the loader.

Radio operator.

This skill increases the radio communication range. Almost useless specialty. In general, it is worth noting that the special skills of the radio operator are famous for being the most useless among the rest of the team. It is better to train a radio operator in general rather than specialized skills.

Another useless skill that increases the communication distance with all allied vehicles. You can try to teach, but only if you play artillery.

This skill increases visibility. At full 100% study, it adds +3% to range. Conclusion: more or less useful, although not a vital skill. You can learn it if you really want to.

A specific skill responsible for sending information about the location of enemies a few seconds after the destruction of equipment. A vengeful skill that makes sense to learn only on fireflies - reconnaissance tanks.

Driver mechanic.

This skill will be most useful for controlling a tank with poor dynamics. When fully learned, it gives a 5% increase in turning speed. Not the most useful skill, which can only show its usefulness when your combat tactics require private turns and similar maneuvers.

Thanks to this skill, the driver will be able to add a little more maneuverability to your tank on heavy surfaces such as swamps and other off-road conditions. A practically useless skill that few people learn.

This skill allows you to reduce spread when shooting on the move. A modest 4 percent of the scope's diameter is removed. It makes sense to study only on light or medium tanks. The slower the tank, the less point there is in learning this skill. Not a very useful purchase, which can be replaced with a smooth ride stabilizer.

An excellent skill that allows you to increase damage by up to 15 percent when performing a ramming technique. It is an excellent addition for heavy and fast equipment. Armed with the ramming skill, regular medium or even light tanks can bring a lot of trouble to the enemy. Highly recommended for study.

This skill reduces the chance of fire by 25%. Not a bad skill, especially if you don't plan to use fire extinguishers. If you always have a fire extinguisher in stock, then there is no point in downloading Cleanliness and Order. In addition, it can be perfectly replaced with the same general firefighting skill, although this is not the same thing at all. The Cyclone filter is also suitable as an alternative or addition.



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