Dear all WoTards, the xp used up when training a 75% crew to 100% is not a fixed percentage drop. It’s a fixed xp drop. Resetting a 6 skill crew will use up the same amount of xp as a 1 skill crew. NOT the same percentage. You’re not wasting more xp just by having a better crew. A one skill crew may drop by 50%, but a 6 skill crew will drop by 1%
@@tsd_ju7084 I have a crew with BIA and 5 other skills for 6 total. The 6th skill is at 52%. If I retrain with credits, it says the 6th skill will be consumed down to 1%. This means I will lose 51% of my 6th skill. At first glance you might think "Well, it's taking 10% of my XP!" But instead, try it on a crew when the skill is at a higher percentage. For example, on another of my crew, which is a 5 skill with the 5th skill at 90%. If I were to retrain with credits, it would take the 5th skill down to 83%. The reason for this is because it's a fixed XP amount as chems says, but each perk is super easy to raise until around 55-60%, when it slows down a bit.
Note: if you have already chosen some crew skills for the crew, you have to reset the skills after you retrain the crew to a different tank. If you don't reset the skills the xp from them won't be used to train them up too 100%, luckily you can also use credits to reset the skills
It is no worth it to reset your skills. From wg wiki: Dropping Skills and Perks You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available: If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points. If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points. For 200 Gold, it results in no loss of experience. Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place. Major Qualification from 0% to 100% requires a total of 105,030 XP. 1st Skill or Perk from 0% to 100% requires a total of 210,060 XP. 2nd Skill or Perk from 0% to 100% requires a total of 420,120 XP. 3rd Skill or Perk from 0% to 100% requires a total of 840,240 XP. If you dont reset your skills for gold and have more than one skill, you will lose more exp for your skills than it takes to train major qualification from 90% to 100%. This trick is only usefull if you have unassigned skills. Reseting you skills is a waste of exp and silver.
I’d have to disagree with the sound detection that would be in a C or B tier. As a tank destroyer Arty, you have that you do have time to move out of the way once it’s detected.
No, it doesn't take percentage off, it takes XP off, so at 4 skills it will only drop it like 0.5%. I'm going to have to delete your comment because it's spreading misinformation. edit: there was a dude that said retraining at 4 skills is bad because it wastes huge amounts of xp, he is wrong so i deleted it
good tierlist but I do disagree with the snapshot and smooth ride because those skills will be boosted with the stabilizer. also situational awereness and recon should be trained together cause they also boost eachothers statistics so you, get even more view range out of them when they are together. but chems said im wrong so sowwy guys...
Agree, by the way, there's also a boost in stab perks from brother in arms (combined with vents in the best case) I mean the stab perks are not useless, and as far as I'm concerned they 're mandatory for most of the tanks and I strongly disagree with the author on that point, especially if the crew has brothers in arms and there's a coke or chocolate or something in the slot.
nah this, unlike the equipment tier list, is kind of a rare chems L. so many self contradictions and gaping holes in his logic of ranking. the only tier that makes sense is F.
@@johnmclachlan35 actually snapshot when combine with BIA + vent + food give you 12% bloom reduction when rotate turret or gun (= IRM), smooth drive give 5% reduction when rotate the hull
Snap shot is awesome. Basically half a stabilizer. Smooth ride is kinda shit though. Much smaller in effect then snap shot. Some tanks do require both of those though.
Arty detection would be better if it was assigned to the radio operator and it showed like a warning that an arty is Aiming at you, maybe then it would be good
but if it was like that then every time arty tried to hit someone they would be behind cover before they can click, making arty players do a lot less damage. WG, please implement this as a feature
good, artillery has no place in a game called TANKS. its a camper class that requires 0 effort and skill to play and ruins the game. artillery should be removed and arta players given perma bans@@rycro
Deadeye is great on the tier 7 french light, autoloader machine gun thing, just seems to create a load of ammo racks and fires, same with the Leopard tier 5 light, basically anything with a very fast rate of fire, where you can cause 2 ammo hits or fuel hits before they have chance to repair.
@@ExarviWhile ≈8% more critical hits is nice it's not worth it on small caliber guns. If we take the 13 57 as an example it only has 76 module damage while it's ammorack has 200hp. It would need to crit 3 times. The chances of that would be: without deadeye: 0,27³≈2% with deadeye: 0,3³≈2.7% But if we have something like the LTG which has 115 module dmg we would only need 2 crits for an ammorack. The chances of that would be: without deadeye: 0,27²≈7.3% with deadeye: 0,3²≈9% So a 0.7% increase versus a 1.7% increase. And if we were to look at a TD, like the ISU-152 which has 203 module damage the increase would be 3% (27% to 30%).
@@Stubbari with large caliber guns, you damage their module, then they repair it, before you can shoot again, but with tanks like the Leopard, your firing 12 shots, all in a few seconds, so they usually dont have time to repair, you can easily cause 2 or 3 fires in a game with the Leopard, same with the Amx 13 57,
Preventative maintenance isn't that much worse than firefighting because it's only on 1 crew member. Whereas firefighting you need on ALL crew members. Also snap shot is amazing. 7.5% reduced dispersion while turning the turret is very good.
which is practically useless and therefore irrelevant. The only reason I'd choose recon over situational awareness on a commander that needs both is when I plan on training them in a tank that has dedicated radio operator. I.e. to ease my end goal of having both.
the fact that u know about the is7 is better off using grousers instead of turbo while also use an is7 ram build, but putting offroad driving in D tier baffles me
My own personal experience with these perks after playing for the past 7 years. -Clutch braking makes a very noticeable difference. It's about the same as upgrading the tracks a second time. All my drivers get it as a 2nd skill after BIA. -Off road driving is great for tanks with poor ground resistance such as 122 TM and heavies in general. -Snap shot is insanely effective, especially when combined with the SS directive. -18ish% to moving dispersion with those two. Add smooth ride to that and you get even more overall dispersion management. -Situational awareness gives a larger increase in view range than recon. Obviously having both is ideal. Just my 2 cents of experience.
Clutch braking got really Noticable to me on the cc1-mk2, scince it's got such a slow turning rate and weak sides... its like fitting a enormous turbo to a civic
@@Snowtrooper500 IMO offroad driving is better as it increases the traverse speed and top speed on soft terrain more than clutch braking. On medium terrain +0,5degrees/s from clutch braking isn't really worth it...
Regarding the lifehack for crue retraining. There is another one, but you'll need wot plus for that. You could leave the crew as it is, especially if the crew members have 4+ skills, reset for credits will reduce thier xp substantially. Instead, simply retrain the crew for credits (without skill reset) on the tank that you want, now you have a 90% crew if the current vehicle is of the same type, otherwise, you'll have an 80% crew. Then enable the fast crew training and wait for 2 days. You'll have 98% crew, and the rest xp will be gained in 1 to 5 battles. If you don't have wot plus, or you have it but don't wanna wait, retrain the crew for credits and enable the xp booster. It will literally take you few battles to have 100% crew
10:26 I have firefighting trained on my Maus crew in such a way as to give a "+105% to firefighting speed" bonus (100% trained on every crew member). Yet I still take 700-800 dmg every time I get set on fire. In theory I should be taking only ~150 dmg. There is no accurate info on reddit or the forums as to why this is the case and I want to know why because it pisses me off. Edit: I think what has happened is that WG has increased fire damage since the last time people tested it in a training room (using a Type 5 Heavy) and posted the results on reddit three years ago. I assume a Maus would be taking similar dmg to a Type 5 due to similar HP numbers.
Pretty sure fire damage does a percentage of your health. Since the Maus as so many HP it still does 700-800 on it. But without you could take wayyyy more
I put all my special crews as commanders and use free crews, mentor is great if you can afford to get it early on. I've made it a point to get it after BIA and recon and all my mentored crew are atleast 1 skill ahead now 4+ skills vs 3+ skills.
designated target can be pretty useful, if you spot someone who just shot, he will go into cover for 10 seconds until hes not lit anymore, now normally you would just wait until hes spotted again, but with designsted target you will spot him for 12 seconds which means you might get an extra shot in when hes trying to get into position again since he thinks hes not lit anymore
and even if he doesn't it increases the chances you see him start to go before getting unspotted. in light tanks it often happens that someone being spotted will not die or get into cover before getting unspotted,so I think it's quite good.(aften the necessary ones of course it's the first one you'd take imo).
Also, if the enemy tank peeks within those 2 seconds and you respot him, he won't get the sixth sense alert, which will allow your STDs to shoot him more often than not since he'll just sit there blissfully unaware.
Designated target is usefull on LTs but only after the more important gunner's skills are trained. Also, it makes a difference only after it's boosted with a directive. I believe with BiA and Vents you can have the enemies lit up to 4 s extra. Which considering the natural counting to 10 before poking out again we all develop, is quite a lot! Especially on maps like Ghost Town, Live Oaks, Pilsen and Outpost, where scouts can hide behind a rock and then go to the bush again.
As a sometimes arty player I love it when scouts have Designated Target and even the radio equipment thing that does the same thing. Constantly tanks go dark when you are 1 second away from firing at them, an extra 2 seconds is a dream. Shells fired blind, even if only for a second are just so much less likely to actually hit the enemy.
I've managed to avoid many arty shots with the sound detection, knowing the exact direction of the shots helps quite a bit. In some positions, where you're at an angle on a lil hill or whatever, the perk gives me just enough time to move in whatever direction and likely not take the full hit or any hit whatsoever. But obviously, the slower the tank the more useless it is.
Smooth ride and the blueturret thing is so goated dude. ofc on its own its not special but on tanks with bad gun handling you can push dispersion to over -50% and suddenly the tanks are god tier
Most of the drivers perks are just there for you to pick whenever you get high skills cause it's such a low pressure role. Prev maintenance may be worse than firefighting, but I can always take both
the crew transfer perk xp conversion to major qualifaction has always been a thing when retraining we have just been given more tools to bank perk xp on the crew, for transfers and retraining i do however find the percantage loss interesting, if it is a locked amount say 10k xp or 50k xp or just the percentage which would make it more expensive the more skills your crew have with the exponential req. for xp the closer you get to 100% perk skill
Chems, Recon has another passive ability: If your viewsystem gets destroyed (aka crit on the cupola) you dont suffer from that as much as if you dont have the skill. Altough its just a matter of seconds until the system is repaired, sometimes it can give you a crucial 25% Bonus that you wouldnt have without it. You can only see that passive ability in the overall stats of your tank under "Spotting".
Off road driving also increases rotation speed, but it gets funnier knowing that it provides MORE rotation speed than clutch braking ontop of its terrain resistance bonus
i always take safe stowage before intuition or adrenaline rush snap shot and smooth ride are better than loader perks for tanks that fire on the move even slow tanks off road driving is a must have for tanks with high ground resist the rest is legit
@@tikket10 i play 20 games a day so i get ammo racked every day at least once - maybe not so much in hull down tanks but i still think safe stowage is the most useful loader perk
I miss the times where Sixth Sense was not in the game, nobody knew went they were spoted or not, ppl actually needed to use the brains to *know* if they were spotted or not, and that made things more interesting. Now even a lowest iq bot knows when they get spotted therefor can react to it.
I think that crew training trick is new, last I remember, retraining to a new tank would only affect the base crew training percentage not the perks percentage. The perk percentage would of remained the same and the base would of went down to 75%. Also I would say J.O.A.T. would be D or C tier, as it helps you to stay in the fight more effectively than waiting 90s for medkit. We've all had at least 1 member knocked out while medkit is on cooldown.
@@NaddlyC Ooooooh, that explains why it didn't take from the perk percentage when I retrained the crew, as I already had my perks selected. What a weird work around lol.
Eagle eye or whatever the damaged modules one is can actually useful, especially for very brawly tanks. It can be helpful to know the other dude's ammo rack or loader is busted so he's not going to be reloading as quick as you usually think he is.
@@ThatAnnoyingGuyOnTheInternet I am 99% certain it does show injured crew as well. I don't have it on a ton of my tanks, but the handful that do, I seem to recall the little crew member icon for whatever crew member popping up on a tank in question if it's crew member is injured. Or at the very least, it used to.
It shows all every damage parts and crews. By those information, u can make proper moves. Don't forget to type something like "enemy chief has ammo rack damage" in team chat before u attack. Then we also know what u know.
And that makes it balanced: a player with 3-4 crew skills is able to compete against a player with 8-9 crew skill because most of the crew skills are garbage. Thinking back of the proposed update by wg about crew skill, it was unbalanced because the skills were too strong, and they were too many good crew skills. To make it balanced, they could have make it so the 4th crew skill is only 50% effective once fully trained (5th -> 40%, 6th ->32%, 7th ->26%, 8th ->20%, 9th ->16%, and so on: getting only 80% of the efficiency of the last skill).
chems logic: BiA A tier, because it replaces equipment slot of vents with a crew skill on every crew member Offroad Driving & Snapshot D tier, because they do like 1/3 of the equipment while only requiring to be trained on a single crewmember
offorad driving can have huge impact on sof terrain. On some tanks it has effect like 2 turbo on soft. It also has greater impact on turning than turning perk.
As a fan of the british tech tree, I will have to point out that safe stowage gains importance in that line, as your british heavies,[especially high tier] get ammo racked all the flippin' time!
5:30 ^ for this one a fuel tank example can be used, knowing that, you will know u could potentially set the enemy on fire, other then that yea its useless
Armorer is needed on the M56 Scorpion solely bc almost every shot to the turret takes out your gun. But if you're getting shot you're probably playing it wrong anyway
Recon gives you +2% Viewrange AND you dont loose Viewrange wih a damaged Viewslot Module thing, Situal Awareness just gives you +3% Viewrange. Situational awareness is still better.
Alright... MENTOR is useful to quick train your crew.. you put in a commander and elite or premium tank focus the xp on the crew... Play some matches you will noticeably see the crew gaining xp fast
For people who don't want to spend on premium consumables the automatic fire extinguisher negates the value of fire fighting. I sometimes use fire fighting on tanks (e.g. slow TDs) where I take 2 repair kits because you're dead if you get perma-tracked.
Dang...I've just been grinding it back to where it was, just happy that they have the skills. I knew it was better than it used to be. Neat. Thanks for the knowledge.
With Off-Road Driving and Clutch Braking you can earn almost 5km/h and 4 degrees on soft Terrain, a result that you don't even get closer with food and vent.
Mentor makes some sense to me. Let's assume that you are starting to prepare a crew for a certain line, you have just started playing, there are no credits for the best book, there are no reserves, there is no time to play. 10% more exp for all crew members (they changed it recently, the commander now also counts) by playing in one tech tree line, it will definitely speed things up. Another thing, a tier list of directives would be useful. Some crews improve the skills in the E/F section by half (stowage by 300%, e.g.), but in general I wonder what should be placed there, crew skills or equipment.
@@sejozwak Fortunately, we have a new perk system. Resetting the crew member for 20k credits means that he must collect 40k EXP to be fully functional again, and he has all the perks, but with a weaker effect. 200 gold is lying on the ground these days, the perk itself now has 20% exp for the crew and has been combined with the old Jack-of-all-trades. If you have a fixed 6 perks per crew member, you can get all 6 and then reset once and eliminate Mentor in favor of another perk. It will only cost you 40k exp. chems will have to find some time to play new perks and how the training works, there is a reason the video is marked as Outdated.
@@sejozwak If that was your decision, I'm not going to change it. I'll just say that the new system is really good. Tanks with small crews have gained the most, a limit of 6 perks per person (and if a crew member fulfills several roles, they can choose every other perk of this additional specialization FOR FREE, e.g. a Commander who is also a radio operator from the very beginning of training can choose a perk of this additional specialization, e.g. firefighting (which is now only available to the Radio Operator) or spotting range), perks have been reworked and new ones have appeared (each crew member has 6 of their own perks and 3 universal ones (no changes in them). For example, you can make your RNG be -18/+20. Crews no longer have a level per se, so it all comes down to the perk or its strength (which costs a maximum of 100k exp to restore).
imo offroad driving should be 1 tier higher than clutch braking because the reduced terrain resistance makes tanks turn faster on top of reaching higher effective top speeds on dirt and grassy terrain Also, in the last EU 15v15 tourney, an EBR died on Muro going full speed towards its own cap. Call for Vengeance activated while it tumbled to a stop, allowing it to spot a tank on cap after it had been destroyed. This EBR stopped a fast cap, winning the game. Probably the only time I have ever seen that skill be useful.
Great video. One thing to mention is that when retraining for credits, I think you lose 10% of total XP so you lose a lot more XP if retrain a crew member that has 5 or 6 skills with credits.
"Mentor" to me seems like a good temporary skill in a particular situation, which occurs quite often. WG is often giving us multi-perk commanders, but I also often find myself to have the rest of the crew be way behind that, so I think it makes sense to give em a bit of extra XP, if you have the most important commander skills already
Same, also on tanks that have a commander and a sperate radio guy you have the viewrange skills spreaded out so no 6 sklii commander needed. I trained the xp thing on a christams commander because all the other important skills where already there so why not boost the rest of the crew
F2P and new players can make great work of Mentor. When you only get a few skilled crew members, it's really nice to recruit a skilled commander and dump an 850k skill book. Mentor + View Range makes the grind easier. Safe Stowage is A tier for certain tech trees and D tier for others. German and Chinese tanks desperately need it while others have less need for it.
2:01 yeah I think probably only NA players don’t know this bc average NA players. I worked that out myself. In fact in the old version of crew UI it even warned you that it would use crew perk XP to train them to 100% first
I mostly agree, but in case of FV4005 u want to have your gun handling literally to the max so im using all the crappy smoth rides, snap shots etc, even though im using bond rotation mechanism, experimental turbo and bounty aiming device. Imo chosing these skills especially if u have at least 6 crew skills it’s reasonable, simply because there is nothing else to choose from ;) and aditional buff to gun handling even tiny imo it’s worth. But again works only on certain vehicles. Overall great video boss. Keep it up 👍🏻 Million subs easy, peace ✌🏻 Edit: I also kinda made use of vengeance perk, while marking shitbarn. In centain situations with maxed view range I’ve been able to spot some additional dmg while being dead. But yea it’s pretty sweaty way of playing FV, and it’s so minor that you probably won’t notice it in the course of multiple games. Sorry for the half page poems but I had to share this 🤷
WoT has a perk meta the same way it has a tank meta. If only the garbage skills and perks were balanced to be as useful as the A-B tier ones, so many more gameplay styles could be possible
Call for vengeance has one not so useful trick, basically when EBR dies its wreck launches in the air therefore in case of yolo rushes it could actually spot at least enemy light tank when it gets above the bush line. That's it really, but i thought its worth mentioning.
I realise spg's are not accounted as real players, however, Keeping a target lit for +2 seconds is often enough for the lit player to come to a stop as his 10 second timer disappears. Also, the directive doubles the bonus, so lit for 4 seconds beyond the expiry of the 10 second warning. This perk is ideal for spg, that can hit across the map ( except British ofc)
Well, firefighting isn't for all tanks, it's mainly OP tanks that they try to balance with fire. Also only for tanks you want to play food on (I don't do that when I'm just doing dailies).
Recon and sit are multiplicative and so is snapshot/smooth ride with stabs. Now I will say yeah bia, fire fighting and repairs are more important immediately but the skill pressure for the radio op, gunner, and driver are low.
Well, that's pretty much how every heavy tank and most TDs I've got are skilled.... BIA, rep, fire for heavies, + camo for TDs. I'll forego repairs for intuition, but firefighting I prefer to have on all members... fire is just *too* destructive. With tier 3 experimental and a bounty reconfiguration my total track repair is 3.85 seconds. I don't get it reset to 100% but I don't need to hit the repair button so fast and can save my kit for fuel/ammo crits.
You can just reset the perks after retraining and it will get them to 100%, I mean the same thing happens it's just an alternative way. Also, you're gonna use adrenaline rush way more often than firefighting.
if you reset the skills before retraining and don't reassign the skills you will lose 10% of the entire XP. Which is exponentially worse. I.e. for 4 skill+change crew you'd spend 10%(assuming same vehicle class) on the 5th skill, which is 1*2*2*2*2=16 times the XP you need to spend for the retrain. So instead of spending about 20k XP you actually need you'd spend 320k. So always assign skills and retrain with the change. And make sure you don't retrain if you have a lot of change. It becomes very expensive with highly trained crews. Also if you reset skills every time that basically makes you lose 19% of XP instead of 10% as the 10% is applied on both reset and retrain.
@@nikoladd But it depends what skills/perks you have. If you have 4 skill crew you most likely have the core skills the tanks need so losing that 10% isn't significant, whereas playing with a 90% crew is.
The only time clutch breaking is useful is on super heavies like the KV-4/5 or a Maus maybe for a ramming build, but other then that just don't bother lmao
I'm here to simp for off road driving. Some tanks have terrible ground resistance (is-7, Chinese tanks ect) and in some areas of the gam it is definitely noticeable. Faster to speed up in softer areas of the map it basically makes turbo stronger
Dear all WoTards, the xp used up when training a 75% crew to 100% is not a fixed percentage drop. It’s a fixed xp drop. Resetting a 6 skill crew will use up the same amount of xp as a 1 skill crew. NOT the same percentage. You’re not wasting more xp just by having a better crew. A one skill crew may drop by 50%, but a 6 skill crew will drop by 1%
Preach my brother
as of January 2024, this no longer works... I blame @chems for this lol
@@tsd_ju7084 The crew system wasn't changed at all, what are you talking about?
@@tsd_ju7084 I have a crew with BIA and 5 other skills for 6 total. The 6th skill is at 52%. If I retrain with credits, it says the 6th skill will be consumed down to 1%. This means I will lose 51% of my 6th skill. At first glance you might think "Well, it's taking 10% of my XP!"
But instead, try it on a crew when the skill is at a higher percentage. For example, on another of my crew, which is a 5 skill with the 5th skill at 90%. If I were to retrain with credits, it would take the 5th skill down to 83%. The reason for this is because it's a fixed XP amount as chems says, but each perk is super easy to raise until around 55-60%, when it slows down a bit.
Note: if you have already chosen some crew skills for the crew, you have to reset the skills after you retrain the crew to a different tank. If you don't reset the skills the xp from them won't be used to train them up too 100%, luckily you can also use credits to reset the skills
You're right, I'm doing this for long time and it's useful trick
It is no worth it to reset your skills.
From wg wiki:
Dropping Skills and Perks You can reset all of a crewman's learned Skills and Perks. This allows you to change your crew member's Skills or Perks without having to start all over with a new recruit. There are three options available:
If done for free, it results in the loss of 20% of the crewman's total Skill/Perk experience points.
If done for credits, it results in the loss of 10% of the crewman's total Skill/Perk experience points.
For 200 Gold, it results in no loss of experience.
Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become.
Given the high cost (in experience, credits, or gold) it's clearly in your best interest to choose Skills and Perks carefully in the first place.
Major Qualification from 0% to 100% requires a total of 105,030 XP.
1st Skill or Perk from 0% to 100% requires a total of 210,060 XP.
2nd Skill or Perk from 0% to 100% requires a total of 420,120 XP.
3rd Skill or Perk from 0% to 100% requires a total of 840,240 XP.
If you dont reset your skills for gold and have more than one skill, you will lose more exp for your skills than it takes to train major qualification from 90% to 100%.
This trick is only usefull if you have unassigned skills. Reseting you skills is a waste of exp and silver.
I’d have to disagree with the sound detection that would be in a C or B tier. As a tank destroyer Arty, you have that you do have time to move out of the way once it’s detected.
No, it doesn't take percentage off, it takes XP off, so at 4 skills it will only drop it like 0.5%. I'm going to have to delete your comment because it's spreading misinformation.
edit: there was a dude that said retraining at 4 skills is bad because it wastes huge amounts of xp, he is wrong so i deleted it
@@chems test it out and see if it's true first.
safe stowage
Armorer is actually kinda funny on the Bourrasque though. It can make your gun more accurate when it is damaged than when it is not.
that cannot be true
It was patches iirc
@@knallpistolenit is, borrat has custom damaged gun accuracy stats, with the skill it goes below the normal
So at the start of the battle borra has to shot its face with HEs?
that doesn't work. I played 80 battles without getting the gun damaged once. So I picked the useful field mod instead.@@sittthugyii6514
good tierlist but I do disagree with the snapshot and smooth ride because those skills will be boosted with the stabilizer. also situational awereness and recon should be trained together cause they also boost eachothers statistics so you, get even more view range out of them when they are together. but chems said im wrong so sowwy guys...
Agree, by the way, there's also a boost in stab perks from brother in arms (combined with vents in the best case) I mean the stab perks are not useless, and as far as I'm concerned they 're mandatory for most of the tanks and I strongly disagree with the author on that point, especially if the crew has brothers in arms and there's a coke or chocolate or something in the slot.
nah this, unlike the equipment tier list, is kind of a rare chems L. so many self contradictions and gaping holes in his logic of ranking. the only tier that makes sense is F.
🤓
@@johnmclachlan35 actually snapshot when combine with BIA + vent + food give you 12% bloom reduction when rotate turret or gun (= IRM), smooth drive give 5% reduction when rotate the hull
Snap shot is awesome. Basically half a stabilizer.
Smooth ride is kinda shit though. Much smaller in effect then snap shot.
Some tanks do require both of those though.
Arty detection would be better if it was assigned to the radio operator and it showed like a warning that an arty is Aiming at you, maybe then it would be good
It's like that on console baked in
but if it was like that then every time arty tried to hit someone they would be behind cover before they can click, making arty players do a lot less damage.
WG, please implement this as a feature
and call it 7th sense
good, artillery has no place in a game called TANKS. its a camper class that requires 0 effort and skill to play and ruins the game. artillery should be removed and arta players given perma bans@@rycro
@@zalupa_officialtbh call it common sense
Deadeye is great on the tier 7 french light, autoloader machine gun thing, just seems to create a load of ammo racks and fires, same with the Leopard tier 5 light, basically anything with a very fast rate of fire, where you can cause 2 ammo hits or fuel hits before they have chance to repair.
deadeye works great for autoloaders, especially for char like chems said, but also for WTE 100 or Foch 155.
Deadeye works for anything that shoots a lot, since module damage does not really scale that much with gun caliber and alpha
@@ExarviWhile ≈8% more critical hits is nice it's not worth it on small caliber guns.
If we take the 13 57 as an example it only has 76 module damage while it's ammorack has 200hp. It would need to crit 3 times.
The chances of that would be:
without deadeye: 0,27³≈2%
with deadeye: 0,3³≈2.7%
But if we have something like the LTG which has 115 module dmg we would only need 2 crits for an ammorack.
The chances of that would be:
without deadeye: 0,27²≈7.3%
with deadeye: 0,3²≈9%
So a 0.7% increase versus a 1.7% increase.
And if we were to look at a TD, like the ISU-152 which has 203 module damage the increase would be 3% (27% to 30%).
@@Stubbari with large caliber guns, you damage their module, then they repair it, before you can shoot again, but with tanks like the Leopard, your firing 12 shots, all in a few seconds, so they usually dont have time to repair, you can easily cause 2 or 3 fires in a game with the Leopard, same with the Amx 13 57,
He should have said at arty detection: "Delete artillery"
Oh man you're funny. Did you notice that Chems plays also arty?
HE does but he shoots AP and barely has games in arty@@johnchaos78
Remove*
Preventative maintenance isn't that much worse than firefighting because it's only on 1 crew member. Whereas firefighting you need on ALL crew members. Also snap shot is amazing. 7.5% reduced dispersion while turning the turret is very good.
Recon also increases view range further more when observation device is damage
which is practically useless and therefore irrelevant.
The only reason I'd choose recon over situational awareness on a commander that needs both is when I plan on training them in a tank that has dedicated radio operator. I.e. to ease my end goal of having both.
@@nikoladd I know it's very rare that it happens but I just wanted to mention it
12:31 designated target with the directive stacks for a total of 15 seconds, which is awesome
the fact that u know about the is7 is better off using grousers instead of turbo while also use an is7 ram build, but putting offroad driving in D tier baffles me
My own personal experience with these perks after playing for the past 7 years.
-Clutch braking makes a very noticeable difference. It's about the same as upgrading the tracks a second time. All my drivers get it as a 2nd skill after BIA.
-Off road driving is great for tanks with poor ground resistance such as 122 TM and heavies in general.
-Snap shot is insanely effective, especially when combined with the SS directive. -18ish% to moving dispersion with those two. Add smooth ride to that and you get even more overall dispersion management.
-Situational awareness gives a larger increase in view range than recon. Obviously having both is ideal.
Just my 2 cents of experience.
Clutch braking got really Noticable to me on the cc1-mk2, scince it's got such a slow turning rate and weak sides... its like fitting a enormous turbo to a civic
Snapshot with directive is like adding mini Vstab.
this. why he thinks offroad driving is D tier when so many tanks in the game have dogshit ground resistances that need it is beyond me
@@Snowtrooper500 IMO offroad driving is better as it increases the traverse speed and top speed on soft terrain more than clutch braking. On medium terrain +0,5degrees/s from clutch braking isn't really worth it...
I knew this trick for a few years now you preatty mutch retrain and reset the crew .
Regarding the lifehack for crue retraining. There is another one, but you'll need wot plus for that. You could leave the crew as it is, especially if the crew members have 4+ skills, reset for credits will reduce thier xp substantially. Instead, simply retrain the crew for credits (without skill reset) on the tank that you want, now you have a 90% crew if the current vehicle is of the same type, otherwise, you'll have an 80% crew. Then enable the fast crew training and wait for 2 days. You'll have 98% crew, and the rest xp will be gained in 1 to 5 battles.
If you don't have wot plus, or you have it but don't wanna wait, retrain the crew for credits and enable the xp booster. It will literally take you few battles to have 100% crew
10:26 I have firefighting trained on my Maus crew in such a way as to give a "+105% to firefighting speed" bonus (100% trained on every crew member). Yet I still take 700-800 dmg every time I get set on fire. In theory I should be taking only ~150 dmg. There is no accurate info on reddit or the forums as to why this is the case and I want to know why because it pisses me off.
Edit: I think what has happened is that WG has increased fire damage since the last time people tested it in a training room (using a Type 5 Heavy) and posted the results on reddit three years ago. I assume a Maus would be taking similar dmg to a Type 5 due to similar HP numbers.
noticed the same thing too
yeah its only a chance that the fire will get eleted earlier. there is NO guarantee that it will be deleted after 150 dmg
Pretty sure fire damage does a percentage of your health. Since the Maus as so many HP it still does 700-800 on it. But without you could take wayyyy more
Have you noticed that when you dont have a fire extinguisher you are more likely to be set on fire than when having one?
@@preslavfirov ok claus
I put all my special crews as commanders and use free crews, mentor is great if you can afford to get it early on. I've made it a point to get it after BIA and recon and all my mentored crew are atleast 1 skill ahead now 4+ skills vs 3+ skills.
Snap shot and smooth ride scale very well with the right equipment, easily A tier or st the very least B tier
designated target can be pretty useful, if you spot someone who just shot, he will go into cover for 10 seconds until hes not lit anymore, now normally you would just wait until hes spotted again, but with designsted target you will spot him for 12 seconds which means you might get an extra shot in when hes trying to get into position again since he thinks hes not lit anymore
and even if he doesn't it increases the chances you see him start to go before getting unspotted. in light tanks it often happens that someone being spotted will not die or get into cover before getting unspotted,so I think it's quite good.(aften the necessary ones of course it's the first one you'd take imo).
i think designated target is affected by other crew skills like bia or like vents so u can extend the spotting time to like 15 if im not mistaken
Also, if the enemy tank peeks within those 2 seconds and you respot him, he won't get the sixth sense alert, which will allow your STDs to shoot him more often than not since he'll just sit there blissfully unaware.
@lukamiler5824 STDs XD
snap shot and smooth ride are indeed miniscule but if they are trained both 10% it isn't that bad thats like 2/3 of a improved rotation mechanism
Designated target, smooth ride and snapshot should be higher but other than that i fully agree
If you started playing a month ago, this video is for you
Designated target is usefull on LTs but only after the more important gunner's skills are trained. Also, it makes a difference only after it's boosted with a directive. I believe with BiA and Vents you can have the enemies lit up to 4 s extra. Which considering the natural counting to 10 before poking out again we all develop, is quite a lot! Especially on maps like Ghost Town, Live Oaks, Pilsen and Outpost, where scouts can hide behind a rock and then go to the bush again.
Either way 5th perk choice
And then they knew they f up
Use a radio set and directive. Bond vents. BIA and food. And it says 7.38 sec in the garage. Haven't tested how true this is tho.
@@menfaaanda So 73% longer duration for spotting enemy. That will threw them off, especially for LT.
As a sometimes arty player I love it when scouts have Designated Target and even the radio equipment thing that does the same thing.
Constantly tanks go dark when you are 1 second away from firing at them, an extra 2 seconds is a dream.
Shells fired blind, even if only for a second are just so much less likely to actually hit the enemy.
I've been using the crew skills to train them for ages, I thought it was obvious lol
I've managed to avoid many arty shots with the sound detection, knowing the exact direction of the shots helps quite a bit. In some positions, where you're at an angle on a lil hill or whatever, the perk gives me just enough time to move in whatever direction and likely not take the full hit or any hit whatsoever. But obviously, the slower the tank the more useless it is.
Smooth ride and the blueturret thing is so goated dude. ofc on its own its not special but on tanks with bad gun handling you can push dispersion to over -50% and suddenly the tanks are god tier
Most of the drivers perks are just there for you to pick whenever you get high skills cause it's such a low pressure role. Prev maintenance may be worse than firefighting, but I can always take both
the crew transfer perk xp conversion to major qualifaction has always been a thing when retraining
we have just been given more tools to bank perk xp on the crew, for transfers and retraining
i do however find the percantage loss interesting, if it is a locked amount say 10k xp or 50k xp
or just the percentage which would make it more expensive the more skills your crew have with the exponential req. for xp the closer you get to 100% perk skill
Chems, Recon has another passive ability: If your viewsystem gets destroyed (aka crit on the cupola) you dont suffer from that as much as if you dont have the skill. Altough its just a matter of seconds until the system is repaired, sometimes it can give you a crucial 25% Bonus that you wouldnt have without it.
You can only see that passive ability in the overall stats of your tank under "Spotting".
Off road driving also increases rotation speed, but it gets funnier knowing that it provides MORE rotation speed than clutch braking ontop of its terrain resistance bonus
I do use designated target since having the extended spotting time is very handy when someone thinks their fine.
i always take safe stowage before intuition or adrenaline rush
snap shot and smooth ride are better than loader perks for tanks that fire on the move even slow tanks
off road driving is a must have for tanks with high ground resist
the rest is legit
safe stowage is useless right
@@tikket10 safe stowage drop the amount of ammo racks by 50% ... i hate getting ammo racked so to me it's one of the most useful perks on a loader
@@LibertyDankmeme i get ammo racked maybe once a month so wouldnt be useful for me i think. or does it also reduce the amount of ammo damage?
@@tikket10 i play 20 games a day so i get ammo racked every day at least once - maybe not so much in hull down tanks but i still think safe stowage is the most useful loader perk
I miss the times where Sixth Sense was not in the game, nobody knew went they were spoted or not, ppl actually needed to use the brains to *know* if they were spotted or not, and that made things more interesting. Now even a lowest iq bot knows when they get spotted therefor can react to it.
I think that crew training trick is new, last I remember, retraining to a new tank would only affect the base crew training percentage not the perks percentage. The perk percentage would of remained the same and the base would of went down to 75%.
Also I would say J.O.A.T. would be D or C tier, as it helps you to stay in the fight more effectively than waiting 90s for medkit. We've all had at least 1 member knocked out while medkit is on cooldown.
İt's not new
It's ABSOLUTELY not new lol, you just need to have UNSELECTED skill slots, like he showed in the video
@@NaddlyC Ooooooh, that explains why it didn't take from the perk percentage when I retrained the crew, as I already had my perks selected. What a weird work around lol.
@@GhostVvar weird indeed, wargaming doesn't explain that you can do that.
Eagle eye or whatever the damaged modules one is can actually useful, especially for very brawly tanks. It can be helpful to know the other dude's ammo rack or loader is busted so he's not going to be reloading as quick as you usually think he is.
Does it show injured crew as well? It only mentions modules in game...
And I agree it has niche uses.
@@ThatAnnoyingGuyOnTheInternet I am 99% certain it does show injured crew as well. I don't have it on a ton of my tanks, but the handful that do, I seem to recall the little crew member icon for whatever crew member popping up on a tank in question if it's crew member is injured.
Or at the very least, it used to.
If you are good enough, you will know when enemy loses a module/crew
It shows all every damage parts and crews. By those information, u can make proper moves. Don't forget to type something like "enemy chief has ammo rack damage" in team chat before u attack. Then we also know what u know.
@@Exarvi How good do you have to be?
And that makes it balanced: a player with 3-4 crew skills is able to compete against a player with 8-9 crew skill because most of the crew skills are garbage.
Thinking back of the proposed update by wg about crew skill, it was unbalanced because the skills were too strong, and they were too many good crew skills.
To make it balanced, they could have make it so the 4th crew skill is only 50% effective once fully trained (5th -> 40%, 6th ->32%, 7th ->26%, 8th ->20%, 9th ->16%, and so on: getting only 80% of the efficiency of the last skill).
chems logic: BiA A tier, because it replaces equipment slot of vents with a crew skill on every crew member
Offroad Driving & Snapshot D tier, because they do like 1/3 of the equipment while only requiring to be trained on a single crewmember
Im glad crew skills only give a minor advantage, apart from sixth sense which now everyone has.
I find it interesting that the skills that help the derp gunned tanks are also tier d... for derp
offorad driving can have huge impact on sof terrain. On some tanks it has effect like 2 turbo on soft. It also has greater impact on turning than turning perk.
The faster the tank, the more you notice it. Slow tanks gain virtually nothing, but faster tanks actually feel the boost.
a lot of skills were made with the 1 use consumables in mind
As a fan of the british tech tree, I will have to point out that safe stowage gains importance in that line, as your british heavies,[especially high tier] get ammo racked all the flippin' time!
5:30 ^ for this one a fuel tank example can be used, knowing that, you will know u could potentially set the enemy on fire, other then that yea its useless
Armorer is needed on the M56 Scorpion solely bc almost every shot to the turret takes out your gun. But if you're getting shot you're probably playing it wrong anyway
Recon gives you +2% Viewrange AND you dont loose Viewrange wih a damaged Viewslot Module thing, Situal Awareness just gives you +3% Viewrange. Situational awareness is still better.
Alright... MENTOR is useful to quick train your crew.. you put in a commander and elite or premium tank focus the xp on the crew... Play some matches you will noticeably see the crew gaining xp fast
Crew Skills exist in WoT since 2011, chembambino circa 2023-2024 let's do a tier list of crew skills! it's time!
I've been playing for YEARS, but never thought about that trick, thanks Chems, I love your vids!
For people who don't want to spend on premium consumables the automatic fire extinguisher negates the value of fire fighting. I sometimes use fire fighting on tanks (e.g. slow TDs) where I take 2 repair kits because you're dead if you get perma-tracked.
arty detection is only useful on arty to be honest, where you don't need repairs or view range
SKIP TO 2:36 FOR TIER LIST
Dang...I've just been grinding it back to where it was, just happy that they have the skills. I knew it was better than it used to be. Neat. Thanks for the knowledge.
With Off-Road Driving and Clutch Braking you can earn almost 5km/h and 4 degrees on soft Terrain, a result that you don't even get closer with food and vent.
Tierlist for enquipment, tierlist for crewskills. Next up tierlist for Field modifications, I am very curious about your take on those.
You have become my favorite go to source for info - Thx for the candor and learning guides, even after 10 years I know nothing....except RNG hates me.
Mentor makes some sense to me. Let's assume that you are starting to prepare a crew for a certain line, you have just started playing, there are no credits for the best book, there are no reserves, there is no time to play. 10% more exp for all crew members (they changed it recently, the commander now also counts) by playing in one tech tree line, it will definitely speed things up.
Another thing, a tier list of directives would be useful. Some crews improve the skills in the E/F section by half (stowage by 300%, e.g.), but in general I wonder what should be placed there, crew skills or equipment.
Then your commander loses 25% of his overall skill when you eventually reset him to give him usual trait, unless you spend gold
@@sejozwak Fortunately, we have a new perk system. Resetting the crew member for 20k credits means that he must collect 40k EXP to be fully functional again, and he has all the perks, but with a weaker effect. 200 gold is lying on the ground these days, the perk itself now has 20% exp for the crew and has been combined with the old Jack-of-all-trades. If you have a fixed 6 perks per crew member, you can get all 6 and then reset once and eliminate Mentor in favor of another perk. It will only cost you 40k exp.
chems will have to find some time to play new perks and how the training works, there is a reason the video is marked as Outdated.
@Peter97ptr true, but I don't know anything about new perks since I finally quit this game
@@sejozwak If that was your decision, I'm not going to change it. I'll just say that the new system is really good. Tanks with small crews have gained the most, a limit of 6 perks per person (and if a crew member fulfills several roles, they can choose every other perk of this additional specialization FOR FREE, e.g. a Commander who is also a radio operator from the very beginning of training can choose a perk of this additional specialization, e.g. firefighting (which is now only available to the Radio Operator) or spotting range), perks have been reworked and new ones have appeared (each crew member has 6 of their own perks and 3 universal ones (no changes in them). For example, you can make your RNG be -18/+20. Crews no longer have a level per se, so it all comes down to the perk or its strength (which costs a maximum of 100k exp to restore).
@Peter97ptr seems decent
imo offroad driving should be 1 tier higher than clutch braking because the reduced terrain resistance makes tanks turn faster on top of reaching higher effective top speeds on dirt and grassy terrain
Also, in the last EU 15v15 tourney, an EBR died on Muro going full speed towards its own cap. Call for Vengeance activated while it tumbled to a stop, allowing it to spot a tank on cap after it had been destroyed. This EBR stopped a fast cap, winning the game. Probably the only time I have ever seen that skill be useful.
I use mentor for crew grinding, knowing that I will reset it with a book down the road.
Radio range is only of value of your radio range is less than the draw range. That is rarely the case.
Arty shot detector is actually decent for arty because you can see when they're countering you and you usually have enough time to run 🤓
Not in my type 5, also console is better cuz there is already a notification when arty is aiming at you so 🖕PC tankers lol nah
@@BEHEMOTH_MANSLAUGHTER Type 5 is not an arty.
@@Stubbari eh it kinda is... but I'm saying that perk is useless on big slow heavys cuz you'll always get hit by arty if they focus you down.
@@BEHEMOTH_MANSLAUGHTER _"Arty shot detector is actually decent for _*_arty_*_ "_
@@Stubbari yeah it was a joke saying the type 5 is arty but whatever dense.
"Why would you want such a small amount of dispersion gain" my bourrasque with over 40% dispersion reduction after moving and firing:🗿
Great video. One thing to mention is that when retraining for credits, I think you lose 10% of total XP so you lose a lot more XP if retrain a crew member that has 5 or 6 skills with credits.
"Mentor" to me seems like a good temporary skill in a particular situation, which occurs quite often. WG is often giving us multi-perk commanders, but I also often find myself to have the rest of the crew be way behind that, so I think it makes sense to give em a bit of extra XP, if you have the most important commander skills already
Same, also on tanks that have a commander and a sperate radio guy you have the viewrange skills spreaded out so no 6 sklii commander needed. I trained the xp thing on a christams commander because all the other important skills where already there so why not boost the rest of the crew
time to waste 200k credits retrain my crew (i chose relaying)
F2P and new players can make great work of Mentor. When you only get a few skilled crew members, it's really nice to recruit a skilled commander and dump an 850k skill book. Mentor + View Range makes the grind easier.
Safe Stowage is A tier for certain tech trees and D tier for others. German and Chinese tanks desperately need it while others have less need for it.
2:01 yeah I think probably only NA players don’t know this bc average NA players. I worked that out myself. In fact in the old version of crew UI it even warned you that it would use crew perk XP to train them to 100% first
Mentor is good on tanks with a lot of crew, and only on crew members you get with 3-4 skills + bia
Ive been doing this crew training to 100% trick since 2015, i thought it was common knowledge, people really dont know this?! 😳
I mostly agree, but in case of FV4005 u want to have your gun handling literally to the max so im using all the crappy smoth rides, snap shots etc, even though im using bond rotation mechanism, experimental turbo and bounty aiming device. Imo chosing these skills especially if u have at least 6 crew skills it’s reasonable, simply because there is nothing else to choose from ;) and aditional buff to gun handling even tiny imo it’s worth. But again works only on certain vehicles. Overall great video boss. Keep it up 👍🏻 Million subs easy, peace ✌🏻
Edit: I also kinda made use of vengeance perk, while marking shitbarn. In centain situations with maxed view range I’ve been able to spot some additional dmg while being dead. But yea it’s pretty sweaty way of playing FV, and it’s so minor that you probably won’t notice it in the course of multiple games. Sorry for the half page poems but I had to share this 🤷
may rng make every single one of your shells miss. may you lose every match and get farmed. no sympathy for those that play overpowered toxic tanks
@@banallanimeandfurriesderpy guns for the win bro😅
derp guns ruin the game like artillery 😒@@konradkarkov9869
E tier can be excused, when A - D tier are already aquired
Snapshot is cool to use with directive. It boosts it to other fucking level - almost vert. stabs.
I dont know, I would take situational awareness and recon before cammo and cammo before brothers in arms
Thanks for teaching about crew skills.
Thank you finally I can transfer those rental crews wooo
The first and last time i trained a crew with the snapshot stuff was on the kv-5
put controlled impact on a Arty and watch any Scout tank that trys to ram you do next to 0 damage and instantly explode.
Unless you are in the VK2801 or 54 LtWt, ramming Arties is a no no. Controlled impact works on both as they are excellent scout rammers.
cool guide, however im still gonna take mentor as a first skill at every crew
WoT has a perk meta the same way it has a tank meta.
If only the garbage skills and perks were balanced to be as useful as the A-B tier ones, so many more gameplay styles could be possible
Call for vengeance has one not so useful trick, basically when EBR dies its wreck launches in the air therefore in case of yolo rushes it could actually spot at least enemy light tank when it gets above the bush line. That's it really, but i thought its worth mentioning.
Offroad skill will boost 14-25% of speed on soft ground
I think exp boost will enhance a lot of exp if u many times play on the one tank
Its like about 5-8 km/h on soft grounds
I realise spg's are not accounted as real players, however, Keeping a target lit for +2 seconds is often enough for the lit player to come to a stop as his 10 second timer disappears. Also, the directive doubles the bonus, so lit for 4 seconds beyond the expiry of the 10 second warning. This perk is ideal for spg, that can hit across the map ( except British ofc)
Assuming your team has an arty and that arty is shooting at your spots...
Well, firefighting isn't for all tanks, it's mainly OP tanks that they try to balance with fire. Also only for tanks you want to play food on (I don't do that when I'm just doing dailies).
I use mentor because seeing a crew member with different % xp bothers me. This hapends when you move to a tank that needs an extra loader for example.
wow, new, nonrecycled content
snap shot and smooth ride combo with vstabs def A teir
I still think they should make tier 1-4 tank without needing to retrain the crew
It just make the liw tier grind really annoying
thank you so much my friend you solve may very and hardest problem of all time
I just save the best for last.
I knew this, but holy hell that's a lot of XP to lose :'(
Recon and sit are multiplicative and so is snapshot/smooth ride with stabs. Now I will say yeah bia, fire fighting and repairs are more important immediately but the skill pressure for the radio op, gunner, and driver are low.
Damn bruh! After you put it like that, time to go revisit my crew skills. lol I have all D Tier Skills lmfao
Well, that's pretty much how every heavy tank and most TDs I've got are skilled.... BIA, rep, fire for heavies, + camo for TDs.
I'll forego repairs for intuition, but firefighting I prefer to have on all members... fire is just *too* destructive.
With tier 3 experimental and a bounty reconfiguration my total track repair is 3.85 seconds. I don't get it reset to 100% but I don't need to hit the repair button so fast and can save my kit for fuel/ammo crits.
I think Off-road should be low c tier there are tanks that get a noticeable boost because of that skill. British wheel come to mind.
why is nobody talking about the tier 1 hungaran in his garage at 0:05
Mentioning ramming but no E50 RAM in sentence, sadge haha
You can just reset the perks after retraining and it will get them to 100%, I mean the same thing happens it's just an alternative way. Also, you're gonna use adrenaline rush way more often than firefighting.
if you reset the skills before retraining and don't reassign the skills you will lose 10% of the entire XP. Which is exponentially worse. I.e. for 4 skill+change crew you'd spend 10%(assuming same vehicle class) on the 5th skill, which is 1*2*2*2*2=16 times the XP you need to spend for the retrain. So instead of spending about 20k XP you actually need you'd spend 320k.
So always assign skills and retrain with the change. And make sure you don't retrain if you have a lot of change. It becomes very expensive with highly trained crews.
Also if you reset skills every time that basically makes you lose 19% of XP instead of 10% as the 10% is applied on both reset and retrain.
@@nikoladd But it depends what skills/perks you have. If you have 4 skill crew you most likely have the core skills the tanks need so losing that 10% isn't significant, whereas playing with a 90% crew is.
I only have armorer on my S Conq cus I dont know what to train, I have like 6 perks.
The only time clutch breaking is useful is on super heavies like the KV-4/5 or a Maus maybe for a ramming build, but other then that just don't bother lmao
I'm here to simp for off road driving. Some tanks have terrible ground resistance (is-7, Chinese tanks ect) and in some areas of the gam it is definitely noticeable. Faster to speed up in softer areas of the map it basically makes turbo stronger
Your wot name isn’t censored in the last part