This is a quality video, especially because it offers insights that other UA-camrs don't. However, I do think that the order of perks being chosen is actually really important and people should think about it. Now that Brother In Arms is also effective when not at 100%, it is no longer a perk that needs to be picked first, it is still a good second pick though. For heavy tanks, repairs is in my opinion more important than BIA or Recon. Because when you're brawling, you don't need view range, but being able to reposition behind cover A.S.A.P is crucial to bounce shots. Camo is really strong as a first pick on some medium tanks, especially those with a lower armor value like a Bourrasque, Kpz 07 RH or Type 59. All of these examples do not need recon in order to get close to 445 meters view range or above.
Best video on this topic by far. Very clear and direct and great in-depth guide on the individual crew skills. You are the reason I've reset all my crews now to the most optimal version (sadly after the free deadline however). Thanks a lot Max, super underrated channel still.
Also for tanks with long aim time. If you see yourself when you play always stopping to aim, time yourself. If you more often than not stopped for 3 secs or more, get this skill. If not then don't.
@@cinelae KV-2 fights in close quarters and shoots from close to mid range distances most of the time, improved dispersion boost has lower impact on its fire efficacy given it's gameplay, and then its horrible base accuracy would still be pretty bad. You may take Concentration perk for it, but I personally wouldn't.
@@SolntsaSvet sure its meant when u not that close range or when target is moving. i was considering shell velocity bit Max said it would mean not much difference.
@@cinelae Snap shot and Quick Aiming are probably "mandatory", what else you pick for the KV-2 gunner won't have that much of an impact overall. For loader, I personally think of Safe Stowage and Intuition as must take, and maybe Adrenaline Rush could be useful as well. I'd also rather pick Ammo Tuning than Perfect Charge, as that slow shell velocity will still be really slow anyway, but increasing your low rolls for both pen and alpha on this gun might be worth it, albeit rather irrelevant in the grand scheme of things.
I’ve been playing with the “Perfect Charge” perk a lot and it’s fairly useful honestly. Mainly because I play at 5-8 typically, but a lot of shells there have marginal shell velocities (vk 30.01p) of like 750 or 800 which feels pretty awful on a lot of maps. An extra 10% really does help out a lot especially if you’re not wanting to fire APCR all the time. There was one game on redshite that I lost specifically because I was struggling with landing 770 velocity shells onto a t17
There are a lot of high tier tanks with shell velocity issues too - BC-25t has 800 heat shell velocity, 60tp has 900 velo shells, E100 and vk 72 have 606 velo heat
perfect charge is great on slow velocity standard ammo sniping tanks like KPZ 07 or even Prog 46 u can u notice difference if you play those tanks a lot and snipe at 400+ meters, it helps with farming credits...on prog u go from 929 to 1043 meters per sec. The same with Scorpion and SU PM that have sub 1000 standard ammo and when combined with armorer skill u get noticeably more predicable gun behaviour also on Turtle buff is nice on standard ammo. 703 II HEAT rounds benefits noticeably especially when combined with Armorer perk. just a few tanks I found it to be helpful with because I was annoyed with slow standard ammo on them or premium ammo on 703 that felt like throwing potatoes on enemies..
@@helohel5915 yes but I believe consensus is that there are better skills or more beneficial Ammo tuning, Armorer and Intuition basically u have to sacrifice one of those to get Perfect charge on 60tp.
@@tornyakvonvlashic8951 Luckily you can drop int on tanks with ap/apcr shells. Like most of the mid tier tanks I have are just lacking intuition on the crews because of that. I’ve also found playing without intuition on the m-iii-y to be bearable, but that’s only because it has ~5.x sec reload. I don’t have intuition on my type 63 and it’s miserable, probably going to reset that crew in the morning
Excellent video! There is a point that isn't mentioned (unless I missed it) : Close combat and coordination help a lot for situational awareness : when an player sees the effect activating on their screen, it means they've either spotted a previously unspotted enemy or there is a tank sneaking around them. This allows to react accordingly a few seconds earlier. A godsend for awareness challenged players like me :D
Regarding signal interception: unless somebody happens to be looking right at you, they're going to have a reaction time of 0.5s-1s or so once you get spotted. Incidentally, my typical reaction time to 6th Sense is around the same. Then the enemy has to actually aim at you. So basically, this skill negates my own reaction time to the notification and near enough halves the amount of time the enemy has to actually target me and fire before I start moving for cover. For randoms at least, this skill seems like a no-brainer pick for lights (apart from EBRs of course), who live and die by being spotted and for whom passive spotting is both a significant amount of most battles and a significant source of rewards. I'd take that over firefighting and resign myself to having to pay for the occasional extinguisher.
Some use cases/things to consider: Emergency: Damage from SPG would trigger it so your crew would be slightly better while stunned... Mentor: you can use it now during the free reset period to boost your crew xp and reset it to something better on the last day. Engineer: The 1km/h speed increase is buffed by BIA, Food, Vent and so on. This means that if you take the field mods that increase your view range/camo at the cost of speed (anti-reflective headlight coating, sensitive optics) you will only lose about 0.7 km/h, depending on your setup and you will gain 3% view range (same as Situational Awareness) and 3% camo. Communications Expert: Also works with SPG stun. Two loader scenario: You can have different skills on each loaders, for example one with Intuition, the other one with Safe Stowage to get partial benefits (and then give them the other skill later). It's an option.
Engineer: the important part is the buff to reverse speed. Particularly for TDs and Heavies. Gets you out of fire faster and back behind that rock quicker. Could save a lot of HP. Many tanks have less than 10kph reverse speed so this is more than a 10% buff.
Well, I was watching 37:09 of the time you spend on this, YOUR time, and really, again, appreciate this value ! I'm an older guy now but this helps me very much in comprehending this crew skill update. Greatings from Belgium !
Personally, I always pick mentor first on my commander purely for the extra crew experience, as in the long run it will substantially reduce the amount of crew experience you need to train your crew to the maximum amount of skills. Also, thanks to the improved med kits, once I do get a crew to six skills, I can reset the commander for another skill, something made much simpler by WG giving each crew member one free reset after the first month of unlimited resets is over.
I agree. I think people are missing the point on a 20% increase to every crew member's experience gain - forever. The math just supports one crew member getting it first. A crew finishes its first perk at 168K vs 210K xp, its second perk at 504K vs 630K total xp, and its third perk at 1.17M vs 1.47M total xp. The savings just add up, all because the commander gives up one skill so that he and the entire crew can get their skills 20% faster. It's not like the whole crew has a dead first skill. In fact, the rest of the crew is getting their first skill done that much faster.
@@02JAN1970 your point is certainly valid but on some tanks, especially mediums, its just not a viable option. Meds need repairds, camo and bia and then comes recon which are a must. So i wouldnt prioritise mentor there since you are completely shooting yourself in the foot for marginal gains. Dropping a skill there will also make your tank worse, which in fact will also lose you XP over time. Maybe not as much as 20%, but surely some. Your theory is rly only good when uve just gotten a new full crew of recruits in like a heavy or a td, and want to train them up quickly. For me personally, as someone who rushed through tiers quite quickly, mentor is just a wasted skill. I do have it on my FV4005 tho, since it doesnt rly benefit from anyhting else
@@sndr. First, thank you for not attacking me for having a different opinion. I appreciate that. I think I have an uncommon approach to WoT. I don't move crews up as the next tier is unlocked. Rather I have a dedicated crew for each tech tree tank, training the new crew in a lower tier premium until they get their first skill complete. This might be an important difference. I also run two repair kits, using the large kit only after the small one is used and only if in an emergency. So I never really have a need for the Repairs skill. I suppose I should be running food instead of a second repair kit, but I didn't think the food bonus was worth a regular 20K (10K) credits versus an emergency "all repair" kit. I'll admit I could be missing something, which is why I comment about it, thinking someone will spell out the better approach.
@@02JAN1970 wow that’s a totally different approach then what I do. Different play styles I guess, I’m more optimized in the sense that I get a crew (hopefully with full recruits) on my earlier tech tree tanks and then move them up as you get closer to the tier X. This way, once you get to the tier X, you should have a 4-5 crew skill, making you pretty much leveled with the rest of the players in that tier. Especially if you use some of your crew books in smart ways, this is very viable for getting your top tier tanks as competitive as possible. However since you play the game in a different way, which may not be optimal but I do respect, my way of optimizing doesn’t matter. I normally sell the lower tier tanks after I get the tier X, just because the tier X is better. I’ve done so with pretty much all the lines I’ve researched. This is because the crew moves up to tier X, leaving me without a crew for the tier 9. Which isn’t necessarily bad, since most of the time the tier x is the most fun out of the tech tree. Different play styles ig.
Perfect charge works on tanks with 2 loaders + food + vents, gives 12.7% increase, which takes a T103 up from 870m/s on all rounds up to 980m/s, which is really noticeable. On a Skorpion G with 1 loader + food it goes up 11.5% from 920/1150m/s to 1026/1282m/s depending on ammo type.
@@5353Jumper I didn't say it does double, the T103 has 2 loaders and it has to be trained on both, The Skorpion can't use vents, which is the biggest multiplier
Nice overview. Many people seem to not realize that this Crew skills/perks system change even though it is a very important change to how the system used to function for years is more of a "rebalance" (in terms of the way in which crew training progression works), rather than a profound rework of the skills/perks themselves: most old ones are still the better ones, and they haven't been radically modified, most newer ones are either circumstantial or useless, with a couple of exceptions.
It is counterintuitive, but Perfect Charge has a lot of impact on slow shells, not on fast ones because it reduces the time it takes for the shell to hit the target. On slow shells, due to their long flight time, the time reduction is much greater than on fast shells. It translates to more hits and more damage when the target is moving. When it comes to Armorer, statistically, based on math the average damage still should be the same, however, because of narrower penetration values the maximum allowed by RNG penetration will be reduced, so it translates to less penetrations and as a result less damage. On another hand Armorer's increased gun accuracy (-1.5% dispersion) translates to more hits and damage. To summarize, Armorer very slightly decreases damage due to lower max pen and very slightly increases damage due to slightly better accuracy. The effects cancel each other out. Perhaps using Armorer with very high pen ammo when shooting from across the map can benefit some sniper TDs where accuracy makes the difference and lower max pen does not matter much. In every other situation it is a waste of a crew skill.
Perfect Charge: reduce the number of times you shoot at something and a friendly with a fast shell velocity pulls a kill steal while your shell is still in the air.
lol what kind of logic is this? If anything armorer increases your penetrations. There is nobody in this game who is going to shoot something where he needs top 5% penroll, unless you are 46% auto aim guy. So nobody cares about top 5% penrolls, but you will get screwed with low penroll bounces, so in a sense this skill acts same as ammo tuning for peneteration and definitely will increase your damage
Ammo tuning is not very useful IMO. Because the damage and pen are now calculated from -23 - +25, mathematically the average goes up. The rolls are calculated from the shell parameters which do not change upon selecting this skill. If you don't roll a negative 24 or 25 it does nothing. In actual gameplay rolls over -/+ 21% are very rare. Thus it a skill which will almost never come into play. People complain about big rolls all the time but if you math it out -24 and -25 rolls are seen less often than Sasquatch.
Thanks for this deep dive into the new perks. I set up my crews with the new perks, but based on your analysis I think I need to swap some to make them better. I didn't fully understand the impact some of them could have.
Two loaders now became issue as in some tanks (quite few) I have them with different number of skills. Sometimes I took zero perk crew member for 1st loader and regular for 2nd, because I could have intuition on both, then safe stowage on 1st. Now that's useless, but overall I'm ok with crew skills update.
Now a trick question... is that 10% subtracted from a 25% arty stun debuff or just scales with it, resulting in only subtracting a 2,5% stun debuff.... which is a joke XDDD
That perk shouldn't exist and just have the notification built in like sixth sense. Since you already get notified of an arty shot by sound alone, people are a disadvantage if they just don't have access to sound for whatever reason.
Thanks for the vid, I value your knowledge a lot and have improved my WR and WN8 greatly since I have started to follow you, so please keep the vids coming mate!
I think something you are missing is that when you have for example…. 2 loaders….. you can take different skills and get 50% on them all. So you can get a reduced 50% benefit of even more skills when you have multuiple crew members int he same role. Also, if one loader gets knocked out, then your loader skills get a 50% penalty and not 100% if you had only one loader.
Do you know the exact mechanics of Designated Target? DarkNinja, in his video, said that you need to have the gun facing the enemy tank before spotting him in order for the perk to have an effect. If you have the gun pointed in another direction and then you move it to face the enemy you will not get the increased spotting time. If it works this way its use is more limited.
yes for sure, still good on your lt as a third perk tho. I personally have it on my manticore, just purely since its so spot weighed. For pretty much all other tanks, its not worth it tho.
Coordination is insane, you spot people all the time, even heavy’s spot the opposite heavy all the time, even in a corridor fight I will have 12.5% better aiming speed at least half the time ez choice
Agree, it's a top pick, and it triggers much more often than I expected! Also I love the notification when it triggers, often you just don't notice that you spotted someone, now you immediately scan the area and find the new target. Much more useful than one might expect.
I think skills like Close combat and Side by side are very useful for clan players who often play against other clans as well as for campaigns. If you are in a group of heavy tanks, usually everyone stays close, same goes for mediums. It is usually attacked in a group and the clinch is a frequent occurrence. For solo players they are irrelevant except that I noticed that Side by side is a useful skill for artillery. Also for artillery: Emergency in case of counter artillery fire, Concentration because it always stays in place, Quick aiming, Armourer, Snap shoot, Clutch breaking, Controlled impact, Communications expert, Perfect charge, Ammo tuning with BIA of course. I have artillery with 5-6 skills so I can put all these and the difference is huge compared to before. Artillery has become far more dangerous than before and I would advise anyone who can put on Sound detection instead of amplifying the speakers. I mean those with more than 3 skills.
Side by side is super useful for Onslaught and Clan wars 👌 Because in these kind of coordinated engagements you have an ally besides you within 50m almost ervery single push!
I can get Perfect charge up to 13.9% with bond vents and a directive, so a lot of the other perks are going to stack as well, meaning the base value stated isn't going to be the final value added. There are going to be a lot of odd tank crews that are going to benefit from some odd set-ups, so perhaps those retraining orders will be useful down the line after the grace period ends
Concentration works well with big derp guns and autoloaders as the second shell will almost always have the buff to the accurasy. Also it makes artas lazer accurate.
I would recommend to try out coordination with some tanks. I find the value of getting an instant notice when you spot someone a VERY overlooked. Especially for non unicom players this can be very helpfull and even a 0 second intuition skill sometimes. The actual aim time bonus also triggers more often than you might think. Concentration can also be read as: Fully aimed shots are 3,5% more accurat. Which sounds much better imo ;) You don't get it on all tanks but most tanks will sit still for more than 3s to fully aim their shot after they moved. Again, I would recommend to play around with it for a bit.
The problem with Concentration (-3.5% to dispersion of a stationary tank) is not that it resets when you move, it's that the difference is literally 1 pixel on the screen, just as you said. With a gun that has something like 0.38 base.
It is better on arty and other giant dispersion guns. The average buff it gives arty is 0.03. A GW E100 maxed out with field mods give you 0.11 better stacking also bia, communications and food.
I think concentration is really handy for lights, tgey generally have teriible accracy, I get a lot of games where I can spot, move back behind bush, or just to a longer distance, then im getting the bonus accuracy while shooting.
Maybe I'm just a lazy bush wanker, but I find that Concentration triggers all the time for me. With crew bonuses the effect is 5%, which is significant.
for signal interception, most tanks have a 2.** aim time. 2.5, 2.3, ... factor in human reaction time, and this skills puts you in "forced errors" territory. You gonna force tanks to shoot you before their gun is fully aimed. good f'n perk.
I think Side by Side can be overall decent on almost anything except lights and some mediums that like to move around alot and kind of snipe like the Leopard, otherwise, TDs are gonna be next to eachother sniping, heavies are gonna be next to eachother brawling and contesting, mediums are gonna be next to eachother pushing and flanking (when that is allowed to happen in today's WoT) Some other vehicles that will probably not benefit much from it are assault TDs, because they are usually pushing with heavies and there's not always other assault TDs
Been waiting on you 😊 thanks Seems as though there are many different opinions on Mentor. Yours seems pretty sound. I think I am going to use it on tanks I am training crews on, then retrain when I get into 4th or 5th perk, or as you more or less say is good on tank that is good without some other perk and will help earn crew books SPGs (I know you hate them) should probably never take Recon or Situational Awareness Your breakdown has been best I have seen, very well thought out, liked that it was not so long like QBs. I am saying this after having spent a considerable amount of time looking at everything on my own and doing a matrix on a spreadsheet
In my opinion sound detection is underrated skill to have. If you have it then you can avoid most "longer delivery time" arty shells completely. I noticed when I took this skill away from one of my favorite T5 commanders I started to collect way more arty shells and you really don't want that when there's one or more 105 leFH18B2 arty on enemy team. By the way are sure you got that 2 loaders thing right... "IF two loaders have this perk, the average value of its training level shall be applied" ...which would mean for example (100%+50%)/2 = 75%
I will edit this as I go but I want to add a few things; While max view range is 440, going over that negates camo value so it isn't like you to to 440 and stop. So just agreeing with Max here, you want to take recon on pretty much everything, though it's value is diminished on brawling slower vehicles until it is end game and you might be spotting for yourself and arguably you want it more then than ever, considering most things outspot you.
Actually crazy how similar your perk choices are to mine :D Havent seen a content creator with this similar view to mine in a long time or ever lol Although I dont think Brothers in Arms is worth picking as one of first 3 or even 4 perks (depending on if you have Concealment or not). It only gives around 1% bonus per crew member. I'd rather first invest XP into actual full blown perks and then start improving them with BIA rather than choosing some wonky perks like Concentration lol
Some CCs have created some videos on this subject that explain the new changes a little bit, but this video is by far the most informative and useful resource on the internet when it comes to the new crew perks. Your videos really delve deep into the mechanics of this game, but your presentation style makes learning about some of the more complex aspects of this game so much easier and more accessible. Thank you for all of your hard work!
About skills, everyone is just talking about skills for tier 10s.. for example Concentration is alright for SU152, along side of that skill for fast shell, and happy trolling :P There is lots of interesting setups for sub tier 10 tiers, some can be fun, I have tried crazy setup on VK28 (tier 6 scout with troll gun). All skills ware used to buff aim, accuracy and that skill for fast round, along side with perk for ramming... its stupidly effective, just you are not great spotter, and lets face it VK was never good spotter anyway. Its a great update, and btw great video.
Side by Side is meant for clan platoons that run teamspeak n all that good stuff... you need complete coordination for it. random tanks are gonna not be coordinated at all.
Intuition is still the same, it wasn't nerfed. With food, brothers and commanders bonus it exceeds 75%. Vents are excluded, so are any new crew boosting skills.
Honestly reseting crews is so good when its free. I really enjoy it. Wargaming should keep it free forever to get players invested. I doubt they were making much money of crew resets anyway.
Haven't tried it yet but I think that a Cobra with Deadeye could be very nasty... 4 rounds of HESH coming every 1.5 seconds might really Hurt now (like it didn't before) :)
emergency makes enemy arty your friend in a way. all the times they have missed and hit close to me with 5-50 damage or something. then if you have medkit to negate stun, you just have a better tank for 15 seconds. imagine fighting like 3 vs 3 on the heavy flank and you see arty fire, hit nothing and every enemy tank takes a little bit of damage and just uses medkit. you most likely will be a little annoyed because they just got a buff for the next 15 seconds. and with the new timers, this could potentially happen 39-40 seconds after buff ends again. which is 25%+ of their time. i think the emergency is a really bad perk to have in game. and concentration i think will be very good on arty, they spend quite a lot of time aiming. so they will usually be stationary when finally shooting. even if they have to turn tank to aim at another target.
When using tanks GG, choosing snap shot never seems to effect the turret dispersion, it only seems to make a tiny difference, 0.12, goes to 0.11, which I can't imagine would be that noticeable.
Mentor on tanks with maxed out crews doesn't help that crew out, so I only kept it on crew trainer Premium tanks, which is why I kept it on the Churchill 3 ( even though I got 83 USSR training manuals back) to boost any green crews
Concentration - all SPG, even without turret, bcs 4+ sec aim time. Signal interception - most tanks have 2,2-2,7s aim time, this decrease chance to be hitted from enemy tank, whit they no time to fully aim at you.
Trying to decide if safe stowage is worth it on my STB or not since people say the STB is prone to ammoracks, but I personally haven't felt that it's all that bad. I have 2 builds, one of which experimental HP is dropped for vents. The STB has 260 ammorack health, and something like an 60TP deals 203 module damage which can roll up to 254. On paper this means that it shouldn't be possible to detonate the ammorack of an STB in one shot with the exclusion of tanks like the JPE100. The 25% increase in ammorack hp would therefore only protect against a very small number of tanks and isn't worth it over something like adrenaline rush. Where this gets complicated is when I was testing this in a training room, I noticed that the 60TP would occasionally rack the STB with one shot while tier 3 experimental HP was equipped. This brings the rack health up to 520, and the 60TP should not be able to deal 260 module damage so I'm not sure exactly what's going on here. If it is the case that module damage can somehow roll higher than +25% then I'll be taking safe stowage even though I rarely get hit in the rack since it's better to be safe than sorry. Just curious what your thoughts are on this one, Max.
Safe stowage is worth only for tanks which blow up from one shot, first tanks that come in mind are pretty much all soviet heavies, BZ, 60tp but its not STB, cant remember when was last time I saw exploding stb
07:52 Max are you sure about the fact that mentor boosts also post progression line? in the post progression line, it talks only about "combat xp", not "crew xp". Thanks!
Hello everyone! Question: If you have coordination skill on your FV tank destroyer. You are one vs one at the end of the battle. When you spot your enemy, coordination will work even your opponent has been already spotted before someone from your team? Or you have to be the first spotter for this skill works? Second question: Firefighting skill on radio operator is really necessary? How can we test this skill and which type of tanks you recommend? Thank you.
Wargaming has had years of input from players, yet still add things that are near useless and almost never used. "Lets update the map for more...brawling possibilities." The game is already "balanced" to give brawlers more xp and credits. There is a reason that the "damage closer than 300 meters" is on the battle report. Go do 1,000 damage in a tank being within the 300 meter threshold. Now do 1,000 damage from greater than 300 meters. They have compensated this with spotting, assist and stun damage. Now use an arty and do 3k damage. Compare that to the heavy that got 2k damage, yet much more xp and credits.
I usualy choose camo or repairs. If i am in a light tank and i get tracked i repair it. If i get double tracked im getting nuked anyway and it wont matter and it is very rare that you can sit there and wait for the repair since there is usualy more than one tank shooting at you anyway.
Sorry but I have a question. Does the Coordination activate when you self spot an enemy that already spot by someone else? I mean your allies spot an enemy behind cover for you and you drive over the cover and see it directly, does it activate this moment ?
@@wuandy32000 yes, it triggers every time you spot someone, even if they have previously been spotted. It doesn't trigger when you see someone who is already spotted. If find this skill very useful. Often, I don't notice that I spot someone, maybe if it's at a side angle. Now the notification immediately tells me someone have been spotted and I very quickly look for that guy. Since the aimtime is also faster, chances are good that I can land a shot that I would never have taken otherwise.
My hot take is that firefighting should not be a single crew skill because it makes the fire extinguishers feel more useless and pushes food consumables and credit spending even more and people can just use food in combination with firefighting with less of a punishment which creates a bigger gap between people who use a fire extinguisher and those who do not.
I guess you "somehow" skipped SPGs. Like them or not - for some missions, they are simply best option - or a must for those of us who have not finished campaigns. So quicker aiming, faster shells and smaller dispersion are great (perfect charge, concentration etc.) 0.3 second on flight time can be difference between some damage and no damage. - Concentration is IMHO good for almost all classic TDs that do not move that much regardless of turret. You will most of time have it activated. And some lower-tier ones when you shoot like every 2-4 seconds? You usually fire 2-3 shots from position without movement, so you are using it. - perfect charge - I'd be on the opposite side. Nice on railguns, but if your round is there within 0.3s how much less is your target going to move in 0.27s? On contrary, when you are going to land that shot in 0.6-0.7s, you are going to feel that effect especially on target retreating from bush to the cover of the terrain edge - snapshot - I will thus rethink it usage (so far I had it as a must) - it seems you are right and it is good maybe for those tanks that are often engaged in a very dynamic combat.
Really did u feel different from armorer perk? İ try and didn’t feel different, feel more terrible also…😢 I’m thinking after %-15,-20 not different, missing shot but +20 and +25 still get benefit… But still I’m not sure… so what u think..?
It strikes me as odd how some skills are must haves and others are brushed off or nice to have at best. Take BiA for example. It's considered a must have, but it's really quite a weak buff. Vents do the same, and yet most don't pick vents anymore. Food is a single consumable that does double wat BiA does. You also need BiA on all crew members to even get to 5%. And it means that whatever else you want to pick will cost exponentially more. Don't get me wrong, it's nice to have, and I'd still pick it almost all the time. But I just don't agree with the must have rationale. Same with repairs. How often do you get caught? How often do you get caught without a repair kit? How often do you get caught without a repair kit and repairs on crew saved your ass? The odds just keep shrinking don't they? And that for a must have skill.
All I need to know is did WG greatly increase the critical hit probabilities with the update or do the new skills allow you to stack skills that will significantly increase the probability of critical hits or did WG do both? Losing equipment and crew have sky rocketed to the point that the game has turned into a drunken pit crew simulation and has the play-ability of car race requiring square wheels.
i dont understand why every content creator is not taking into account the directives for doubling the crew perk, with practicality + the directive + large kits your only getting a 46 second cooldown on your meds/repair kits. if your playing onslaught then its cut in half again to 23 seconds
Depends, if you are a pro you will probably know when you are getting spotted, but for new players and casuals like myself, this can literally save your life.
@@FunkyVader i am not a pro, play 4-5 games a day and then none in some days. you should be able to figure this out rather fast. if you take it, maybe you never will:)
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This is a quality video, especially because it offers insights that other UA-camrs don't. However, I do think that the order of perks being chosen is actually really important and people should think about it.
Now that Brother In Arms is also effective when not at 100%, it is no longer a perk that needs to be picked first, it is still a good second pick though. For heavy tanks, repairs is in my opinion more important than BIA or Recon. Because when you're brawling, you don't need view range, but being able to reposition behind cover A.S.A.P is crucial to bounce shots.
Camo is really strong as a first pick on some medium tanks, especially those with a lower armor value like a Bourrasque, Kpz 07 RH or Type 59. All of these examples do not need recon in order to get close to 445 meters view range or above.
Best video on this topic by far. Very clear and direct and great in-depth guide on the individual crew skills. You are the reason I've reset all my crews now to the most optimal version (sadly after the free deadline however). Thanks a lot Max, super underrated channel still.
Concentration is mandatory for tanks with large guns that have to hit their shells and also artillery because it's just better accuracy for free.
Also for tanks with long aim time. If you see yourself when you play always stopping to aim, time yourself. If you more often than not stopped for 3 secs or more, get this skill. If not then don't.
@@akihitokoizumi2474 yeah like KV2 bcz the aim time is already more than 3 seconds :D
@@cinelae KV-2 fights in close quarters and shoots from close to mid range distances most of the time, improved dispersion boost has lower impact on its fire efficacy given it's gameplay, and then its horrible base accuracy would still be pretty bad. You may take Concentration perk for it, but I personally wouldn't.
@@SolntsaSvet sure its meant when u not that close range or when target is moving. i was considering shell velocity bit Max said it would mean not much difference.
@@cinelae Snap shot and Quick Aiming are probably "mandatory", what else you pick for the KV-2 gunner won't have that much of an impact overall. For loader, I personally think of Safe Stowage and Intuition as must take, and maybe Adrenaline Rush could be useful as well. I'd also rather pick Ammo Tuning than Perfect Charge, as that slow shell velocity will still be really slow anyway, but increasing your low rolls for both pen and alpha on this gun might be worth it, albeit rather irrelevant in the grand scheme of things.
its nice to see quite a variation between ccs picks for last 3 perks after the nobrainers. It actualy feel like we are making a choice
Btw it says "10% less negative affect of stun" not "10% reduced stun time" ie: your crew is 10% better while stunned than a normal crew
Not even that. Stun nerfs you by 25% so it only makes you 2.5% better.
@@fili0938 no, stuns are a bit more variable than that.
But hey 2.5% better crew skill where did I hear that stated somewhere else...
@@helohel5915 that’s literal garbage wow
wrong
@@helohel5915 why care about that 2,5% if you can just get 25% by using medkit if you need those % at the time?
Outstanding video, Max! I've watch the guide of other CCs (skill, QB). Yours is far superior. Your pedagogical skills are on another level. Thx a lot.
Easily the best video on the subject so far, thanks!
I’ve been playing with the “Perfect Charge” perk a lot and it’s fairly useful honestly. Mainly because I play at 5-8 typically, but a lot of shells there have marginal shell velocities (vk 30.01p) of like 750 or 800 which feels pretty awful on a lot of maps. An extra 10% really does help out a lot especially if you’re not wanting to fire APCR all the time. There was one game on redshite that I lost specifically because I was struggling with landing 770 velocity shells onto a t17
There are a lot of high tier tanks with shell velocity issues too - BC-25t has 800 heat shell velocity, 60tp has 900 velo shells, E100 and vk 72 have 606 velo heat
perfect charge is great on slow velocity standard ammo sniping tanks like KPZ 07 or even Prog 46 u can u notice difference if you play those tanks a lot and snipe at 400+ meters, it helps with farming credits...on prog u go from 929 to 1043 meters per sec. The same with Scorpion and SU PM that have sub 1000 standard ammo and when combined with armorer skill u get noticeably more predicable gun behaviour also on Turtle buff is nice on standard ammo. 703 II HEAT rounds benefits noticeably especially when combined with Armorer perk. just a few tanks I found it to be helpful with because I was annoyed with slow standard ammo on them or premium ammo on 703 that felt like throwing potatoes on enemies..
@@helohel5915 yes but I believe consensus is that there are better skills or more beneficial Ammo tuning, Armorer and Intuition basically u have to sacrifice one of those to get Perfect charge on 60tp.
@@tornyakvonvlashic8951 true
@@tornyakvonvlashic8951 Luckily you can drop int on tanks with ap/apcr shells. Like most of the mid tier tanks I have are just lacking intuition on the crews because of that. I’ve also found playing without intuition on the m-iii-y to be bearable, but that’s only because it has ~5.x sec reload. I don’t have intuition on my type 63 and it’s miserable, probably going to reset that crew in the morning
Excellent video! There is a point that isn't mentioned (unless I missed it) :
Close combat and coordination help a lot for situational awareness : when an player sees the effect activating on their screen, it means they've either spotted a previously unspotted enemy or there is a tank sneaking around them.
This allows to react accordingly a few seconds earlier. A godsend for awareness challenged players like me :D
This is true. However, I still wouldn't recommend them. It would be better for you to just learn about not getting tunnel visioned etc.
Regarding signal interception: unless somebody happens to be looking right at you, they're going to have a reaction time of 0.5s-1s or so once you get spotted. Incidentally, my typical reaction time to 6th Sense is around the same. Then the enemy has to actually aim at you. So basically, this skill negates my own reaction time to the notification and near enough halves the amount of time the enemy has to actually target me and fire before I start moving for cover.
For randoms at least, this skill seems like a no-brainer pick for lights (apart from EBRs of course), who live and die by being spotted and for whom passive spotting is both a significant amount of most battles and a significant source of rewards. I'd take that over firefighting and resign myself to having to pay for the occasional extinguisher.
yup! A must on LTS, cant believe QB called it trash
Some use cases/things to consider:
Emergency: Damage from SPG would trigger it so your crew would be slightly better while stunned...
Mentor: you can use it now during the free reset period to boost your crew xp and reset it to something better on the last day.
Engineer: The 1km/h speed increase is buffed by BIA, Food, Vent and so on. This means that if you take the field mods that increase your view range/camo at the cost of speed (anti-reflective headlight coating, sensitive optics) you will only lose about 0.7 km/h, depending on your setup and you will gain 3% view range (same as Situational Awareness) and 3% camo.
Communications Expert: Also works with SPG stun.
Two loader scenario: You can have different skills on each loaders, for example one with Intuition, the other one with Safe Stowage to get partial benefits (and then give them the other skill later). It's an option.
yes but both loaders need to have the same skill so Intuition would be 50% and the same with safe stowage
Engineer: the important part is the buff to reverse speed. Particularly for TDs and Heavies. Gets you out of fire faster and back behind that rock quicker. Could save a lot of HP.
Many tanks have less than 10kph reverse speed so this is more than a 10% buff.
@@fernando.espaniol.alonso That's why he said "partial benefits".
@@5353Jumper yup, like the fv. With the field mod, mine now is at 12 kph backwards instead of 8. Thats a massive increase
Well, I was watching 37:09 of the time you spend on this, YOUR time, and really, again, appreciate this value ! I'm an older guy now but this helps me very much in comprehending this crew skill update. Greatings from Belgium !
You're very welcome, thanks for watching!
Personally, I always pick mentor first on my commander purely for the extra crew experience, as in the long run it will substantially reduce the amount of crew experience you need to train your crew to the maximum amount of skills. Also, thanks to the improved med kits, once I do get a crew to six skills, I can reset the commander for another skill, something made much simpler by WG giving each crew member one free reset after the first month of unlimited resets is over.
If you care about doing well, that's the worst decision.
I agree.
I think people are missing the point on a 20% increase to every crew member's experience gain - forever. The math just supports one crew member getting it first. A crew finishes its first perk at 168K vs 210K xp, its second perk at 504K vs 630K total xp, and its third perk at 1.17M vs 1.47M total xp. The savings just add up, all because the commander gives up one skill so that he and the entire crew can get their skills 20% faster.
It's not like the whole crew has a dead first skill. In fact, the rest of the crew is getting their first skill done that much faster.
@@02JAN1970 your point is certainly valid but on some tanks, especially mediums, its just not a viable option. Meds need repairds, camo and bia and then comes recon which are a must. So i wouldnt prioritise mentor there since you are completely shooting yourself in the foot for marginal gains. Dropping a skill there will also make your tank worse, which in fact will also lose you XP over time. Maybe not as much as 20%, but surely some. Your theory is rly only good when uve just gotten a new full crew of recruits in like a heavy or a td, and want to train them up quickly. For me personally, as someone who rushed through tiers quite quickly, mentor is just a wasted skill. I do have it on my FV4005 tho, since it doesnt rly benefit from anyhting else
@@sndr. First, thank you for not attacking me for having a different opinion. I appreciate that.
I think I have an uncommon approach to WoT. I don't move crews up as the next tier is unlocked. Rather I have a dedicated crew for each tech tree tank, training the new crew in a lower tier premium until they get their first skill complete. This might be an important difference.
I also run two repair kits, using the large kit only after the small one is used and only if in an emergency. So I never really have a need for the Repairs skill. I suppose I should be running food instead of a second repair kit, but I didn't think the food bonus was worth a regular 20K (10K) credits versus an emergency "all repair" kit.
I'll admit I could be missing something, which is why I comment about it, thinking someone will spell out the better approach.
@@02JAN1970 wow that’s a totally different approach then what I do. Different play styles I guess, I’m more optimized in the sense that I get a crew (hopefully with full recruits) on my earlier tech tree tanks and then move them up as you get closer to the tier X. This way, once you get to the tier X, you should have a 4-5 crew skill, making you pretty much leveled with the rest of the players in that tier.
Especially if you use some of your crew books in smart ways, this is very viable for getting your top tier tanks as competitive as possible.
However since you play the game in a different way, which may not be optimal but I do respect, my way of optimizing doesn’t matter. I normally sell the lower tier tanks after I get the tier X, just because the tier X is better. I’ve done so with pretty much all the lines I’ve researched. This is because the crew moves up to tier X, leaving me without a crew for the tier 9. Which isn’t necessarily bad, since most of the time the tier x is the most fun out of the tech tree.
Different play styles ig.
Perfect charge works on tanks with 2 loaders + food + vents, gives 12.7% increase, which takes a T103 up from 870m/s on all rounds up to 980m/s, which is really noticeable. On a Skorpion G with 1 loader + food it goes up 11.5% from 920/1150m/s to 1026/1282m/s depending on ammo type.
2 loaders is the same as 1 loader. It does not double.
With 2 loaders and only one has it, the benefit is 50%.
@@5353Jumper I didn't say it does double, the T103 has 2 loaders and it has to be trained on both, The Skorpion can't use vents, which is the biggest multiplier
Nice overview. Many people seem to not realize that this Crew skills/perks system change even though it is a very important change to how the system used to function for years is more of a "rebalance" (in terms of the way in which crew training progression works), rather than a profound rework of the skills/perks themselves: most old ones are still the better ones, and they haven't been radically modified, most newer ones are either circumstantial or useless, with a couple of exceptions.
It is counterintuitive, but Perfect Charge has a lot of impact on slow shells, not on fast ones because it reduces the time it takes for the shell to hit the target. On slow shells, due to their long flight time, the time reduction is much greater than on fast shells. It translates to more hits and more damage when the target is moving.
When it comes to Armorer, statistically, based on math the average damage still should be the same, however, because of narrower penetration values the maximum allowed by RNG penetration will be reduced, so it translates to less penetrations and as a result less damage. On another hand Armorer's increased gun accuracy (-1.5% dispersion) translates to more hits and damage. To summarize, Armorer very slightly decreases damage due to lower max pen and very slightly increases damage due to slightly better accuracy. The effects cancel each other out. Perhaps using Armorer with very high pen ammo when shooting from across the map can benefit some sniper TDs where accuracy makes the difference and lower max pen does not matter much. In every other situation it is a waste of a crew skill.
you also missed the fact that shells lose pen over range, meaning if its flying faster through the air it won't lose as much pen
@@scoutboy776 thats not how that work, its based on range and not travel time
Perfect Charge: reduce the number of times you shoot at something and a friendly with a fast shell velocity pulls a kill steal while your shell is still in the air.
lol what kind of logic is this? If anything armorer increases your penetrations.
There is nobody in this game who is going to shoot something where he needs top 5% penroll, unless you are 46% auto aim guy. So nobody cares about top 5% penrolls, but you will get screwed with low penroll bounces, so in a sense this skill acts same as ammo tuning for peneteration and definitely will increase your damage
The reduced flight time on arty shells is huge. Much less time allowed for dodging the shells. Arty AP rounds also have a quite flat trajectory.
Ammo tuning is not very useful IMO. Because the damage and pen are now calculated from -23 - +25, mathematically the average goes up. The rolls are calculated from the shell parameters which do not change upon selecting this skill. If you don't roll a negative 24 or 25 it does nothing. In actual gameplay rolls over -/+ 21% are very rare. Thus it a skill which will almost never come into play. People complain about big rolls all the time but if you math it out -24 and -25 rolls are seen less often than Sasquatch.
how so?
Thanks for this deep dive into the new perks. I set up my crews with the new perks, but based on your analysis I think I need to swap some to make them better. I didn't fully understand the impact some of them could have.
Two loaders now became issue as in some tanks (quite few) I have them with different number of skills. Sometimes I took zero perk crew member for 1st loader and regular for 2nd, because I could have intuition on both, then safe stowage on 1st. Now that's useless, but overall I'm ok with crew skills update.
i think the sound detection does not reduce the time you are stunned, but the effect of the stun by 10%. not that i would ever choose that.
I use sound detection on many tanks. Often I play with desktop speakers on low, just having fun, not try harding like Doug in CS 1.6
Now a trick question... is that 10% subtracted from a 25% arty stun debuff or just scales with it, resulting in only subtracting a 2,5% stun debuff.... which is a joke XDDD
That perk shouldn't exist and just have the notification built in like sixth sense. Since you already get notified of an arty shot by sound alone, people are a disadvantage if they just don't have access to sound for whatever reason.
Thanks for the vid, I value your knowledge a lot and have improved my WR and WN8 greatly since I have started to follow you, so please keep the vids coming mate!
Thx! easy to understand and clearly explain the basics of this new mechanic. Really appreciate it!
This was awesome information and well explained. Thank you so much as I’ve been struggling with what to take….
I think something you are missing is that when you have for example…. 2 loaders….. you can take different skills and get 50% on them all. So you can get a reduced 50% benefit of even more skills when you have multuiple crew members int he same role.
Also, if one loader gets knocked out, then your loader skills get a 50% penalty and not 100% if you had only one loader.
Do you know the exact mechanics of Designated Target? DarkNinja, in his video, said that you need to have the gun facing the enemy tank before spotting him in order for the perk to have an effect. If you have the gun pointed in another direction and then you move it to face the enemy you will not get the increased spotting time. If it works this way its use is more limited.
yes for sure, still good on your lt as a third perk tho. I personally have it on my manticore, just purely since its so spot weighed. For pretty much all other tanks, its not worth it tho.
Coordination is insane, you spot people all the time, even heavy’s spot the opposite heavy all the time, even in a corridor fight I will have 12.5% better aiming speed at least half the time ez choice
Agree, it's a top pick, and it triggers much more often than I expected! Also I love the notification when it triggers, often you just don't notice that you spotted someone, now you immediately scan the area and find the new target. Much more useful than one might expect.
You are not saying it is helping you spot…are you?
@@Arkangel88Mr I’m saying what activate the bonus activate all the time.
THanks, Max o7 Nice that you and others are breaking it down. Some of the Skillz do "sound" cool, but in the end, not practical 😮
I think skills like Close combat and Side by side are very useful for clan players who often play against other clans as well as for campaigns. If you are in a group of heavy tanks, usually everyone stays close, same goes for mediums. It is usually attacked in a group and the clinch is a frequent occurrence.
For solo players they are irrelevant except that I noticed that Side by side is a useful skill for artillery.
Also for artillery:
Emergency in case of counter artillery fire, Concentration because it always stays in place, Quick aiming, Armourer, Snap shoot, Clutch breaking, Controlled impact, Communications expert, Perfect charge, Ammo tuning with BIA of course. I have artillery with 5-6 skills so I can put all these and the difference is huge compared to before. Artillery has become far more dangerous than before and I would advise anyone who can put on Sound detection instead of amplifying the speakers. I mean those with more than 3 skills.
Thank You for the efforts to make this vid wich explained these issues so much better than any other vid.
You are underestimating perfect charge, very useful skill, you get very significant boost, especially on low shell velocity ammo.
Side by side is super useful for Onslaught and Clan wars 👌
Because in these kind of coordinated engagements you have an ally besides you within 50m almost ervery single push!
I think emergency is amazing, as soon as your track gets taken off, the bonus instantly effects your track repair speed.
is this true ? i thought both skill & quickybaby said it only works if you lose hitpoints
Nicely done, Max. Thanks!
I can get Perfect charge up to 13.9% with bond vents and a directive, so a lot of the other perks are going to stack as well, meaning the base value stated isn't going to be the final value added. There are going to be a lot of odd tank crews that are going to benefit from some odd set-ups, so perhaps those retraining orders will be useful down the line after the grace period ends
Thank you! Clear and concise summary.
Concentration works well with big derp guns and autoloaders as the second shell will almost always have the buff to the accurasy. Also it makes artas lazer accurate.
I would recommend to try out coordination with some tanks. I find the value of getting an instant notice when you spot someone a VERY overlooked. Especially for non unicom players this can be very helpfull and even a 0 second intuition skill sometimes. The actual aim time bonus also triggers more often than you might think.
Concentration can also be read as: Fully aimed shots are 3,5% more accurat. Which sounds much better imo ;)
You don't get it on all tanks but most tanks will sit still for more than 3s to fully aim their shot after they moved. Again, I would recommend to play around with it for a bit.
The problem with Concentration (-3.5% to dispersion of a stationary tank) is not that it resets when you move, it's that the difference is literally 1 pixel on the screen, just as you said. With a gun that has something like 0.38 base.
It is better on arty and other giant dispersion guns. The average buff it gives arty is 0.03. A GW E100 maxed out with field mods give you 0.11 better stacking also bia, communications and food.
Thanks mate, very well explained.
I think concentration is really handy for lights, tgey generally have teriible accracy, I get a lot of games where I can spot, move back behind bush, or just to a longer distance, then im getting the bonus accuracy while shooting.
Driver's skill Reliable Replacement is crucial for light tank. Every above average medium/light tanker will save HE rounds just to blindshoot
Perso Concentration is a gem if you play KV 2 Derp, T49 Derp or any SPG.
Maybe I'm just a lazy bush wanker, but I find that Concentration triggers all the time for me. With crew bonuses the effect is 5%, which is significant.
yeah, since you need to aim so long that the perk activates before the tank can fully aim :D
It's also mandatory for all of the FVs lol
Thank you been waiting to hear from on this B4 i started my rebalancing . So thx
for signal interception, most tanks have a 2.** aim time. 2.5, 2.3, ... factor in human reaction time, and this skills puts you in "forced errors" territory. You gonna force tanks to shoot you before their gun is fully aimed. good f'n perk.
Fantastic help - thank you
I think Side by Side can be overall decent on almost anything except lights and some mediums that like to move around alot and kind of snipe like the Leopard, otherwise, TDs are gonna be next to eachother sniping, heavies are gonna be next to eachother brawling and contesting, mediums are gonna be next to eachother pushing and flanking (when that is allowed to happen in today's WoT)
Some other vehicles that will probably not benefit much from it are assault TDs, because they are usually pushing with heavies and there's not always other assault TDs
Nice video, well researched. cheers fella.
Been waiting on you 😊 thanks
Seems as though there are many different opinions on Mentor. Yours seems pretty sound. I think I am going to use it on tanks I am training crews on, then retrain when I get into 4th or 5th perk, or as you more or less say is good on tank that is good without some other perk and will help earn crew books
SPGs (I know you hate them) should probably never take Recon or Situational Awareness
Your breakdown has been best I have seen, very well thought out, liked that it was not so long like QBs. I am saying this after having spent a considerable amount of time looking at everything on my own and doing a matrix on a spreadsheet
In my opinion sound detection is underrated skill to have. If you have it then you can avoid most "longer delivery time" arty shells completely. I noticed when I took this skill away from one of my favorite T5 commanders I started to collect way more arty shells and you really don't want that when there's one or more 105 leFH18B2 arty on enemy team. By the way are sure you got that 2 loaders thing right... "IF two loaders have this perk, the average value of its training level shall be applied" ...which would mean for example (100%+50%)/2 = 75%
Really good video and well explained! Thank you!
I will edit this as I go but I want to add a few things; While max view range is 440, going over that negates camo value so it isn't like you to to 440 and stop. So just agreeing with Max here, you want to take recon on pretty much everything, though it's value is diminished on brawling slower vehicles until it is end game and you might be spotting for yourself and arguably you want it more then than ever, considering most things outspot you.
445m
Im loving coordination on my T49 with the derp, its definitely a very situation skill though, I only use it if im over 2.5 seconds aim time.
armorer no longer allows 750 damage guns to high role to 900 but also prevents 500 low role (i love seeing -900)
Deadeye is now perfect for completing Alliance-8 for the Object 279e, using the Tortoise HESH strat
Coordination for auto loaders to help with accuracy between shots?
Actually crazy how similar your perk choices are to mine :D
Havent seen a content creator with this similar view to mine in a long time or ever lol
Although I dont think Brothers in Arms is worth picking as one of first 3 or even 4 perks (depending on if you have Concealment or not).
It only gives around 1% bonus per crew member. I'd rather first invest XP into actual full blown perks and then start improving them with BIA rather than choosing some wonky perks like Concentration lol
Some CCs have created some videos on this subject that explain the new changes a little bit, but this video is by far the most informative and useful resource on the internet when it comes to the new crew perks. Your videos really delve deep into the mechanics of this game, but your presentation style makes learning about some of the more complex aspects of this game so much easier and more accessible.
Thank you for all of your hard work!
About skills, everyone is just talking about skills for tier 10s.. for example Concentration is alright for SU152, along side of that skill for fast shell, and happy trolling :P There is lots of interesting setups for sub tier 10 tiers, some can be fun, I have tried crazy setup on VK28 (tier 6 scout with troll gun). All skills ware used to buff aim, accuracy and that skill for fast round, along side with perk for ramming... its stupidly effective, just you are not great spotter, and lets face it VK was never good spotter anyway. Its a great update, and btw great video.
Would be fun to see IS7/Ojb260 yolo platoons with close combat, emergency and side by side
Coordination is crazy for onslaught, since people go spotted and unspotted all the time.
Very helpful, thanks!
This is very nicely made video compared to what others have out there. Thanks Max
Side by Side is meant for clan platoons that run teamspeak n all that good stuff... you need complete coordination for it. random tanks are gonna not be coordinated at all.
Intuition is still the same, it wasn't nerfed. With food, brothers and commanders bonus it exceeds 75%.
Vents are excluded, so are any new crew boosting skills.
Very underrated video
Honestly reseting crews is so good when its free. I really enjoy it.
Wargaming should keep it free forever to get players invested.
I doubt they were making much money of crew resets anyway.
Haven't tried it yet but I think that a Cobra with Deadeye could be very nasty... 4 rounds of HESH coming every 1.5 seconds might really Hurt now (like it didn't before) :)
emergency makes enemy arty your friend in a way.
all the times they have missed and hit close to me with 5-50 damage or something. then if you have medkit to negate stun, you just have a better tank for 15 seconds.
imagine fighting like 3 vs 3 on the heavy flank and you see arty fire, hit nothing and every enemy tank takes a little bit of damage and just uses medkit. you most likely will be a little annoyed because they just got a buff for the next 15 seconds.
and with the new timers, this could potentially happen 39-40 seconds after buff ends again. which is 25%+ of their time.
i think the emergency is a really bad perk to have in game.
and concentration i think will be very good on arty, they spend quite a lot of time aiming. so they will usually be stationary when finally shooting. even if they have to turn tank to aim at another target.
When using tanks GG, choosing snap shot never seems to effect the turret dispersion, it only seems to make a tiny difference, 0.12, goes to 0.11, which I can't imagine would be that noticeable.
Mentor on tanks with maxed out crews doesn't help that crew out, so I only kept it on crew trainer Premium tanks, which is why I kept it on the Churchill 3 ( even though I got 83 USSR training manuals back) to boost any green crews
It earns you more crew XP to get crew books if you want to farm those
Concentration - all SPG, even without turret, bcs 4+ sec aim time. Signal interception - most tanks have 2,2-2,7s aim time, this decrease chance to be hitted from enemy tank, whit they no time to fully aim at you.
Tks Max! Now i am more confuse then i use to be when i come to watch your video 😅
Skill, Daki and Max ar play with different skills 😅
Trying to decide if safe stowage is worth it on my STB or not since people say the STB is prone to ammoracks, but I personally haven't felt that it's all that bad. I have 2 builds, one of which experimental HP is dropped for vents. The STB has 260 ammorack health, and something like an 60TP deals 203 module damage which can roll up to 254. On paper this means that it shouldn't be possible to detonate the ammorack of an STB in one shot with the exclusion of tanks like the JPE100. The 25% increase in ammorack hp would therefore only protect against a very small number of tanks and isn't worth it over something like adrenaline rush. Where this gets complicated is when I was testing this in a training room, I noticed that the 60TP would occasionally rack the STB with one shot while tier 3 experimental HP was equipped. This brings the rack health up to 520, and the 60TP should not be able to deal 260 module damage so I'm not sure exactly what's going on here. If it is the case that module damage can somehow roll higher than +25% then I'll be taking safe stowage even though I rarely get hit in the rack since it's better to be safe than sorry. Just curious what your thoughts are on this one, Max.
Safe stowage is worth only for tanks which blow up from one shot, first tanks that come in mind are pretty much all soviet heavies, BZ, 60tp but its not STB, cant remember when was last time I saw exploding stb
07:52 Max are you sure about the fact that mentor boosts also post progression line? in the post progression line, it talks only about "combat xp", not "crew xp".
Thanks!
Thanks mate.
Hello everyone!
Question: If you have coordination skill on your FV tank destroyer. You are one vs one at the end of the battle. When you spot your enemy, coordination will work even your opponent has been already spotted before someone from your team? Or you have to be the first spotter for this skill works?
Second question: Firefighting skill on radio operator is really necessary? How can we test this skill and which type of tanks you recommend?
Thank you.
Wargaming has had years of input from players, yet still add things that are near useless and almost never used. "Lets update the map for more...brawling possibilities." The game is already "balanced" to give brawlers more xp and credits. There is a reason that the "damage closer than 300 meters" is on the battle report. Go do 1,000 damage in a tank being within the 300 meter threshold. Now do 1,000 damage from greater than 300 meters. They have compensated this with spotting, assist and stun damage. Now use an arty and do 3k damage. Compare that to the heavy that got 2k damage, yet much more xp and credits.
I usualy choose camo or repairs. If i am in a light tank and i get tracked i repair it. If i get double tracked im getting nuked anyway and it wont matter and it is very rare that you can sit there and wait for the repair since there is usualy more than one tank shooting at you anyway.
Concentration and Communications Expert are great for arties.
As i am cliking away my gunner skills on my tanks i realise something. I hope everyone loves super accurate artas.
IMO sound detection is good for SPGs
Why would you choose safe stowage so much? With the re-usable repair kits it kinda makes it redundant.
Sorry but I have a question. Does the Coordination activate when you self spot an enemy that already spot by someone else? I mean your allies spot an enemy behind cover for you and you drive over the cover and see it directly, does it activate this moment ?
I think no, only when you light them up, not when they are in your spotting like you seeing them. Only when you light them up (any time)
@@sandsea You think it's only the moment of the enemy light up ? I understand now.
@@wuandy32000 yes, it triggers every time you spot someone, even if they have previously been spotted. It doesn't trigger when you see someone who is already spotted. If find this skill very useful. Often, I don't notice that I spot someone, maybe if it's at a side angle. Now the notification immediately tells me someone have been spotted and I very quickly look for that guy. Since the aimtime is also faster, chances are good that I can land a shot that I would never have taken otherwise.
My hot take is that firefighting should not be a single crew skill because it makes the fire extinguishers feel more useless and pushes food consumables and credit spending even more and people can just use food in combination with firefighting with less of a punishment which creates a bigger gap between people who use a fire extinguisher and those who do not.
Yeah, the fire extinguishers are now totally useless. This skill is just super strong, a total must together with Sit. Awareness
@@FunkyVaderwell they needed to give the radio operator something. They literally only had 1 skill worth getting before.
I guess you "somehow" skipped SPGs. Like them or not - for some missions, they are simply best option - or a must for those of us who have not finished campaigns. So quicker aiming, faster shells and smaller dispersion are great (perfect charge, concentration etc.) 0.3 second on flight time can be difference between some damage and no damage.
- Concentration is IMHO good for almost all classic TDs that do not move that much regardless of turret. You will most of time have it activated. And some lower-tier ones when you shoot like every 2-4 seconds? You usually fire 2-3 shots from position without movement, so you are using it.
- perfect charge - I'd be on the opposite side. Nice on railguns, but if your round is there within 0.3s how much less is your target going to move in 0.27s? On contrary, when you are going to land that shot in 0.6-0.7s, you are going to feel that effect especially on target retreating from bush to the cover of the terrain edge
- snapshot - I will thus rethink it usage (so far I had it as a must) - it seems you are right and it is good maybe for those tanks that are often engaged in a very dynamic combat.
I would never use practicality, I would just wait a few extra seconds for my repair kit. . I think everything else is better.
My impression is that it's worse to have a bad crew then before.
I wonder how much the "Deadeye" perk really matters? Is it always a "must have" for all tanks, or could it be left out?
You don’t have to have it, I just like to use it.
@@MaxGamingFPS Thank you, man. This is the way good communication with the community looks like. Best regards !
Really did u feel different from armorer perk? İ try and didn’t feel different, feel more terrible also…😢
I’m thinking after %-15,-20 not different, missing shot but +20 and +25 still get benefit…
But still I’m not sure… so what u think..?
It strikes me as odd how some skills are must haves and others are brushed off or nice to have at best. Take BiA for example. It's considered a must have, but it's really quite a weak buff. Vents do the same, and yet most don't pick vents anymore. Food is a single consumable that does double wat BiA does. You also need BiA on all crew members to even get to 5%. And it means that whatever else you want to pick will cost exponentially more. Don't get me wrong, it's nice to have, and I'd still pick it almost all the time. But I just don't agree with the must have rationale. Same with repairs. How often do you get caught? How often do you get caught without a repair kit? How often do you get caught without a repair kit and repairs on crew saved your ass? The odds just keep shrinking don't they? And that for a must have skill.
Off road makes a huge diference
should i put camo on my e100? you assumed too much
com expert will work for arty very well, just tested it, it counts stun damage as assistance.
All I need to know is did WG greatly increase the critical hit probabilities with the update or do the new skills allow you to stack skills that will significantly increase the probability of critical hits or did WG do both? Losing equipment and crew have sky rocketed to the point that the game has turned into a drunken pit crew simulation and has the play-ability of car race requiring square wheels.
I thought there were no fires in onslaught so why would you pick firefighting?????????????
i dont understand why every content creator is not taking into account the directives for doubling the crew perk, with practicality + the directive + large kits your only getting a 46 second cooldown on your meds/repair kits. if your playing onslaught then its cut in half again to 23 seconds
Can anybody help me with an issue, I only have 4 American crew but the tank I've just bought requires 5 and I cant work out how to get a 5th.
i think signal interception is useless. i am pretty sure, you know, when you are getting spotted.
Depends, if you are a pro you will probably know when you are getting spotted, but for new players and casuals like myself, this can literally save your life.
@@FunkyVader i am not a pro, play 4-5 games a day and then none in some days. you should be able to figure this out rather fast. if you take it, maybe you never will:)
Bro, using perfect charge with apcr is so funny, 1440 shell velocity + 10% 😂😂😂😂😂😂😂