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7.2 Preview: Crew Skills

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  • [INFO] 7.2 Preview: Crew Skills

    7.2 Preview: Crew Skills

    With version 7.2, we plan to release an extensive update to the Crew Skills system in World of Tanks, providing a plethora of new customization options for your tank crews, which will help to make your crew unique and beneficial for your style of gameplay.

    Though version 7.2 development is ongoing, we wanted to share this information with you to begin receiving feedback on the new Crew Skills and how they will work.

    New Skills

    22 new additions are currently scheduled for version 7.2. They will be broken down into two types: skills and perks.

    Skills – These are in effect immediately upon the start of training. They improve in effectiveness as you increase the percentage of training in the skill.
    Perks – These are activated once you have reached 100% training.
    Commander

    Jack-of-all-trades - Skill

    Commander has learned all specializations and can replace knocked out members of crew. Works only for the base specialization. Effectiveness of the skill is proportional to the number of wounded crew members.


    Tutor - Skill

    All crew members besides the commander gain additional battle experience, based on the level of this skill.


    Eagle Eye - Skill

    Maximum view range is increased with the training of this skill. If the observation devices are damaged, skill effectiveness is increased.


    Premonition - Perk

    Commander receives an ability to know whether the vehicle was spotted or not. In the interface a special visibility indicator will appear which determines whether vehicle was spotted or not, but does not indicate how long until you return to an undetected state. This perk will only be active once it has been trained to 100%.


    Expert - Perk

    When aiming at a vehicle, a list of all its damage modules is shown. This perk will only be active once it has been trained to 100%

    Driver

    Ace - Skill

    Improves the traverse speed of the tank. The skill improves in effectiveness with training.


    Off Road Master - Skill

    Reduces the ground resistance for terrain currently being traversed. This increases the mobility of vehicle on such soils and reduces the time necessary to speed up to the maximum. The skill improves in effectiveness with training.


    Cruise Master - Skill

    Decreases gun dispersion caused by vehicle movement. Does not include rotation of vehicle. The skill improves in effectiveness with training.


    Ramming Master - Skill

    Increases the damage done by ramming enemy vehicles and decreases damage done to player’s vehicle. This bonus is not in effect when ramming vehicles on the same team and immobile vehicles. The skill improves in effectiveness with training.


    Neatnik - Perk

    The engine no longer leaks oil or gasoline, and the chance of fire is reduced. This perk will only be active once it has been trained to 100%.

    Gunner

    Master Gunsmith - Skill

    Reduces the dispersion of a damaged gun. Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained. The skill improves in effectiveness with training.


    Sharp-shooter - Perk

    Improves chance to critically damage modules and crew members with a shot. The bonus does not affect critical damage by HE rounds. Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained This perk will only be active once it has been trained to 100%.


    Steady Hands - Skill

    Reduces dispersion caused by turret rotation. Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained. The skill improves in effectiveness with training.


    Nemesis - Perk

    Increases the duration in which an enemy vehicle is detected in a small sector in front of the gun. Only the highest trained level of this perk will be in effect if multiple crewmen have the perk trained. This perk will only be active once it has been trained to 100%.

    Loader

    'Non-impact' Ammo Rack - Perk

    Increases ammo rack durability, because ammo is placed in an accurate way and has no direct contact between shells. Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained. This perk will only be active once it has been trained to 100%.


    Hunch - Perk

    When reloading a shell of a different type, there is a chance the shell will be instantly loaded. Instant loading cannot occur more than once before a full reload cycle has completed. If multiple crewmen have this perk trained, the effectiveness will be summed. This perk will only be active once it has been trained to 100%.


    Do-or-Die - Perk

    Improves reload time for vehicles that are at 10% health and below. Only the highest trained level of this perk will be in effect if multiple crewmen have the perk trained. This perk will only be active once it has been trained to 100%.

    Radio Operator

    Boffin - Skill

    Increases radio signal range. Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained. The skill improves in effectiveness with training.


    Sonar - Skill

    Increases view range. Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained. The skill improves in effectiveness with training.


    Retransmitter - Skill

    Improves the radio signal range of all friendly tanks that are within your signal range radius. Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained. The skill improves in effectiveness with training.


    Last Ditch Attempt - Perk

    When your vehicle is destroyed, but the radio operator is not killed, he continues to transmit the coordinates of enemy vehicles for a short time. Only the highest trained level of this perk will be in effect if multiple crewmen have the perk trained. This perk will only be active once it has been trained to 100%.

    All Crewmen

    Brothers-in-arms - Perk

    If all crew members have this perk, they receive a bonus to all of their skills. This perk will only be active once it has been trained to 100%. Perk does not work if any member of the crew is knocked out.

    Please note that the above-mentioned skill names are subject to change and may differ upon 7.2 release.

    Training

    The training of these skills will be done through a new user interface element that will allow you to place skills in a training queue. This will result in immediate training of a new skill, once your current skill reaches 100%, leaving no risk of wasted battle experience.

    There is no cap to the number of skills a specific crewman can have – limited only by the number of skills existing in the game. However, additional skills beyond the first will take two times longer to train than the previous skill.

    Additionally, if you have not chosen skills for training, any experience gained by your crew will be stored in a separate experience pool and distributed automatically once you select skills you would like to advance.

    Training for additional specialties and perks cannot be accelerated by any in-game currency.

    Respecialization

    When version 7.2 is released, all players will receive the option of a “soft reset” at no additional charge. You will be able to reset the chosen skills for each crewman currently assigned to tanks or in your barracks.

    The experience they have gained to that point will be stored into a separate pool and will be redistributed to new skills as you assign them. For example, if your crewman currently has 100% skill in Repair and 100% skill in Camouflage, you will have the experience from both of those skills stored – able to be distributed to the skills of your liking.

    We will also be introducing a new experience redistribution feature for your tank crew that works similarly to retraining a crewman.

    Gold reset – Returns full skill experience earned to the crewman’s experience pool, removing progress in current skills.
    Credit reset – Returns 90% of experience earned to the crewman’s experience pool, removing progress in current skills.
    Free reset – Returns 80% of experience earned to the crewman’s experience pool, removing progress in current skills.
    We hope this sneak peek into the new Crew Skills system will help you to begin planning your progression paths through the new skills. Stay tuned for more information on version 7.2 in the coming weeks.
    The link for the main web page is here.

    Looks pretty sweet!
    |TG|badbest321


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  • #2
    Re: 7.2 Preview: Crew Skills

    yeah some of them seem pretty cool, but some seem like duplicates of others. Neatnik and fire fighting seem the same


    "Well Jayne, my days of not taking you seriously are certainly coming to a middle."

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    • #3
      Re: 7.2 Preview: Crew Skills

      Yea a little, neatnik trys to prevent fires, while firefighting puts them out.
      |TG|badbest321


      ::

      Comment


      • #4
        Re: 7.2 Preview: Crew Skills

        Okay now that you have looked at them what are you going to switch to when they come out. Like for a heavy, a medium, a TD, etc.
        The Old Guy
        kin3
        sigpic


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        • #5
          Re: 7.2 Preview: Crew Skills

          So they take away my camo and add a bunch of ways to spot me easier. Sounds like biggest arty buff since the closed beta.

          Comment


          • #6
            Re: 7.2 Preview: Crew Skills

            these are new skills, you can still choose Camo, Repair, and Fire Fighting.


            "Well Jayne, my days of not taking you seriously are certainly coming to a middle."

            Comment


            • #7
              Re: 7.2 Preview: Crew Skills

              HUGE arty buff. I don't know how I feel about the camo nerf though. It sounds like this is going to make scouting a suicide tactic more than it already can be. Here's hoping they do something worthwhile with camo...

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