5% crew skill is around 2% tank stats. Vents and BiA give percentage based bonuses, so tanks with poor stats in certain areas see minimal bonus. Maus has pathetic traverse, so Vents/BiA/Clutch Braking (which are multiplicative) barely increase that traverse. Putting vents on non-agile tanks seems to me like putting camo skill (also multiplicative) on a Maus. You still get a bonus to a few stats, but not a very large bonus.
82 replies to this topic
#22 Posted May 16 2012 - 04:39
Okeano, on May 16 2012 - 04:26, said:
But 133% existed before BIA, so how was it possible to obtain 133 with gold cosumable? 115% crew from vent and consum is 126.5 adding commander bonus. What am I missing here?
We know the stats of tank with 133% compare to what is now (need to confirm base off 100% or 110%), we can interpolate what tank stats would be at 121% crew and get a clear benefit of vents and BIA on tank. To convert from 133% crew to now is multiply things by 1.25/0.75 or was it 1.2/0.8?
We know the stats of tank with 133% compare to what is now (need to confirm base off 100% or 110%), we can interpolate what tank stats would be at 121% crew and get a clear benefit of vents and BIA on tank. To convert from 133% crew to now is multiply things by 1.25/0.75 or was it 1.2/0.8?
You are right!
Can you post your question on Q&A thread please? I also interest with the answer.
#23 Posted May 16 2012 - 04:45
0003, on May 16 2012 - 04:27, said:
5% crew skill is around 2% tank stats. Vents and BiA give percentage based bonuses, so tanks with poor stats in certain areas see minimal bonus. Maus has pathetic traverse, so Vents/BiA/Clutch Braking (which are multiplicative) barely increase that traverse. Putting vents on non-agile tanks seems to me like putting camo skill (also multiplicative) on a Maus. You still get a bonus to a few stats, but not a very large bonus.
5% crew worth around 2,2% - 2,4%.
BIA don't increase traverse, what it's increase is turret traverse and acceleration. BIA + Vent give small bonus, but the most important kind of bonus, accuracy, reload, aim time, acceleration, view range, etc.
#24 Posted May 16 2012 - 04:46
DarkElf, on May 16 2012 - 04:39, said:
You are right!
Can you post your question on Q&A thread please? I also interest with the answer.
#25 Posted May 16 2012 - 04:56
I don't use either. I've a handful of videos that show absolutely zero difference in measurable performance aspects with vents installed and since BIA is just another form of vents... People will tell you their tank seems to accelerate a little faster or turn a bit sharper or reload a hair quicker but I've yet to see any actual proof to support that.
#26 Posted May 16 2012 - 05:15
FastForward7, on May 16 2012 - 04:56, said:
I don't use either. I've a handful of videos that show absolutely zero difference in measurable performance aspects with vents installed and since BIA is just another form of vents... People will tell you their tank seems to accelerate a little faster or turn a bit sharper or reload a hair quicker but I've yet to see any actual proof to support that.
You can see it from wiki, the difference between 100% crew and 133% crew. Tank with vent + BIA will have 121% crew, compare it by yourself.
Edited by DarkElf, May 16 2012 - 05:16.
#27 Posted May 16 2012 - 05:24
BiA and vents is absolutely amazing! You should strive for this skill on every tank even more so now that you don't lose the bonus when a guy dies.
#28 Posted May 16 2012 - 05:27
Ok found the conversion factor 0.875. This means that 33% crew improvement leads to 12.5% improvement in stats that are better when smaller. Now for the conflicting part of stats that are better when bigger, like view range. Hiroshi_tea said to divide by 0.875, but I remember seeing is multiply by 1.125 (same 12.5% improvement instead of 1/0.875 =1.143 or 14.3% improvement). I think it's 1.125 for consistency of same amount of improvement of 12.5% in both direction so we'll work with that.
If 33% more crew skill gave 12.5% improvement in accuracy, aim time, view range, turret speed and etc, we can assume the interpolation to be reasonable estimate. This means that having 121% crew would grant you 0.0795 bonus, or 8% rounded on all stats compare to 100% crew (33X=21*0.125, X=0.079545). But since our crews are at 110% without vent and BIA, both together add 11% to crew. So having both would give us 33X=11*0.125 so X= 0.041666, or 4.2% improvement in all the tank stats affected by crew skills.
Hmm it's lower than what I expected. I was excited about this for a min. I guess it's low because our crews are already at 110% from commander.
If 33% more crew skill gave 12.5% improvement in accuracy, aim time, view range, turret speed and etc, we can assume the interpolation to be reasonable estimate. This means that having 121% crew would grant you 0.0795 bonus, or 8% rounded on all stats compare to 100% crew (33X=21*0.125, X=0.079545). But since our crews are at 110% without vent and BIA, both together add 11% to crew. So having both would give us 33X=11*0.125 so X= 0.041666, or 4.2% improvement in all the tank stats affected by crew skills.
Hmm it's lower than what I expected. I was excited about this for a min. I guess it's low because our crews are already at 110% from commander.
#30 Posted May 16 2012 - 05:51
DarkElf, on May 16 2012 - 05:15, said:
All equipment and skill in this game only increase stat by little amount, rammer only increase reload by 10%, optic increase view range only by 10%, GLD reduce aim time by 9%. smooth ride only give 4% stabilizer. No equipment and skill will give you game breaking bonus if that's what you want (except maybe sixth sense, strange little skill).
You can see it from wiki, the difference between 100% crew and 133% crew. Tank with vent + BIA will have 121% crew, compare it by yourself.
You can see it from wiki, the difference between 100% crew and 133% crew. Tank with vent + BIA will have 121% crew, compare it by yourself.
Let me say it again since I think you missed it the first time I said it. I've seen numerous videos that show absolutely zero improvement in measurable stats like acceleration, top speed, loading time, aim time, etc.. I didn't say a small improvement. I said zero improvement. Hopefully that's more clear.
#31 Posted May 16 2012 - 05:58
FastForward7, on May 16 2012 - 05:51, said:
Let me say it again since I think you missed it the first time I said it. I've seen numerous videos that show absolutely zero improvement in measurable stats like acceleration, top speed, loading time, aim time, etc.. I didn't say a small improvement. I said zero improvement. Hopefully that's more clear.
Zero improvement? Something is wrong with the video you saw, most people saw the difference, the only question is if it worth it or not. You can install the mod that show the reload time, see it by yourself, for best effect use derp KV.
Top speed is not affect by BIA+vent.
#32 Posted May 16 2012 - 06:43
From what I've read, the reload timer indicates that Vents and BiA both decrease reload time.
#33 Posted May 16 2012 - 13:33
FastForward7, on May 16 2012 - 05:51, said:
Let me say it again since I think you missed it the first time I said it. I've seen numerous videos that show absolutely zero improvement in measurable stats like acceleration, top speed, loading time, aim time, etc.. I didn't say a small improvement. I said zero improvement. Hopefully that's more clear.
Link? I've not tested it anyway, but you keep saying you have proof but then don't post them.
#34 Posted May 16 2012 - 13:44
The only video I found says what is already said in this thread, 2% in performance for vent.
It seems small. But compare it with 50%, 75%, 90% and 100% crews.
That is how I look at it. The difference between % in crews at this levels is big, and to get so much extra % should have a generally big effect, even if the numbers themselves seem minor.
Also, many times small numbers mean big things in these kinds of things.
It seems small. But compare it with 50%, 75%, 90% and 100% crews.
That is how I look at it. The difference between % in crews at this levels is big, and to get so much extra % should have a generally big effect, even if the numbers themselves seem minor.
Also, many times small numbers mean big things in these kinds of things.
#35 Posted May 16 2012 - 14:45
every tank i have has vents and bia, i get repair first then bia, then whatever. love brothers in arms. have always loved vents
#36 Posted May 16 2012 - 14:50
I don't use either.
There are better modules to use(Coated Optics or EGLD) instead of Improved Ventilation.
And BIA is too much investiment for too little gain, plus there are better skills and perks to use.(Repair, mentor, cluch braking, off road driving, smooth ride, snap shot.)
There are better modules to use(Coated Optics or EGLD) instead of Improved Ventilation.
And BIA is too much investiment for too little gain, plus there are better skills and perks to use.(Repair, mentor, cluch braking, off road driving, smooth ride, snap shot.)
#37 Posted May 16 2012 - 15:05
Quote
And BIA is too much investiment for too little gain, plus there are better skills and perks to use.(Repair, mentor, cluch braking, off road driving, smooth ride, snap shot.)
BIA is a smaller boots to all those than they give alone. one skill to better them all. then after repair and bia you take cluch braking, smoothride snap shot...ets
#38 Posted May 16 2012 - 15:16
I've only put BiA on two tanks.
The T29 crew was working on its third secondary skill when the change happened, so they got 100% BiA, 100% Repair, and then Mentor, Snap Shot, Clutch Braking, Situational Awareness... Firefighting, Firefighting.
The M41 crew got 100% BiA and about 75% Camo when the change happened, since anything that shortens aim time is good for arty.
The T29 crew was working on its third secondary skill when the change happened, so they got 100% BiA, 100% Repair, and then Mentor, Snap Shot, Clutch Braking, Situational Awareness... Firefighting, Firefighting.
The M41 crew got 100% BiA and about 75% Camo when the change happened, since anything that shortens aim time is good for arty.
#39 Posted May 16 2012 - 15:16
I was lucky as 26 out of 30 tanks had crews well into their second and third skills when the new perks and skills were added.
I gave BiA as the first skill for all my crews and I continue to do so with new crews.
As this game is all about the "Gun" I have ammo rammers and vents on all tanks.
I leave one equipment slot open to accomodate the equipment that best compliments my tank in regards to tool box, binoculars and camo net.
I gave BiA as the first skill for all my crews and I continue to do so with new crews.
As this game is all about the "Gun" I have ammo rammers and vents on all tanks.
I leave one equipment slot open to accomodate the equipment that best compliments my tank in regards to tool box, binoculars and camo net.
#40 Posted May 16 2012 - 15:53
Every tank can benefit from better aim times, larger view range, and quicker load time.








