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Crew Proficiency Explained


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VRMoran #21 Posted Oct 03 2012 - 16:42

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 Tazilon, on Oct 03 2012 - 15:47, said:

You somehow write a wall of text and completely ignore what your friend said.  He said it wasn't giving him a 5% boost in performance.  You then turn around and claim it will give a 7% boost.  He is correct.  You are wrong.  BIA or Vents by themselves will boost performance in most areas by 2.2%, not 5% and certainly not 7%.  Actually, what you are looking at is the combined effect of EVERYTHING being used to boost performance - not just BIA.

If you use your own numbers you can confirm BIA provides a boost under 3%.  The average is about 2.2% boost in performance.

While it is true that 2.2% boost is applied to all crew positions, it is also true every crew position has skills/perks which provide greater benefits individually. For this reason, on most tanks, BIA should not be taken til the 3rd or 4th skill/perk.

That +7% increase in power accounts for the BIA (which, by itself it about a 2.2% increase like you said), AND the commander bonus your crew is going to have at the same time. I think I made that pretty clear, actually, that I was taking into account the bonus from the commander at the same time, since that's where a large portion of crew competency comes from....

Tazilon #22 Posted Oct 03 2012 - 17:33

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 VRMoran, on Oct 03 2012 - 16:42, said:

That +7% increase in power accounts for the BIA (which, by itself it about a 2.2% increase like you said), AND the commander bonus your crew is going to have at the same time. I think I made that pretty clear, actually, that I was taking into account the bonus from the commander at the same time, since that's where a large portion of crew competency comes from....

So, you understand the performance boost from BIA is small - on the order of approximately 2.2% - yet your conclusion states the following:

"If you want Brothers in Arms, make it your first skill."

The truth is, with the exception of Arty, there are far better skills and perks to take first.  If you want BIA, it should be 3rd of 4th on your list, depending on your tank.

mandt702 #23 Posted Oct 03 2012 - 18:55

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Very nice Job! Answered a few question I had about crew proficiency.  ( I always wondered why load time didnt decrease faster when BIA kicked in, now I know-thanks)

Boxhawk #24 Posted Oct 03 2012 - 19:16

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 Tazilon, on Oct 03 2012 - 17:33, said:

So, you understand the performance boost from BIA is small - on the order of approximately 2.2% - yet your conclusion states the following:

"If you want Brothers in Arms, make it your first skill."

The truth is, with the exception of Arty, there are far better skills and perks to take first.  If you want BIA, it should be 3rd of 4th on your list, depending on your tank.

I agree with this.  If you took BIA as a perk the second you got your first skill to 100%, Everybody would have their small improvement, but if you took the individual perks/skills you could get all of these (on a 5 man crew):

Commander:   Sixth sense
Gunner:          Snap shot
Driver:             Smooth ride
Radioman:      Situational awareness
Gunner:          Safe stowage or Adrenaline rush

If you happen to have two gunners, you can get a fantastic boost to firing speed and accuracy by taking the perks/skills designated for them.

On my M6 I had Snap shot, Designated target, eagle eye, armorer and two repair at 90%.   I actually retrained them today to take BIA because I was running out of useful skills perks and I figured eagle eye and armorer were of less use than the cumulative bonus of BIA, but I would never pass up having snap shot and designated target to have BIA instead.

VRMoran #25 Posted Oct 03 2012 - 21:38

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 Boxhawk, on Oct 03 2012 - 19:16, said:

I agree with this.  If you took BIA as a perk the second you got your first skill to 100%, Everybody would have their small improvement, but if you took the individual perks/skills you could get all of these (on a 5 man crew):

Commander:   Sixth sense
Gunner:   Snap shot
Driver: Smooth ride
Radioman:   Situational awareness
Gunner:   Safe stowage or Adrenaline rush

If you happen to have two gunners, you can get a fantastic boost to firing speed and accuracy by taking the perks/skills designated for them.

On my M6 I had Snap shot, Designated target, eagle eye, armorer and two repair at 90%.   I actually retrained them today to take BIA because I was running out of useful skills perks and I figured eagle eye and armorer were of less use than the cumulative bonus of BIA, but I would never pass up having snap shot and designated target to have BIA instead.

One thing I've found myself doing is training a primary skill to 100%, and then respecing for BIA. It's not very efficient, but. Really hate taking perks for anything other than a primary or secondary...otherwise you're stuck leveling for a couple hundred thousand experience just to get no benefit during that time period.

This said, there are a few skills that provide such a huge single advantage that it outweighs the small overall buff of BIA. The ones you listed here are the most notable examples...heck, snapshot is almost required for some tanks like the T30. Clutch braking is also very helpful for TD's. BIA gives the same bonus to the same things, but it's much smaller.

All I'm trying to do is explain how the crew skill system works, and give a little advice on maximizing certain things.

Boxhawk #26 Posted Oct 03 2012 - 21:42

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 VRMoran, on Oct 03 2012 - 21:38, said:

One thing I've found myself doing is training a primary skill to 100%, and then respecing for BIA. It's not very efficient, but. Really hate taking perks for anything other than a primary or secondary...otherwise you're stuck leveling for a couple hundred thousand experience just to get no benefit during that time period.

This said, there are a few skills that provide such a huge single advantage that it outweighs the small overall buff of BIA. The ones you listed here are the most notable examples...heck, snapshot is almost required for some tanks like the T30. Clutch braking is also very helpful for TD's. BIA gives the same bonus to the same things, but it's much smaller.

All I'm trying to do is explain how the crew skill system works, and give a little advice on maximizing certain things.

I gotcha bro, I do the same thing.  When I respec it is always for gold, after 2-3 skills that 10% loss hurts.   If you want to depress people, talk about how the xp needed for subsequent skills goes up exponentially.

bluedog16 #27 Posted Oct 04 2012 - 09:05

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How do I shoot my gunner for being a traitor to the Motherland? Because it's either that or something to do with the tank wearing out? If so what can I do?

He's gone from 75% to 92% training. I would have thought this would have made him better, but it's only made him worse.

If this is just 'normal', I know why people ram other tanks. It's the only way to get close enough to shoot them.


Yeah, I know I probably sound like I'm whining, and perhaps I am. But when I see a more highly trained crew getting fewer hits under the same circumstances than a lesser trained crew was getting, I feel as though there's something badly wrong with the game mechanics.

DarkElf #28 Posted Oct 04 2012 - 10:24

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 Boxhawk, on Oct 03 2012 - 19:16, said:

On my M6 I had Snap shot, Designated target, eagle eye, armorer and two repair at 90%.   I actually retrained them today to take BIA because I was running out of useful skills perks and I figured eagle eye and armorer were of less use than the cumulative bonus of BIA, but I would never pass up having snap shot and designated target to have BIA instead.

I read someone posted, it said there's 3 penalty for accuracy,
1. for turret movement
2. for hull movement (rotate)
3. for moving vehicle.

My understanding snapshot only reduce the penalty for the first one and only by 7,5%. While BIA affecting all of it and give 2,2% reduce penalty. More or less BIA give same value with snap shoot (2,2% on all penalty  vs 7,5% on first penalty only)?

Edited by DarkElf, Oct 04 2012 - 10:26.


Tazilon #29 Posted Oct 04 2012 - 16:19

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 bluedog16, on Oct 04 2012 - 09:05, said:

How do I shoot my gunner for being a traitor to the Motherland? Because it's either that or something to do with the tank wearing out? If so what can I do?

He's gone from 75% to 92% training. I would have thought this would have made him better, but it's only made him worse.

If this is just 'normal', I know why people ram other tanks. It's the only way to get close enough to shoot them.


Yeah, I know I probably sound like I'm whining, and perhaps I am. But when I see a more highly trained crew getting fewer hits under the same circumstances than a lesser trained crew was getting, I feel as though there's something badly wrong with the game mechanics.

It's called Random Number Generator and it will come and go in streaks so don't worry.  Your gunner will soon be making impossible shots and then a bit later, he will miss easy ones again.  Just the way it goes...

Edited by Tazilon, Oct 04 2012 - 16:19.


bluedog16 #30 Posted Oct 05 2012 - 08:11

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Okay, thanks. Wasn't sure if there was something I should be doing.

*issues cookies*

Colddawg #31 Posted Oct 05 2012 - 08:46

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From original post: Commander gives an eleventh percent to each crewman when at 100% competency. Gunner also affects turret rotation speed.

nethervvoid #32 Posted Oct 05 2012 - 22:36

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Nice post. If I remember I'll tell my youtube subs about it, so they can read up. Pretty nice breakdown.

Nnimrod #33 Posted Oct 16 2012 - 09:45

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bump, helpful, well written content. The second such thread I've seen on these forums