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Crew skills/perks T32 and T29


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RIA1911 #1 Posted Sep 03 2012 - 05:43

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JUst wonderin' what skills/perks were working well for others on these tanks, just got my T32 to 100%(t29 just hit second skill) and thought i'd seek some advice?

Have fun blowing sh*t up on the battle field!

Edited by RIA1911, Sep 03 2012 - 05:57.


kidnoob #2 Posted Sep 03 2012 - 06:23

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BIA then repair that for me!!!

Neogenex #3 Posted Sep 03 2012 - 18:11

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Mentor for commander first. Always. When it hits 100%, reskill him and all others to BIA and then second skill commander to mentor again. With loaders, repair first, when you reskill, BIA and second skill repair. Other crew get accuracy skills and view range, then when reskill BIA and second skill back to accuracy and view range. This is what I do on all my tanks and its works very very well.

Imprint_ThreeStones #4 Posted Sep 03 2012 - 20:24

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View Postremenents, on Sep 03 2012 - 18:11, said:

Mentor for commander first. Always. When it hits 100%, reskill him and all others to BIA and then second skill commander to mentor again. With loaders, repair first, when you reskill, BIA and second skill repair. Other crew get accuracy skills and view range, then when reskill BIA and second skill back to accuracy and view range. This is what I do on all my tanks and its works very very well.
Mentor is completely useless, For the 10% to actually pay off, you would have to use it for over 1000 games.

Always Repair first, you don't want to get caught with your pants down by a tier 5 with a fast reloading gun.

Sonos #5 Posted Sep 04 2012 - 13:24

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The T29 was my first tank with 6th Sense.  Now all tanks must have 6th sense.

kylesal #6 Posted Sep 08 2012 - 21:53

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BIA, then 6th sense.
BIA, then Deadeye.
BIA, then braking.
BIA, then awareness.
BIA, then safe.
BIA, then second best from the list or get repair.

Kyle

Windoge8 #7 Posted Sep 08 2012 - 22:19

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I did Sixth Sense on commander and the rest repair, then for second set of skill, commander gets repair and the rest get individual skills including snap shot, smooth ride, adrenaline rush, safe stowage situational awareness.

I had BIA on a heavy crew and honestly I did not find that it made all that much of a difference if you already are running vents, vert. stab and a rammer. Took it off and never looked back.

kylesal #8 Posted Sep 08 2012 - 22:56

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What is the bonus for BIA? Can't really find out what it is...

Kyle

KnightFandragon #9 Posted Sep 08 2012 - 22:58

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REPAIR as first skill ALWAYS!!!!!!!

second skill really is then a matter of whatever you want to do.....BIA is best gotten early though I guess....Work your way up with REPAIR first, then maybe switch repair to BIA then go repair with your second set of skills....but no Repair is absolutely rage inducing.....WG has made being tracked horribly long....

KnightFandragon #10 Posted Sep 08 2012 - 22:58

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View Postkylesal, on Sep 08 2012 - 22:56, said:

What is the bonus for BIA? Can't really find out what it is...

Kyle

BIA gives you an extra 5%, think of it as an extra Ventilation equipment!  But your entire crew has to have it at 100% to get it to work.

KilljoyCutter #11 Posted Sep 09 2012 - 16:54

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With Vert Stab, Ventiliation, BiA, and Snap Shot, the reticle on my T29 closes FAST.  It spoils me for most other tanks, and I have to really force myself to be patient and not count on "snapping off" a shot the way I can in the T29.

tanky_the_tank #12 Posted Sep 10 2012 - 01:20

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View PostCarbonWard, on Sep 03 2012 - 20:24, said:

Mentor is completely useless, For the 10% to actually pay off, you would have to use it for over 1000 games.

Not true at all. It always pays off as long as your other crew earn enough to make up for the retraining loss. If you retrain with gold, it always pays off, period.

Simple math. 10% extra XP trains you to next skill 10% faster. No matter how many games you need to get there.

Lose 10% XP retraining, means rest of crew needs to have at least 10% bonus combined to make up for it. With more than 2 additional crew, that's always true.

Example. 2 crew. Commander credit retrains at 100%. Other crew has 10% extra XP. Commander loses 10%. End result, same combined XP. Add another crew, you gain 10% XP, or 3.3% if you count it against all 3 crew. With 4 crew plus commander, first crew cancels commander, next 3 all have 10% bonus XP. Combined, that's 6% more XP per crew than you would have without mentor, even though your commander lost XP.

2 things make it complicated. You don't get 10% bonus if you start skill from scratch, you get .1% .2% .3% all the way up to 10%. But you spend around half the time in 80% and up range, so bonus is higher than you'd expect. There's also all the non bonus XP from before you started training mentor, that takes away from it too. But figure you'll always come out ahead if you have at least 3 crew plus commander and take mentor all the way from 0 to 100.

Second, if you have elite tank with bonus XP, your commander will rank up same speed as crew. Trickier idea but should be able to follow. When commander reaches 100%, crew isn't 10% above him, they are same XP needed to reach 100%. When you retrain 100% commander for credits, you end up with less combined XP than if you reached 100% without mentor. But, you get crew to 100% 10% faster that way. Or you can keep mentor till commander has enough XP for 100% after loss. That way you reach 100% faster and pick up bonus XP after.

Basically with 3 additional crew there's every reason to take mentor then swap in a better skill.

Imprint_ThreeStones #13 Posted Sep 10 2012 - 02:36

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View Posttanky_the_tank, on Sep 10 2012 - 01:20, said:

Not true at all. It always pays off as long as your other crew earn enough to make up for the retraining loss. If you retrain with gold, it always pays off, period.

Simple math. 10% extra XP trains you to next skill 10% faster. No matter how many games you need to get there.

Lose 10% XP retraining, means rest of crew needs to have at least 10% bonus combined to make up for it. With more than 2 additional crew, that's always true.

Example. 2 crew. Commander credit retrains at 100%. Other crew has 10% extra XP. Commander loses 10%. End result, same combined XP. Add another crew, you gain 10% XP, or 3.3% if you count it against all 3 crew. With 4 crew plus commander, first crew cancels commander, next 3 all have 10% bonus XP. Combined, that's 6% more XP per crew than you would have without mentor, even though your commander lost XP.

2 things make it complicated. You don't get 10% bonus if you start skill from scratch, you get .1% .2% .3% all the way up to 10%. But you spend around half the time in 80% and up range, so bonus is higher than you'd expect. There's also all the non bonus XP from before you started training mentor, that takes away from it too. But figure you'll always come out ahead if you have at least 3 crew plus commander and take mentor all the way from 0 to 100.

Second, if you have elite tank with bonus XP, your commander will rank up same speed as crew. Trickier idea but should be able to follow. When commander reaches 100%, crew isn't 10% above him, they are same XP needed to reach 100%. When you retrain 100% commander for credits, you end up with less combined XP than if you reached 100% without mentor. But, you get crew to 100% 10% faster that way. Or you can keep mentor till commander has enough XP for 100% after loss. That way you reach 100% faster and pick up bonus XP after.

Basically with 3 additional crew there's every reason to take mentor then swap in a better skill.
Do you know what you are missing out with Mentor?

Unless you got 4 skills, mentor pretty much puts you at a DEFINITE disadvantage.

Without repair, you can and WILL be permatracked by a Easy 8 Sherman when attempting to crest a hill, you have no clue just how many tier 10s i have killed in my pershing when you attempted to crest, only for me to track them and chip away their health 1 shot at a time, all while they re stuck, unable to even bend their gun low enough to retaliate.
Without 6th sense, you will be forced to take a much more cautious approach to any situation.
Without BiA, 5% crew skill is pretty much the best skill you can have, improves Aim time, reload time, turn speed, acceleration and much more.

Im pretty sure the OP does not have a 4 skill crew.

But you know what, don't learn repair, i hope no one does, how else would 2 half health Pershings be able to kill 2 full health M48s?

kylesal #14 Posted Sep 10 2012 - 02:52

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Ok thanks Knight. Cound not figure out what it was.

Kyle

Phlegmboy #15 Posted Sep 10 2012 - 03:11

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View PostKnightFandragon, on Sep 08 2012 - 22:58, said:

REPAIR as first skill ALWAYS!!!!!!!
Agreed 100% Repair is absolutely vital. It helps with getting over the incessent tracking if you are not hull down. That really pisses the arty off as by the time they reload, you have moved and they can't take any more potshots at you.

KilljoyCutter #16 Posted Sep 10 2012 - 03:27

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Mentor has its place -- on a tank with a large crew, and not at the expense of something more important.

I had a LOT of secondary skill built up on my T29 crew when the new skills came in, so they started out with 100% in Repair, 100% in BiA, and about 65% in a specific skill for each.  At that point, I did give the TC Mentor, because anything that can lesson the cost of grinding out the 3rd and 4th skill is worth it, and the T29 has that big crew.

At this point, they're at 33% in their 4th skill, and the TC has Recon as his.

TC: Repair, BiA, Mentor, Recon
GN: Repair, BiA, Snap Shot, Armorer
DR: Repair, BiA, Clutch Braking, Off-Road
RM: Repair, BiA, Situational Awareness, Firefighting
LD: Repair, BiA, Firefighting, still trying to figure out #4
LD: Repair, BiA, Firefighting, still trying to figure out #4

Not sure if it's worth the gold to turn one of those Firegfighting slots on one of the Loaders into Safe Stowage.  Loaders are screwed, with nothing but Perks.

tanky_the_tank #17 Posted Sep 10 2012 - 04:08

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View PostCarbonWard, on Sep 10 2012 - 02:36, said:

Without repair, you can and WILL be permatracked by a Easy 8 Sherman when attempting to crest a hill, you have no clue just how many tier 10s i have killed in my pershing when you attempted to crest, only for me to track them and chip away their health 1 shot at a time, all while they re stuck, unable to even bend their gun low enough to retaliate.
Without 6th sense, you will be forced to take a much more cautious approach to any situation.
Without BiA, 5% crew skill is pretty much the best skill you can have, improves Aim time, reload time, turn speed, acceleration and much more.

If you don't crest hill facing enemy fire, you don't get tracked. Rarely necessary to make that move. Repair kit will bail you out of that situation once per fight. And you can pick repair on other crew, on a T29 or T32 that's 5/6 repair. Faster than carrying toolbox.

6th sense and BIA don't activate till 100%. So you take Mentor and then swap when you'll have 100% skill after retraining.

If you're only going to reach a couple skills, repair makes sense early. If you are going for 3 or more, and you can avoid getting tracked a lot, it's worth doing perks first and using toolbox and repair kit.

US heavies very vulnerable to tracking, but also easiest heavy to protect from tracking. If arty tracks you behind a hill, you're still behind the hill.

tanky_the_tank #18 Posted Sep 10 2012 - 04:12

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View PostKilljoyCutter, on Sep 10 2012 - 03:27, said:

Not sure if it's worth the gold to turn one of those Firegfighting slots on one of the Loaders into Safe Stowage.  Loaders are screwed, with nothing but Perks.

Safe stowage at least as valuable as FF unless you're always sticking back of tank at enemy. Don't bother with gold if you retrain, XP hit not serious when there's so little else worth getting.




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