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How do you set up Your crew?

crew 104 crew mastery

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GhostPrime #1 Posted Feb 22 2017 - 18:30

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Hello Tankers! 

 

We would like to know how you all set up your crew in your tanks? Everyone is different in the way they pick crews and perks. What ones are the best for you, and in what tank/type of tank?

Please check out this article to see some tips, and some crew setups from our staff

 

Let us know yours in this thread! 


Edited by GhostPrime, Feb 22 2017 - 19:12.


Strike_Witch_Tomoko #2 Posted Feb 22 2017 - 18:41

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pretty sure everyone picks basically the same perks and skills...

 

not like theres much use in variety.  just like how tank equipment rarely changes(gun rammer....vertical stablizer.....why use anything else.     6th sense, smooth ride, snap shot, repair, camo....why use anything else over these?)



MacDaddyMatty #3 Posted Feb 22 2017 - 18:52

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I mostly run dedicated crews, and tweak the skills according to that tanks strengths/weaknesses.

For tier 6 and up, I retrain a crew from a tier 3 or 4 tank that has 2+ skills to the new tank, as the higher tiers suffer from unskilled crews more than the lower tiers. Sometimes I will take crews from several tanks to fill a new high tier tank. I don't mind having mixed crews at low tiers as the elite tanks boost the most unskilled crew*


 

* As long as you check "accelerate crew treaining" ++


 

++ This should be the default.



pickpocket293 #4 Posted Feb 22 2017 - 18:53

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View PostStrike_Witch_Tomoko, on Feb 22 2017 - 09:41, said:

pretty sure everyone picks basically the same perks and skills...

 

not like theres much use in variety.  just like how tank equipment rarely changes(gun rammer....vertical stablizer.....why use anything else.     6th sense, smooth ride, snap shot, repair, camo....why use anything else over these?)

This perk is not as good as other driver skills, FYI.

 

This widely varies based on the tank, but usually my first crew skills on a tank are 6th sense and repairs/camo everywhere else, then the commander gets whatever the others got for their first perk, then normally Offroad Driving, Snapshot, Safe Stowage, then the next round is usually Jack of All on commander... and the rest are tank dependent. 



_Tsavo #5 Posted Feb 22 2017 - 18:54

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In general order of importance for each class, for me at least.  Will add screenshots shortly

 

Lights:  6th, BIA, camo, anything to improve view range

 

Mediums:  6th, BIA, gun handling and mobility improvements

 

Heavies, BIA, 6th, repairs

 

TDs:  6th, BIA, camo

 

Arty: BIA, camo, 6th



Nudnick #6 Posted Feb 22 2017 - 18:55

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My only comment is that we should be able to buy the full set of perks. WG is in business to sell, why not sell perks ?

Dockmaster #7 Posted Feb 22 2017 - 18:56

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I have only 4 skill/perk crews but they are basicly all the same.

 

All my commanders have BIA, 6th sense and Mentor. My forth skill/perk for a commander would be one of the traditional skills.

 

All my crew members have BIA and all three of the original traditional skills.

 

I only have 4 crew members with 5 skills/perks and this is where I start training up on the new skills/perks.

 

So I put emphasis on BIA and the traditional skills/perks until the 5th then I experiment.



Awestryker #8 Posted Feb 22 2017 - 18:58

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I think its easier to tell you the skills and perks that I, and I bet most players who are not new, would almost never or rarely use unless they had like 6+ skill crews:

- Armor

- Signal Boosting

- Relaying

- Eagle Eye

- Preventative Maintenance

- Call for Vengeance

 



LordCommanderMilitant #9 Posted Feb 22 2017 - 18:59

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Repairs, BIA, 6th Sense, Recon, Fire Control, Camo

Snap Shot, BIA, Deadeye, Repairs, Fire Control, Camo

Smooth Ride, BIA, Repairs, Fire Control, Camo

Repairs, BIA, Fire Control, Camo

Sit Awareness, BIA, Repairs, Fire Control, Camo.

 

Of course, I train the first set then drop them for BIA when they're done and retrain them again as the second perk. I haven't actually made it to having 4 complete skills on any crew, but I guess the only thing left at that point would be camo.

 

Most of the skills aren't worth it. I think my JS-3 crew has one of the loader Perks to make it not spontaneously explode, but otherwise there's not that much that's useful once you've got the essential ones.


Edited by LordCommanderMilitant, Feb 22 2017 - 19:02.


play4funz #10 Posted Feb 22 2017 - 18:59

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I'm just planning to put everything on everyone... and I'm getting closer.


Edited by play4funz, Feb 22 2017 - 19:04.


t6c #11 Posted Feb 22 2017 - 19:01

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Look in the Game Guide section for the best advice.

Pepino1976 #12 Posted Feb 22 2017 - 19:01

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Here are some of my crew configurations. Completed Skills/Perks showing.

 

I usually train Repairs and Concealment for first two skills then after third skill is 20% or so retrain whole crew to have BIA and then start on their main skills.

 

Russian Heavy, IS (also in IS-2 and IS-6):

  • Commander/Radio Operator - BIA, 6th Sense, Situational Awareness, Recon, Repairs
  • Gunner - BIA, Snap Shot, Deadeye, Repairs, Concealment
  • Driver - BIA, Preventive Maintenance, Smooth Ride, Off-Road Driving, Repairs
  • Loader - BIA, Safe Storage, Adrenaline Rush, Repairs, Concealment

 

British Medium, Cromwell (also in Cromwell B):

  • Commander - BIA, 6th Sense, Recon, Repairs, Concealment
  • Gunner - BIA, Snap Shot, Deadeye, Repairs, Concealment
  • Driver - BIA, Smooth Ride, Clutch Braking, Off-Road Driving, Repairs
  • Radio Operator - BIA, Situational Awareness, Repairs, Concealment, Firefighting
  • Loader - BIA, Safe Storage, Concealment, Repairs, Firefighting

 

German Tank Destroyer, JagdPanther (also in JagdTiger88, Rheinmetall Skorpion G):

  • Commander - BIA, 6th Sense, Recon, Concealment
  • Gunner - BIA, Deadeye, Snap Shot, Repairs
  • Driver - BIA, Off-Road Driving, Clutch Braking, Concealment
  • Radio Operator - BIA, Situational Awareness, Repairs, Concealment
  • Loader - BIA, Safe Storage, Repairs, Concealment
  • Loader in JT88 - BIA, Adrenaline Rush, Repairs, Concealment

 

I'm no good at Lights or Arty so nothing to show there.

 

Enjoy


Edited by Pepino1976, Feb 22 2017 - 19:04.


Rin_ #13 Posted Feb 22 2017 - 19:14

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I start off with repairs or camo, depending on the tank.

Once one of those hits 100%, I train the other to 41%

Then I reset my skills with credits, which gives me one skill on 100% and a second on 10% or so.

 

After that I pick perks like 6th sense and Safe Stowage.

 

I always use this method because:

1. It saves gold which isn't needed for the first reset.

2. It means my crew is never useless, unlike training a perk from the outset.


Edited by Rin_, Feb 22 2017 - 19:14.


yoggraid #14 Posted Feb 22 2017 - 19:19

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I pretty much stripped out perks that are either useless or provide almost no benefit so I basically choose the same perks regardless class and tier. Honestly I feel that the perks could use some buffs like smooth ride as 4% is pretty lame ect. Could use some new ones but the one change that I would like the most is a change to the xp curve as later on the grind becomes real once you get to the fourth and fifth perk. 

Edited by yoggraid, Feb 22 2017 - 19:19.


Mercer_Keel #15 Posted Feb 22 2017 - 19:22

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Signal Boosting

Relaying

 

Why are they still in the game. The only point at which these skills are useful is at tier 1-2 and even then they will be at the bottom of the list of skills to get. 



ExclamationMarx #16 Posted Feb 22 2017 - 19:47

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I play mainly scouts:

 

I always train full repairs 100% first, then replace with Sixth Sense Commander, Clutch Braking Driver, DeadEye Gunner, Camo Loader, and Camo Radio Op.

 

Train Repairs to 100% again and replace with Full BIA.

 

Train Repairs to 100% again for full Camo.

 

Train repairs to 100% and keep it.

 

Whatever I want after that...



pickpocket293 #17 Posted Feb 22 2017 - 19:52

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View PostAwestryker, on Feb 22 2017 - 09:58, said:

I think its easier to tell you the skills and perks that I, and I bet most players who are not new, would almost never or rarely use unless they had like 6+ skill crews:

- Armor

- Signal Boosting

- Relaying

- Eagle Eye

- Preventative Maintenance

- Call for Vengeance

 

 

These two are actually very good on some tanks that take a lot of gun damage and get lit on fire a lot. For instance, the M56 Scorpion really uses these skills to great effect. 



Silversound #18 Posted Feb 22 2017 - 19:52

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www.thegunslingersguild.com/tanks_crews.php

xtc4 #19 Posted Feb 22 2017 - 19:54

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View Post_Tsavo, on Feb 22 2017 - 12:54, said:

 

In general order of importance for each class, for me at least.  Will add screenshots shortly

 

Lights:  6th, BIA, camo, anything to improve view range

 

Mediums:  6th, BIA, gun handling and mobility improvements

 

Heavies, BIA, 6th, repairs

 

TDs:  6th, BIA, camo

 

Arty: BIA, camo, 6th

 

^ The voice of wisdom on how to start. The only thing I would add: On arty, you should prioritize snap shot and clutch braking after BIA. These 2 skills help you more quickly acquire targets and aim, both in long-range overhead mode and in emergency TD mode. Camo is less important; you should be setting up in sheltered spots anyway.

Mikosah #20 Posted Feb 22 2017 - 20:02

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Truth be told, crew training just follows a few basic rules. There's a few perks in particular like 6th and safe stowage that every tank wants to have ASAP, a pile of other perks/skills that are helpful (BIA, camo, repairs, etc), and then there's the skills/perks that are either too situational (eagle eye, intuiation, etc) or outright useless (relaying). 

 

Perhaps more important than this is the topic of how to get brand new crews to become veterans quickly and efficiently.






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