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How do you set up Your crew?

crew 104 crew mastery

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_Laserguided_ #41 Posted Feb 25 2017 - 21:23

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Invaluable information... Rather long, but worth the read.

 

Spoiler

 



SRudolf #42 Posted Feb 26 2017 - 02:52

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Edited by SRudolf, Feb 26 2017 - 02:54.


Tazilon #43 Posted Feb 28 2017 - 03:33

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SCOUTS:

 

My first 4:

CO: 1) Camo (trade for 6th Sense when done), 2) Camo, 3) BIA*, 4) Recon

DRIVER: 1) Camo, 2) Off Road Driving or Smooth Ride depending on the tank, 3) BIA*, 4) Clutch Braking, Off Road Driving, or Smooth Ride depending on the tank

GUNNER: 1) Camo, 2) Designated Target, Snap Shot or Deadeye, 3) BIA*, 4) Designated Target, Snap Shot or Deadeye depending on the tank

RO:  1) Camo, 2) Situational Awareness, 3) BIA*, 4)Repairs

LOADER: 1) Camo, 2) Safe Stowage, 3) BIA*, 4) Intuition

 

*  I train the next SKILL, then switch to BIA when 100%.  If the next up is a perk, I train Repairs, then switch when 100%.



KenWyns #44 Posted Feb 28 2017 - 08:56

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Why so little use of Mentor if the whole issue is training crew fastest way?  :popcorn:

 

It builds with experience & once hits 100%, swap it for 6th or BIA or Recon & then start building Mentor again.



Tazilon #45 Posted Feb 28 2017 - 15:04

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View PostKenWyns, on Feb 28 2017 - 01:56, said:

Why so little use of Mentor if the whole issue is training crew fastest way?  :popcorn:

 

It builds with experience & once hits 100%, swap it for 6th or BIA or Recon & then start building Mentor again.

 

Your CO has many of the best skills to get.   Mentor is not one of them as it does not directly impact your performance on the battlefield.  Early on in your crew growth, Mentor does very little to help you along; skills already come pretty fast. 

Tazilon #46 Posted Feb 28 2017 - 15:19

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View Postplay4funz, on Feb 22 2017 - 11:59, said:

 

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

 

Nice crew but - NOOB!  :P

 

 

This crew started off as a 50% Basic Training crew when I first bought my VK 28.01 and has never been on any other tank.  I only have 2 skills left; both are at 82% completion:  Mentor for my CO and Firefighting for my Driver.



Ante_Mortem #47 Posted Feb 28 2017 - 16:26

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This depends on class:

Mediums/Lights usually get Camo first and I retrain them onto 6th sense ASAP.  Once they have that I focus on Gunnery and VR perks/skills. 

Hvys: Start on repairs unless their VR is high for a hvy, e.g. VK.45.03 which I put Situational Awareness and Recon on after getting 6th.  After they get their first perk I evaluate my play style and sometimes retrain for 6th and Safe Stowage.  After that they start getting gunnery skills.

TDs, Camo/6th/VR basically the same as the mediums and lights but I don't emphasize the gunnery perks as much as Deadeye and utility perks like that.

Arty:  I only have 1 arty, the FV304 which I have BIA, Camo, 6th and some gunnery skills on. 


I usually retrain the 2nd perk on a tank to BIA and begin training on whatever skill they had been working on previously.  Rollback.



Oagr_19D30 #48 Posted Feb 28 2017 - 18:18

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View PostKenWyns, on Feb 27 2017 - 23:56, said:

Why so little use of Mentor if the whole issue is training crew fastest way?  :popcorn:

 

It builds with experience & once hits 100%, swap it for 6th or BIA or Recon & then start building Mentor again.

 

I use mentor in my non female / free BIA crew (Cromwell B, Rudy, etc).  I made it a point to put either female or free BIA crews in the primary tanks I play, so I don't use mentor in those main tanks, as those crews have a significant advantage in crew skills/perks already.

Asassian7 #49 Posted Mar 02 2017 - 08:21

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This is what I do for basically all tanks:

First: repairs. Drop for sixth sense at 100%
Second: gun handling (Snap shot, smooth ride, safe stowage, repairs on commander) - except lights where I do camo.

Third: Camo (or lights where its gun handling)

Fourth: BIA, possibly drop Camo for BIA and retrain camo depending on the tank (heavies mainly) or useful skills for that tank I can train to 100% before dropping for BIA

5th: the skills I just dropped for BIA usually. (Depending on the tank, these skills may also be the third skill on heavy tanks that I train to drop for BIA, in which case camo goes here)

 

6th: whatever is left thats a skill that might be useful.

 

Further fine tuning done based on the tank, its role, and how I play it. 



Gaga_Boo_Goo #50 Posted Mar 05 2017 - 12:09

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Lights, 6th sense, camo. sit awareness, recon and repairs. Not sure the value of BIA since I get vents.

Arty, I don't like playing them much but only for campaigns, I usually don't assign skills so when I transfer them later to TDs I can assign them; skills vary for the two. Only one I tried was snap shot and camo but latter was useless

TDs: I only play thick armored German TDs, always take 6th sense and repairs. BIA later

Heavies, so far only have one crew with 1st skill

Mediums: 6th, camo and repairs so far.



Da_Mangler #51 Posted Mar 09 2017 - 21:44

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When considering the permanently held skill/perk I do as noted below

Heavy Tanks and Medium Tanks

Commander - 6th, BIA, Repairs, Recon, whatever

Gunner - Designated Target, BIA, Snap Shot, Repairs, whatever

Driver - Preventative Maintenance, BIA, Repairs, Smooth Ride, whatever

Radio - Situational Awareness, BIA, Repairs, whatever

Loader - Safe Stowage, BIA, Repairs, Adrenaline Rush, whatever


 

Tank Destroyers and Light Tanks

Commander - 6th, BIA, Camo, Recon, whatever

Gunner - Designated Target, BIA, Camo, Snap Shot, whatever

Driver - Preventative Maintenance, BIA, Camo, whatever

Radio - Situational Awareness, BIA, Camo, whatever

Loader - Safe Stowage, BIA, Camo, whatever


 

SPG - all crew

BIA, Camo, whatever


 


 


 


 



AMSRocker #52 Posted Mar 17 2017 - 08:32

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I start out with the basic skills across the board.

Depending on the tanks needs I'll pick the skills. TD's as most of them need to turn the entire tank to fire the driver will always get Clutch Braking first off. Then I will pick Repairs.

Gunners I like to have Snap Shot right off the bat. This helps out a lot. The rest I'll just roll with repairs.

After I get into my 2nd skill by 50% I'll use credits and the 90% option and retrain the crew to 100% Brothers in Arms. Then once more pick skills for the tanks needs. TD drivers will once more get Clutch Braking. Commanders will get Sixth Sense at this time. Yes I know that it is a Perk and not a Skill but I'm not going to retrain the crew after the first one. The same goes for the Loader. After BiA I'll pick Safe Stowage. The rest are per the tanks needs.

If I have a sniper tank/TD "glass cannon" I might roll Concealment for the first skill. After all some snipers have 20/20/20 armor. It's better to NOT be seen!!!

Like I said there is not a one size fits all here. I look at each tanks needs and address the needs right off the bat on the first skill. 



KillaPanzer #53 Posted Mar 17 2017 - 15:26

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My general training agenda -

Brothers in Arms first. Then 6th Sense and either Repairs (Light, Meds, HTs, some TDs) or Camo (some TDs, SPGs).

Then focus on increasing view range, before equipment, via Recon and/or Situational Awareness as some tanks don't require both skills for max'ing out view range to 445m. The rest of the crew will vary such as Deadeye, Safe Stowage (2nd loader will do Adrenaline Rush since the skills do not compound). Driver will do either Clutch Braking if turretless or SPG, or Smooth Ride for else. If Radio Operator's Situational Awareness maxes view range then Commander does Jack of All Trades.

From there it is random due to factors beyond, if one goes to 3rd skill.

Frog_of_the_North #54 Posted Mar 20 2017 - 12:58

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I have a simple answer. I usually set them up wrong and then have to retrain them when I realize my mistake, and then often make a dumb error while retraining on at least one crew member, like retraining him to a skill he already had.

ledhed14 #55 Posted Mar 26 2017 - 20:47

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Look at  the tank and then use skills if possible to help with the weak points . If the weakness is very bad then go opposite and enhance all of the " strong points " .

 I try for VISION , then I will focus on gun handling , Some tanks are rolling bombs or Flame storage , these need a combo to reduce the problem .

 



Jaged_Tiger #56 Posted Apr 08 2017 - 01:03

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I like to have 50% skilled crew members and as soon as the hit 100% I get rid of them and start over.  I don't like perks on any of my crews, I feel that it gives an unfair advantage so I try to keep everything stock.

TheBlueBaron #57 Posted Apr 13 2017 - 09:25

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View PostAwestryker, on Feb 22 2017 - 12:58, 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

 

 

I finally put Eagle Eye on a tank . .   for me  it was close to completely worthless.   perhaps trying to look closely and see what has been knocked out has caused me to play worse. . . 

 

i kind of wondered how it worked. .   if there were a marker/writing over the tank . . and it were permanent . .  you could look at it whenever you wanted to    plus   if it revealed all of the critical damange (until fixed) on all enemy tanks. . .  i bet people still wouldn't pick it that much ..  .  

 

call for vengeance could be OK . . . .   designated target doesn't seem to actually work. .   doesn't seem like it . . .    i put preventive maintenence on a tank and it got set on fire just as much as before. .    lol   i still remember it. .    i put preventive maintanence. . . and the premium fire extinguisher. .  on a KV 1 . .        1 shot set me on fire. .  the very next shot set me on fire again . . . 



PUNISHER989 #58 Posted Apr 13 2017 - 09:29

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I push  and type \God mode



Towik #59 Posted Apr 13 2017 - 14:37

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The Skills and perks are so outdated ... most of skills/perks are barely useful 

I think there should be a redesign of skills / perks  ,like tiers I II and III ,and the each skill costing 2x (last) is blah .

 

but since this thread is what it is ,i will update this soon with a wall of text about my choices .



t6c #60 Posted Apr 17 2017 - 19:19

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Also, Deadeye gives you about one additonal Critical Hit per 30 shots. It is only worth considering for fast firers, such as MG-armed tanks or ones with autoloaders. And it does not work with HE.




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