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fire fighting skill

crew skills

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SGT_Ronson_1 #21 Posted Sep 13 2017 - 16:47

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View PostIe_Shima, on Sep 12 2017 - 21:31, said:

is it just me, or is this skill (fire fighting) one of the most useless skills in the game?

 

I mean, you can literally avoid this problem by having a fire extinguisher, or an automatic one, on your tank.

 

No need to waste time and a skill slot on a skill that will be useful maybe once every 30 to 60 games at worst.

 

working on my 6th skill on this crew

spud_tuber #22 Posted Sep 13 2017 - 18:10

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View PostSGT_Ronson_1, on Sep 13 2017 - 09:45, said:

 

that doesn't tell me anything,    how much damage will you take with a full fire fighting crew?    how many ticks of fire damage ?

I'm not sure anyone can fully answer that question for you.  However, I'll give you my best understanding of it.

 

First, let's go over how a fire works.  When your tank catches on fire, it begins to take "ticks" of gradually decreasing damage.  The size of the first tick, well as how many ticks it takes to reach 0 damage, vary by tank.  This fire also does module damage at some rate.  With me so far?

 

It is my understanding that, in practice, what Firefighting does is start the above fire process further along the curve, at about half way along with 100% firefighting.  Which, as you can imagine, is a significant reduction in HP damage, as well as the reduced module damage.  As a matter of fact, if you assume the fire damage decreases in an approximately linear way, which it may not, it would be an ~ 75% reduction in damage taken.

 

I'm not absolutely certain my understanding is correct.  It could only reduce the initial damage by 50%, while keeping the same number of ticks, or it could half the number of ticks while keeping the same initial value.  Either of these is an ~50% reduction in damage.



dunniteowl #23 Posted Sep 13 2017 - 19:39

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If you can judge by that description, it's not just number of ticks, it's also a reduced amount of HP for fire per tick with the firefighting skill.  The formula indicates that if you had a single crewman at 100% in a 5 man crew, you'd put out a fire 20% faster.  I am not sure how that's calculated.  Let me place a finer point on it in practical terms.


 

Two nights ago, I lit a Cromwell B on fire with a purposeful shot to the rear engine deck.  The HP damage I did was 124.  He burned for another 375 HP and I don't know if the fire went out or if my last 215HP shot blew it out with his turret popping.


 

A single crewman at full FF would have reduced that amount by at least 20%.  My opponent might have had time to get away.  So it's not completely useless and is more than likely tank dependent.  Some of my tanks never seem to catch fire.


 

I will also admit I rely on AFEs (automatic fire ext. ) and manuals for lower tier units.  Just having the AFE reduces your chance of fire by 10%.  That, along with Preventive Maintenance are an overall better bet for firefighting in general, because they reduce the chances and put out the fire immediately (AFEs. )  With PM and an AFE you reduce your chances of fire by 35%!  That's significant.


 

 

Even so, it still doesn't address your question of how many ticks and how much HP reduction are we talking about, exactly and how is it calculated?  No answer for you there.  Sorry.


 

GL, HF & HSYBF



Rocketmandb #24 Posted Sep 13 2017 - 19:39

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View PostSGT_Ronson_1, on Sep 13 2017 - 15:44, said:

 

first person to get the joke in a long time thanks

 

What amazes me is that the company, though no longer American, is still around.

Chalybos #25 Posted Sep 13 2017 - 20:22

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View PostSGT_Ronson_1, on Sep 13 2017 - 10:44, said:

 

first person to get the joke in a long time thanks

 

Happy to oblige. :)

Chalybos #26 Posted Sep 13 2017 - 20:24

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Something to think about, besides the extinguisher.  Ever been lit up twice in less than a minute?  That auto-extinguisher's still got a recharge timer.  Personally, I find few things more enjoyable than watching a 600 point hit turn into a thousand because somebody decided to bring Cola instead of an extinguisher.

pickpocket293 #27 Posted Sep 13 2017 - 22:47

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View PostChalybos, on Sep 13 2017 - 11:24, said:

Something to think about, besides the extinguisher.  Ever been lit up twice in less than a minute?  That auto-extinguisher's still got a recharge timer.  Personally, I find few things more enjoyable than watching a 600 point hit turn into a thousand because somebody decided to bring Cola instead of an extinguisher.

 

Why yes, I have played the FV215b (poorly). :)



Chalybos #28 Posted Sep 14 2017 - 15:14

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View Postpickpocket293, on Sep 13 2017 - 16:47, said:

 

Why yes, I have played the FV215b (poorly). :)

 

Ha, yeah, everyone's got that one tank that just seems to have this guy for the Commander.







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