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Crews or Field Modifications

Crew Field Modifications

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Pepino1976 #1 Posted Aug 19 2021 - 17:44

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So I've been concentrating on my crews with 4 plus skills to get them to 5 skills anticipating that sCrew 2.0 will be implemented some day. But it seems like sCrew 2.0 might not arrive until after Christmas (fingers crossed) if at all (hoping). With that in mind, I can finally devote some time to Field Modifications. My plan is to only do it on tanks with 5 or more skills already.

 

So here is my plan:

  • Check Accelerate Crew while getting crews to 5 skills.
  • Uncheck Accelerate Crew to build up credits for Field Modifications.

 

Simple. Did not see this posted anywhere so thought it might be on interest to other players.

 

The only issue for me is I am not working on any Field Modifications yet or will be for a while. Once I get a tank's crew to 5 skills I concentrate on another tank's crew. Usually two crews at a time for when one gets out of battle early. Many crews to go...



XXBuckShot #2 Posted Aug 19 2021 - 18:12

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The field mods first makes more sense to me. You can max those out in a day or 2 where as getting the crew to 100% and a few skills takes a whole lot longer. 

bad_73 #3 Posted Aug 19 2021 - 18:24

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View PostXXBuckShot, on Aug 19 2021 - 18:12, said:

The field mods first makes more sense to me. You can max those out in a day or 2 where as getting the crew to 100% and a few skills takes a whole lot longer. 

You embrace another way to get your credits and xp for immeasurable perks?Why wont you peeps notice they are changing things to get more out of you when they should just concentrate on getting more of us?



Kliphie_Reborn #4 Posted Aug 19 2021 - 18:27

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Food for thought:

 

It takes 3,361,020 XP to go from the 4th to 5th Skill per http://www.planetwot.com/Crewxp/

It takes 17,500 XP at tier 6 to get 5 FMs at 3,500 each

It takes 69,000 XP at tier 8 to get 6 FMsat 11,500 each

It takes 224,000 XP at tier 10 to get 8 FMs at 28,000 each

 

For any tank you do want to modify, I'd recommend not trying for the 5th skill first, especially if they have a large crew, since it only doubles the XP for 1 crew member.  I.E, its adds 50% crew training overall to a 2 man crew, 33% for 3 man, 25% for 4 man, etc.

 

 



Pepino1976 #5 Posted Aug 19 2021 - 19:24

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View PostXXBuckShot, on Aug 19 2021 - 09:12, said:

The field mods first makes more sense to me. You can max those out in a day or 2 where as getting the crew to 100% and a few skills takes a whole lot longer. 

 

View PostKliphie_Reborn, on Aug 19 2021 - 09:27, said:

Food for thought:

...

For any tank you do want to modify, I'd recommend not trying for the 5th skill first, especially if they have a large crew, since it only doubles the XP for 1 crew member.  I.E, its adds 50% crew training overall to a 2 man crew, 33% for 3 man, 25% for 4 man, etc.

 

 

 

LOL. I am not working on new crews. That would take forever. I have lots of crews that are at 4 plus skills. Just concentrating on bringing those to 5 skills now. I'll do field modifications on the tanks they use before I even think of my tanks with only 3 skill crews (very few, mostly arty).

 

For example, these are currently in my que (primary vehicles) and premium vehicles that help in crew training:

T9 Progretto C50 mod. 66 - 4 +86%

  • T8 Bisonte C45

 

TX CS-63 - 4 +98%

  • T6 Pudel
  • T6 T-34-85 Rudy Pl

 

T9 Bat Chat 25t AP - 4 +87%

  • T6 Bretagne Panther
  • T6 M4A1 FL 10
  • T8 M4A1 Revalorise
  • T8 Bat Chat Bourrasque
  • T8 Lorraine 40t
  • T9 Char Futur 4


Kliphie_Reborn #6 Posted Aug 19 2021 - 20:18

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Those numbers are to go from the 4th skill to the 5th, not starting from the primary. 

 

At 86%, the Prog will take 1,613,264 XP to finish the 5th skill.  Leaving Accel XP on saves 403,316 on that grind.  If you grind out the FMs first (140k) and then turn AcXP on it saves 368,316 while also having the benefit of extra HP and reduced dispersion on hull rotation. 

 

You do you, of course.



ATruk #7 Posted Aug 19 2021 - 21:27

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I have set the grind at 3 skills minimum, then grind XP for Field Mods. Depends a bit on each tank and crew; 5 or 6 man crews can get away with less.

Un-checking "accelerate crew training" still gives crew XP in battles, plus the combat XP for FM.

When I can dedicate an hour or more to play, boosters help a lot.

Favorite tanks first, then follow the On-Tracks for extra XP on those lines, even if I already have them, which I do.



13Jake55 #8 Posted Aug 19 2021 - 21:54

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For me I am doing FM on all tanks. Most of my crews are 3 + skills, over 100 crews, so for me getting the options available of FM gives me a better tank now. I also run boosters of which I have over a thousand and never really used them. 





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