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DreamlessMemory #1 Posted Sep 06 2010 - 01:49

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Please use the wiki! It is more up-to-date and much more detailed!

Click here to be directed to it.

Last Edited: November 4, 2010 at  09:40 EDT

0. Table of Contents
Post 1:
0.  Table of Contents
1.  General
2.  Primary Specialization/Qualification Level
    A. Qualifications
    B. Commander Bonus
    C. Promotions
3.  Secondary Specialization
4.  Training Crews with Currency
4.5 Why Retrain?
5.  Training Crews via Battles

Post 2:
6.  Crew Injury
7.  Barracks and Personnel Files
8.  Recruiting a New Crew Member
9.  Further Notes
10. Changelog
11. Acknowledgments

1. General

The effectiveness of the tank completely depends on the crew. Basically if you have two of the identical tanks going against each other there can be difference in the speed, reloading, aim and other factors depending on the level of the crew.

2. Primary Specialization/Qualification Level and Promotions

A. Qualifications

The image below is how a fresh crew looks after they are recruited. This is for a T-26 crew.
Spoiler                     
You can see that each crew member has 50% of experience (fresh out of the basic tank school), with icons indicating qualification, or qualifications if the crew member is taking on a multiple of roles.

1. Binoculars mean Commanding qualification, and take the affect of a bonus to other crew members and view range. A more experienced commander will provide a higher bonus and a larger view range.
2. Cogwheels and Steering Wheels mean Driving qualification, and affect tank acceleration and turning. A more experienced driver will accelerate faster and slow down less during a turn.
3. Shells mean Loading qualification, and affects reload speed. A more experienced loader will load shells faster.
4. Gun sights mean Gunning qualification, and affects shot accuracy and aiming time. A more experienced gunner will zero-in on targets faster.
5. Headphones and Sound Icons mean Radio Operation qualification. A more experienced radio operator will increase your radio range. A 50% radioman will operate at 75% radio range.

Should multiple people have the same primary qualification, the skill of the two tankers is averaged to become the final skill level for that associated attribute. So two gunners at 50% and 100% is the same as one gunner at 75%.

Note: The only things affected by crew skills are:
Loading time, affected by Loader skillAiming time, affected by Gunner skillView range, affected by Commander skillTank movement dynamics, affected by Driver skillRadio range, affected by Radio Operator skillTank visibility, affected by average crew Camouflage skillRepair time, affected by average crew Repair skillFirefighting, affected by average crew Firefighting skillEverything else are independent of crew skills.

In some tanks, some members might have multiple qualifications. For example, the T-26 crew on the screen above fits only 3 crew members so Efrem Pchelikov does both the aiming and loading. In other tanks, multiple crew members will fulfill the same role, as shown below from a S-51 crew, where Efim Monahov and Boris Svetlov are both gunners.
Spoiler                     
As long as your crew ins below 100% experience, your tank will perform worse than what the statistics say about your tank. For example, a 50% Loader will take more time to load than a 75% Loader, who still takes more time to load than a 100% Loader.

In battle, only the icon indicating the crew member's primary role will be displayed. For the T-26 crew above, only a Commander, Driver, and Gunner Icon will appear.

Note that any crew member can operate any vehicle from their country, but will take a penalty to their effectiveness. If a tanker is in a vehicle of the same class (but not in their own vehicle), they will take a 25% penalty. If a tanker is in a vehicle of a different class, they will take a 50% penalty.


B. Commander Bonus

As noted previously, the commander of the tank gives experience bonus to every crew member, in the form of 10% of the commander's own experience, rounded to the nearest percent. This bonus will allow the crew to operate beyond 100%, and as a result, will perform better than the tank's specifications. However, some specifications cannot be exceeded due to being out of crew control, such as tank speed limit.

In addition, the "Improved Ventilation" equipment and the Chocolate/Rations expendable will also give a small bonus to the crew percentages. This will also affect the commander bonus as well.

As of patch 0.5.4.2, this bonus to crew percentages can only be seen when you mouse over the crew member's icon card.

C. Promotions

Crews will be promoted at 50% intervals, starting at 100% in primary specialization, then at every 50% and 100% while training secondary specializations. Crew members cannot be demoted should they lose experience through retraining.

The Current Known Ranks are: (German, Soviet, American)
  • Panzeroberschutze
  • Ryadovoy
  • Private First Class
  • Gefreiter
  • Efreitor
  • Corporal
  • Unteroffizer
  • Mladshiy Serzhant
  • Sergeant
  • Unterfeldwebel
  • Serzhant
  • Staff Sergeant
  • Feldwebel
  • Starshiy Serzhant
  • Technical Sergeant
  • Oberfeldwebel
  • Starshina
  • Master Sergeant
  • Stabsfeldwebel
  • Mladshiy Leytenant
  • First Sergeant
  • Luetnant
  • Leytenant
  • Second Lieutenant
  • Oberluetnant
  • Starshiy Leytenant
  • First Lieutenant
  • Hauptmann
  • Captian
  • Captain
3. Secondary Specialization

After the crew member reaches 100% of experience in either a primary or secondary specialization, he can get an additional specialization. If your crew member is at 100% there should be a plus symbol right there:
Spoiler                     

Note: If a crew member's primary qualification percentage drops due to retraining for a different vehicle, all experience earned will go towards the primary qualification until primary qualification reaches 100% again. However, any secondary specialization will still be in affect.

If you press on it you'll be able to choose one of three additional skills: repairs, camouflage, fire-fighting. Repairs reduces the time it takes to repair a broken module, camouflage decreases your detection radius, and firefighting reduces the time your tank is on fire, should it ever catch on fire.
Spoiler                     
After you select one of those qualifications there will be a corresponding icon with the percentage level of that specialty. Maximum level you can reach on the secondary qualification is 100%. After that you can choose another specialty, and continue the process until all specializations are reached.

Secondary Specializations works immediately and is averaged across all crew members, meaning that secondary specializations are for the entire crew.
Looking at the S-51 Crew above, with 3 crew members at 65% repair, the final repair skill for the crew is equal to the three's skill total skill divide across the six crew, which becomes 32.5% Repair skill for the entire crew. Thus, to reach 100% of a secondary specialization for the entire crew, each crew member must reach 100% on that specific specialization.

Recommended secondary skills will vary from tank to tank, but in general, repair is a good skill for every tank. Camouflage is good for Tank Destroyers, SPGs, and tankers who prefer to keep their distances. Firefighting is extremely valuable for many of the heavier tanks who have the tendency to catch fire often.

It is unknown if any bonus from secondary specializations are lost should the crew member with the specialization be injured in battle, but logically they should.

4. Training Crews with Currency
You can instantly increase your crew's competency in their current tank or retrain your crew members for another tank, although doing the latter may cause you may lose some experience in the process. There's also a limit to what type of tanks you can re-educate crew members.

There are three levels of training:
  • Tank Academy - Costs 200 gold, equivalent to 80,000 credits.
  • Regimental School - Costs 20,000 credits.
  • Rapid Courses - No cost.

Training through Tank Academy will always result in a primary skill level of 100%. However, training via Regimental School or Rapid Courses may result in a loss of experience.

The final experience level for a tanker that is trained through either is as follows:
  • Regimental School
    • If the tanker is retraining to a vehicle of the same class, then the final experience is 90% of the tanker's current experience level.
    • If the tanker is retraining to a vehicle of a different class, then the final experience is 80% of the tanker's current experience level.
    • For both scenarios, the minimum final experience is at 75%, meaning that retraining through Regimental School will guarantee that the tanker is at least at 75% experience
<li>Rapid Courses
  • If the tanker is retraining to a vehicle of the same class, then the final experience is 80% of the tanker's current experience level.
  • If the tanker is retraining to a vehicle of a different class, then the final experience is 60% of the tanker's current experience level.
  • For both scenarios, the minimum final experience is at 50%, meaning that retraining through Rapid Courses will guarantee that the tanker is at least at 50% experience

Note that any crew member can operate any vehicle from their country, but will take a penalty to their effectiveness. If a tanker is in a vehicle of the same class (but not in their own vehicle), they will take a 25% penalty. If a tanker is in a vehicle of a different class, they will take a 50% penalty.

Credit to EchelonIII for the doing the research for this.

To retrain a crew member, open up their profile and select training. Here, you can select which class of vehicle, which specific vehicle to retrain to, and the level of training you want to give. If you wish to advance training on the same tank, make sure the vehicle selected in the vehicle tab is the same as the vehicle your crew member is currently using. Below is a screen shot of the crew re-training dialog

The burning question: Why Retrain an Old Crew??
In general, if your crew has a secondary skill, it is best to retrain them when moving to a new vehicle, as freshly trained crews don't have any secondary skills at all.

Also, even if retraining results in a tanker being just as good as a freshly trained one, remember that the older tanker still keeps his medals and progress towards their medals, allowing a player to track the tanker's career as he moves on to other vehicles.

Spoiler                     


5. Training Crews via Battles

Simply earning experience in battle will increase your crew's own experience level, and is the only other way to increase your crew's experience. Crew experience is on a logarithmic curve; tankers will increase experience very quickly at the lower levels of experience, but increase more slowly as they gain experience.

Also there is an important feature, known Rapid Training, which is available only for "Elite Tanks", tanks that have researched all upgrades. Selecting this option means you will no longer gain experience that can be converted to free experience. This will work for both the primary and secondary specializations. Crew members will gain a 20% bonus to their experience. This bonus can be altered depending on the number of crew members in a tank and whether or not the tanker survived the battle. Tankers that did not survive the battle will only receive a 10% bonus.

Rapid Training works on both primary and secondary skills.

Also note that crew experience levels are on a Logarithmic curve; the higher the tanker's experience, the longer it will take for them to advance.

Here you can see where you can choose the "Speed up crew training" option. Notice the golden tank with wreath - symbol of the Elite Tank.
Spoiler                     

Selecting “Speed up crew training” will produce this notification:

Spoiler                     


DreamlessMemory #2 Posted Sep 06 2010 - 01:49

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6. Crew Injury

During the course of battle, crew members can be injured and be taken out of the battle, effectively reducing the crew member's skill to zero.

1. Commander injury removes the bonus given to all crew members and reduces view range.
2. Drive injury reduces the top speed, turning efficiency, and acceleration
3. Loader injury reduces loading speed, meaning it takes longer to reload. Reloading may also be reset.
4. Gunner injury reduces aiming speed, meaning it takes longer to zoom into a target. Zeroing-in on a target may also be reset.
5. Radioman injury reduces radio range by half.

Should a crew member have multiple roles, such as loading and gunning, then both the gunner and loader injury will take effect.

A crew that loses their one-and-only tanker for a certain task will be worse off than a crew that loses one-of-two tankers who were assigned to a task.

7. Barracks and Personnel Files.
In barracks you can find all your crew members, whether they are in a tank or in the barracks itself. Here, you can also recruit new crew members and discharge current members.

Spoiler                     
You can increase the number of slots there by 16 for 300 gold by scrolling down and selecting the “Enlarge Barracks” button. This will increase the number of tankers you can have outside your tanks.
Spoiler                     
You can also look at the Personal File for each of your tankers by right clicking. You can also open their profile by right-clicking the crew icon in the garage.

You can check the service record of your crew, which includes various battle statistics and awards.

Note: Battle awards given to a tanker will stay with the tanker, even if the tanker is retrained and placed in another tank.

Spoiler                     


Should you desire a change in name and face, click on the “Personal Data” tab, where you can select a new name and face from a list of names. This does cost 50 gold.
Spoiler                     

8. Recruiting a New Crew Member

You can recruit additional crew members by pulling up the "Recruit Crew" menu through two ways.

1) Click on a crew member with the role that you want the new crew member to have.
Spoiler                     
2) Click on the "Recruit a tanker" button in the Barracks.
Spoiler                     
Both options will lead to a menu. If you opened the menu via method 1), the Nation, Vehicle Type, Vehicle, and Qualification tab will be filled in already.
Spoiler                     

9. Further Notes
Please Bear in mind this is a work in progress and that some information can be missing or incorrect due to being based on observations. If you have any corrections or additional information, please let me know. Higher-quality screenshots are also welcome, and I'll credit you for it.

10. Changelog
v1.0.0 - 27 September 2010 -  Changelog added. Post title updated to reflect version 0.5.4.3
v1.1.0 - 11 October 2010 - "Training Crews Through Battles" updated to reflect new information on Rapid Crew Training and Logarithmic Crew Experience.
v1.2.0 - 13 October 2010 - "Primary Specializations" edited to clarify what aspects of a tank is affected by a crew. "Secondary Specializations" edited to highlight various sections.
v1.3.0 - 17 October 2010 - "Primary Specializations" and "Training Crew Through Currency" sections updated with information from EchelonIII
v1.3.1 - 24 October 2010 - "Training Crew Through Currency"section edited to include information on crews operating other vehicles.
v1.4.0 - 31 October 2010 - "Primary Specializations" and "Crew Injury" edited to reflect new information on the Radio Operator.
v1.5.0 - 04 November 2010 - "Primary Specializations" and "Crew Injury" edited to reflect new information on multiple crew members with the same role.
v1.6.0 - 22 January 2011 - "Promotions" edited to add known ranks.

11. Acknowledgments
Thanks to:
merig00 - for creating the first Crew FAQ thread and allowing me to create this thread off of the old one.
K4rn - for noting that the commander bonus, and any other bonus, can only be seen by mousing over the crew icon.
tizianenel - for noting that equipment affects the commander bonus.
Overlord - for giving addition information on commander bonus and secondary specializations.
EchelonIII - for the research and information on crew re-training and penalties.

K4rn #3 Posted Sep 06 2010 - 12:20

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Quote

the commander of the tank gives experience bonus to every crew member, in the form of 10% of the commander's own experience, rounded to the nearest percent, with a maximum bonus of 10%, meaning a fully experienced gunner, loader, radioman, and driver will be at 110% specialization

Is this still true? All my crews are maxed at 100%, no 110%.

DreamlessMemory #4 Posted Sep 06 2010 - 13:04

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View PostK4rn, on Sep 06 2010 - 12:20, said:

Is this still true? All my crews are maxed at 100%, no 110%.

Yes. You must mouse over the crew card to see the bonus.

Many players were confused at how the commander seemed to lag behind the rest of his crew, so they change the display to the crew member's actual experience level, without any bonuses.

tizianenel #5 Posted Sep 06 2010 - 13:21

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Commander bonus gets affected by the ventilation system equipment.

With the +5%-absolute to commanders skill, the 10% commander-bonus rises up a notch, so final maximum values for your crew become

(100+5)% = 105% for commander
(100+5+0.1*105)% = 116%, as the commander bonus now is 10.5% and gets rounded up.

K4rn #6 Posted Sep 06 2010 - 13:24

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Thanks. :)

DreamlessMemory #7 Posted Sep 06 2010 - 14:08

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View Posttizianenel, on Sep 06 2010 - 13:21, said:

Commander bonus gets affected by the ventilation system equipment.

With the +5%-absolute to commanders skill, the 10% commander-bonus rises up a notch, so final maximum values for your crew become

(100+5)% = 105% for commander
(100+5+0.1*105)% = 116%, as the commander bonus now is 10.5% and gets rounded up.

Really? I thought there was a cap at 10% bonus. Can you get me a screenshot of it? In any case, I'll ask around and see if that is true.

tizianenel #8 Posted Sep 06 2010 - 14:12

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View PostMemoryReborn, on Sep 06 2010 - 14:08, said:

Really? I thought there was a cap at 10% bonus. Can you get me a screenshot of it? In any case, I'll ask around and see if that is true.

Here you go

http://img85.imagesh...20/shot007f.jpg



edit: as an additional bit of info, that equipment did not increase my crews' secondary skills.

DreamlessMemory #9 Posted Sep 06 2010 - 14:56

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Thank you very much, post will be updated.

deputydog #10 Posted Sep 07 2010 - 09:39

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Glad I read this very informative. Tanks for the info. lol :blink:

DreamlessMemory #11 Posted Sep 07 2010 - 14:27

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View PostRayPugh, on Sep 07 2010 - 11:00, said:

Just to clear up one thing I hear with different opinions, have been lead to believe that secondary crew skills don't effect your tank till they are skilled to 100% is this true or false?? :blink:

Post edited to reflect secondary skill calculation for an entire crew.

Secondary skills are in effect as soon as you start researching them; they do not need to be at 100% to take effect, but the skill of a certain qualification is shared amongst the crew, and is calculated as the average of the skills of the crew, and includes members that have not researched a certain skill. So one guy with 100% repair in a team of 4 means the team only have 25% repair skill.

tizianenel #12 Posted Sep 07 2010 - 15:00

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View PostRayPugh, on Sep 07 2010 - 11:00, said:

Just to clear up one thing I hear with different opinions,  have been lead to believe that secondary crew skills don't effect your tank till they are skilled to 100% is this true or false??  :blink:

False, afaik.

My take on this is that it's either a misunderstanding or exaggeration.

Misunderstanding: secondary skills don't increase if your base skill is under 100 (as a result of retraining crew to a new tank). The secondary skill _training_ is deactivated when _main_ skill is below 100 could be easy to quickly read without noticing the 'main'  or 'training' part.

Exaggeration: the effect of these secondary skills is hard to gauge, and people don't notice the effect before the skills are at 100%. This may be compounded by the possibility that these people didn't realise it's the average of the crew that matters.

Repair skill for example... we are given no mechanics clues on how repair works to begin with, so this is all my guessing.. Modules have x hitpoints. at 75% hitpoints the module counts as damaged, at 25% destroyed. Repair rate is in hitpoints/second variable for each tank, possibly for each kind of module as well. The secondary skill effect is a multiplier to this repair rate, and might vary between 1.05 and 1.5 for all I know. As incoming shots can damage a module to varying degrees and field repairs not taking a module above that 75% hitpoints, the incoming shots having +-50% damage variability to begin with and HE damage might be getting spread over multiple modules.. it's going to be very hard to figure out if a skill is working or not, even through testing as we lack the tools to find out what is really going on even with maxed skill.

Ulfar #13 Posted Sep 10 2010 - 02:09

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Thanks for the update of this precious FAQ.. as the previous version totally useful and informative.

But I have a quick question about the crew mechanics:

1- Does the "Speed-up crew training" have any effects on their secondary skill (does their secondary skill will grow up faster with the speed-up)?

By the way it have 3 times the name Schröder in the german family names list. Sorry if I post this mistake here but I don't have enough messages on the forum to have the right to post in the technical section of the forum.

merig00 #14 Posted Sep 10 2010 - 02:26

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View PostUlfar, on Sep 10 2010 - 02:09, said:

Thanks for the update of this precious FAQ.. as the previous version totally useful and informative.

But I have a quick question about the crew mechanics:

1- Does the "Speed-up crew training" have any effects on their secondary skill (does their secondary skill will grow up faster with the speed-up)?

By the way it have 3 times the name Schröder in the german family names list. Sorry if I post this mistake here but I don't have enough messages on the forum to have the right to post in the technical section of the forum.
Speed-up crew training has the same effect on the secondary skills as on the primary.

Ulfar #15 Posted Sep 10 2010 - 02:30

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View Postmerig00, on Sep 10 2010 - 02:26, said:

Speed-up crew training has the same effect on the secondary skills as on the primary.


Great, thanks for the info.

Capt_Gigglepants #16 Posted Sep 10 2010 - 09:18

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If i retrain a tank crew, will their exp for the orginal tank they were in be the same. So say, they are 100% in TANK 1. i retrain them for TANK 2. Will their training still be 100% for TANK 1?

DreamlessMemory #17 Posted Sep 10 2010 - 11:39

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View PostUz3r013, on Sep 10 2010 - 09:18, said:

If i retrain a tank crew, will their exp for the orginal tank they were in be the same. So say, they are 100% in TANK 1. i retrain them for TANK 2. Will their training still be 100% for TANK 1?

Short answer: No

Long Answer: Any crew can run any vehicle, but any crew member placed in a vehicle that is not their primary qualification will take a penalty, even if the vehicle was once their primary qualification. For example, you retrain your 100% Hetzer crew to be a 100% StuG III crew. If you put the new StuG III crew into a Hetzer, they will take a penalty.

VGA #18 Posted Sep 11 2010 - 06:06

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So, it doesn't matter if I retrain my old crew to new tanks, or just retrain the new ones that came with it ?

Ulfar #19 Posted Sep 11 2010 - 16:02

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View PostVGA, on Sep 11 2010 - 06:06, said:

So, it doesn't matter if I retrain my old crew to new tanks, or just retrain the new ones that came with it ?

Well it depends. If you have a 100% crew but you don't have enough gold to retrain them at the academy status they will lost rougly 10% experience if you use a 75% retrain. In this way, their experience with the new tank will be better (around 90%) than if you buy a new crew at 75%.

2 important questions to answer before choosing between retraining a crew or buying a new one. 1- Will you kept this tank during a long time or you'll sell it as soon as the next step in the tree line will be available? 2- What is your financial situation.. does it permit you to invest gold or 20k creds / crew member?

If you plan to keep this new toy for a long period - for example: to grind exp and switch them into free xp or this tank will be your main one- then yes, it's a great idea to retrain them. Otherwise, it depends of your financial situation.

MorroW #20 Posted Sep 11 2010 - 20:06

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Please explain me how is loader Arhip Zaitsev ex. calculated?

80% (100-25+5)
Where comes -25 and +5?

Current crew is in attachment.

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