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7.2 Preview: Crew Skills


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opposum #21 Posted Feb 22 2012 - 18:49

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View PostSirus_Patton, on Feb 22 2012 - 18:31, said:

Watch it be like the camo values, we never get to know the actual numbers.

Yep you got it exactly right, and not only that, the american tanks will not get the crew skills, It will just be the placebo effect for our tanks, kind of like air-condition thermostats in high school hall ways, no matter how cold we turn the thermostat, it will not change the temp in the hallway because it is a fake thermostat.

Nanopizza #22 Posted Feb 22 2012 - 18:50

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Soudning good, Ive been hoping you guys would be doing something with the hald finished skill system :) good job

archer255 #23 Posted Feb 22 2012 - 18:51

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Has me wondering about how the view range will also apply to the E50 and other tanks with a view range of 460-480 already.  Will you actually be allowing a realistic view range  of closer to 1km when sitting still?  Most likely not since that would mean the entire maps as you currently have it.

GeneralDirection #24 Posted Feb 22 2012 - 18:52

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View Postopposum, on Feb 22 2012 - 18:49, said:

Yep you got it exactly right, and not only that, the american tanks will not get the crew skills

Hmm, I guess I should tell my M103 gunner about that. He didn't seem to get the memo.

Tiger_23 #25 Posted Feb 22 2012 - 18:55

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Awesome!!!!!!!

cant wait 7.2!!!!!!!!!!!!!!!!!

StJohns #26 Posted Feb 22 2012 - 18:57

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I can only assume since they are not listed that the current Camo, Repair, and Fire Extinguishing skills are not going to be used any more. Is this the case? TDs and Scouts should be worried if they arent......I find when I play them without repair they take abnormally long to get back up and running. Quick death for users of them both.

Thompson153 #27 Posted Feb 22 2012 - 18:57

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Sweet! When 7.2 comes out, I'm removing my 100% camo on my PzIV and 60% camo on my Patton and placing it elsewhere.

Btw, it looks like the radioman actually has a good job now. :)

GenPanzer #28 Posted Feb 22 2012 - 19:00

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I noticed that some of the skills state "Only the highest trained level of this skill will be in effect if multiple crewmen have the skill trained." But then are followed by "This perk will only be active once it has been trained to 100%." The second sentence negates the first as only 100% trained makes the perk active and anything less than 100% doesn't matter anyway.

My guess is this list is a preliminary list that someone copied and pasted, perhaps using older development notes and such.

hankbukowsi #29 Posted Feb 22 2012 - 19:01

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These certainly look fun, but more useful than camo and repair?  Maybe if sonar and eagle-eye add more than a few meters to your view range...

Zenethian #30 Posted Feb 22 2012 - 19:01

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Hopefully crew skill point gain rate will increase too.  Not a single one of my crew members have a 100% skill yet and I've been playing for a year.  It's kind-of ridiculous.

GeneralDirection #31 Posted Feb 22 2012 - 19:02

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View PostStJohns, on Feb 22 2012 - 18:57, said:

I can only assume since they are not listed that the current Camo, Repair, and Fire Extinguishing skills are not going to be used any more. Is this the case? TDs and Scouts should be worried if they arent......I find when I play them without repair they take abnormally long to get back up and running. Quick death for users of them both.

They will still exist. The list only includes new skills.

Crap_Shoot #32 Posted Feb 22 2012 - 19:02

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View PostVallter, on Feb 22 2012 - 18:36, said:

It will cost the double amount of XP


Really?  We get 22 new skills and each one still will still take twice as long as the previous?  The "perks" are going to be completely useless unless trained first or maybe second.  Which is bad news for anyone that still wishes to have repair/camo/firefighting.

And I don't really feel comfortable with having what appears to be a "hitbox skin" skill.  I get criticalled enough as is (and nothing is more fun than having a repair/med kit instantly negated by having the same module/crewman knocked out TWICE, am I right?).

Mixed feelings, WG.  Mixed feelings.

xxNightReaverxx #33 Posted Feb 22 2012 - 19:03

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Hmmm....sounds cool, but seems this just widens the gap between newer players and those who have been around for a while even more. I mean, now for new players, instead of facing people with 100% camo or repair (which is annoying enough when you're just trying to get up the ladder), now you have to face this new slew of skills that increases just about everything. I mean, some mechanics were already ridiculous (looking at you spotting system)..and this just seems to add so many more variables that can be abused by players. You thought type 59's abused tier 6 players already? About to get much, much worse :) Perhaps I'm just playing the Devil's Advocate, but I really don't know if this is great as it seems.

Fr33Th1nk3r #34 Posted Feb 22 2012 - 19:03

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Since the game is going more arcade, would it be possible to buff some of the awful tanks to balance it out? Like the b1, m3 lee, t1, m6, Tiger 1, t20, t43, etc?

GenPanzer #35 Posted Feb 22 2012 - 19:03

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View PostThompson153, on Feb 22 2012 - 18:57, said:

Sweet! When 7.2 comes out, I'm removing my 100% camo on my PzIV and 60% camo on my Patton and placing it elsewhere.

Btw, it looks like the radioman actually has a good job now. :)


I'm not sure if you meant you are going to remove the xp from those 2 tanks to use on different tanks or not, but I don't think that's how it's going to work. I think the 100% cammo on your PzIV can be removed from cammo and placed in some other skill, only on the PzIV. Same with the Patton: 60% removed from cammo and redistributed to other skills only on the Patton.

If this interpretation is wrong, please correct me. And if this is what you meant, I apologize for not understanding your post.

nerdbomb07 #36 Posted Feb 22 2012 - 19:04

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View Postarcher255, on Feb 22 2012 - 18:51, said:

Has me wondering about how the view range will also apply to the E50 and other tanks with a view range of 460-480 already.  Will you actually be allowing a realistic view range  of closer to 1km when sitting still?  Most likely not since that would mean the entire maps as you currently have it.

Most likely not, detection is capped at 500m. Having said that, the actual detection range is a combination of your theoretical range and the camo values of the person you're trying to detect. As a result, if your theoretical range is 500m you'll likely not detect all but the biggest guys at 500m. Only when your theoretical value is high enough over 500 to compensate for the decrease caused by camo can you actually detect things at 500m. It'll still be helpful in increasing your likelihood of detection at max range.

Hurlbut #37 Posted Feb 22 2012 - 19:05

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View PostKhagan, on Feb 22 2012 - 18:39, said:

Is it me? or will EagleEye+Sonar break through the 500m viewrange glass ceiling? Cause Patton's running full spotter setup will be godly. Imagine going AFK in Malinovka and after 3 seconds you get the scout medal instantly.  :Smile_harp:
Not really, but it should help you to detect tanks that already have camo value bonus (foilage, skill, net, so forth) much further out than you could pre 7.2. It might be actually possible to spot a tank out in open with binocular and the Eagle Eye + Sonar right at 500 meter. But they haven't said if those two skills would stack or not. :-/

Vallter #38 Posted Feb 22 2012 - 19:06

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View PostChamberland, on Feb 22 2012 - 18:37, said:

I like the new skills but I am wondering what happens to the skills that they already learned(at 100%)? I see there are multiple skills for one crew member, can we have them all if we continue to train them? Finally can we have more than one perk?(I say this because there are some useful perks and other not so useful(in most battle situations).

1)You will be able to redistribute all XP and learn new skill to 100% immediately.
2)probably, but it will be very-very difficult.
3)Yes, you can.


View PostEGON, on Feb 22 2012 - 18:40, said:

anyone see this little guy in there?   "Stay tuned for more information on version 7.2 in the coming weeks."

sounds like it's not coming out this month...

We have already stated that it won't come out this month, but will be released in Q1 2012.

Dear players, please, give us time and be patient. 7.2 will have LOTS of changes:
New branch of vehicles,
New US Heavies.
Major MM improvement.
Economics 2.0

And many, many more things. We have not announced all of them since we don't want anything that we announce get later postponed or scheduled to another update. Also we don't want to release unfinished, not balanced and badly working features. That's why we want to do tons and tons of tests even before the Common test.

We ask you for understanding and patience. We will try to keep you up-to-date with all upcoming changes.

View PostLA_SAC, on Feb 22 2012 - 18:44, said:

Where the hell is the T30 to T110 and T34 to M103 skill set? stop wasting Dev time with this side bar crap and give us the tanks you promised LAST YEAR!!!

See the above.

View PostForcestormX, on Feb 22 2012 - 18:48, said:

Could we get a comprehensive guide on crew skills sometime around the 7.2 release? Including such concepts as training, rough ideas on effectiveness, whether old skills still retain averaged values across crew, etc.

While I like some of what I see here, I don't think I'm eager to throw away my camo/repair for any of this and still grind the incredible amounts of xp it would take to get back camo/repair with those new skills active afterwards.

I can't help but feel the new skills are a bit of a trap in a sense, unless total xp values will be much different in 7.2.

It will be only technical one, since there are many variants, each suitable for specific style of game play. Players have to decide what they actually want.

Accro15 #39 Posted Feb 22 2012 - 19:07

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Am I the only one seeing people dmg their own arty in CW so they fire faster with the do-or-die perk?

Amonk #40 Posted Feb 22 2012 - 19:09

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Will autoloaders be able to make full use of the Hunch perk?




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