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7.2 Preview: Crew Skills

cobra39's Photo cobra39 Mar 03 2012

 filcabz, on Mar 03 2012 - 06:57, said:

any news abaout the date of launching the update?
"Soon" © ® ™
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MilesCadre's Photo MilesCadre Mar 03 2012

 cobra39, on Mar 03 2012 - 15:01, said:

"Soon" © ® ™
How Soon?
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nerdbomb07's Photo nerdbomb07 Mar 03 2012

 LucMcPhail, on Mar 03 2012 - 14:55, said:

Q1 2012. It WAS expected in February, but seeing as we dont even see any supertesting let alone public testing I wouldnt be surprised if it doesnt come out til april.

If we dont see anything on super testing by I'd say march 16th or so, then expect it april. Cuz Supertesting lasts a minimum of a week, as does public testing.

Super test has started ~ Feb 20th or so.
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MilesCadre's Photo MilesCadre Mar 03 2012

 nerdbomb07, on Mar 03 2012 - 18:47, said:

Super test has started ~ Feb 20th or so.
yea I found that out rifght before I had to leave. I'll edit my post to reflect shortly.
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MiikLL's Photo MiikLL Mar 03 2012

Hello All...

I think that we may be underestimating the Loader's Perk "Hunch". I know that it hasn't been stated what the percentage chance of sucess will be, but in the description it does say that "If multiple crewmen have this perk trained, the effectiveness will be summed." This leads me to believe it will double whatever percentage chance that may be. All the posts I have read seem to assume that it would be a switch from AP to HE or HE to AP. I have not read anywhere that if you have "gold" rounds carried that you couldn't use them as your choice for a "instant reload" chance. I only play "pubs" and don't currently buy gold rounds, but I have and will grind other high tier tanks that have two loaders in them. I will start to buy gold rounds just to have the chance of doing a "Double Tap" of an AP and Gold round for a huge chunk of health out of another tank in seconds. If the chance doesn't hit, then I loose maybe a second or two on reload as I double tap the 1 button to load AP and one tap the 2 button to try my luck again.

Here is my example...  I am in a IS7 which has 2 loaders, 130mm S-70 which has 260 average pen for 490 average damage AP round and 303 avg pen 490 avg dmg Gold round, fighting a Maus. No way I am going to pass up a chance to take a 35% chunk, with an "average" damage roll, of health off it in the span of maybe 5 seconds. When my only drawback might be one or two seconds extra reload time, in what is more than likely a "peek-a-boo" encounter, should I have to force an AP reload.

Anyway, just a random thought I wanted to throw out there. I don't post often. I hope this made sense.
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nerdbomb07's Photo nerdbomb07 Mar 03 2012

 MiikLL, on Mar 03 2012 - 23:28, said:

Hello All...

I think that we may be underestimating the Loader's Perk "Hunch". I know that it hasn't been stated what the percentage chance of sucess will be, but in the description it does say that "If multiple crewmen have this perk trained, the effectiveness will be summed." This leads me to believe it will double whatever percentage chance that may be. All the posts I have read seem to assume that it would be a switch from AP to HE or HE to AP. I have not read anywhere that if you have "gold" rounds carried that you couldn't use them as your choice for a "instant reload" chance. I only play "pubs" and don't currently buy gold rounds, but I have and will grind other high tier tanks that have two loaders in them. I will start to buy gold rounds just to have the chance of doing a "Double Tap" of an AP and Gold round for a huge chunk of health out of another tank in seconds. If the chance doesn't hit, then I loose maybe a second or two on reload as I double tap the 1 button to load AP and one tap the 2 button to try my luck again.

Here is my example...  I am in a IS7 which has 2 loaders, 130mm S-70 which has 260 average pen for 490 average damage AP round and 303 avg pen 490 avg dmg Gold round, fighting a Maus. No way I am going to pass up a chance to take a 35% chunk, with an "average" damage roll, of health off it in the span of maybe 5 seconds. When my only drawback might be one or two seconds extra reload time, in what is more than likely a "peek-a-boo" encounter, should I have to force an AP reload.

Anyway, just a random thought I wanted to throw out there. I don't post often. I hope this made sense.

As far as we know it doesn't work that way, it does not change your reload in any way. The way it does work is this, when you have AP loaded and you double tap, all of a sudden you have another round loaded. As soon as you fire you start reloading, and the skill cannot be activated without a fully loaded round. In other words even if it's a 100% chance of switching ammo you can double tap and switch ammo as many times as you want as long as you don't fire, but the minute you do you have to wait for a reload.
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mizaralcor's Photo mizaralcor Mar 04 2012

BTW, here is a video of some preview on 7.2, of which includes some display on the new skills : My link. It's in foreign language (I assume Russian?) though.

Also, in EU Q&A forum, Overlord mentioned that at the moment, they do NOT plan to reduce the current exp requirement for the secondary skills, an will stick with the current exp amount.  Long grinds ahead, my friends :(
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MiikLL's Photo MiikLL Mar 04 2012

Hello All...

@Nerdbomb07...

I understand what you are saying. I was going off their loosely worded description "When reloading a shell of a different type, there is a chance the shell will be instantly loaded." I took it to mean having a different shell type choosen for the next reload as opposed to forcing a reload of an already loaded round to a different type shell. Though I admit... I would be really happy if it was the way I described...lol. Kind of like my own little French mini burst...lol.
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UncleHotte69's Photo UncleHotte69 Mar 04 2012

Maybe my ammo racks on my Tanks TIGER, K-Tiger and E-75 will finally survive with the new skill!! :Smile_great:
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nerdbomb07's Photo nerdbomb07 Mar 04 2012

 MiikLL, on Mar 04 2012 - 00:18, said:

Hello All...

@Nerdbomb07...

I understand what you are saying. I was going off their loosely worded description "When reloading a shell of a different type, there is a chance the shell will be instantly loaded." I took it to mean having a different shell type choosen for the next reload as opposed to forcing a reload of an already loaded round to a different type shell. Though I admit... I would be really happy if it was the way I described...lol. Kind of like my own little French mini burst...lol.

Haha yeah..... if it sounds too good to be true..... it probably is.

 UncleHotte69, on Mar 04 2012 - 17:00, said:

Maybe my ammo racks on my Tanks TIGER, K-Tiger and E-75 will finally survive with the new skill!! :Smile_great:

The ammo racks on these standard types (KT, E series, Maus) are pretty big, always located in the same spot, and very consistently damaged if you manage to get through the armour (side armour, which is pretty easy on everything but the maus). I don't think any amount of skill will help that.... it's just located for convenient hitting......
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Viperone's Photo Viperone Mar 04 2012

Will something be done to shorten the duration of training? With all these new skills it would take almost 17 years to do just a minimum of the skills. The 3 rd skill alone takes forever to complete.
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MilesCadre's Photo MilesCadre Mar 04 2012

 Viperone, on Mar 04 2012 - 22:17, said:

Will something be done to shorten the duration of training? With all these new skills it would take almost 17 years to do just a minimum of the skills. The 3 rd skill alone takes forever to complete.
It took me on astandard account about a month of playing about 5 or so battles a day (average) to get my second skills to 100%. I Also did NOT accelerate crew training (I used the free xp later to get other tanks along) Granted, I had alot of good battles (luck of the draw), but considering most people use 2-3 skills as of now anyways its what we all expect.

its insane to think or even want to max out all your skills.
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Battlecruiser's Photo Battlecruiser Mar 05 2012

I have a clarification request about sharpshooter

does the effect apply for HEAT rounds or only AP/APCR
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mattscooby's Photo mattscooby Mar 05 2012

not sure on exact figure, but to get my e 50 to all 3 skills maxed at a 100% every thing, was some where close too 800 battles i think in the e 50 alone.how long to max up more? depends i guess on the skill its self and how you need to adapt to it.
its like any skill , always do repairs 1st, it goes up fast, firefighting 2nd, and dont use extinguishers till you get it at a 100% sucks i no but has to be done, try to get caught on fire to get there xp on it.
cammo on the e 50 was a nightmare very slow.
ways round it? cammo, use a td , flip the crew to a ferdi, max them on it there or on arty as its value goes up more as you take shots from cammo , 0 detection, fire, use crew on the lowe .
its a way to do it, flips crew around a little but its one possible way of you dont want to grind them on a sole tank.
if you take the time to work out what tank makes it go up the faster, you can adjust for it all and make it work for you , not against you .
.
just checked , e 75 , 485 battles i think and 15% away from maxing out all crew skills, so depends i guess on what tank you got survival on it and so on .
might max it with in another 125 battles.
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MilesCadre's Photo MilesCadre Mar 05 2012

 mattscooby, on Mar 05 2012 - 10:03, said:

not sure on exact figure, but to get my e 50 to all 3 skills maxed at a 100% every thing, was some where close too 800 battles i think in the e 50 alone.how long to max up more? depends i guess on the skill its self and how you need to adapt to it.
its like any skill , always do repairs 1st, it goes up fast, firefighting 2nd, and dont use extinguishers till you get it at a 100% sucks i no but has to be done, try to get caught on fire to get there xp on it.
cammo on the e 50 was a nightmare very slow.
ways round it? cammo, use a td , flip the crew to a ferdi, max them on it there or on arty as its value goes up more as you take shots from cammo , 0 detection, fire, use crew on the lowe .
its a way to do it, flips crew around a little but its one possible way of you dont want to grind them on a sole tank.
if you take the time to work out what tank makes it go up the faster, you can adjust for it all and make it work for you , not against you .
.
just checked , e 75 , 485 battles i think and 15% away from maxing out all crew skills, so depends i guess on what tank you got survival on it and so on .
might max it with in another 125 battles.
I can understandthe frustration of people because working from a new crew makes life a pain.

My E-50 crew was fresh from the DB. I paid the gold to keep 100% and move them to panther, then when pather and panther II moved, they auto transfered to the panther II, which then I invested 1000 more gold to transfer them to E-50.

BUT, I paid credits on my tiger P to get the crew to 75% instead of free for 50. I ground them halfway to their first skill with the tank.

If you keep the same crew from tier 1 to tier 10, and do it the long hard way of grinding (no free exp), I think (no quoting, you sly dogs) it would get you to 2-3 skills by the time you hit tier 10. maybe a 4th if my math is right and you ground a little extra.

So to new players, it encourages them to keep their crews the entire career and to the tank dealerships (like me, I buy a tank and sell it a week later), it is frustrating having to restart the crews.

EDIT: On a side note, most games with a skill system doesnt allow the player to get all the skills availible. Like in silkroad in example, you only get a max of 300 skill points, which is enough to max out about 3 pages of skills (chinese have 7-8 pages). Ironically, seems alot like WoT here with the new skills. Maybe thats why I dont mind the prospect of only getting 2-3 skills.
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mattscooby's Photo mattscooby Mar 06 2012

thats all good to keep that crew, but when you doing more than 1 medium or heavy at a time, you got to ask , what crew goes where? which tank would benefit more? lower tier medium or higher tier? each to there own on what they do i guess, not every one hits tier 9 or 10 and only stays in them battles.
so to a non prem acount user, there best crew would be better on there tank they use for credits, not a tank they can not run a lot.
hard choice to make for some people it is, all great a tank with a 100% crew cross the board , but no use if they not running prem and can not afford to use it a lot.
each person has a choice to make on there own tanks in there own ways i guess.
but at least they got an idea what it will take at the long way to do it.
i use my lowe to grind up crews to a 100% every thing then transfer them over, and put a new lowe crew on to train again , found that handy in the past .
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MilesCadre's Photo MilesCadre Mar 06 2012

 mattscooby, on Mar 06 2012 - 10:19, said:

thats all good to keep that crew, but when you doing more than 1 medium or heavy at a time, you got to ask , what crew goes where? which tank would benefit more? lower tier medium or higher tier? each to there own on what they do i guess, not every one hits tier 9 or 10 and only stays in them battles.
so to a non prem acount user, there best crew would be better on there tank they use for credits, not a tank they can not run a lot.
hard choice to make for some people it is, all great a tank with a 100% crew cross the board , but no use if they not running prem and can not afford to use it a lot.
each person has a choice to make on there own tanks in there own ways i guess.
but at least they got an idea what it will take at the long way to do it.
i use my lowe to grind up crews to a 100% every thing then transfer them over, and put a new lowe crew on to train again , found that handy in the past .
usually the people complaining about not getting all the skills are the ones who want ot use the skills for clan wars. Which in that case tier 9-10 is commonplace. Which explains why I posted what I did.

dont get me wrong, I run a type 59 more often than any other tank I own, and I can understand wanting to max the skills for it, but its nothing that I really would need. I already enjoy the tank. If I had baracks slots I'd put crews back to 50 (Unlike lowe I cant transfer the crews cuz theyre made in CHINA!)
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Fortiter's Photo Fortiter Mar 06 2012

Really awesome stuff!

I have a few unanswered questions, though.
I understand if I'll just have to wait and see but if anyone knows off the top of their head or has some insider scoop I'd love some info.

Will the gunner skill "Steady Hands" affect arty and tds that don't have turrets or just the ones that do?

Does the gunner perk "Nemisis" only work for the one who initially spotted the enemy tank? Or could someone else without Nemisis spot the tank, have the enemy disappear for them but still be visible for someone with Nemisis? (Sorry if this question makes no sense. Hard to word what I want to ask)

Does the Commander perk "Expert" mean it'll show the enemy's damage(d) modules? It's just a typo right?

Does the Commander skill "Jack-of-all-trades" have to be activated like a first aid kit?

That's all. Thanks. So stoked!
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mizaralcor's Photo mizaralcor Mar 06 2012

 Fortiter, on Mar 06 2012 - 19:31, said:

Does the Commander perk "Expert" mean it'll show the enemy's damage(d) modules? It's just a typo right?

It does show what modules are damaged in an enemy tank. For an idea on how it works, check this video out and skip to 06:03 : My link. It's in Russian but you should get a rough idea on how it works currently, of course it's subject to change upon release as 7.2 is still in Supertest phase.

 LucMcPhail, on Mar 05 2012 - 12:55, said:

EDIT: On a side note, most games with a skill system doesnt allow the player to get all the skills availible. Like in silkroad in example, you only get a max of 300 skill points, which is enough to max out about 3 pages of skills (chinese have 7-8 pages). Ironically, seems alot like WoT here with the new skills. Maybe thats why I dont mind the prospect of only getting 2-3 skills.

Technically not exactly the same. In games such as SRO the 300 cap is a hard cap. No one can get higher than 300 points no matter what skill combination they choose between the 7 skill trees. In WoT, the only cap is reached only when you managed to grind and train all skills, which can only be attained after literally years even with intensive grinding if the exp rate to level isn't changed (and Overlord confirmed that for now, they don't have any plan to modify the skill level exp rate). In SRO for example, it won't take you years to reach the 300 hard cap especially if you do intensive SP farming with optimum level gap.
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MilesCadre's Photo MilesCadre Mar 07 2012

 mizaralcor, on Mar 06 2012 - 20:35, said:

It does show what modules are damaged in an enemy tank. For an idea on how it works, check this video out and skip to 06:03 : My link. It's in Russian but you should get a rough idea on how it works currently, of course it's subject to change upon release as 7.2 is still in Supertest phase.



Technically not exactly the same. In games such as SRO the 300 cap is a hard cap. No one can get higher than 300 points no matter what skill combination they choose between the 7 skill trees. In WoT, the only cap is reached only when you managed to grind and train all skills, which can only be attained after literally years even with intensive grinding if the exp rate to level isn't changed (and Overlord confirmed that for now, they don't have any plan to modify the skill level exp rate). In SRO for example, it won't take you years to reach the 300 hard cap especially if you do intensive SP farming with optimum level gap.
eh you make a valid point.

Irregardless I honestly am not going to worry about gettin more than 3 skills. Anything extra is gravy. If I need to rely on that small advantage to win, then I guess I'm not a good player, am I?
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