Description of world of tanks perks. Useful skills and abilities in World of Tanks. From the last strength

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Hello tankers! This article will focus on one of the fundamental features of WoT -

Rules for choosing perks for the tank crew


Hello tankers! This article will focus on one of the fundamental features of WoT - crew skills.

In order not to make a mistake with the choice of crew skills, you need to initially understand how you will use a particular vehicle. However, there are perks recommended for everyone.

1. Sixth sense

Some of you probably already know that the developers plan to make this skill available to all crew commanders after leveling the main profession to 100%. However, while this innovation is in the status of "CTTS", it is worth pumping
the commander first. Lighting up 2 seconds after the light, the “Light Bulb” will often save you from a splash of PT or art. If you yourself play on PT or art, your priority in the light for enemies is even higher, and the lamp is more needed.

2. Repair

Usually this is how it is customary to start pumping the crew. First of all, the commander - "The Sixth Sense", the rest - "Repair". And this technique pays off.
After all, initially repairing a downed harp on some tanks at 100% of the main skill was more than 10 seconds! This means that you lose a repair kit and / and a significant amount of durability points without a pumped repair. But you still need to drag the fight!

3. Combat Brotherhood

This perk adds only 5% to all crew skills, so it is usually recommended in combination with ventilation that works similarly. Then you get
+10% in total, which significantly adds to the combat capability of any tank.
The exception is machines with a loading drum and without the possibility of installing ventilation (WT E100). You will definitely notice a 5% reduction in reload time on the drum. Whether or not to pump "BB" with the second perk is an individual choice.

4. Alternative second perk

If you decide not to upgrade the "BB" second, then you need to start leveling the critical flaws of the tank. Weak ammo rack? (T-44, T-54, etc.) to the loader - "Contactless ammunition rack". You play on the “crystal cannon” (borscht, waffle of the 9th level) for everyone - “Disguise”. When playing with light on LT or ST, it is worth increasing the view to increase the chance to illuminate the enemy earlier. Commander - "Eagle Eye", radio operator - "Radio Interception". For mechanical drivers of strands, it is worth advising the "Master of Ram" (for fast type IS-7
and heavy ST type E-50 M) or "Virtuoso" or "King of off-road" for clumsy cars like E-100. Accordingly, ST drivers need to be taught how to move smoothly, because you often have to shoot on the go.

5. Third perk. Customization

As a rule, with the exception of very complex vehicles like the WT E100, the third perk brings the gameplay on the tank closer to comfortable. Previously missed perks are being downloaded. On CT it is worth studying "Camouflage", "Smooth turret turn" for the gunner, machines developed by gloomy French geniuses such as "bat-chat" or AMX 50B, it makes sense to think about choosing the Master of All Trades perk for the commander. The crew is often critical, sometimes they can help. It’s time for those who load on classic TTs to pump in the “Contactless ammunition rack” and “Desperate”. For gunners, drummers and tanks with a large alpha strike, Sniper will be relevant, this will allow them to break modules to opponents much more often.

6. Completion of customization.

The fourth perk You need to understand that each subsequent perk requires 2 times more experience than the previous one to fully pump. For the fourth, this is already - 1.68 million units of experience. So you should seriously think about which of the remaining skills will make your life easier. Tips in this case hardly needed, by this moment you will already have an understanding (and if not, you have 42% of victories and it doesn’t matter how the crew is upgraded :)).

7. Perks of last importance

This term means: “Masking” for heavy tanks, “Fire fighting” for rarely burning tanks (it’s better to put a gold fire extinguisher, you don’t need to be afraid of spending, it will come out cheaper, because the tank will not burn at all) and similar skills.

8. Useless Perks

The developers have given birth to a number of absolutely useless perks. Most players agree that it is not worth downloading on any machine: "Inventor", "Repeater", "Expert". Such perks as "Vintage" and "From last strength" can also be classified as partially useless, because they are not applicable anywhere because of their low probability of use. Such perks are usually chosen by the overridden players for specific purposes.


Conclusion. A few simple but important tips.

BUT) " The Brotherhood of War» swings only for all crew members at the same time and starts to act at 100%.
B) it is worth distinguishing between the skills and abilities of the crew. For example, " Repair», « Disguise" and " radio interception” start to work with 1% study, gradually increasing their effectiveness, and “Lamp”, “Contactless ammo rack” and “Combat Brotherhood” only after full study.
C) the study of crew professions, although marked with percentages, is incorrect. Each subsequent percentage requires more experience than the current one.
G) " Firefighting» - not the most useful perk, because it is quite well replaced by a gold fire extinguisher. Swing 4m-5m-6m perk, excluding "fire tanks" (Germans, KV-3, etc.).
E) the general principle of choosing skills and abilities: maximize the advantages, then level the most serious shortcomings.
E) do not be lazy, test the car you are going to download, see the guides. This will help you choose the right tank and the method of pumping it. G) if possible, do not save gold, train, retrain and reset perks for gold. By the middle of the fourth perk, leveling is very slow, experience is never superfluous.

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills and abilities (click on +), however, many inexperienced players do not quite understand what to choose and therefore, this article will help you in choosing the right skills and abilities, so Let's consider the most optimal assembly options for various kinds technology.

And let's start with a general description of what each skill and skill represents and its need for learning.

● Commander. The commander has some of the most useful sets of perks and skills to choose from.

1. The sixth sense, or in the common people “light bulb”.

Allows the commander to detect if our tank is illuminated, however, it is worth remembering that the light comes on after 3 seconds of enemy exposure to us. One of the most useful perks, we definitely download the commander first.

2. Jack of all trades.

This skill allows the commander to master the specialty of a disabled crew member. At 100% learning - 50% of the skill of a shell-shocked crew member. Useless perk, download at the very end.

3. Mentor

Gives additional experience to all crew members, except for the commander.
At 100% study, it gives 10% experience. Also not a very useful skill, we leave it for the end.
Skill. Works as you learn.


4. Eagle eye

An extremely useful perk for big-eyed CTs and LTs to make their vision even better. At 100% study, it gives 2% to our review, + 20% with damaged observation devices. It also gives an additional effect in the presence of optics, a stereo tube and the ability to radio intercept.
Skill. Works as you learn.

5.Expert

Allows you to see, when aiming a sight (even artillery), which modules are damaged by the enemy and see the shell-shocked crew. It is worth remembering that it starts working when holding the enemy in the scope for 4 seconds. A very ambiguous perk, for an amateur, definitely if you pump it, then at the end.
Skill. Effective at 100% study.

● Gunner. A set of stupid perks, except for the smooth rotation of the tower.

1. Resentful

Allows us to additionally see the enemy for 2 seconds in a sector of 10 degrees. Not a very useful perk, only suitable for passive light so that your team throws more on the enemy in extra time.
Skill. Effective at 100% study.

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% research, it gives -20% to the dispersion of damaged weapons. Enhanced in the presence of a vertical stabilizer. Almost stupid perk, save for last.
Skill. Works as you learn.

3.Smooth turret rotation

Reduces dispersion when traversing the turret by 7.5%. Extremely useful for ST, LT and TT. With the vertical stabilizer installed, the effect is enhanced.
Skill. Works as you learn.

4. Sniper.

Increases the chance to deal damage to a crew or module by 3% at 100% research. Doesn't work for HE shells Useless perk
Skill. Effective at 100% study.

● Driver. A set of perks, as a rule, to improve the driving performance of the tank and improve shooting on the move. Extremely useful for LT and ST.

1. Virtuoso

Useful perk for tanks with slow turn rates. At 100% research, it gives +5% to the tank's turn speed. It is enhanced with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a twisted speed controller.
Skill. Works as you learn.

2.King off-road

Reduces soil resistance during movement. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. Enhances a little the dynamics of the tank as a whole. Enhanced with additional lugs. Gives us +10% to passability on soft ground and +2.5% on average ground at 100% study.

3. Ram master

A wonderful perk for tanks such as E50M, KV-4.5, etc., which allows you to reduce damage to your tank and increase damage to the enemy tank when ramming. With 100% study, it gives + 15% damage to the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Works as you learn

4. Smooth running

This perk reduces spread when firing on the move. Enhanced in the presence of a vertical stabilizer. Good for all types of technology. At 100% research, it gives -4% movement spread.
Skill. Works as you learn

5. Cleanliness and order

Reduces the chance of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (Probability of fire can be seen in a detailed examination of the engine in the hangar). Increased by the presence of an automatic fire extinguisher.
Skill. Effective at 100% study.



● Radio operator. One of the most meager skills in terms of usefulness, it is extremely easy to make a choice.

1. From the last forces

Allows our radio operator, who was not disabled during the destruction of the tank, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Effective at 100% study.

2. Inventor

Increases communication range. At 100% research, it gives +20% radio range. Extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the view of our tank by 3% at 100% study. Enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. For sharp-sighted ST and LT, we highly recommend.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies within the radius. At 100% study, it gives +10% to the communication range of allies. Again, a very useless perk.
Skill. Works as you learn.

● Charging. The loader has the smallest set of perks, you don’t even have to choose much.

1. Non-contact ammo rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with a weak ammo rack (for example, the Soviet ST T-44 and T-54). Enhanced by wet ammo pack
Skill. Effective at 100% study.

2. Intuition

Gives a 17% chance to instantly change a projectile (for example, from AP to HE) from the moment the projectile starts reloading. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Effective at 100% study.

3. Desperate

Reduces gun reloading by 9.1% if our tank's durability is less than 10%. A controversial skill, for an amateur. Enhanced in the presence of a gun rammer.
Skill. Effective at 100% study.

P.s. All these perks do NOT stack with multiple crew members! (for example, desperate pumped for 2 loaders does not add up, so do not forget this and take more useful perks).

And now let's look at the skills and abilities available to all crew members. It is worth knowing that the effectiveness of these skills is taken into account from the average of the crew that owns this skill (for example, if you have repaired 2 out of 4 crew members, then the increase in repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any type of vehicle, with the exception of art. Increases the repair speed of damaged tank modules. Enhanced with a large repair kit or tool box. At 100% study, it gives +100% repair speed. First of all, pump for almost any technique.
Skill. Works as you learn.

2. Disguise.

Reduces the visibility of our tank. Enhanced by the presence of a camouflage net. An extremely useful perk for stealthy ATs, LTs, arts. At 100% study, it gives +100% to the stealth of the tank.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire when ignited by 100% with 100% pumping for the entire crew. It will be necessary for fire hazardous tanks or if you are a fan of not carrying a fire extinguisher with you. We pump only on tanks burning like a Christmas tree, or last.
Skill. Works as you learn.

4. Combat Brotherhood

This perk is often confused by beginners. UP TO 100% STUDY OF ALL CREW MEMBERS IS REQUIRED FOR ITS WORK. Increases with improved ventilation, chocolate, tea pudding, extra rations, crate of cola, strong tea, improved diet, and onigiri (for each nation, respectively). When fully studied, it gives +5% to all to the main skill, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repairs, eagle eye.
Gunner: Repair, bb, smooth traverse of the turret, camouflage.
Loader: Repair, bb, disguise, desperate.
Driver: Repair, bb, off-road king, ram master.

(bb-combat brotherhood, at the personal discretion of everyone).

Medium tanks (ST)


Commander: Sixth sense, bb, eagle eye, disguise
Gunner: repair, bb, camouflage, smooth turret traverse
Loader: repair, bb, disguise, desperate
Driver mechanic: repair, bb, off-road king, smooth ride or disguise
Radio operator: repair, bb, radio interception, camouflage.


(For the last perks, it's strictly up to you, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, disguise, eagle eye, repair, bb.
Gunner: Camouflage, repairs, smooth turret rotation, bb.
Loader: Disguise, repair, desperate, bb.
Driver: Camouflage, repair, off-road king, bb.
Radio operator: Camouflage, repair, radio interception, bb.

(Combat brotherhood at the personal discretion of everyone).
(For the last perks, it's strictly up to you, depending on your technique).

tank destroyer


Commander: Sixth sense, disguise, bb, repairs.
Gunner: Camouflage, repairs, BB, firefighting.
Loader: Disguise, repair, bb, desperate.
Driver: Camouflage, repair, bb virtuoso.
Radio operator: Camouflage, repair, bb, radio interception.

(If the PT is huge, the first perk instead of masking is downloading repairs).
(For the last perks, it's strictly up to you, depending on your technique).

ART SAU


Commander: Sixth sense, bb, disguise, repairs.
Gunner: Camouflage, bb, vindictive, repair.
Loader: Camouflage, bb, intuition, repair.
Driver: Camouflage, bb, virtuoso, off-road king.
Radio operator: Camouflage, bb, repair, radio interception.

(For the last perks, it's strictly up to you, depending on your technique).

All skills and abilities go sequentially for leveling, however, you can change their places if you see fit, or they fit your specific technique, because. it is impossible to choose the same perks for all tanks. It is also worth remembering that each next skill requires 2 times more experience than the previous one, we treat this wisely.

Crew leveling in World of Tanks is a kind of “game within a game”: you have to think for a long time about the order of leveling perks, read forums, watch guides, and analyze. Naturally, all this must be done if you want to achieve maximum combat effectiveness.

The matter is greatly complicated by the fact that it is almost impossible to pump out all the skills and abilities on one tank (it will just take a huge amount of time). A truly “pumped” crew is considered to be a crew with five or even six perks perks. But for an ordinary player, even the fourth perk is usually an unattainable dream, pumping out the last percent of the third can take months.

Skills differ from skills in that they begin to act immediately after the choice, even if pumped by 1 percent. For skills to work, they need to be pumped to 100. Therefore, players often pump skills that are not very necessary to 100 percent, and then reset them and take the necessary skill. You can reset perks without penalty only for gold.

However, not all skills and abilities are equally useful and popular. There are really effective perks that almost all players are among the first to pump out, and there are those that almost never pump. Skills and abilities are divided into general and specific for each specialty.

General skills and abilities

Of the general ones, repairs, camouflage and combat brotherhood are certainly useful. But from fire extinguishing on the vast majority of tanks is of no use: it is replaced by a fire extinguisher. Fire extinguishing is relevant only for those cars that literally catch fire from every second penetration. This is famous, for example, for some Chinese cars, which, like Soviet tanks, tanks are often in the forehead.

Repair, as the name implies, speeds up the repair of damaged modules. This skill is especially useful on heavy tanks, whose tracks can shoot down many times in a battle. Repairs on medium tanks are less useful: a downed caterpillar on them usually leads to destruction, in most cases it is better to use a repair kit.

Repairs are also being studied on assault-type tank destroyers, which are in many ways similar to heavy tanks. But on artillery and light tanks, repairs are useless: a downed caterpillar is easier to restore with a repair kit, and these vehicles usually do not survive a second hit.

But on light tanks, the first perk is almost always camouflage, it is very effective on them, since it does not decrease by half in movement, as on other types of vehicles. In addition, the disguise skill is not a fixed amount that increases as you level up, but a multiplier. That is, the higher the basic disguise of the car, the more effective this skill will be.

That is why it makes no sense to upgrade camouflage on large and very noticeable vehicles: the basic camouflage there is very small, so the skill does not have a special effect. But, by the way, on large machines, a camouflage net can be effective, since its bonus is just a fixed value, and not a multiplier.

Combat Brotherhood increases the level of proficiency of all tankers in their main specialties, as well as skills and abilities by 5 percent. Action Brotherhood is identical to the effect of improved ventilation, which are best used together. After all, a 5 percent increase in the level of proficiency in a specialty means in fact an increase in the characteristics of the tank by only 2.5 percent.

Combat Brotherhood begins to act only after all tankers have studied it 100%, that is, everyone needs to pump it. Usually, brotherhood in arms is taken as the first perk on artillery, on other types of equipment it can be taken both first, and second, and third, it all depends on individual preferences.

Now let's move on to individual skills and abilities:

The commander's sixth sense (the so-called "light bulb") is extremely important, which signals that the enemy has detected you. It is very difficult to overestimate this skill, it is extremely useful on almost all types of vehicles, except for tanks focused on close combat. But even on them, the sixth sense is useful. On light tanks and ambush tank destroyers, this perk must be upgraded first.

Eagle Eye is also a good choice for the commander, which increases vision by 2 percent. This is a skill, so the eagle eye takes effect immediately. It should also be said that if the observation devices are damaged, the eagle eye already gives an increase of 20 percent, in fact, thus compensating for the damage.

Handyman

Jack of all trades allows the commander to replace shell-shocked crew members. Since this is a skill, the master of all trades begins to act immediately. When fully trained, it restores half of the lost percent of the skill level.

For example, when a gunner is shell-shocked, the level of proficiency in his main specialty drops by half (for example, from 100 percent to 50). With a fully pumped jack of all trades, the level of proficiency in the specialty of such a shell-shocked gunner will be not 50, but 75 percent. The effect is quite significant, but the master of all trades is rarely pumped, since the commander has more useful perks.

Mentor

The least useful skill for a commander is a mentor. When fully studied, it gives an increase of 10 percent to the experience that every tanker receives, except for the commander. It would seem that the increase is significant, but taking this skill makes sense only if you are going to pump three or more perks from the crew of this tank.

Expert

Even less useful is an expert, this skill allows you to determine critical damage on an enemy that you hold in your scope for four or more seconds. Of course, it can be useful to know that an enemy tank is damaged, for example, an ammo rack, but players usually prefer other perks. In general, the commander has a lot of useful perks, so the choice is often difficult to make.

The continuation of the article will be published in the near future.

Attention if games do not work for you, .

Crew Skills and Perks give Crews certain boosts to help increase your battlefield performance. Choosing a Skill or Perk can be difficult, so be sure to read up on what each one does and how it can benefit you. Your Crew can have a maximum of 25 Skills and Perks.

Skills and Perks work slightly different, with Skills becoming active as soon as you start learning them. Skills also become more effective as you increase your training level. Perks, on the otherhand, will only become effective once they are fully trained to 100%.

Some Skills and Perks are better used on certain classes, nations, and even play styles, so be sure to take the time to decide which best suits your needs.

Skills

Active immediately and become more effective based on training level.

.Repairs: Accelerates repairs to damaged modules. The higher your Crew training level, the faster repairs are completed. The skill is more effective when combined with Toolbox and Large Repair Kit.

.firefighting: Enhances your Crews" firefighting abilities. The higher the training level, the faster a fire is put out and the less damage per second the fire does to the vehicle before it is extinguished.

.camouflage: Reduced vehicle visibility.The higher the training level, the lower the chance that your vehicle will be spotted by the enemy. The skill is more effective when combined with Camouflage Net.

.Jack of All Trades: Enables the Commander to master every qualification and replace knocked-out Crew members for 50% of their Training level once fully trained. Only major qualifications can be substituted. The replacement effect diminishes with each Crew member knocked out; i.e., if two members are knocked out, the Commander can perform their duties at 25% per Crew member.

.Recon: Increases the maximum view range by 2% when fully trained. This skill is more effective if the observation device is destroyed by providing a 20% increase, or when combined with Situational Awareness, Coated Optics, and Binocular Telescope.

.Pain Tolerance: Reduces the chance of a critical damage to Crew members by 10% when fully trained. This skill is more effective when combined with a Spall Liner and a Large First Aid Kit.

.Situational Awareness: Extends view range by 3% when fully trained. The skill is more effective when combined with Recon, Coated Optics, and Binocular Telescope.

.Mentor: Provides a 10% Crew XP Bonus when fully trained.

.Signal Boosting: Extends signal range by 20% when fully trained.

.Relaying: Extends signal range of allied communications within vehicle's radio coverage by 10% when fully trained.

.Smooth Ride: Improves accuracy when firing on the move by 4% when fully trained. The skill is not effective if the vehicle is stationary or rotating. The skill is more effective when combined with Vertical Stabilizer.

.Clutch Braking: Increases vehicle rotation speed by 5% when fully trained. The skill is more effective when combined with Additional Grousers, Lend-Lease Oil, Quality Oil, Removed Speed ​​Governor, 100-octane, and 105-octane Gasoline.

.Off road driving: Reduces ground resistance when driving on soft terrain by 10% and moderately soft terrain by 2.5% when fully trained. Lower ground resistance increases vehicle maneuverability and acceleration. The skill is more effective when combined with Additional Grousers.

.Controlled Impact: Decreases ramming damage to your vehicle by 15% and increases ramming damage to enemy vehicles by 15% when fully trained. The skill is effective only while your vehicle is in motion. The skill is ineffective when two allied vehicles collide.

.Snap Shot: Improves accuracy during turret rotation by 7.5% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

.Armorer: Improves accuracy of a damaged gun by 20% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

Legendary Skills

Available only if you purchased a Dark Horse Hero tank.

. Snakebite: Improves your gunner's accuracy by reducing dispersion by 5% when fully trained. (Skill more effective when combined with Vertical Stabilizer, Snap Shot, Smooth Ride).

. Last stand: Boosts Crew proficiency when your vehicle's HP is less than 10%.

. Supply Conservation: Rationing technique gives your Commander a chance to preserve a Consumable used during a battle.

perks

Becomes activate once fully trained to 100%.

.Brothers in Arms: Improves major qualifications and all skills for the entire crew by increasing their Training Level by 5%. The Perk is more effective when combined with Improved Ventilation, Extra Combat Rations, Chocolate, Case of Cola, Pudding and Tea, Strong Coffee, Improved Combat Rations.

.Eagle Eye: Enables the Commander to identify critically damage modules on targeted vehicles within the view range after a four-second delay. Effective both in indirect and direct fire modes.

.Sixth Sense: Enables the Commander to identify whether the vehicle has been detected by the enemy instantly.

.Green Thumb: Your tank's camouflage factor while hidden in foliage is 5% more effective than normal. This Perk is more effective when combined with Camouflage Net and the Camouflage skill.

.Swimming Lessons: The amount of time your tank can survive underwater is increased by 50%.

.Call for Vengeance: Enables the Radio Operator that survived the destruction of their vehicle to report enemy positions for another two seconds. If no Radio Operator exists, the Commander must survive for this skill to take effect.

.Preventive Maintenance: Reduces the chance of engine fire by 25%. The Perk is more effective when combined with Automatic Fire Extinguishers.

.Paratrooper Training: Reduced falling damage by 20%

.Silent Driving: Decreases the effect that movement has on your tank's camouflage factor by 50%. This Perk is more effective when combined with the Camouflage skill.

.track mechanic: The Driver is able to repair tracks 20% faster. This Perk is more effective when combined with Toolbox and the Repairs skill.

.Deadeye: Increases chance to cause critical damage to enemy vehicle modules and crew by 3%. It is effective only with AP, APCR, and HEAT shells.

.Designated Target: Makes targeted enemy vehicles visible for two more seconds. The Perk is effective both in direct and indirect fire modes.

.Muffled Shot: Decreases the effect of firing on your tank's camouflage factor by 25%. This Perk is more effective when combined with Camouflage Net and the Camouflage skill.

.Safe Stowage: Increases ammo rack durability by 12.5%. The Perk is more effective when combined with Wet Ammo Rack.

.Adrenaline Rush: Accelerates gun loading if the vehicle has less than 10% of its hit points left by 9.09%. The Perk is more effective when combined with Gun Rammer.

.Intuition: Gives a 17% chance that you won't lose any reload progress when switching ammo types. Effect stacks with two Loaders, giving you a 34% chance. This will only occur if your tank has more than one shell type equipped.

The idea is that camouflage is most useful for those tanks that have a low visibility coefficient. Larger vehicles, on the other hand, have poor basic disguise, so this perk will help them much less.

Only here there are no exact parameters in the world of tanks, so everyone already judges by their subjective feelings, and they are often deceptive.

I still think this skill is very useful for almost all tanks, except for very massive and large heavy tanks. Personally, I feel the benefits of camouflage even on large tanks, like the E 50.

Although I do not deny that the greatest effect of camouflage is achieved on low tanks and on all tank destroyers.

Firefighting

Firefighting can be safely called a skill that did not fit into the current concept of the game. The fact is that fire extinguishing reduces the burning time of tanks during a fire, which prevents damage to internal modules and saves durability points.

But, firstly, the average level of the crew is taken into account, which forces at least half of the crew to study it for high perk efficiency. Secondly, the burning time of tanks is a random value, so even with fire extinguishing, you can burn out quite well.

But most importantly, any fire extinguisher completely nullifies the benefit of this perk. Since even a hand-held fire extinguisher, if you have a good reaction, will put out the fire more efficiently and faster than your tank firefighters.

I note that the only thing that is now often taken into battle instead of a fire extinguisher is a chocolate bar or an additional ration, so fire fighting can give some confidence in this case. But even here it is unlikely to help, since there are more useful perks, and reasonable players put additional rations only on those tanks that rarely burn at all.

The Brotherhood of War

The most controversial of the common perks. Brotherhood in Arms gives 5% Crew Skills, which is quite nice, but there are too many restrictions that greatly detract from the joy.

Firstly, Combat Brotherhood is a skill, so it will only work after learning to 100%. Secondly, absolutely all tankers need to learn this perk, otherwise the combat brotherhood will not work.

Thirdly, 5% for the crew increases the characteristics of the tank by 3% (2.5% of the perk and an additional 0.5% commander bonus). It is sometimes very difficult to notice such an improvement. Fourth, in the future, the mechanism of how the skill works can be changed, and if any member of the crew is shell-shocked, it can turn off. Perhaps it has already been implemented.

In fact, it is precisely on the usefulness of this perk that I still have not formed an unambiguous opinion for myself. On the one hand, the skill is useful, but very expensive. Moreover, it often makes sense to install it only for experienced crews (from three full perks), since there are more important perks to start with.

Also, the downside is that the correct installation of the brotherhood of arms requires resetting perks. That is, you can’t put it first, because repairs are needed. And the third to put - the brotherhood will swing for several months. And resetting perks is either a loss of crew experience, or a loss of gold, that is, real money. Combat Brotherhood is the most costly perk in world of tanks.

Commander

The commander has a lot of interesting and useful perks, but there is one skill that is the best in the game. Here and below I will not go into numerical indicators, which are often felt in battle in a completely different way.

Sixth Sense

The most useful perk in the game, requires 100% learning. Indicates with a light bulb during the battle that you have been detected by the enemy. Yes, with a slight delay of three seconds, but this does not detract from the benefits.

In the new realities in world of tanks, a light bulb is needed on absolutely all tanks. Even on heavy ones, which allegedly always glow. Believe me, now it is very difficult to play in random battles without a light bulb.

Among other things, several game tricks are based on this skill. For example, roll out from behind cover for a split second and back. If the light then lights up, one of the enemies is there. Otherwise, you may not find modern anti-tank guns with their camouflage even after the shot, having lost half of the strength points.

Mentor

We have a typical example of a perk, the description of which looks good, but in fact does not give anything interesting. The commander's mentor increases the experience that other tankers get for the battle. You can get a maximum of +10% experience.

But, remember that very soon the growth of perks requires a real breakthrough of experience and we understand that the effect of this perk will be doubtful. Do not forget that the commander needs to download a light bulb and repair.

Yes, there is an option, dancing around the mentor, but with frequent paid dropping of perks from the commander. In the event of a silver reset, the loss of experience will be greater than the potential benefit from the mentor.

Eagle Eye

A good perk that increases the visibility of the tank. We will not consider the bonus to the review during the breakdown of surveillance devices. It works from the start of the study, which is separately nice. However, you should not overestimate the eagle eye, the total bonus will be only 2% to the review. But the very importance of the review in the game compensates for this.

Handyman

A fun skill that allows the commander to replace shell-shocked crew members. In fact, in a battle with this skill, in case of shell shock to crew members, your problems will be half as much. That is, the penalty for the parameters of the tank, for which the damaged tanker was responsible, will be half as much.

Usually the deterioration is twofold, so it will only be half as bad. So already some tankers, in principle, can not be treated. I agree that a first aid kit is better, but there are times when it is not enough for a fight. Yes, and sometimes it is the first-aid kit that is changed for an additional ration, in this case a jack-of-all-trades is simply necessary.

Naturally, if the commander himself is shell-shocked, this skill will stop working. In case of concussion of the second crew member, the effectiveness of the skill will be halved. In fact, only one wounded tanker can more or less replace a commander with a jack of all trades.

Expert

Completely incomprehensible and useless perk. Allows you to see in the sight those modules that are either already damaged by the enemy, or can be damaged by a shot. It is also a skill, requiring 100% study.

gunner

The gunner has a set of good skills. There are plenty to choose from, but difficult decisions are unlikely to be made.

vindictive

A skill that requires 100% learning to work. The enemy tank will be exposed to 2 seconds more. Sounds good, but it's actually bullshit. There is a limitation on the viewing angle (10 degrees in front of the gun), it is very narrow.

In addition, the time spent by the enemy in the light changes randomly, so it is problematic to control the operation of the perk.

Master Gunsmith

A gunner's skill that reduces the spread of a damaged gun by 20% when fully trained. In fact, it allows you to shoot effectively if your gun is damaged, but there is nothing to repair it with. In other cases, a damaged weapon is usually repaired all at once with a repair kit.

On tanks where the gun gets damaged a lot, it may make sense to research the master gunsmith. You can also pay attention to this perk on tanks that often trade towers. In this case, enemy shells often damage the gun.

Sniper

A controversial perk that increases the chance of critical damage on enemy modules. Requires 100% research and gives a final bonus of 3%. But there are problems here. Firstly, the chance of inflicting critical damage on modules in world of tanks is generally unknown to ordinary players. So it is difficult to judge the importance of this characteristic.

Do not forget that tank tracks are also modules, so the perk can result in more frequent hits on the track. But, again, it is impossible to reliably verify this. In theory, a sniper will help small-caliber rapid-fire guns, but it's hard to download something unambiguous.

Smooth turn of the tower

Good perk, starts working immediately. Reduces gun spread when traversing the turret, by a maximum of 7.5%. Personally, I really like this ability of the gunner, I feel it well in battle. There will never be superfluous accuracy and speed of fire in world of tanks. Now the game is often won by the one who shoots faster and rolls back into cover.

Driver mechanic

The richest tanker in terms of perks. In fact, the driver does not have useless perks, on the contrary, there are a lot of interesting ones. So here you have to choose, sometimes even the thought arises not to study general perks for the driver.

Ram Master

The skill, starts working immediately, in full form increases damage to enemies from ramming by 15%, reduces damage to your tank by 15% when ramming. A fun perk, especially on heavy and fast tanks. Only now the ram itself, although it looks fun, its effectiveness should not be overestimated. Moreover, the driver has a lot of interesting and more versatile abilities.

off road king

Significantly improves the tank's patency on poor soils. As a result, on viscous soil, your car will move and turn more confidently. Let me remind you that the dynamic characteristics of any tank depend not only on the parameters of the engine and running gear, but also on the resistance of soils of various types.

Just the king of off-road and improves the last feature. The bonus is quite felt, many, not without reason, consider this driver perk one of the best, one of the most useful. This perk is especially well felt on heavy tanks that get stuck on bad soils.

Smooth running

And again, a very useful perk aimed at improving the accuracy of shooting. Smooth running reduces dispersion by 4% when the tank is moving. In fact, this improves the stabilization of the gun, which is useful for virtually any tank. A lot or a little of 4% is another question, especially since the driver has many other interesting perks.

Speaking my personal opinion, it is the choice of driver perks that is the most difficult and ambiguous. A smooth move can also be taken into service if you lack accuracy during the game right away and immediately after the tank stops.

Cleanliness and tidiness

The perk simply reduces the chance of a tank engine catching fire by 25%, the perk needs to be learned 100% in order for it to work. This ability needs to be thoroughly explained, otherwise some misunderstand the mechanics of its work.

The perk essentially just reduces the chance of an engine catching fire. For example, like many Germans, it is 20% on a tiger. If the driver learns cleanliness and order, then he will become 15% (20% * 0.75 \u003d 15%).

Do not forget that you can set fire to the tank through the tanks. This does not affect cleanliness and order. Let me remind you that you can set fire to the engine by simply hitting this module with a certain chance, which is recorded in the characteristics of the engine. Cleanliness and order will reduce this chance.

Tanks will be set on fire if the health of this module is completely depleted. The cleanliness and order of the driver will not help the tanks. Light up with the same success as without this perk.

Still, in the current conditions, a fire extinguisher is quite enough, they are not set on fire twice so often. I can recommend the cleanliness and order perk if you are already very tired of being set on fire through the engine, otherwise it’s easier to choose other perks.

Virtuoso

The perk increases the speed of turning the tank on the spot, starts working from the beginning of the study. When fully researched, the tank will turn 5% faster. This perk directly increases the tank's maneuverability. It will be easier to change the direction of movement, it will be easier to turn the body under the enemy's shots.

Personally, I like this perk, I put it on many tanks. But it would be more correct to choose it on machines where it is critically necessary to improve maneuverability. Since there is a serious choice between a virtuoso and an off-road king, but this aspect is on www..

Charging

The loader has a set of personal perks that cannot be called unambiguous. On the one hand, they can be very useful under certain conditions. On the other hand, these same conditions do not occur so often.

The downside is that all of the loader's personal perks only work at 100% learning, making them difficult to learn consistently. After all, then the perks open oh, how slowly.

Although it is not uncommon for the loader to also act as a radio operator on many tanks, so you can take radio interception instead, the only useful radio operator perk, but we will also consider his abilities in detail in this article.

Intuition

Intuition allows the loader to quickly change the type of projectile. That is, you loaded an armor-piercing one, and an armored enemy creeps out in front of you. We choose immediately silver gold. If intuition works, then there will be no need to reload, the desired projectile will be loaded immediately.

The probability of such success is 17%, the advantage is that with two loaders, you can increase intuition by studying this perk with both loaders. Let me remind you that the rest of the perks in the game do not sum up their value.

It will not work to deceive the game, intuition only changes the type of ammunition, it does not speed up reloading. But let's see if intuition is needed at all? How often do you have to change the type of ammunition.

In fact - no. The fact is that most of the guns in the game do not require a frequent change of shells. Often reloading is not so long, so you can just wait for the standard reload, changing the type of ammunition usually does not require haste.

Perhaps intuition will come in handy on tanks, where all types of shells are used, and reloading is very long. But apart from the E 100, I can’t immediately remember anything, and in this case, changing the shells is not at all necessary.

Sometimes it's easier to use a more powerful and versatile type of projectile. Yes, and intuition itself does not always work, so you can’t rely on it in contact combat. It seems that the perk can be useful, but in too limited situations.

Desperate

The reload time of the gun is a critical indicator on any tank, which should be increased by all means. The Desperate perk speeds up reloading by 9%, which is a major improvement. But do not rush to rejoice, now there will be a list of restrictions.

Firstly, this perk will only work at 100% learning, but it's just inconvenient, nothing more. More importantly, the cooldown will be reduced only if your tank has less than 10% hit points left.

We get an interesting picture. The Desperate can literally save the tank during a firefight, because you can take the final shot first. And now in the game it often happens that the tank has a crumb of health, instead of complete destruction.

On the other hand, successfully fighting on the last points of durability is difficult and does not happen often. However, for myself, I personally consider this ability useful and interesting, however, on tanks without armor, you can find a more useful alternative.

Non-contact ammo rack

Again, you will need to learn the perk to 100%. It increases the ammo rack durability (AM) by 12.5%. Let me remind you that in world of tanks, any internal module has its own health, and all shells have a damage parameter by modules. As usual, these characteristics are not publicly available.

Many players misunderstand the mechanics of the non-contact ammo rack (BMU). This comes not only from the poor description of perks in the game client, but also from ignorance of the game mechanics. Meanwhile, the topic of BC is very important.

Damage to ammo doubles the reload time of the gun, critically reducing the effectiveness of the tank. But undermining the BC completely ends the game, you can be killed with one shot, even if there are still a lot of durability points left.

So, the ammo can be damaged (yellow state) by any hit with damage. That is, it does not matter how much strength the BC took off the projectile. If hit - there is a chance of damage (crit). Hit the BC area - they can damage. A non-contact ammunition rack will not help here.

The BC explosion occurs if its durability drops to zero. For some tanks, it is weak, located in vulnerable places and often explodes, especially from large-caliber enemy shells with high module damage.

Here, a non-contact ammunition rack can, in theory, help. But, again, it is very difficult to evaluate the effectiveness of the perk, since the exact parameters of the strength of the BC in the game are unknown. Yes, with this perk the BC of the tank will be stronger, but will this gain be enough?

Personally, I put a non-contact ammo rack on those tanks that, in my opinion, blow up too often by detonating ammo. But I am aware that there is an element of simple faith that the perk will help. It is difficult to really assess its effectiveness. If the BC on the tank is rarely blown up, the perk can be considered useless, since it does not reduce the chance of damage to the module.

radio operator

The most unfortunate tanker in the world of tanks. Not only does no one heal him when he is shell-shocked, but only one personal perk is useful. The problem here is that the communication radius in the game does not affect anything. The cards are small, even with a killed radio operator and a broken radio, there will be no problems in battle.

radio interception

The only useful perk of the radio operator, which begins to act immediately. At 100% research, radio interception increases the tank's view by 3%. A useful skill, there is never a lot of visibility on any tank. The exception is blind armored vehicles, it is desirable for everyone else to maximize the viewing range.

The idea is that you will find opponents more often, which will affect not only your survivability, but also the accrual of silver and experience for the battle, since you will fire at your reconnaissance, helping your allies as well.

From the last strength

The perk requires 100% learning, but it is already useless. After the destruction of the tank, you will shine the enemies for an extra 2 seconds. In the current realities of the game, you can’t count on allies to support with fire, so an extra 2 seconds won’t change anything.

Inventor

Crazy perk that improves the parameters of the radio station. No benefit at all. There is no point in studying.

Repeater

Improves the parameters of allied radio stations. Even more nonsense, there is no benefit from the perk. Learning is contraindicated, it is better to choose more useful general perks.

Perks are overrated

I want to talk about the fact that the benefits of perks are often overestimated. In fact, only a few perks are critical to the game. All the rest improve the characteristics of the tank and the comfort of the game, but the value of these bonuses is very modest.

Yes, perks are useful and should be chosen wisely. But do not overestimate their importance. You can play well and effectively with two full perks, or even one perk is enough.

A qualitative breakthrough is provided only by some perks, which in any case are worth downloading. So a lot of the hard perk alternatives aren't really hard.

What perks to choose?

You can start philosophically, noting that perks should be chosen in accordance with the characteristics of the tank, with its own playstyle. But, like all wisdom, the recommendation is true, but useless. Most players will not be able to personally evaluate all the perks on all tanks, it takes a lot of time and gold.

So, first of all, we examine the commander's sixth sense. This rule is mandatory, there are simply no exceptions in world of tanks. The first perk we choose for everyone is repair, we must put it on the commander after the light bulb. There are exceptions. Light tanks and artillery do not need repairs. LT take disguise, arte can download combat brotherhood (if the commander is without a light bulb) or also disguise.

The second perk already gives some variability. Here you can either go into disguise, or you can choose personal perks. In fact, both directions are worthy of life. Perhaps only the driver's personal perks are very interesting.

One way or another, we take a smooth turn of the tower for the gunner, a radio interception for the radio operator, and a smooth ride for the driver, the choice of the off-road king, virtuoso. The loader can take a desperate or disguise, depending on the tank. The fact is that a tank without armor quickly goes to the hangar if it has few hit points left.

The third perk can be devoted to disguise or personal perks. It depends on which path you chose initially. However, the loader and the radio operator are already running out of useful personal perks (there are only one of them), so we boldly take a disguise there.

The gunner can take a sniper, but then you have to wait for 100% research, and the third perk is not quickly researched. So the gunner can take a disguise. In general, I recommend not to forget about disguise, in my opinion, a very useful skill. Whereas many personal perks provide a ridiculous or very limited bonus.

On the fourth perk, you will already have to do a reset, it seems to me. The fact is that it will be studied for a long time, so in its place you need to take perks that begin to act from the start of the study.

Now let's look at the main issues that torment tankers when choosing perks, and only then we'll talk about resetting perks.

Off-road king or virtuoso?

In fact, both perks are very good. The off-road king noticeably improves the tank's behavior on soft ground, and the virtuoso improves overall maneuverability. So, in fact, this choice should not cause any heavy thoughts. Whatever you choose, you won't go wrong. However, the king can be considered a more versatile perk.

Do you need a brotherhood?

My opinion on the military fraternity cannot be called unambiguous. The usefulness of this ability cannot be denied, only the price is very high. In my opinion, Combat Brotherhood makes sense to explore for those tankers who have already reached three full perks. Then it makes sense to reset the perks and redistribute.

I believe that it is during this period that the choice of other perks becomes limited, so the benefits of BB will be greater. However, this perk is most effective and noticeable when used simultaneously with a fan and additional soldering. The pure effect of BB can be overlooked in battle.

Reset Perks

The system of skills and abilities is built in such a way that it will not be possible to effectively first learn perks that require 100% study, and then easier-to-manage abilities that work right away.

And it will take a very long time to wait for 100% of the study already on the third perk, so the effective use of additional crew abilities without resetting them is impossible. The most basic example is the combat brotherhood. This perk actually requires a reset of old perks, otherwise it will be very sad and long to wait for its research.

We will not consider free resetting of perks at all, this is irrational. There are only two ways: fold for silver and fold for gold. In the first case, the crew will lose 10% experience, in the second, you will lose 200 gold.

I regret to note that there are actually no alternatives to resetting perks for gold. Perks require too much experience, so even a 10% loss would be very significant. I cannot recommend resetting perks for silver, you will lose a lot of valuable crew experience.

So I can only give a recommendation to use promotions, during which you can reset crew perks with a 50% discount. Naturally, the number of these same discharges must be minimized, as well as your monetary losses. So think about the overall perk structure of your crews ahead of time.

Total

It is with the help of the crew that you can increase combat characteristics machines when other reserves have already been exhausted. So perks come into play in the later stages of the game, helping you to play even better.

Despite the fact that bonuses from perks often seem not too serious, with the right training of an experienced crew, in total, it turns out to be quite a good help in any battle. Well, some perks are simply necessary, they can be considered a mandatory set for any tank.

In the article, I gave not so much a dry description of additional abilities as their real impact on the battle, on the behavior of the tank, I gave, including personal comments, which, I hope, will help you make your own choice.