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Subject: WorldOfTanks

2012-04-02 11:47:16
Whole crew must have. Does not work, if any member of the crew is knocked out.

papi ovo objasnjava sto sam konstatovao da cela posada mora da ga ima da bi moglo tih 5% da funkcionise.

Dakle ako stavite na samo 1 clana posade ne radi posao iako je na 100 % sa tim skilom,moraju svi da imaju
2012-04-02 12:19:57
ja sam stavio svima braća po oružju 100% osim TD i artiljeriji kojima sam kao i prije stavio kamuflažu na 100%
Drugu dodatnu vještinu sam kombinirao, topnik je dobio bolju preciznost, vezist dalji domet signala.....
(edited)
2012-04-02 12:51:27
Ja sam od T110E5 napravio ubicu,posada mi ima 3 skila,znaci ludnica do tenka i da sve sam stavio ostalo sem brother in arms
2012-04-02 16:22:16
kaj si mu stavio ostalo?

inače, nebi ja bio ja kad nebi neš sjebao. jebo ja BiA i kakav je to perk ako ga moraju svi iz posade imat... puj puj puj

P.S. još nisam našao 100% potvrdu toga jer ovo zadnje za primjer nije točno
Brothers-in-arms - Perk
+5% overall skills.
Whole crew must have. Does not work, if any member of the crew is knocked out.
(edited)
2012-04-02 17:52:10
Ovaj boldani dio je kasnijee promjenjen..ostatak je ostao isti.

ako cemo ic i nekom mojom 'seljackom' logikom :)) kakva su to braca ako svi nemaju perk :D
(edited)
2012-04-02 20:27:01
evo ovako

Komandant-opravke, šesto culo, kamo na 80 %
Guner- opravke,snap shoot , kamo
Driver-opravke, smoth ride, kamo
Loader- opravke, Intusion , kamo

Ovo poslednje mi je donelo pobedu u CW prebacio sam izmedju ap i he i odma mi napunio :D
2012-04-02 23:12:34
camo na 110? hmmm

glumiš TD ili za snajpanje?
2012-04-02 23:12:58
saznat ću ja taj odgovor kad tad :))
2012-04-03 08:43:01
dosta mi je bitno da im nestanem sa radara kad krenem da vijam, zbog artija :D tako da sam 3 skill kamo opicio koji je sad na 80 %
2012-04-03 14:14:52
puj, sva posada mora imat BiA da bi radilo... obzirom da je perk mora bit svima na 100%. zasad radi i ako jedan član posade pogine al postoji mogućnost da to ukinu jer nije tako zamišljeno

jebemti
2012-04-03 15:14:58
evo malo pomoći koju sam iskopao na forumu. neki nazivi su iz testiranja al vjerujem da ćete skužit...
2012-04-03 15:15:04
1. is firefighting really usefull. Since most have equipment to stop it. It is not usefull.

2. Is camo relevant? If you are moving around a giant house like the maus then it wont do much good. You will be spotted and just have wasted skills/slots/perks.

3. Is repair usefull? Have heard that your time to repair is double if you do not have 100% crew on it. That matters a lot to some tanks. Less to others
But still remember if you get shot in the open, a detracking could be the fastest way to death from above.

4. Is view range usefull? Look in that chart. If you are among the worst in the tier and maybe also the one above then forget about it. You can at best even the odds vs a guy
that has not put anything on but most likely they will spot you first. STanding still matters a lot, but seriously how often do you stand still and wait in mediums or fast tanks.

5. Being able to tell if your enemy is damaged...REALLY and how should that help you. He can fast fix things with repair pack. The times this is usefull is really not worth mentioning.


6. Brothers in arms, rammer, vents, They all make you shoot faster which kills faster. Only in special cases like scouts perhaps TD do you want to go away from them to get first shot possibility.

7. Does traverse speed matter to you, get ACE skill, some TD´s life depends on it.

8.
Commander
Jack-of-all-trades - Skill
Effectivness in replacing crew members is proportional to the number of wounded crew members, 1 (50%), 2 (25%) etc.

Does your tank often lose a crewmember? Then it could be useful.

9.
Tutor / Mentor - Skill
Crew gains +10% XP earned (not the commander).
4th skill...yeah sure. Seems that WG killed the idea behind this. 3 slots per guy is the max you should dream about.

Eagle Eye - Skill
Optics ok +2% view range.
Optics damaged +20% view range.

Scouts/TDs again, others seems not to could use this for anything.

Premonition / 6th sense - Perk
Time to activate 3s.

Possibility to spot passive scouts. Could be useful. But most likely slot could be used for something else.
If you already has the best view range /camo , well then you know that someone is hiding in a bush. But still the times it is good, seems to be seldom.

Off Road Master - Skill
+10% mobility on soft ground, or +2,5% on average ground.

Did not seem to do much to my T95..but might be usefull for other tanks.

Cruise Master - Skill
-4% gun dispersion caused by vehicle movement.
Does not include turret / vehicle rotation.

Some tanks has to move the turret all the time like maus or dogfighting fast mediums...guess it could be usefull there.

Ramming Master - Skill
+15% ramming damage dealt.
-15% ramming damage taken. @Intruder313

E50, kv5? not sure what other tanks that can use this. Maus? have heard people can ram a bit with it.
It might be usefull for some tanks...you choose.

Neatnik - Perk
-25% chance of fires.

Does fire really bother you that much. fire extinqusher is standard equipment on any tank... seems a waste.

Gunner
Master Gunsmith - Skill
-20% dispersion of damaged gun.

Some tanks can often get damaged their gun, then this is good.

Sharp-shooter - Perk
+3% chance on inflicting additional critical damage. (1% originally) @Intruder313
Not with HE rounds.

Big first hitting tanks should get this. But have also heard that if you fire many shots the chance is even better to be useful.

Steady Hands - Skill
-7,5% gun dispersion caused by turret rotation.

Some rotate turret all the time...useful.

Nemesis - Perk
Enemy visible 2s longer if within +/-8dgr from the gun axis.

Funny no one speaks of this one, I have had lots of times on malinovka where I lost sight of enemy and those 2 seconds could have
assured a kill. Also if it lets a tank that shots stay visible 2 seconds longer then it is must for me.


Loader
"Non impact" ammo rack - Perk
+12,5% ammo rack durability.

Seems really not usefull at all. Some tanks I can not remember the time I got one shot.

Hunch - Perk
17% instant ammo type swap chance.

Really not usefull, it just lets your time waiting for AP to load be switched over the HE loading. No magic shell loading.

Do-or-Die - Perk
+10% reload speed if under 10% HP.

How often are you under 10% and still fighting. Guess it could mean that you win a 1vs1 with faster loading at the end.
But seems often to be dead or 25% health....is very tank dependent.

Radio Operator
Boffin - Skill
+20% radio signal range.

Nice, if you are TD and behind others.

Situational awareness - Skill
+3% view range.
Better for scouts but also good for TD´s

Retransmitter - Skill
+10% radio range to all friendly tanks within your signal range.

Makes you see those far out tanks better.

Last Ditch Attempt - Perk
+2s to transmiting time of dead vehicle
Only if radio operator is not killed.

Only useful for passive / offensive scouts that need to transmit entire base a bit longer.

Most tanks do not seem to benefit that much from it. But still it could mean that your enemy gets artied to death or not.
(edited)
2012-04-03 15:18:56
2012-04-03 20:54:30
srušili mi se tenkići taman kad sam htio napraviti screenshot partije za koju sam dobio Ace medalju sa T34... 19/19, 4 killa, 5 oštećenih, sniper i steel wall medalje. cca 1300 xpa i 80K kredita bez premiuma tako da mi se čini da je po lovi T34 negdje u rangu type prije nego lowea ;)
2012-04-03 22:01:40
ja sam danas video 154 iljade sa T34
2012-04-03 22:49:35
sa premom pretpostavljam al zbilja fina brojka... pretpostavljam da je barem 25 pogodata trebalo liku (ili je bilo u CWu pa je gain malo veći za pobjedu?)