Types of Crew Skills
The first thing I should talk about is the different types of crew skills, which there are three. The first type of crew skill is a skill which take effect when you have at least 1% training. So if you have a skill that increases your guns accuracy by 10% when it is fully learned, at 25% training your guns accuracy will be 2.5% better. The second type are called perks and they only come into effect when they reach 100%, so if you have a perk that makes you reload 10% faster and the perk has only been trained to 99%, you'll reload speed will still be the same until you reach that last percent. The final crew skill is Brothers In Arms, it is defined as a perk in the game however due to special rules I classify it as its own type. BIA only takes effect when every crew member has it trained to 100%, so even if a single crew member has only 50% BIA it will NOT WORK.
How long does it take!
The second thing to consider is how long it takes to get each skill. If you get on average 700 experience for each battle it will take you 300 battles to max out your first crew skill, 600 more battles for your second skill, and 1,200 more battles for your third skill. So reflectively to get 100% on four crew skills you'll need about 4,500 battles at 700 average experience (not including the battles it takes to finish your Major Training to even pick your first crew skill). Technically you can get every single perk and skill your crew member can learn 100%, however the amount of battles it will take is makes that goal unrealistic to most crews so the best idea is to plan for your first three / four crew skills. I'd also never train a perk that I wanted from 0 to 100% unless it was one of my first two crew skills.
Default Layouts
These will go up to the 3rd skill since beyond that is mostly situational.
Brawlers
- Brothers in Arms
- Repair
- Smooth Ride / Off Road, Snap Shot, Sixth Sense / Jack of all Trades
- Camouflauge / Fire Fighting
Snipers (TD's)
- Camouflage + Sixth Sense / Brothers in Arms
- Camouflage + Sixth Sense / Brothers in Arms
- Clutch Breaking, Designated Target, Repair
- Off Road, Smooth Ride, Snap Shot, Dead eye
Artillery
- Brothers in Arms
- Camouflage + Sixth Sense
- Clutch Breaking / Off Road, Repair
- Off Road / Clutch Breaking
Scouts
- Camo + Sixth Sense / BIA
- BIA / Camo + Sixth Sense
- Repair, Recon + Situational Awareness, Designated Target
- Off road, Call for Vengeance
Situational / Other
- Preventative Maintenance if you get tired of being set on fire.
- Safe Stowage and Adrenaline Rush are both decent loader skills, I don't list them as they are more a preference but I do have one or both on most of my brawlers in the 2nd slot.
- Eagle Eye is just a waste of time since it doesn't add as much benefit as most of the stuff a commander can get. It can be cool to use to see if someone's ammo rack or turret is busted so you know you have more time to work with between him shooting you, but it is just a gimmick really.
- Recon and other signal and sight boosting things unless on a scout doesn't really need it unless their signal or sight is naturally too low for you. Boosting your snipers view range can make you hit people sooner or when you normally can't see them, but it is more of a 4th / 5th skill.
- I think Intuition is pretty rubbish since I don't want to try switching a round and losing my loaded one in the process. It might be worth it in an auto loader if it reloaded all the shells in a clip at once from a half empty one but other then that...
- Controlled Impact, Sexy on a KV-5 but the conditions are kind of obtuse.
Too Long; Didn't Read
- Plan for your first three / four crew skills, everything after that is unrealistic on most skills.
- Perks only work when they are 100% trained while skills work the second they are 1% trained.
- Pretty much the holy grail is BIA, repair, camo
- Sixth Sense is amazing, and Jack of all Trades is my next favorite for a commander
- Snap shot and Dead eye are my defaults for my gunner if I don't use repair first
- For my driver usually Smooth Ride and Off road, controlled and clutch breaking usually takes second place to camo and repair for me.
- Radio guy gets situational and that is about it, generally I don't care about radio range since I'm brawling most of the time and I'm close enough most of the time.
- For my loaders I just pop on safe stowage just to drop that chance of being one shot and then go straight for repair and camo and fire fighting before bothering with a 2nd loader only skill.
- I'm going to be adding more to this post later.
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