Additional Skills

Strats, Tactix, etc. for WoT
Thu Jun 02, 2011 1:05 pm

  • so who can tell me what additional skills i should use on which kind of tank?
    for sure camo on TD´s but now that i have reched 100% (i still cant believe it myaserf) with the T34-85 i have to choose
    btw first tank with 100% crew :D
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    =OSS*GhOStOfVieNNa=
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Thu Jun 02, 2011 2:06 pm

  • For a tank, I'd go repair for the whole crew first.

    I think you can pick another skill once they reach 100% on that, but have not been there yet myself.

    Other options are fire fighting and camo. I'd go fire fighting next for a tank.

    Camo makes sense for TD's and SPG's. I've heard others say camo on a tank tier VII and up is a waste.


    I normally run with small med kit, small repair kit, and manual fire extinguishers as my consumables. My T44 crew is @ 90% on repair and can normally fix something fast enough that I don't have to use the repair kit.

    The skills are averaged across the crew, so if you pick different skills for each dude, you're diluting effectiveness.
    =OSS*Foomster
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Thu Jun 02, 2011 6:36 pm

  • Pretty much agree with Foomster.
    TD's and SPG = Camo
    Light Tanks = toolkit if mobile scout camo if stationary spotter/sniper
    Mediums =toolkit if urban brawler camo if your a forest sniper type
    Heavies = I don't have any yet but will be toolkit then firefighting.

    I have not had a lot of problems with fires so I haven't trained any firefighters yet.

    The only consumable I have used is hi octane fuel on my Panzerkampf 35f. (a real level 2 battlefield bully with fuel, premium rounds and a trained up crew :)) )
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    =OSS*ROID=
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Fri Jun 03, 2011 4:16 am

  • In my opinion, it should always be Repair first....the ONLY exception to this rule being arty, which should probably go camo first. Main reason is, your camo isnt gonna do jack shit if you get messed up (and 95% of the time you are being spotted regardless, it all depends on the angle of the attack) Might as well get that track fixed quick so you can get that one last shot in at them that might destroy them or at the very least get you more credits and exp.

    Heavy's- Repair, Firefighting, then camo
    Mediums and Lights- Repair then your choice...
    TD's- Repair, Camo then Firefighting
    Arty- Camo, Repair, Firefighting
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Tue Sep 13, 2011 1:13 pm

  • bit similar could u tell me whats useful stuff to mount on a SPG? i finally made it to the HUMMEL and i gotta say its a joymachine :)
    of course the rammer
    anything else??
    thx for advise
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Tue Sep 13, 2011 2:32 pm

  • Anything that helps you aim faster is better for arty *hint hint*
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    =OSS*bulldog1986=
     
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Tue Sep 13, 2011 2:46 pm

  • Rammer
    GLD
    vent (Hummel can't use it, but GW panther or other enclosed SPG can)

    I run a rammer and vent on just about everything.

    Then either coated optics or vert stab on tanks

    Binos on slow TD, maybe coated optics on a fast TD if you tend to rush with it

    My T54 and Patton crews on are their 3d skill, progress is slow as 2d and 3d skills take more XP than 1st skill

    In hindsight, I'd go repair, then camo with firefighting last. I always carry first aid, repair kit, and extinguishers as consumables so firefighting skill seems less useful.

    Octane or similar consumables didn't seem to have much benefit to me.

    With a 100% repair crew, you can wait for them to fix stuff instead of using the repair kit sometimes. I try to save the kit for gun or ammo rack repairs.
    =OSS*Foomster
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Tue Sep 13, 2011 2:55 pm

  • Arty- Camo first and foremost, repair, then firefighting
    TD's- Depending on size, usually camo, then repair, etc
    Mediums and Heavy's- Repair, camo and then firefighting
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