I've payed attention to your strategies an opinions through your feeds and Twitch but with this help guide in crew skills tops the cake in bettering heavy tanks. I'm still a noob and finally reached a fully loaded E75, I love the fact this mad machine can bounce T10 shells when properly angled and brawl all day long. My entire crew on the E75 has repairs plus toolbox, improved ventilation and gun rammer. Still playing for the vertical stabilizer, pricey at $600K. It's amazing how fast my tracks gets repaired rapidly, as soon as my tracks are blown the repair meter is already half and rapidly going to full and at that pace it's very helpful when there are 3 artys lighting up the sky. Thank you so very much for your guides.
I think some tanks require different skills, such as if you compare a "slow" heavy tank like the E75 against a fast-moving heavy like the AMX 50 100 or 120. Repairs is a must, but perhaps you need to prioritize some of the other skills on the AMX's. But I agree that nearly all german tanks need preventative maintenance, and perhaps a fire brigade nearby. Also, your videos are very nice and informative, keep up the good work. :)
Since you asked: I disagree with clutch braking. It only provides a tiny benefit and it very rarely matters because you have a turret for traversing and firing quickly. I only take clutch braking on TDs. Repairs is great, but for those who don't want to incur the huge cost of retraining, it's best as a second or third skill for your high tier tanks (assuming you transfer crews up the tiers, you will get the third skill in your tier nine tank). That way you can have perks at 100%, and the difference between 70% (reached very quickly) and 100% (reached very slowly) repairs is not very noticeable. Finally you generally shouldn't be getting tracked in vulnerable positions anyway, and you have a repair kit for one quick fix if you do. Smooth ride and snap shot will make aim time noticeably better and often help me land clutch shots, so I take them on pretty much everything. IMO something that helps you in a small way every time you shoot can help you more than those rare occasions where you absolutely need to repair quickly (for example). Finally, don't discount brothers in arms entirely. If you're getting a crew to three or four skills, not having it is basically wasting skill slots, especially on radio operators and loaders. It really does help with just about everything in a small way. Again, if you don't want to retrain, you need to take BiA fairly early. I like to take it as a second skill.
Hi QB, in my opinion you should revisit this series. This was long time ago and some things are now different and you are generally much more skilled and experienced now. I would like to see new series about Crew Training and also i would like to hear explanation about how much experience we need for primary skill form 50% to 100% and for every other skill/perk that comes next... Also other tutorials would be much appreciated from me and other newbies in this game... p.s. I know that you are very busy but when you have time... :)
I agree with all advices given except for camouflage. As this increases the tank's own camo factor by a percentage it only makes sense for tanks that have a notable factor at all. In my opinion it is a good choice for small mediums downwards but heavies just have an almost nonexistent camo capability. Also clutch breaking only works by a percentage too, so it may be disputable if the difference is notable.
OK just watched your whole guide Mr. Quicky and I really learned a lot... I was wondering if you could do the last in your series for the Crew Skill guide on SPG's? Thank You Sir.
Thanks for the informative video QB. The only thing I do differently is I never take clutch braking. For tanks that have terrible traverse it provides the least benefit. 20degrees per second with 100% CB is then 21 degrees per second.
If youre interested in KV-3/KV-4, check this one out: Commander: 1. Jack of all trades,2. Mentor Others: 1. Repairs, 2. Safe stowage-Preventative maintanance-Whatever you feel like :)
@ Johnyjoe2k. - the repairs are taken by all members so that you can average 100! If you take repairs on only one crew member of a four crew tank your average will be 100+0+0+0 = 25%. Repair skill.
I am not a huge fan of Clutch braking on some heavies, as it is a percentage of traverse speed it can equate to a decimal point improvement many will not notice in game, and on some terain not at all. If you catch fire a lot, preventative, if you need better acceleration, off road. Both viable alternatives for the player willing to judge an improvement on figures not generalized.
Love the videos. The only problem I have is that I never reset my crew skills. I even wait to train a crew until 50% off weekends. If I trained and retrained the same crew I would be spending thousands of gold on just one crew.
I think Deadeye is an interesting skill on damage dealing, non front-line tanks, like the T57 Heavy or esp. the AMX 50B. Depending on your HT and the kind of "gamemode" you play Camouflage might be interesting. I got camo over firefighting on my T110E5, as this isn't the actual "brawling" tank in most of the clanwars and therefore I prefer being undetected, because if you will be shot it's definately not a fire that is going to wreck your tank ;-) Same could be said for the T57 and 50B, also for random battles as they are no frontline tanks - imho.
each has its place. Mediums are more mobile, heavies pack a bigger punch. Think KV-1S taking out a Sherman with a single shot more than half the time...
well i have 6 sense as 1st commander and rest is Repairs thats how basically i roll since i learned and started WOT on the British Heavy line :) them churchills gets a lot of absorption with its tracks and im likin it :)
QuickyBabyTV Have to disagree with clutch braking. It only gives a 5% boost to an already low stat. What is 5% of 22? Answer not a hell of a lot. Being mobile and able to shoot accurately on the move is way more important than a barely existent boost.
madogthefirst Yeah i thought the same, i'm playing the fast russian heavy line (IS-7) and i put Smooth Ride on together with Vert Stabber, it's crazy how accurately they fire on the move.
Why dont you like smooth ride? I guess you dont shoot as often on the move, but unless i'm mistaken, doesnt the aim circle grow less with it during movement, thus decreasing the time for it to shrink to a relativly small size? I.e. a circle with a radius 3 shrinking to a circle with a radius of 1 over 2 secs, compared to a circle with a radius of 2 shrinking to a circle of radius 1 over 2 secs, allowing you high accuracy when poking?
If it is the same as vertical stabliser then what the skill will do is reduce the starting size of the aiming reticle -yes - but it does reduce immediately on fixing in the target; rather "pause count 1" then reduces from that smaller size. Either way I agree: smaller area for those limited time shots is good
If you watched my first crew skills video I believe I explained that smooth ride only negates some of the fire on the move penalty, it does not make you quicker to aim in any situation.
QuickyBabyTV I saw that. I'm just wondering why you dont prefer it? It seems like a good skill when you need to pop out and take a shot. And i see from other replies that i may have misunderstood how it works, but it still seems like a good skill to me. At the moment you stop moving you will have an accuracy "bonus", but i guess as soon as the "wait 1 sec" as Io witters said, is over, you're down to the same accuracy as before. Have i understood you right? Care to elaborate? :)
I do use smooth ride on the T71 - but yes I have been a more sit/stop and shoot player, partly due to poor ping and partly due to WoT being my first gaming experience so my skills weren't the sharpest. I'll use it on the BatChat but honestly between smooth ride and the other shared skills/perks like camo, repair or BIA, they take precedence, then usual off-road driving as I use scouts lots.
Very nice vid. What do you think about firefighting as filler skill (when you already have all the mandatory skills)? I feel like that skill could be usefull in German heavies that can get set on fire multiple times per match because the fire does (I think) only half the damage with the whole crew having that skill.
Hey QuickyBaby I'm new to wot and watched a few of ya videos. This 1 when u say drop a skill to add another 1 in does that mean u lost all that skill u dropped from the crewman or does it stay with the crewman and your just making space to put another skill in to be learned. I got a lot to learn :)
So I'm 3400 battles into the Xbox One edition but when I'm away from home on campus I'd like to play the PC edition. This crew skill setup is entirely new to me. I'm assuming you still want Sixth Sense first and foremost over all else, correct? Then brothers in arms and repairs for most vehicles? Or is it more complicated than I think?
you could argue about Repairs at tier 5; I have it on my AT-2 (which is basically a heavy tank), but nobody has the brains to track and circle you at tier 5. I havent been tracked a single time since i got the skill, but its useful anyway
Syfer Polski at tier 5 pretty much everyone just blazes away at your front. And i do get flanked, but they just shoot my sides (and bounce anyway) because nobody knows where to shoot AT-2's
I find it easier to pentrate AT - 2 front than rear... Tracks are penetrated with dmg after 3rd shot with guns over 100 mm of penetration, while penetrating the rear takes same of more pentration... And angling does not makt tracks armour change, while it strengthens rear armour. Anyway, congrats on stupid enemies.
Hi Quickybaby, Ive stumbled over the older crewskills videos, And I was wondering how to move on after the fifth skill. By the way what happens if there are no skills or perks left to learn what happens to the exp in exelerated crew training or deos this exp turn into free exp?
Nice vid also can you pleas make vid for mediums and td's crew skills guide. I have question about snap shot. Does snap shot "work" only in spectator mode or does it "work" both in sniper and spectator mode?
sebas379 Yes I know that but, what snap shot does is only that, so the gun get steady more quickly. I dont know if does that work in sniper mode too or only when you aim with your tank in spectator mode (in 3.th person wiev)
What's better KV 1 line or KV 1S line. I am half way to getting T 150 on my KV 1, but I stopped and switched to KV 1S. Now all I need to do is purchase the KV 85 in the KV 1S line. Should I go back to KV 1 or continue 1S line?
Hey2QuickyBaby and All, What are the pro's and cons of having the perk Deadeye? I have it on my T57 Heavy and most of my other crews still have the perk as well, dating back from when I started playing the game. But I don't know if its worth it since I aim at weak spots/designated spots anyways. Point it, it's so standard for me to take it with the first set (Sense,Clutch,Deadeye,Situational and Safe Stowage) that I am affraid to simply just drop it. Question: Is the perk deadeye worth it or should I swap it with snap shot any day? Kind regards, Nowadays - EU
Deadeye has nothing to do with weakspots nor accuracy. It gives you plus 3% chance of damedgeing your opponents modules. To damedge a module(crewmember counts as one too) the shell needs to fly through his hitbox. Then a Toss is taken. Modules have dmg chances on them. Only tracks have a 100% chance, most other madules have from 20 to 50%. So deadeye changes these chances to 23-53%. Exact % chances are awalible at WoTwiki. So take snap shot if you find yourself lacking full aim or stay with dead eye, which, for me, gives you much more.
hey quicky baby your videos are really informative im pretty good in my is-7 and am regarded by my clan mates as one in clan wars but i cant really decide what skills to use? please help also i put gun laying drive,vertical stabilizer and large tank gun rammer were these good choices? please reply thanks
Considering the KV-2's BL-10 20.25 second reload with 100% crew, crew vents and gun rammer would it be worth getting brother in arms perk for the whole crew to reduce that reload time?
Hello, @QuickyBaby, does this still apply today for the is-2 S (Shielded)? it's my first tier-7 premium tank! would be awesome if u could let ppl know is-2s' recommended crew skills & equipment. Thanks.
ok so QB i should be putting sixth sence in a E 100 when im right up an IS 7 face and when the light bulb shines i should get scared and get behind a bush and let a tier 8 stock tank go ahead and deal with the IS 7 no offence but be a litlle aware when tell guys to put sixth sence on a heavy tanks :) nice video
Sixth sense has saved my E100 from getting blasted by tds many times. So sorry it wouldn't matter in that one situation you mentioned though. 6th sense is first on any tank.
In the end stages of a battle enemies are not always spotted, or there are only a few options where they could be. SS will notify you of that and just give you that extra time.. Could be life or death so that's why SS is also very important for heavies.
Frankie Camilleri Yeah, while 6th sense may be more useful on tds and light tanks than heavies, it's the only skill in the game that can be considered "cheating." It breaks the rules of spotting in the game, so we should all probably be taking advantage of it whenever we can.
If you are trying to fight around corners/in a city, sixth sense lets you know whether you are pushing into a firefight or whether its clear. Push around a bit then pull back, wait 3 seconds, if no 6th sense pop, you are clear.
should I take for my 1st skill on the Matilda T4 medium?given only 11,000xp is needed four the next tank in line I probs won't get further than my 1st skill though
I mostly agree, but I don't think sixth sense is a good idea for a heavy tank. As a heavy you are supposed to be on the front line on the enemy's face, so that perk is pretty much useless. However, it might work out on sniper like heavies like the Tiger. I would suggest mentor instead.
While heavies are meant to be on the front as you say, it is always useful to know when you have been spotted. Maybe you get spotted while on the way to your next engagement, with 6th sense you will know and can take cover if you think enemies can get shots at you. It is situational but can save your tank, allowing you to play a bigger part in the battle.
Why get a skill to just drop it latter? You'll pay 20k credits plus suffer 10% penalty. That could be a lot of XP loss Why not get the right skill first, the first time?
Because there is two types of abilities: Perks and Skills. Once you select a skill, (Like Repair) its already functioning, it only gets better the more you train it, while picking a perk (Sixth Sense) it only gets active at 100%, so it's better to pick a Skill that will actively help your tank while leveling and then pay a small fee to replace it later than picking a perk that will be completely useless until 100%.
Want to overclock your repair time(WARNING!!!- this does cost a lot of money but instantaneous repair time will insure)perks: repairs, track mechanic, brothers in arms Equipment: improved ventilation, tool-kit Consumables-Chocolate(I drive German tanks), large repair kit All of these combined and you have decrease total of %125, you'll never be tracked again!!!
What does he mean by replacing the skill? I have thought that it might be best to get perks, like sixth sense, as the first one because the next skill/perk will take a lot longer to train. I am a relative newbie (2.6k battles), and I just bought my first Tier VIII, the T32 Heavy (I have been distracted by other vehicles; otherwise, I would have gotten it sooner). In fact, this is the first time I have moved a crew up to the next tank, so the crew is at 90% and I still have not decided what to choose. I have thought that, because I don't have the patience for it, maybe I should get Sixth Sense and BiA or other important perks (like safe stowage) and then train skills, since they start to affect the tank right away (albeit slowly). What do you guys think? Also, is repairs more important than sixth sense? What about BiA? Would it be worth it to train most of the crew in repairs but the commander in Sixth Sense?
If you have 2 skill perk you can hit drop and pay the 20k and you can change what the perks are or you can do it for free but the last park you have will lose some of its level training
on my m103 i have repair as first or second skill for all crew members, but i don't really see a difference for example at the track repair time..it's still at 8 seconds or similar for me :/
+Stefan Or you play till the next skill is at 29% then reset with silver. If you saw the general video on skills you'll notice just after 6 mins that the first halve of skills grow MUCH faster so the dropped 29% should be back quick. I often do that when doing my second skill but dropping 29% when doing the 3rd and later skills is a bit too much, then I use gold
Why Camo on Heavy Tanks, instead of Firefighting ?! Hiding an E-100 isn't exactly easy thing to do. Yes, catching fire twice in the same battle is rare, but it does happen. Staying "undetected" by the enemy, while in a Heavy Tank for me is just inviting poor play. Would much rather be picking up stuff like Armorer and Smooth Ride over Camo for a Heavy Tank crew.
It matters in the sense that all tanks have a view range and a camo rating, anything that improves your camo rating means that you have the potential to spot the other tank first. 2 e-100's facing off and moving towards one another, if 1 has a couple crew with camo, that e-100 is more likely to get the first spot. And thus get the first damaging shot in. Its a small advantage, but if you are at your 4th crew skill, some of the crew pickings are pretty slim at that point.
Why drop a skil after you have achieved it and pick up a new one then drop that one and take up again the first one? As you said: pick up repair, than drop it and pick up sixth sense, then pick up service again? Its confusing... Thank you
Repair and camo etc give you a bonus per % increase, sixth sense does nothing until 100%. So you take repair (for instance) first so you are always getting something out of your crew skills.
Sigh Borg thank yoh for your reply! So, if you already have repairs for your enotre crew, do you still swap them? Also, does it matter the order are they in? Repairs, sixth sense, brothers in arms vs brothers in arms, sixth sense, repairs? Thank you
It all depends on what skills you want first there is no right or wrong way just optimal, taking perks as opposed to skills first, you get absolutely nothing out of them until they hit 100%. The idea is to always have your skills doing something for you in battle. The most common switch out is getting camo/repair to 100%, then switching to sixth sense.
HEYY QUICKY I KNOW THIS IS AN OLD VIDEO.... wanna ask u question. Soo im having kv-1 in my garage.My skills are (to all CREW MEMBERS) Brothers in arms.Brother in arms is my first skill to all of my crew (KV-1) SOO DOES THIS SKILL IS GOOD ENOUGH TOO BE FIRST??
Why so many repair skills on 1 tank???? It says in the description that the repair skills are averaged across all crew members. What's the average of 4 crew members? (100 +100 +100 + 100)/4 = 100
A full repair crew gives like a 25% bonus to your repair speed, or whatever the number is. If you have a 5 man crew, and only 3 are trained to repair, then you only get a 15% bonus to your repair speed. Same for camo - you get a % of the total camo bonus for each trained crew member.
I like how he said that he was going to make a video for arty too, but then just didn't
I've payed attention to your strategies an opinions through your feeds and Twitch but with this help guide in crew skills tops the cake in bettering heavy tanks. I'm still a noob and finally reached a fully loaded E75, I love the fact this mad machine can bounce T10 shells when properly angled and brawl all day long. My entire crew on the E75 has repairs plus toolbox, improved ventilation and gun rammer. Still playing for the vertical stabilizer, pricey at $600K. It's amazing how fast my tracks gets repaired rapidly, as soon as my tracks are blown the repair meter is already half and rapidly going to full and at that pace it's very helpful when there are 3 artys lighting up the sky. Thank you so very much for your guides.
All those chat boxes on the bottom are so pretty. Like xmas lights. :D
I think some tanks require different skills, such as if you compare a "slow" heavy tank like the E75 against a fast-moving heavy like the AMX 50 100 or 120. Repairs is a must, but perhaps you need to prioritize some of the other skills on the AMX's. But I agree that nearly all german tanks need preventative maintenance, and perhaps a fire brigade nearby. Also, your videos are very nice and informative, keep up the good work. :)
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Since you asked:
I disagree with clutch braking. It only provides a tiny benefit and it very rarely matters because you have a turret for traversing and firing quickly. I only take clutch braking on TDs.
Repairs is great, but for those who don't want to incur the huge cost of retraining, it's best as a second or third skill for your high tier tanks (assuming you transfer crews up the tiers, you will get the third skill in your tier nine tank). That way you can have perks at 100%, and the difference between 70% (reached very quickly) and 100% (reached very slowly) repairs is not very noticeable. Finally you generally shouldn't be getting tracked in vulnerable positions anyway, and you have a repair kit for one quick fix if you do.
Smooth ride and snap shot will make aim time noticeably better and often help me land clutch shots, so I take them on pretty much everything. IMO something that helps you in a small way every time you shoot can help you more than those rare occasions where you absolutely need to repair quickly (for example).
Finally, don't discount brothers in arms entirely. If you're getting a crew to three or four skills, not having it is basically wasting skill slots, especially on radio operators and loaders. It really does help with just about everything in a small way. Again, if you don't want to retrain, you need to take BiA fairly early. I like to take it as a second skill.
You need to do these for people who can't afford gold or tons of credits. Switching skills is very silly for most normal people.
Hi QB,
in my opinion you should revisit this series. This was long time ago and some things are now different and you are generally much more skilled and experienced now.
I would like to see new series about Crew Training and also i would like to hear explanation about how much experience we need for primary skill form 50% to 100% and for every other skill/perk
that comes next...
Also other tutorials would be much appreciated from me and other newbies in this game...
p.s. I know that you are very busy but when you have time... :)
I agree with all advices given except for camouflage. As this increases the tank's own camo factor by a percentage it only makes sense for tanks that have a notable factor at all. In my opinion it is a good choice for small mediums downwards but heavies just have an almost nonexistent camo capability. Also clutch breaking only works by a percentage too, so it may be disputable if the difference is notable.
What i did with my Kv-1 is compensate it's Weak points (it's low speed Mostly) so my Driver has Offroad Driving and it does Drive a lot better
did the same
OK just watched your whole guide Mr. Quicky and I really learned a lot... I was wondering if you could do the last in your series for the Crew Skill guide on SPG's? Thank You Sir.
Thanks for the informative video QB.
The only thing I do differently is I never take clutch braking. For tanks that have terrible traverse it provides the least benefit. 20degrees per second with 100% CB is then 21 degrees per second.
Just found you Quickie and all these gems! I subscribed right away! Appreciate all the tips!
Personally I prefer off road driving over the clutch too. It is a hell of a support in a swamps, etc.
thnx for this video, it really helped me out as a returning WoT player wich never got the 'new' crew skills
If youre interested in KV-3/KV-4, check this one out:
Commander: 1. Jack of all trades,2. Mentor
Others: 1. Repairs, 2. Safe stowage-Preventative maintanance-Whatever you feel like :)
@ Johnyjoe2k. - the repairs are taken by all members so that you can average 100! If you take repairs on only one crew member of a four crew tank your average will be 100+0+0+0 = 25%. Repair skill.
waited so long for this video from you :) thanks
I am not a huge fan of Clutch braking on some heavies, as it is a percentage of traverse speed it can equate to a decimal point improvement many will not notice in game, and on some terain not at all.
If you catch fire a lot, preventative, if you need better acceleration, off road. Both viable alternatives for the player willing to judge an improvement on figures not generalized.
Love the videos. The only problem I have is that I never reset my crew skills. I even wait to train a crew until 50% off weekends. If I trained and retrained the same crew I would be spending thousands of gold on just one crew.
Thank you for your incite on what you do. I will be using your info to help me play better.
For the TDs, do one for sniping(ex. Hellcat) and one for brawling TDs(ex. British TD line).
Did anyone notice at 0:41 he has the Death Star(FV215b (183)) researched?
I think Deadeye is an interesting skill on damage dealing, non front-line tanks, like the T57 Heavy or esp. the AMX 50B. Depending on your HT and the kind of "gamemode" you play Camouflage might be interesting.
I got camo over firefighting on my T110E5, as this isn't the actual "brawling" tank in most of the clanwars and therefore I prefer being undetected, because if you will be shot it's definately not a fire that is going to wreck your tank ;-)
Same could be said for the T57 and 50B, also for random battles as they are no frontline tanks - imho.
Even if I consider that Medium are much better that heavies, I liked this video and I'll keep it in mind for my French heavies branch.
each has its place. Mediums are more mobile, heavies pack a bigger punch. Think KV-1S taking out a Sherman with a single shot more than half the time...
Love your vids. I learned a lot today.
well i have 6 sense as 1st commander and rest is Repairs thats how basically i roll since i learned and started WOT on the British Heavy line :) them churchills gets a lot of absorption with its tracks and im likin it :)
Hey QB, what happened to the replay contest? I've only found the heavy winners, where's the rest?
QuickyBabyTV Have to disagree with clutch braking. It only gives a 5% boost to an already low stat. What is 5% of 22? Answer not a hell of a lot. Being mobile and able to shoot accurately on the move is way more important than a barely existent boost.
madogthefirst Yeah i thought the same, i'm playing the fast russian heavy line (IS-7) and i put Smooth Ride on together with Vert Stabber, it's crazy how accurately they fire on the move.
when i looked down at the chat messeges i felt so Chrismassy :D
what does he mean with DROP at 1:40 ?? commander should already be at 100% when doing REPAIR skill
Hey QB, How does this advice hold up after 4 years?!?
Its generally the same, according to my veteran friend. theres not a huge different in perk metas
@@Kanosirus Armorer and Jack of All trades are a lot less valueable due to rechargable consumables....
how about 5 years
@@jam1e-z4q HOW ABOUT..
@@shh6545 HOW ABOUT.....
what's your view on deadeye perk for gunner QB?
Runway clear for landing on Quickybaby's channel bar, lol.
Any current differences? Very much enjoy your insights.
Why dont you like smooth ride? I guess you dont shoot as often on the move, but unless i'm mistaken, doesnt the aim circle grow less with it during movement, thus decreasing the time for it to shrink to a relativly small size? I.e. a circle with a radius 3 shrinking to a circle with a radius of 1 over 2 secs, compared to a circle with a radius of 2 shrinking to a circle of radius 1 over 2 secs, allowing you high accuracy when poking?
If it is the same as vertical stabliser then what the skill will do is reduce the starting size of the aiming reticle -yes - but it does reduce immediately on fixing in the target; rather "pause count 1" then reduces from that smaller size. Either way I agree: smaller area for those limited time shots is good
Bugger - that is "does NOT reduce immediately" *rolls eyes*. Me and dropping the negative from a sentence - I've started small wars that way
If you watched my first crew skills video I believe I explained that smooth ride only negates some of the fire on the move penalty, it does not make you quicker to aim in any situation.
QuickyBabyTV I saw that. I'm just wondering why you dont prefer it? It seems like a good skill when you need to pop out and take a shot. And i see from other replies that i may have misunderstood how it works, but it still seems like a good skill to me. At the moment you stop moving you will have an accuracy "bonus", but i guess as soon as the "wait 1 sec" as Io witters said, is over, you're down to the same accuracy as before. Have i understood you right? Care to elaborate? :)
I do use smooth ride on the T71 - but yes I have been a more sit/stop and shoot player, partly due to poor ping and partly due to WoT being my first gaming experience so my skills weren't the sharpest. I'll use it on the BatChat but honestly between smooth ride and the other shared skills/perks like camo, repair or BIA, they take precedence, then usual off-road driving as I use scouts lots.
Very nice vid. What do you think about firefighting as filler skill (when you already have all the mandatory skills)? I feel like that skill could be usefull in German heavies that can get set on fire multiple times per match because the fire does (I think) only half the damage with the whole crew having that skill.
Hey QuickyBaby
I'm new to wot and watched a few of ya videos.
This 1 when u say drop a skill to add another 1 in does that mean u lost all that skill u dropped from the crewman or does it stay with the crewman and your just making space to put another skill in to be learned.
I got a lot to learn :)
So I'm 3400 battles into the Xbox One edition but when I'm away from home on campus I'd like to play the PC edition. This crew skill setup is entirely new to me. I'm assuming you still want Sixth Sense first and foremost over all else, correct? Then brothers in arms and repairs for most vehicles? Or is it more complicated than I think?
you could argue about Repairs at tier 5; I have it on my AT-2 (which is basically a heavy tank), but nobody has the brains to track and circle you at tier 5. I havent been tracked a single time since i got the skill, but its useful anyway
Really no one flanks you at tier 5? How did you get such dumb enemies?
Syfer Polski at tier 5 pretty much everyone just blazes away at your front. And i do get flanked, but they just shoot my sides (and bounce anyway) because nobody knows where to shoot AT-2's
I find it easier to pentrate AT - 2 front than rear... Tracks are penetrated with dmg after 3rd shot with guns over 100 mm of penetration, while penetrating the rear takes same of more pentration... And angling does not makt tracks armour change, while it strengthens rear armour. Anyway, congrats on stupid enemies.
Syfer Polski congrats? you deserve a lot of congrats if you find enemies whom arent stupid, finding stupid ones is not hard
waiting for this QB... ty :D
repairs, brothers in arms...two good skills at the start
Hey QB,
do you play to review this video? Or does it still represent your thoughts on crew skills for heavy tanks?
Hi, i know this is a way old video but what do you think, is this still your way of thinking?
Hi Quickybaby, Ive stumbled over the older crewskills videos, And I was wondering how to move on after the fifth skill. By the way what happens if there are no skills or perks left to learn what happens to the exp in exelerated crew training or deos this exp turn into free exp?
Nice vid also can you pleas make vid for mediums and td's crew skills guide. I have question about snap shot. Does snap shot "work" only in spectator mode or does it "work" both in sniper and spectator mode?
I don't think the view in which you play has any impact other than what you can see on screen. It doesn't impact the performance of the actual tank
sebas379
Yes I know that but, what snap shot does is only that, so the gun get steady more quickly. I dont know if does that work in sniper mode too or only when you aim with your tank in spectator mode (in 3.th person wiev)
What's better KV 1 line or KV 1S line. I am half way to getting T 150 on my KV 1, but I stopped and switched to KV 1S. Now all I need to do is purchase the KV 85 in the KV 1S line. Should I go back to KV 1 or continue 1S line?
dam wish you had this out a month ago, cause i got camo on all my heavys as 1st training
Useful guide thx
Hey2QuickyBaby and All,
What are the pro's and cons of having the perk Deadeye? I have it on my T57 Heavy and most of my other crews still have the perk as well, dating back from when I started playing the game. But I don't know if its worth it since I aim at weak spots/designated spots anyways. Point it, it's so standard for me to take it with the first set (Sense,Clutch,Deadeye,Situational and Safe Stowage) that I am affraid to simply just drop it.
Question: Is the perk deadeye worth it or should I swap it with snap shot any day?
Kind regards,
Nowadays - EU
Deadeye has nothing to do with weakspots nor accuracy. It gives you plus 3% chance of damedgeing your opponents modules. To damedge a module(crewmember counts as one too) the shell needs to fly through his hitbox. Then a Toss is taken. Modules have dmg chances on them. Only tracks have a 100% chance, most other madules have from 20 to 50%. So deadeye changes these chances to 23-53%. Exact % chances are awalible at WoTwiki.
So take snap shot if you find yourself lacking full aim or stay with dead eye, which, for me, gives you much more.
Could you please do a video on "dropping" crew skills
Joined your channel and appreciate your help.
Awesome movie! :) Congratulation, you made it!
Keep up the great work and thanks for being with us!
Wargaming English Ambassador - Jasysae
Wouldnt retraining to brothers in arms be a good idea after maxing second crew skill and pick on repairs again as third ?
Have you heard that they are thinking, or have implemented, BIA will stop working if any crew member is knocked out?
hey quicky baby your videos are really informative im pretty good in my is-7 and am regarded by my clan mates as one in clan wars but i cant really decide what skills to use? please help also i put gun laying drive,vertical stabilizer and large tank gun rammer were these good choices? please reply thanks
Considering the KV-2's BL-10 20.25 second reload with 100% crew, crew vents and gun rammer would it be worth getting brother in arms perk for the whole crew to reduce that reload time?
I've gone with repairs on my T-150 and when it hit 100% i swaped it out for BiA, and yeah it's pretty useful.
i like your video you help me a lot one more question what about oi bcs many time gate fire more than 1 time
Hello, @QuickyBaby,
does this still apply today for the is-2 S (Shielded)?
it's my first tier-7 premium tank!
would be awesome if u could let ppl know is-2s' recommended crew skills & equipment.
Thanks.
ok so QB i should be putting sixth sence in a E 100 when im right up an IS 7 face and when the light bulb shines i should get scared and get behind a bush and let a tier 8 stock tank go ahead and deal with the IS 7 no offence but be a litlle aware when tell guys to put sixth sence on a heavy tanks :) nice video
Sixth sense has saved my E100 from getting blasted by tds many times. So sorry it wouldn't matter in that one situation you mentioned though. 6th sense is first on any tank.
In the end stages of a battle enemies are not always spotted, or there are only a few options where they could be. SS will notify you of that and just give you that extra time.. Could be life or death so that's why SS is also very important for heavies.
if your in a 1vs1 in the end of the game you will definitely need sixth sense :P
Frankie Camilleri Yeah, while 6th sense may be more useful on tds and light tanks than heavies, it's the only skill in the game that can be considered "cheating." It breaks the rules of spotting in the game, so we should all probably be taking advantage of it whenever we can.
If you are trying to fight around corners/in a city, sixth sense lets you know whether you are pushing into a firefight or whether its clear. Push around a bit then pull back, wait 3 seconds, if no 6th sense pop, you are clear.
Could you do 110 review? Im considering getting one.
should I take for my 1st skill on the Matilda T4 medium?given only 11,000xp is needed four the next tank in line I probs won't get further than my 1st skill though
Any chance of a written version of these guides?
How bout a 2020 version recap? And some options/short cuts for those of us without 70k gold? Thanks!
I mostly agree, but I don't think sixth sense is a good idea for a heavy tank. As a heavy you are supposed to be on the front line on the enemy's face, so that perk is pretty much useless. However, it might work out on sniper like heavies like the Tiger. I would suggest mentor instead.
While heavies are meant to be on the front as you say, it is always useful to know when you have been spotted. Maybe you get spotted while on the way to your next engagement, with 6th sense you will know and can take cover if you think enemies can get shots at you. It is situational but can save your tank, allowing you to play a bigger part in the battle.
Transmission also not only engines.(located in the front)
Why get a skill to just drop it latter?
You'll pay 20k credits plus suffer 10% penalty. That could be a lot of XP loss
Why not get the right skill first, the first time?
Because there is two types of abilities: Perks and Skills.
Once you select a skill, (Like Repair) its already functioning, it only gets better the more you train it, while picking a perk (Sixth Sense) it only gets active at 100%, so it's better to pick a Skill that will actively help your tank while leveling and then pay a small fee to replace it later than picking a perk that will be completely useless until 100%.
@HenriqueRJchiki Thank you, great explanation.
@@HenriqueRJchiki does that mean that the repair skill will be at 200%?
Jesus, 69.065 Gold. Wow
An idea could be to do an indept view for the individuel countries tanks?
Want to overclock your repair time(WARNING!!!- this does cost a lot of money but instantaneous repair time will insure)perks: repairs, track mechanic, brothers in arms
Equipment: improved ventilation, tool-kit
Consumables-Chocolate(I drive German tanks), large repair kit
All of these combined and you have decrease total of %125, you'll never be tracked again!!!
So, I'm about to start 5 skills for IS-4, what should I do? Firefighting?
Can you even train different crew members besides the driver on console?
What does he mean by replacing the skill?
I have thought that it might be best to get perks, like sixth sense, as the first one because the next skill/perk will take a lot longer to train. I am a relative newbie (2.6k battles), and I just bought my first Tier VIII, the T32 Heavy (I have been distracted by other vehicles; otherwise, I would have gotten it sooner). In fact, this is the first time I have moved a crew up to the next tank, so the crew is at 90% and I still have not decided what to choose. I have thought that, because I don't have the patience for it, maybe I should get Sixth Sense and BiA or other important perks (like safe stowage) and then train skills, since they start to affect the tank right away (albeit slowly). What do you guys think?
Also, is repairs more important than sixth sense? What about BiA? Would it be worth it to train most of the crew in repairs but the commander in Sixth Sense?
If you have 2 skill perk you can hit drop and pay the 20k and you can change what the perks are or you can do it for free but the last park you have will lose some of its level training
on my m103 i have repair as first or second skill for all crew members, but i don't really see a difference for example at the track repair time..it's still at 8 seconds or similar for me :/
THANKS !
Do you recommend firefighting in any situation?
use preventive maintainance and it'll help a lot more
Dont you wanna have deadeye for your gunner (if you have 4 skills)?
When he says "Drop"... does that mean Reset?
+Super KameHameHa Yes you reset your skill and loose some Experience if you won´t pay Gold =)
Ah ok, cool... thanks :)
+Stefan Or you play till the next skill is at 29% then reset with silver. If you saw the general video on skills you'll notice just after 6 mins that the first halve of skills grow MUCH faster so the dropped 29% should be back quick. I often do that when doing my second skill but dropping 29% when doing the 3rd and later skills is a bit too much, then I use gold
Hope u can update this videos.
Why Camo on Heavy Tanks, instead of Firefighting ?!
Hiding an E-100 isn't exactly easy thing to do. Yes, catching fire twice in the same battle is rare, but it does happen. Staying "undetected" by the enemy, while in a Heavy Tank for me is just inviting poor play. Would much rather be picking up stuff like Armorer and Smooth Ride over Camo for a Heavy Tank crew.
It matters in the sense that all tanks have a view range and a camo rating, anything that improves your camo rating means that you have the potential to spot the other tank first. 2 e-100's facing off and moving towards one another, if 1 has a couple crew with camo, that e-100 is more likely to get the first spot. And thus get the first damaging shot in. Its a small advantage, but if you are at your 4th crew skill, some of the crew pickings are pretty slim at that point.
Isn't camo a waste on heavies? Fire fighting might be better choice
is their going to be medium tanks and tank destroyers??? :)
Hey QuickyBaby. Is this guide still valid after all theses years?
Why drop a skil after you have achieved it and pick up a new one then drop that one and take up again the first one?
As you said:
pick up repair, than drop it and pick up sixth sense, then pick up service again?
Its confusing...
Thank you
Repair and camo etc give you a bonus per % increase, sixth sense does nothing until 100%. So you take repair (for instance) first so you are always getting something out of your crew skills.
Sigh Borg thank yoh for your reply!
So, if you already have repairs for your enotre crew, do you still swap them?
Also, does it matter the order are they in?
Repairs, sixth sense, brothers in arms vs brothers in arms, sixth sense, repairs?
Thank you
It all depends on what skills you want first there is no right or wrong way just optimal, taking perks as opposed to skills first, you get absolutely nothing out of them until they hit 100%.
The idea is to always have your skills doing something for you in battle. The most common switch out is getting camo/repair to 100%, then switching to sixth sense.
No streaming today?
more map tactics videos!!!! please.
HEYY QUICKY I KNOW THIS IS AN OLD VIDEO.... wanna ask u question. Soo im having kv-1 in my garage.My skills are (to all CREW MEMBERS) Brothers in arms.Brother in arms is my first skill to all of my crew (KV-1) SOO DOES THIS SKILL IS GOOD ENOUGH TOO BE FIRST??
Hey there gentleman! Could You plase tell Me what skills would You recommend for a KV-1S? :)
My little Kv-1
To hell with the gun, RAMMING SPEED "KV-5 ftw"
ty Awesome dude
still waiting for that medium video
Or on xbox you can just get all the perks trained at once :)
How do you get that garage?
HI,
IS DOES MATHER IF BA IS 2ND?
THX
Why so many repair skills on 1 tank???? It says in the description that the repair skills are averaged across all crew members. What's the average of 4 crew members? (100 +100 +100 + 100)/4 = 100
A full repair crew gives like a 25% bonus to your repair speed, or whatever the number is. If you have a 5 man crew, and only 3 are trained to repair, then you only get a 15% bonus to your repair speed. Same for camo - you get a % of the total camo bonus for each trained crew member.
Does Brothers In Arms give that more in stead of a skill ? I would wait with BIA as 4th skill, no ?
Ok, that i know, but does BIA gives you more advantage than another skill at 100% ?
i have snap shot for my tiger its kinda good. what else should i get ?
ShadowMosses 1998
Repairs, track mechanic, and brothers in arms
Very fast repair time
Medium tanks next?
so why the camo skill usage,just becuase nothing is left?
is this still upto date?