With version 7.2, we plan to release an extensive update to the Crew Skills system in World of Tanks, providing a plethora of new customization options for your tank crews, which will help to make your crew unique and beneficial for your style of gameplay.
Though version 7.2 development is ongoing, we wanted to share this information with you to begin receiving feedback on the new Crew Skills and how they will work.
New Skills
22 new additions are currently scheduled for version 7.2. They will be broken down into two types: skills and perks.
- Skills – These are in effect immediately upon the start of training. They improve in effectiveness as you increase the percentage of training in the skill.
- Perks – These are activated once you have reached 100% training.
Commander | |
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Jack of All Trades - SkillThe skill enables the Commander to master every qualification and replace knocked-out crew members. |
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Mentor - SkillThe skill provides additional experience to all crew members except the Commander. The amount of experience increases with skill level. |
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Recon - SkillThe skill increases Maximum View Range. The skill is more effective if observation devices are damaged, or when combined with Situational Awareness, Coated Optics, and Binocular Telescope. |
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Sixth Sense - PerkThe perk enables the Commander to identify whether the vehicle is detected by the enemy. The perk comes into effect after it reaches 100%. |
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Eagle Eye - PerkThe perk enables the Commander to identify critical damage of targeted vehicles. The perk comes into effect after it reaches 100%. |
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Driver | |
Clutch Braking - SkillThe skill increases vehicle rotation speed. The skill is more effective when combined with Additional Grousers, Lend-Lease Oil, Removed Speed Governor, 100-octane Gasoline, and 105-octane Gasoline. |
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Off-Road Driving - SkillThe skill reduces ground resistance when driving on soft and moderately soft terrain. The effect increases with skill level. Lower ground resistance increases vehicle maneuverability and acceleration. The skill is more effective when combined with Additional Grousers. |
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Smooth Ride - SkillThe skill improves accuracy when firing on the move. The skill does not effect a vehicle when stationary or rotating. The skill is more effective when combined with Vertical Stabilizer. |
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Controlled Impact - SkillThe skill decreases ramming damage to your vehicle and increases ramming damage to an enemy vehicle. The effect increases with skill level. The skill is effective only while both vehicles are in motion, except when two allied vehicles collide. |
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Preventative Maintenance - PerkThe perk reduces the chance of engine fire by preventing gas or oil leakage in the engine compartment. The perk comes into effect after it reaches 100%. |
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Gunner | |
Armorer - SkillThe skill improves accuracy of a damaged gun. The effect increases with skill level. If two Gunners have the skill, only the higher rating is effective. The skill is more effective when combined with Vertical Stabilizer. |
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Deadeye - PerkThe perk increases the chance to critically damage enemy vehicle modules and crew. The perk comes into effect after it reaches 100%. It is effective only with AP and APCR shells. |
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Snap Shot - SkillThe skill improves accuracy during turret rotation. The effect increases with skill level. If two Gunners have the skill, only the higher rating is effective. The skill is more effective when combined with Vertical Stabilizer. |
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Designated Target - PerkThe perk makes targeted enemy vehicles visible for two more seconds. The perk comes into effect after it reaches 100%. If two Gunners have the perk, the effect is not cumulative. |
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Loader | |
Safe Stowage - PerkThe perk increases ammo rack durability: the shells do not come into contact with each other. The perk comes into effect after it reaches 100%. If two Loaders have the perk, the effect is not cumulative. The perk is more effective when combined with "Wet" Ammo Rack. |
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Intuition - PerkThe perk creates a chance that the proper shell is already loaded when switching between shell types. The perk comes into effect after it reaches 100%. The gun must be completely loaded before the perk can be used again. If two Loaders have the perk, the effect is not cumulative. |
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Adrenaline Rush - PerkThe perk accelerates gun loading if the vehicle has less than 10% of its hit points left. The perk comes into effect after it reaches 100%. If two Loaders have the perk, the effect is not cumulative. The perk is more effective when combined with Gun Rammer. |
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Radio Operator | |
Signal Boosting - SkillThe skill extends Signal Range. The effect increases with skill level. If two Radio Operators have the skill, only the higher rating is effective. |
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Situational Awareness - SkillThe skill extends View Range. The effect increases with skill level. If two Radio Operators have the skill, only the higher rating is effective. The skill is more effective when combined with Recon. |
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Relaying - SkillThe skill extends Signal Range of allied communications within vehicle's radio coverage. The effect increases with skill level. If two Radio Operators have the skill, only the higher rating is effective. |
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Call for Vengeance - PerkThe perk enables a Radio Operator who survived the destruction of his vehicle to report enemy positions for another two seconds. The perk comes into effect after it reaches 100%. If two Radio Operators have the perk, the effect is not cumulative. |
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All Crewmen | |
Brothers in Arms - PerkThe perk improves major qualifications and all skills and perks for the entire crew. The perk comes into effect after it reaches 100% for the entire crew. The perk is more effective when combined with Improved Ventilation, Extra Combat Rations, Chocolate, Case of Cola, and Strong Coffee. |
Training
The training of these skills will be done through a new user interface element that will allow you to place skills in a training queue. This will result in immediate training of a new skill, once your current skill reaches 100%, leaving no risk of wasted battle experience.
There is no cap to the number of skills a specific crewman can have – limited only by the number of skills existing in the game. However, additional skills beyond the first will take two times longer to train than the previous skill.
Additionally, if you have not chosen skills for training, any experience gained by your crew will be stored in a separate experience pool and distributed automatically once you select skills you would like to advance.
Training for additional specialties and perks cannot be accelerated by any in-game currency.
Respecialization
When version 7.2 is released, all players will receive the option of a “soft reset” at no additional charge. You will be able to reset the chosen skills for each crewman currently assigned to tanks or in your barracks.
The experience they have gained to that point will be stored into a separate pool and will be redistributed to new skills as you assign them. For example, if your crewman currently has 100% skill in Repair and 100% skill in Camouflage, you will have the experience from both of those skills stored – able to be distributed to the skills of your liking.
We will also be introducing a new experience redistribution feature for your tank crew that works similarly to retraining a crewman.
- Gold reset – Returns full skill experience earned to the crewman’s experience pool, removing progress in current skills.
- Credit reset – Returns 90% of experience earned to the crewman’s experience pool, removing progress in current skills.
- Free reset – Returns 80% of experience earned to the crewman’s experience pool, removing progress in current skills.
We hope this sneak peek into the new Crew Skills system will help you to begin planning your progression paths through the new skills. Stay tuned for more information on version 7.2 in the coming weeks.