Реклама | Adv
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
  • Rotator
Сообщения форума
Реклама | Adv

[FAQ] Crew

Дата: 13.08.2010 19:39:50
View PostEsad, on 13 August 2010 - 05:19 PM, said: Are there any numbers that explain what the secondary skills mean in terms of performance? I assume the following : Firefighting; skill reduces the length of the fire and so limits the damage. Repair; skill decreases the repair time. Camo; skill reduces the opponents visual distance meaning they have to be closer to see you.
I have been told by several people that the secondary skills are active from the moment you start training them ( which is contary to the way i first read the information ) - can you confirm this please.
If the skill (at 100% for example) will reduce the time for repair/firefighting , then having 5 crew with 100% trained skill would mean less time for repair/firefighting than with 4 crew - correct?
Same thing for camo - more crew with the skill bring better results ?
A question regarding camo - does it do as i mentioned above (reduces the opponents visual distance) with the condition that you do not move/rotate turret/fire , or, do you also have to be concealed in vegetation? This is something that i can not work out as it seems not to be consistant - sorry for being a little off-topic on this question.
Aside from these questions - many thanks for the FAQ.

merig00: There are no skills yet in the game, only secondary qualifications so they kick in from the beginning. And there are no numbers available. But they do work.
Firefighting - reduces the time it takes to put out the fire
Repair - reduces the time it takes to repair a module
Cammo - reduces your visibility. Works even without the bushes but since they stock up it's better to be in the bushes :D

Реклама | Adv