7.2 Preview: Crew Skills
Дата: 23.02.2012 13:07:25
AxisM, on Feb 23 2012 - 07:05, said: lol u guys are so bad with the whining that u make the devs and
mods just stop responding. do you ever feel like some of you are
ungrateful little snots? the game isnt broken MM isnt that bad.
unless all u have is tier 3 tanks. then guess what get higher
tanks. spotting has always been a slight prob but it was way worse
in beta. try warping tanks you havent seen that. Some of you have
more posts then battles so i dont even think you can have a decent
knowledge of the game. But seriously. Some of you make WoT
community look horrible. It makes me feel ashamed. relaxe play the
game its not REAL LIFE. Yes i put my money into this game and yet i
dont nerd rage about it.sheesh chill out some people. "not talking to the ones who arent nerd raging"
GeneralDirection: We weren't turned away because of that. Vallter is celebrating a
very important holiday for Russians/Belarusians, and I was on the
way home. We're still reading, even though we're not responding.

Jakroth, on Feb 23 2012 - 08:00, said: I am liking the changes, but I'm noticing a severe lack of choices
for loaders. For someone like me who plays artillery, and has 2
loaders, I can't pick Hunch because Artillery only uses HE. A
better placed ammo rock doesn't do that much because if an
artillery is in combat, there at least a 75% chance he's going to
die if whoever is chasing him doesn't completely suck. And
Do-or-die, sounds amazing, for anything else. Artillery is
typically close to full hp, or dead. If I'm below 10% hp and still
alive its close to making me take a screenshot for posterity. Long
story short. The choices are really cool, but please consider all
types of crews needs, including artillery. Other than that I have
zero complaints. Keep being amazing world of tanks!GeneralDirection: As Vallter mentioned earlier in the thread, there may be some
skills that are not attractive to a certain vehicle type right now.
But we are developing additional skills. What we have on paper does
not necessarily easily equate to what we have, or will have, in the
game. Some of the skills will take longer to design and implement.
We're definitely paying attention to all vehicle types when
creating skills though. 
Pavol_Preznik, on Feb 23 2012 - 08:02, said: According to how I read it, the "skills" will be effective
immediately and in place to various degrees of effectiveness, based
on crew member training."Perks", however, need a crew member to be trained to 100% effective in order to work.
The reason for the "only highest level of skill will be in effect" I think has to do with tanks that have two types of one crew member (ie two gunners, or two radio operators). In this case, the note is saying that the skill will apply to the higher of the two members qualifications: ie a crew with two gunners who has 1 trained at 50% in steady hands and another at 24% will receive a steadying effect represented by the crew member with 50% training in the skill...NOT the average (as is the case with repair/camo/firefighting). This makes tanks with two of one type of crew member benefit significantly, since more than one skill can be maxed out by researching different things with the two crew members who share the same role (eg the second crew member could research sharpshooter instead since he's of no benefit in steady hands since he'll always be behind the other gunner exp wise).
GeneralDirection: Actually, this was an oversight on my part. I "copied" some of the
text from skills (not literally, I just read it and rewrote it for
perks, because at the time it "seemed" to make sense), which
resulted in that. We'll make sure the description is clear for
7.2's release. 
fablkak, on Feb 23 2012 - 08:04, said: Question:Is this a common pool shared between all crew members in one vehicle or does each crew member have his own little pool. The reason I ask is this: say you want two skills on some people and only need one skill on others, having a common pool will allow me to boost the crew members that need it the most. This might not be more realistic but it would be preferable as I would much rather have two good perks on one crew member than one full perk and a useless half perk on both.
One more thing, does "brothers in arms" also effect basic skills in the same way that the commander can give +10% to crew skill or does this only apply to special skills?
Alas, I suspect it to be individual pools. (because of the respec options)
ps I apologize if this has been asked but the thread is up to 16 pages and I only read 10.
GeneralDirection: For reset purposes, it's on a per-crewman basis. So each
"experience pool" is specific to that member of the crew.
Jiquan96, on Feb 23 2012 - 08:26, said: Good comment on the repair skill. Can we selectively keep some of
the old skills? I like all the originals, but also the new ones
too.GeneralDirection: You can keep all of the old skills if you'd like. They are not
being removed. That said, it may be advantageous to consider one or
two other skills on a crewman-by-crewman basis. 
Pirx, on Feb 23 2012 - 09:35, said: There are 2 different things:1. Retraining crew to another tank (it stays exactly the same as it was): primary skill drops when using non-gold option, secondary skills always stay the same).
2. Resetting skills: you can reset all XP accumulated in your secondary skills and redistribute it in another way (and primary skill always stays the same).
Using your example:
You have a crew trained for the SU-100. They are all 100% primary skill and 60% on camo skill.
You put them in the SU-152.
You then retrain the crew for the SU-152 with credits so their primary skill goes to 90% and only the primary skill. (Secondary skills stay the same - no matter if you use gold, credits or free retrain.)
But you also have additional option to redistribute/reset your secondary skills.
Let's say you want to switch them to repairs.
You use gold reset option: they are 100% primary, 60% repairs.
You use credits reset option: they are 100% primary, 54% repairs.
You use free reset option: they are 100% primary, 48% repairs.
Hmm, this begs a question to devs, actually, so...
Question:
10% loss with credits option means loss of 10% skill, like in example above (and similar to the current crew retraining) or you lose only 10% of XP accumulated? (With the latter option being better for players.)
GeneralDirection: It is a percentage of the experience earned at this time.
Millbarge, on Feb 23 2012 - 10:27, said: Instead... maybe you should spend some time fixing your broken,
pathetically slapped together, random as all hell, horribly and
purposely unbalanced POS game.THEN bring us some of the MANY features and tanks that you have promised us for more than a year now.
AND THEN waste our time with these slight tweaks and pointless changes.
GeneralDirection: I recommend reading this post.
New crew skills are only a fraction of the content coming in 7.2. It's a really big update.
New crew skills are only a fraction of the content coming in 7.2. It's a really big update.
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