Jump to content


Crew Skills ranked by usefulness


  • Please log in to reply
15 replies to this topic

Wombeer #1 Posted 11 October 2017 - 05:13 AM

    First Sergeant

  • Players
  • 32350 battles
  • 1,548
  • [GMA]
  • Member since:
    11-12-2015

So what order would you say the crew skills should be researched? Obviously this is a bit of a different question relative to the old order by tank type since we can now liberally use our elite xp unfettered by type.

 

If we break it down into groups of 6, I'd place them like so (no particular order in each group):

 

Essential Skills

Camouflage

Smooth Ride (Accuracy on the move)

Smooth Turret Traverse (Accuracy during turret traverse)

Smooth Turn (Accuracy during hull traverse)

Clutch Braking (Hull traverse buff)

Close Combat Master (Turret traverse buff in close range (aka anti-COD))

 

Moderately Relevant Skills 

Penetration Boost (random pen buff)

Sniper (Module damage buff)

Breakthrough (Acceleration in close proximity buff)

Repairs (Repair time reduction)

Soft Recoil (Autoloader accuracy buff)

Hasty Shot (Random accuracy buff)

 

Situationally Useful Skills

Robustness (damaged module effectiveness retention)

Firefighting

Adrenaline (Low health dpm buff)

Rage (dpm after kill buff)

Deadly Accuracy (Kolabonovs facilitator)

Mentor (XP earning increase)

 

Ive got most skills to level 5 and all at least 4 at around 13k battles and just capped out camo at level 7 tonight with the help of about 10 mil credits. I never thought I'd be hurting for credits again after 3.8, but touché WG. Which skills other than mentor past level 4 do you guys think are a waste of time?

 

 



_MikeCoxlong #2 Posted 11 October 2017 - 06:53 AM

    Senior Sergeant

  • Players
  • 33601 battles
  • 712
  • [RGN]
  • Member since:
    06-12-2016
I think you’re really underestimating mentor, it rapidly trains up all your other crew skills and makes life much easier on the crew training front. It’s a under appreciated skill that demands a second glance: I do agree with a lot of the other stuff though.
I haven't found a good signature, and this is probably a placeholder. But I like anime and sleep, and unlike most people, I can shoot tanks in any game mode reasonably well.

evil00genius #3 Posted 11 October 2017 - 07:20 AM

    Senior Sergeant

  • Players
  • 42898 battles
  • 503
  • [III-X]
  • Member since:
    07-30-2014

View PostButton2011, on 11 October 2017 - 06:53 AM, said:

I think you’re really underestimating mentor, it rapidly trains up all your other crew skills and makes life much easier on the crew training front. It’s a under appreciated skill that demands a second glance: I do agree with a lot of the other stuff though.

 

If you do the math on it Mentor is barely going to return the crew exp that you end up putting into it.  Worth getting a few of the cheap levels, but it should be among the last that you take above tier 4.

 

OP is seriously underestimating the value of Repairs and Firefighting.  While they may seem 'situational', the situations they help fix happen a lot more frequently than you would think.  Full Repairs skill is basically like getting a free toolbox and Firefighting is essential if you run anything German.  Hasty Shot is also a winner -- when completely levelled-up you are basically getting to take a wild snapshot with a bloomed-out reticle, roll two dice, and if you get a 3 or less you hit exactly where you aimed (and this is before normal shot randomness and dispersion calculations kick in.)  Soft recoil, OTOH, is completely useless once you get past the low tier machine-gun autoloaders; by the time your next shot is ready to go any recoil effect will have been overwhelmed by bloom from movement and traverse.



mehliveat #4 Posted 11 October 2017 - 09:51 AM

    First Sergeant

  • Players
  • 300 battles
  • 3,196
  • Member since:
    08-05-2014

I would say clutch, close combat, break through are #1.  Followed by the dispersion improvements, pen boost, deadly accuracy.  Then the rest.

 

The first three skills are not subject to RNG, you simply traverse faster, accelerates faster (given the situation).  The dispersion improvements are still subject to RNG and not a constant improvement.  The rest like fire fighting/repair are pretty useless these days, the various equipment plus consumables covers these issues pretty well already.



__Alexwen__ #5 Posted 11 October 2017 - 10:49 AM

    Senior Sergeant

  • Players
  • 12524 battles
  • 539
  • [USA2]
  • Member since:
    10-19-2014
Camo #1. Now my RU251 is cloaked and stealthy!

3x3: 21.xx AO5

2x2: 8.xx

OH: 30.xx

4x4: 1:45

Oh nevermind, wrong forum.


MrNellis #6 Posted 11 October 2017 - 11:42 AM

    Senior Sergeant

  • Players
  • 14054 battles
  • 594
  • [CHEF]
  • Member since:
    12-10-2016

Excellent analysis. Thanks. 

I love the new Elite XP rules. I was getting annoyed at all the Elite XP piling up. I think this addresses the interesting way we can customize our own tanking style. One that they intended with the spare parts perhaps..


Edited by MrNellis, 11 October 2017 - 11:46 AM.


Spekulatius #7 Posted 11 October 2017 - 03:27 PM

    First Sergeant

  • Players
  • 32625 battles
  • 1,708
  • [III-S]
  • Member since:
    06-29-2014

I think Camo is very important and a 21% reduction 8n vehicle visibility is quite significant. I guess most notice it, as it is not obvious when the skill works. I have Camo at level 7 now and I can tell the difference I From my second account in Europe, where I have level one and get lit up and shot at from invisible tanks much more.

 

Everything they lowers dispersion and increases the agility (Clutch breaking, Hasty shot etc) is valuable. I also found the firefighting skill can come in very handing when your burned up your multi repair ad then get set on fire again. it can be a life saver than.


Community pledge signer


outersketcher #8 Posted 11 October 2017 - 03:54 PM

    First Sergeant

  • Players
  • 12803 battles
  • 3,047
  • [COD-R]
  • Member since:
    02-25-2016

I blew all my elite xp and nearly all of my 12,000,000 in credits upgrading camo, the last three TD skills and the last three medium skills to level 5 and 6. 

 

Happy to do it. 


I try to follow the wise teachings of Mr Miyagi.  "Best defense, no be there."

...don't get hit... don't get hit... don't get hit... OWWW you %$#$!... don't get hit... don't get hit... don't get hit...


MayoNasalSpray #9 Posted 11 October 2017 - 03:55 PM

    ( ͡° ͜ʖ ͡°)

  • Players
  • 32333 battles
  • 4,110
  • [MSELF]
  • Member since:
    01-27-2015

People always hate Deadly Accuracy, I find it super useful, when I am usually the last one alive getting a significant boost to my View range and Aim time (I maxed it to 7 along with almost all of my TD skills) it helps me pull off near impossible wins since I can see so much further away (I mean it's nearly like having coated optics 2 time)

 

That and my Maxed out Adrenaline makes a near Super Tank with an effective second gun Rammer on the tank with a 7% DPM boost.


Edited by MayoNasalSpray, 11 October 2017 - 03:56 PM.


Wombeer #10 Posted 11 October 2017 - 04:19 PM

    First Sergeant

  • Players
  • 32350 battles
  • 1,548
  • [GMA]
  • Member since:
    11-12-2015
Interesting, I'm surprised that people find the firefighting skill to be so useful. I rarely get set on fire, maybe once every 40-50 games. Granted, I also usually keep an auto fire extinguisher with me on tanks where I want to go the el-cheapo route of avoiding multikit/adrenaline, so maybe I just don't notice it. I guess that's one you file under "not frequently useful, but in the right circumstances, will make the absolute difference between survival/death and a win/loss". 

Gavidoc01 #11 Posted 11 October 2017 - 05:34 PM

    Platinum Card Wallet Warrior

  • Players
  • 47614 battles
  • 4,100
  • [III]
  • Member since:
    10-12-2014

View Postevil00genius, on 11 October 2017 - 02:20 AM, said:

 

If you do the math on it Mentor is barely going to return the crew exp that you end up putting into it.  Worth getting a few of the cheap levels, but it should be among the last that you take above tier 4.

 

 

The key isn't the return in XP but the return in how many fewer battles and less time it takes. 

 

If I have a base xp of 1100 per battle average it would take 1100 battles to go from Tier VI to Tier VII for one skill. If my mentor skill was at 7%, I'd be at 1070 per battle. That means each Tier VII would be decreased by 73 battles. 73 battles across 18 skills....1314 battles. Multiply that by 1000 (avg. xp) and it shows I saved a total of 1,314,000 xp by doing Mentor to VII first. Not to mention I did it in 1314 fewer battles. For some who average 40 battles a day that isn't too bad but for me who is averaging 10-15 (way down from my displayed average since Sparse Parts dropped) that's a big number..I'd take a 1/3 of a year off if I could with the click of a button.


Edited by Gavidoc01, 11 October 2017 - 05:34 PM.

My Blitzstars

 

I'm a Platinum Card Wallet Warrior.

You’re welcome for supporting the game. 


Whiskey_Upsurge #12 Posted 11 October 2017 - 06:12 PM

    First Sergeant

  • Players
  • 41942 battles
  • 1,247
  • [SPUDX]
  • Member since:
    06-27-2014

View PostGavidoc01, on 11 October 2017 - 05:34 PM, said:

 

The key isn't the return in XP but the return in how many fewer battles and less time it takes. 

 

If I have a base xp of 1100 per battle average it would take 1100 battles to go from Tier VI to Tier VII for one skill. If my mentor skill was at 7%, I'd be at 1070 per battle. That means each Tier VII would be decreased by 73 battles. 73 battles across 18 skills....1314 battles. Multiply that by 1000 (avg. xp) and it shows I saved a total of 1,314,000 xp by doing Mentor to VII first. Not to mention I did it in 1314 fewer battles. For some who average 40 battles a day that isn't too bad but for me who is averaging 10-15 (way down from my displayed average since Sparse Parts dropped) that's a big number..I'd take a 1/3 of a year off if I could with the click of a button.

 

Yeah, but as you increase the levels of mentor, the return on investment decreases. From tiers 1-6, the tiers double in cost at each tier (roughly), but the return increases in a linear fashion. Thats why its recommended to increase it only to a certain point. For example, to upgrade it from tier 5-6, it's 1000000 crew xp, but your return on that investment only increases from 5% to 6%. So, you go a 5% increase by spending a TOTAL of around 1000000 xp, but to get just one more %, it's going to cost you a whole another 1000000 xp.

 

I've maxed mine to tier 5. Beyond that, just isn't worth it and you're better off just dumping the xp into another category.

 

Would be a different story if the return increased at the rate of the investment, but it doesn't. 


Inspiration for WriterDude's forum Signature is my single greatest accomplishment since starting to play Blitz! 

bg2b #13 Posted 11 October 2017 - 06:21 PM

    M4 Lifestyle

  • Players
  • 21070 battles
  • 2,350
  • [SPUD]
  • Member since:
    12-10-2015

View PostGavidoc01, on 11 October 2017 - 01:34 PM, said:

If I have a base xp of 1100 per battle average it would take 1100 battles to go from Tier VI to Tier VII for one skill. If my mentor skill was at 7%, I'd be at 1070 per battle. That means each Tier VII would be decreased by 73 battles. 73 battles across 18 skills....1314 battles. Multiply that by 1000 (avg. xp) and it shows I saved a total of 1,314,000 xp by doing Mentor to VII first. Not to mention I did it in 1314 fewer battles. For some who average 40 battles a day that isn't too bad but for me who is averaging 10-15 (way down from my displayed average since Sparse Parts dropped) that's a big number..I'd take a 1/3 of a year off if I could with the click of a button.

 

While mentor helps, boosters + multipliers + elite XP are far more important for crew XP.  Instead of playing the same tank repeatedly for 1000 vs 1070 crew XP, play elite tanks with active multipliers and slap on the small boosters that seem to just accumulate.  Take your 1000 base XP.  +25% for a small combat XP booster = 1250.  With the 2x = 2500 elite XP.  That converts to 2500 crew XP (or 5000 if you make 25K credits in the battle and are willing to spend those).  And your 1000 base XP also means 1000 crew XP.  +60% with a small crew XP booster = 1600.  With the 2x = 3200.  Total 5700 or 8200 crew XP, depending on whether or not you spend credits.  And that's assuming you're not even running premium time.

 

Even if you're totally out of boosters, doing a multiplier on an elite vehicle would get you 4K crew XP after the elite XP conversion (or 6K with credits).



Wombeer #14 Posted 11 October 2017 - 06:31 PM

    First Sergeant

  • Players
  • 32350 battles
  • 1,548
  • [GMA]
  • Member since:
    11-12-2015

View PostGavidoc01, on 11 October 2017 - 05:34 PM, said:

 

The key isn't the return in XP but the return in how many fewer battles and less time it takes. 

 

If I have a base xp of 1100 per battle average it would take 1100 battles to go from Tier VI to Tier VII for one skill. If my mentor skill was at 7%, I'd be at 1070 per battle. That means each Tier VII would be decreased by 73 battles. 73 battles across 18 skills....1314 battles. Multiply that by 1000 (avg. xp) and it shows I saved a total of 1,314,000 xp by doing Mentor to VII first. Not to mention I did it in 1314 fewer battles. For some who average 40 battles a day that isn't too bad but for me who is averaging 10-15 (way down from my displayed average since Sparse Parts dropped) that's a big number..I'd take a 1/3 of a year off if I could with the click of a button.

 

So basically you'd save 200K experience after you deduct the 1.1 million cost of mentor level 7 from the 1.3 million you save by getting mentor 7. Or roughly 214 battles. At 10 battles average per day, you would save yourself 20 days of grinding in the long run.

 

Here is a table comparing cost to research each level of Mentor to the relative payout in terms of extra experience you could earn:

 

Mentor Level Cumulative Cost to Research Benefit if taken before all 17 other skills Net Benefit
0 0 0 0
1 25000 526,830 501,830
2 75000 1,053,660 978,660
3 175000 1,580,490 1,405,490
4 375000 2,107,320 1,732,320
5 999000 2,634,150 1,635,150
6 1999000 3,160,980 1,161,980
7 3099000 3,687,810 588,810

 

 

Check out how the payoff goes down between levels 4 and 5. You actually start to lose benefit as you get those higher level mentor skills. Level 7 is atrocious. You may as well just stay at level 1 rather than waste the effort on it. I'm not really sure what WG was thinking with this. They should have boosted the ratios a bit, maybe 9 or 10% gain at level 7.


Edited by Wombeer, 11 October 2017 - 06:45 PM.


Gavidoc01 #15 Posted 11 October 2017 - 07:00 PM

    Platinum Card Wallet Warrior

  • Players
  • 47614 battles
  • 4,100
  • [III]
  • Member since:
    10-12-2014

I completely agree with you all if you base it only on the amount of xp you get in return. For me the key though isn't that aspect but the TIME investment. The investment criteria to get the skill level while small actually has a greater bearing for me personally which is why I maxed it out to level VI as soon as I could. With the x2 etc. and other boosters, sure it wasn't that great but just like the camo skill, every little bit helps from a certain point of view. 

 

It has no bearing on me at this point as I was able to upgrade all to Tier VII with the elite xp but the 3.8mil in Light Tank crew skills I had would have been 3.75 mil at level V. Sure that doesn't look like a lot but (factoring out variables such as boosters, x2, but adding the 1.5% for premium time), at an avg. xp of 1187 equaled 41.6 battles. Times by 175 seconds (my average battle time) and that equalled 121 mins I didn't spend in the game grinding crew skills. With everything else I have going on, 121 mins. is invaluable time for me.....

 

In a nutshell, the value of mentor skill is solely based on if you value time or XP as a higher commodity. For me, time is more valuable.


My Blitzstars

 

I'm a Platinum Card Wallet Warrior.

You’re welcome for supporting the game. 


wannabeunicum #16 Posted 11 October 2017 - 07:22 PM

    First Sergeant

  • Players
  • 41319 battles
  • 5,738
  • [-MM]
  • Member since:
    10-25-2015

View Postevil00genius, on 11 October 2017 - 07:20 AM, said:

 

If you do the math on it Mentor is barely going to return the crew exp that you end up putting into it.  Worth getting a few of the cheap levels, but it should be among the last that you take above tier 4.

 

OP is seriously underestimating the value of Repairs and Firefighting.  While they may seem 'situational', the situations they help fix happen a lot more frequently than you would think.  Full Repairs skill is basically like getting a free toolbox and Firefighting is essential if you run anything German.  Hasty Shot is also a winner -- when completely levelled-up you are basically getting to take a wild snapshot with a bloomed-out reticle, roll two dice, and if you get a 3 or less you hit exactly where you aimed (and this is before normal shot randomness and dispersion calculations kick in.)  Soft recoil, OTOH, is completely useless once you get past the low tier machine-gun autoloaders; by the time your next shot is ready to go any recoil effect will have been overwhelmed by bloom from movement and traverse.

 

Im actually training the Soft Recoil now. Helps with my amx 13 75 which I love atm.




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users