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Сrew skills


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Poll: Сrew skills (130 members have cast votes)

You have to complete 5 battles in order to participate this poll.

Select

  1. Furious invader (23 votes [13.77%])

    Percentage of vote: 13.77%

  2. Dashing adjustment (49 votes [29.34%])

    Percentage of vote: 29.34%

  3. Second chance (17 votes [10.18%])

    Percentage of vote: 10.18%

  4. Morale boost (39 votes [23.35%])

    Percentage of vote: 23.35%

  5. Good memory (39 votes [23.35%])

    Percentage of vote: 23.35%

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ZIoydd #1 Posted 16 November 2017 - 02:24 PM

    Junior Sergeant

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Commanders! 


We continue to work on crew skills improvements. Now adding of two additional light tank skills is under discussion. We already have some ideas and groundworks, which we are willing to share with you. 


Please, choose two options, which, in your opinion, will suit light tanks and the game itself most properly (be advised that values are not final and might change in future).


Short description of each perk: 


“Furious invader”: each skill level speeds up base capture (either in encounter battle or supremacy mode) by 1%. If an ally is capturing base together with the player, the capturing speed is increasing proportionally to perk level.


“Dashing adjustment”: the perk activates after three successful penetrations of any enemy vehicle performed in a row. When it’s active, next shot has a 5% possibility to deal the maximum damage (50% at level 10). After the shot is made, the series starts from the beginning. 


“Second chance”: each level decreases the reload time of next shell by 1% if the previous projectile failed to penetrate enemy’s armor. In case with autoloader, this perk will speed up the full reload only if the non-penetration was made by the last shell in the magazine. 

 

“Morale boost”: each successful action (spotting, dealing damage/critical damage, deflecting shell) increases crew mastery by 50% for 2 seconds. Each level increases perk duration. 


“Good memory”: player can spot enemy that has damaged him for 1% longer. Each level increases perk duration.

 

We’d like to ask to share your opinions. Together we can make WoT Blitz even greater!



Ruby_Rose_ #2 Posted 16 November 2017 - 02:27 PM

    I don't need help growing up! I Drink Milk!

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Good Memory sounds great, it emphasizes the core of what it means to be a Light Tank driver.
Same can be said for Morale Boost

Edited by Ruby_Rose_, 16 November 2017 - 02:29 PM.


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magnummaddness #3 Posted 16 November 2017 - 02:27 PM

    Lance-corporal

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I thought skill levels only went up to 7, or is that being changed
If tanks succeed, victory follows. 

0V3RCL0CK3D_N00B #4 Posted 16 November 2017 - 02:28 PM

    The IT guy

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Good Memory and Furious Invader are the light tank bread and butter gameplay.

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0V3RCL0CK3D_N00B #5 Posted 16 November 2017 - 02:28 PM

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View Postmagnummaddness, on 16 November 2017 - 09:27 AM, said:

I thought skill levels only went up to 7, or is that being changed

 

these are completely new perks for light tanks, they will start at level 1 and go to 7

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_34 #6 Posted 16 November 2017 - 02:29 PM

    ( ͡° ͜ʖ ͡° )

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You say level 10 for "Dashing Adjustment." Are you hinting at more skill levels?

 

Edit: also I can only choose one option.


Edited by _34, 16 November 2017 - 02:31 PM.


acrisis #7 Posted 16 November 2017 - 02:34 PM

    First Sergeant

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The forum poll only allows selecting one, at this time. 

 


 

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BobboEvans #8 Posted 16 November 2017 - 02:37 PM

    The Society is Real

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Could only pick one, but dashing adjustment and second chance would be my votes.

Just say 'NO' to Vanity


Thatguyujustmet #9 Posted 16 November 2017 - 02:39 PM

    Senior Sergeant

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Morale Boost... this is beautiful.  Get out of the poll you darn heavy tank drivers (Dreadful Adjustment voters) and lets see light tanks get a cool worthwhile skill!

 

On a serious note... how could anyone vote for Dashing Adjustment?  It’s such a lousy skill.  How often do you pen four times in a row during a battle?  Once... twice?  ...and the big payoff is... a shot that rolls at 125%!?!  (If you’re lucky)

 

No thanks.


Edited by Thatguyujustmet, 16 November 2017 - 02:49 PM.


0V3RCL0CK3D_N00B #10 Posted 16 November 2017 - 02:40 PM

    The IT guy

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Dashing adjustment hurts a lot of lights, because a lot of them are Auto Loaders.......

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Ruby_Rose_ #11 Posted 16 November 2017 - 02:43 PM

    I don't need help growing up! I Drink Milk!

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View Post_AzorAhai, on 16 November 2017 - 10:40 AM, said:

Dashing adjustment hurts a lot of lights, because a lot of them are Auto Loaders.......

 

This


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0V3RCL0CK3D_N00B #12 Posted 16 November 2017 - 02:46 PM

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View PostRuby_Rose_, on 16 November 2017 - 09:43 AM, said:

 

This

 

​Yep, due to the fact we have 3 round autoloaders.....The crew skill is less worth while than other ones due to the fact you get to capitalize on this skill every what? 20-26 secs for most autoloaders in the game

Edited by _AzorAhai, 16 November 2017 - 02:47 PM.

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ZIoydd #13 Posted 16 November 2017 - 02:47 PM

    Junior Sergeant

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Fixed.

Befallen2 #14 Posted 16 November 2017 - 02:51 PM

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If I could choose 2, it would be Dashing Adjustment and Morale Boost for light tanks.

 

But don't lose the other skills!  Good Memory would make sense on Heavies, Second Chance would fit TD's, and Furious Invader seems like a Med skill to me.  I don't think WG has to choose, I think you can add them all!



tanker070 #15 Posted 16 November 2017 - 02:52 PM

    The Nitwit

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I would much rather prefer to have few standards that can not be changed ...as in the time it takes to cap a base (any game mode)  

Crew skills are made to just work in the background while battle goes on (as in 6% camo skill) but some of these skills with conditions put situations like...( I will bounce my shot for first shell before I unload whole clip??) 

Just add more complex trigger system.

Having easy trigger system will benefit more players.

Example...

ACELERATION INCREASES = when lite tank spots enemy, acceleration increases 5% with duration of 2 seconds (lvl1 crew skill)

Acceleration increases 5% for 10 seconds (max lvl)

 

Just some thoughts anyways ..

Having easy trigger system will help more people and it be useful. 

Btw

my top choice would be Morale Boost


Edited by tanker070, 16 November 2017 - 02:55 PM.

.....

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Befallen2 #16 Posted 16 November 2017 - 02:54 PM

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View Post_AzorAhai, on 16 November 2017 - 02:46 PM, said:

 

​Yep, due to the fact we have 3 round autoloaders.....The crew skill is less worth while than other ones due to the fact you get to capitalize on this skill every what? 20-26 secs for most autoloaders in the game

 

Yeah, but there's two shots per round, so the skill could easily activate.  Even with Pom-Pom guns, this skill works.  A T7-Car would love this skill.

SweatyEagle #17 Posted 16 November 2017 - 02:55 PM

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View PostBefallen2, on 16 November 2017 - 10:54 AM, said:

 

Yeah, but there's two shots per round, so the skill could easily activate.  Even with Pom-Pom guns, this skill works.  A T7-Car would love this skill.

 

How about high tier light tanks? Those are more important than a 50 cal tank
Not as sweaty as the falcon.

Silent_Poppy #18 Posted 16 November 2017 - 03:01 PM

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Still can only vote for one.

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Befallen2 #19 Posted 16 November 2017 - 03:02 PM

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View PostSweatyEagle, on 16 November 2017 - 02:55 PM, said:

 

How about high tier light tanks? Those are more important than a 50 cal tank

 

You've never stalked a AT-7 with a Sp1C or Bulldog?

0V3RCL0CK3D_N00B #20 Posted 16 November 2017 - 03:09 PM

    The IT guy

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View PostBefallen2, on 16 November 2017 - 10:02 AM, said:

 

You've never stalked a AT-7 with a Sp1C or Bulldog?

 

​Its after 3 successful penetrations, its not on the third successful pen. So every high tier autoloader, T57, 50B, and the most important for these skills B-C 25T, it would have to reload the clip first.

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