

Сrew skills
#21 Posted 16 November 2017 - 03:09 PM
I actually get praises now OOF
#23 Posted 16 November 2017 - 03:20 PM
https://www.blitzstars.com/player/com/Pittoors_
Current garage: M48A1 Patton, IS-4, T110E5, E 50 Ausf. M, Leopard 1, T-62A, M46 Patton, T54E1, IS-8, IS-5, IS-6, Rheinmetall Borsig Waffentrager, T49, T23E3, Type 62, Helsing, T-34-1, Kuro Mori Mine, AC IV Sentinel, SU-100Y, Stridsvagn 74A2, Panzer IV Anko SP, Churchill III, T-34, Hetzer Kame SP, A-32, DW 2, Panzer S35, BT-SV, BT-7 Artillery, SU-76i, T-15, M3 Light, T2 Light, T7 Combat Car, Light Mk. VIC.
#24 Posted 16 November 2017 - 03:24 PM
Radio buttons only allow a single selection.
• “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.
This is useful. Shaves over a second off of Supremacy base capture.
• “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.
This has a bit of randomness to it. Would be difficult to actually notice the effect. But it does reward the accurate shooter with a greater chance of damage over the course of the game.
• “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.
Although several vehicles run with auto loaders and would not get to benefit from this as often, you will be greatful for it in those final duels when you're final kill shot bounces and you're now racing the reload clock.
• “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.
Maybe just because my crew skills are maxed and this will only apply to a new tank it seems wasted. I recall the Mentor skill of the Mediums being seen as low value by many of the prominent thinkers. At least the Mentor is a continously boost. I see this skill only creating rather marginal boosts. But, for newer players grinding all the skills could be useful.
• “Good memory”: player can spot enemy that has damaged him for 1% longer. Each level increases perk duration.
I honestly don't understand this one. My understanding of the spotting mechanics has NO relation to who shoots me, but has to do with how close they are, the muzzle flash, moving, camouflage. Does this mean that IF I see the guy that shoots me that it will take his camo 1 to 7 (currently) percent longer for his camo to reset to maximum value? Thus keeping him visible for a tad longer. Yet it has no change if he remains unspotted after firing.
This could frustrate good players who have learned how to reset camp then pop out, shoot and withdraw to reset as they may pull forward prior to the reset. But they will adjust their timing if the bulb fails to turn on again. Less skilled players won't know the difference anyway.
Maybe I'm missing something and it's giving a 1 to 7 % chance that the camper 500 Meters away will light up when he snipes you.
#25 Posted 16 November 2017 - 03:30 PM
I actually get praises now OOF
#26 Posted 16 November 2017 - 03:38 PM
Morale boost, can we get some more info on the potential skill duration? How long does this last at skill level 7? How much is a 50% crew boost anyways? Will there be numerical metric adjustments shown in game for this increase or will I have to guesswork this for myself?
Also, does this effect stack upon itself? Say, if I spot 5 targets, do I get a skill activation of 5x2=10 second duration or is that counted as one spotting event and only counts for a 2 second duration? On the flip side, might it be multiplicative instead and if so, how would that work?
Is there a cool down between activation sequences such as I spot a target, activate the skill for 2 seconds, it ends, shoot my target, then activate it for two more seconds? Continuing off of that, can I chain activation sequences for this skill by spotting, shooting, damaging, etc for a near perpetual skill duration so long as I continue chaining “successful actions”?
Most importantly, what is defined as a “successful action”? Definitions of this can severely impact what players decide is an important action or not and may make the difference between whether or not a teammate decides to actively spot and shoot a target or simply camp and snipe.
Edited by j0nn0, 16 November 2017 - 03:40 PM.
#27 Posted 16 November 2017 - 03:53 PM
_AzorAhai, on 16 November 2017 - 02:28 PM, said:
I fully agree it should be the top votes, not Dashing adjustment. The reason being that its only good if you get 3 shot to land and pen.
Good Memory and Furious Invader always work.
Second chance ain't bad. And Morale Boost is pointless.
#28 Posted 16 November 2017 - 04:08 PM
10000AwesumePossumes, on 16 November 2017 - 07:53 AM, said:
I fully agree it should be the top votes, not Dashing adjustment. The reason being that its only good if you get 3 shot to land and pen.
Good Memory and Furious Invader always work.
Second chance ain't bad. And Morale Boost is pointless.
As I recall, crew training/skill percentage boosts account for minimum dispersion, aimtime, reload, driver responsivity, view range and a couple of other unlisted factors. If you have a quick firing tank like the e25 or comet, you could potentially keep this skill perpetually active if damaging hits and track damage/assist damage count as separate instances of a "successful action".
#29 Posted 16 November 2017 - 04:12 PM
Still not allowing more than one selection.
Good memory and Morale Boost.
Also thanks for polling the players. Are you feeling well?
"MM may not be rigged but RNGesus only answers the prayers of one team."
My WOTB Youtube Channel.
#30 Posted 16 November 2017 - 04:16 PM
Dashing adjustment and good memory sound the best IMO. Dashing adjustment is just 3 pens not 3 pens of the same tank giving it flexibility and good memory would help you keep an eye someone penning you while you're trying to get down.
Still can only vote for one.
#31 Posted 16 November 2017 - 04:24 PM
Morale boost and good memory I think are probably the best fit for a light tank play style. I'd worry about morale boost maybe being a bit over-powered though. A 50% boost to crew mastery (even if of short duration) will send your view range through the roof; as soon as you spot one tank, you'd have a very good chance of spotting a lot of others. Binocs were already viewed as OP enough to be removed, and they only gave a 25% boost. 10-15% would be a more reasonable range for morale boost I think.
Edit: Someone pointed out that the +50% mastery would only provide about half that amount as the boost to view range (among other stats), but that's still pretty hefty, and it's not even that you have to sit still like with the old binocs.
Edited by bg2b, 16 November 2017 - 07:02 PM.
#32 Posted 16 November 2017 - 04:30 PM
So, Zloydd, does the Dashing Adjustment crew skill apply to HE shells as well (i.e. splash damage)? Thanks.
#34 Posted 16 November 2017 - 06:03 PM
#35 Posted 16 November 2017 - 06:15 PM
Ruby_Rose_, on 16 November 2017 - 02:27 PM, said:
Same can be said for Morale Boost
I always thought one of the core ideas of driving a light tank was to avoid being hit. Having to take damage to activate Good Memory seems like a bad deal to me. Especially since that damage is likely to come from close range as light tank cammo typically prevents people from seeing you, let alone hitting you, from far off.
#36 Posted 16 November 2017 - 07:09 PM
Tanks: _X: T110E5, T110E3, FV215b(183), IS-7, Obj.140 _IX: M103, T-54 _VIII: IS-6, T34, Lowe, T-44, IS-6, IS-3D _VII: T-43, Comet, E25, AT-15A, SU-122-44
Usually on in the evenings Pacific time. Intake Contact for Triarii Clan (PM for details)
Be a better player | Click here if you have lag | Graphics Settings for iOS | Check your ping with Pingplotter | Get good: watch Bushka! | Check out tanks on Tank Compare and BlitzHangar
#37 Posted 16 November 2017 - 07:33 PM
Good Memory and Second Chance, they are balanced and fit the light tank class best.
My reasons why:
Also I just looked at all the skill lists y'all addressed earlier and Dashing Adjustment seems broken for tanks like my ISU-122s, 7.2 second reload and it has enough alpha to hut quite a bit. Just imagine rolling a good 500 here and there.
Tanks such as the Crusader however will reck house with Dashing Adjustment, rolling a 120 with insane ROF and notably high pen for it's tier it will happen a lot.
Also with Morale boost adding 50% mastery suddenly to my light tank or some other particularly mobile tank could cause some terrible results if I am turning and suddenly my tank turns faster than I am anticipating resulting in me running into something.
Need I also mention the view range for light tanks would spike up to such high levels that TDs once again get screwed over having only the camo net as an effective option with the nerf to Coated optics for their class.
Second Chance is more friendly towards lights as they will usually have a difficult time actually winning a game rather than going for a draw. In tiers where heavy tanks tend to dominate such as 8 it seems that I have to resort to HEAT a lot due to my lack of base Penetration the tanks being of IS origin, more than mobile enough to hit me.
As for the one that speeds up base capture the last thing I need is giving a newbie another reason to not follow the team and go off by themselves into the cap.
#38 Posted 16 November 2017 - 07:58 PM
MayoNasalSpray, on 16 November 2017 - 07:33 PM, said:
Good Memory and Second Chance, they are balanced and fit the light tank class best.
My reasons why:
Also I just looked at all the skill lists y'all addressed earlier and Dashing Adjustment seems broken for tanks like my ISU-122s, 7.2 second reload and it has enough alpha to hut quite a bit. Just imagine rolling a good 500 here and there.
Tanks such as the Crusader however will reck house with Dashing Adjustment, rolling a 120 with insane ROF and notably high pen for it's tier it will happen a lot.
Also with Morale boost adding 50% mastery suddenly to my light tank or some other particularly mobile tank could cause some terrible results if I am turning and suddenly my tank turns faster than I am anticipating resulting in me running into something.
Need I also mention the view range for light tanks would spike up to such high levels that TDs once again get screwed over having only the camo net as an effective option with the nerf to Coated optics for their class.
Second Chance is more friendly towards lights as they will usually have a difficult time actually winning a game rather than going for a draw. In tiers where heavy tanks tend to dominate such as 8 it seems that I have to resort to HEAT a lot due to my lack of base Penetration the tanks being of IS origin, more than mobile enough to hit me.
As for the one that speeds up base capture the last thing I need is giving a newbie another reason to not follow the team and go off by themselves into the cap.
Good they camp hard enough in tier Ten games
But yes this morale boost thing can be OP Jg PZ IV now has 160 percent crew mastery with food and with max level can probably shoot forever with morale boost. Just imagine 4100 DPM AT TIER SIX.
#39 Posted 16 November 2017 - 08:02 PM
/copies and pastes in lieu of finding original comment to quote
Good Memory and Furious Invader are the light tank bread and butter gameplay.
/agrees without reservation
YouTube & Blog https://ferdsquad.com
#40 Posted 16 November 2017 - 08:22 PM
The "second chance" thing, I would be emptying my autotloader into the ground to activate the skill.
I like any more crew skills though, they would all be great.
Edited by obi__wan__shinobi, 16 November 2017 - 08:25 PM.
1 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users