@@Ottny I know that. I'm not going to screw around changing crews all the time! I rarely play the same tank 2 times in A row. I have no problem building up commanders.
@@backwoodsbully9841 I know it can be annoying, especially because this menu after all these years is still bad IMO. At one point you’ll arrive at 9 skills but the last one needs 1.5 mio experience, this will take you forever.
Thanks for the always great content. Supply conservation is great especially if you use a smoke screen or a hull patch kit. Iron mace is good if you take most of your shots at 500-800m and have AP/APCR/APFSDS, which lose pen rapidly over distance. Clutch braking and off-road driving are great for heavies and TDs that don't want to get surrounded and 'circle of deathd' by lighter vehicles. Also, the camo perks and the camo net seem to have a much greater effect on Tank Destroyers
Iron mace doesn't work as advertised, and it's really only effective with APCR shells. So if you are using a tank that runs APCR it might be a skill to get after investing in the more valuable ones. Keep in mind that skill was tank specific. It came standard as a unique skill with the Bogatyr KV-220-2 premium tank. Most of the Russian commanders benefitted from the skill because the Russian tank line had the worst penalty to pen at distance. However, this was probably 8-9 years ago. Lots of changes since then.
These videos are always beyond helpful, grinding tier6/7 for the soviet and Chinese tech trees has been fun since I just buy whatever tank I like the look of.
I put deadeye on most my tanks just to give me that extra kick it’s great when you stop someone in the advance when you send their engine up in smoke and maybe give me an extra chance to send their turret sky high
Great video. Except one thing, supply conservation is not pointless. Far from it. It reduces the wait time of food and repair kit reuse to 48 seconds instead of 60, and fuel to 24 instead of 30. This meant that you will be able to get caught out without repair kit for way less time (it's not 15% less time as you usually don't get double tracked all that often. In experience It is more like I would say 50 percent of times as often you are going to get retracked until you go back in action again. Try and count the amount of times where you are tracked and repair kit is not ready. Times where the number is above 12 seconds versus below. I haven't kept count but I feel like it's way higher than you might think), have better accuracy and aim time from you popping your food (really helps with tank with slow aim time), faster reloads too. On lights, the faster replenishment of fuel meant you can go faster for longer (that is useful on the FV101, which requires fuel to keep its speed uphill). It have saved me in many many games where your ammo rack or tracks were taken out and this skill saved me more than I want to admit because I am more reckless of a player. I have seen many people saying it's a useless skill, but for me, it is always my 7th skill or 8th skill of choice when I am building a all-rounder crew.
Good point. I have never thought about it this way. You are right that getting food faster is very helpful. I am going to put it to my arty crew, since I dont know what to put there as a last perk
Hi Eclipse, thanks for the video. I agree on most perks with you. IMHO some of the useless perks should be improved. E.g. if they have buffed Last stand and Adrenaline rush to function under 50% of HP, then I would consider using it
I've recently started to seriously consider using them. I push for the stunts and spots until i get too banged up. Then i play smart and become dangerous.
Those two perks imo are better suited for light tanks who are usually priority targets for the enemy team. Also some tank destroyers benefit from it as well because some TD lines have to get further up in the battle to be more effective. Like the British AT line for example.
Interesting to see how someone sets up there perks good guide for new players only one issue I have is sixth Sense is the worst perk in my opinion I know some of my friends prefer it but it seems useless compared to other perks you could have
This is a very polarizing perk, you either swear by it, or dismiss it. I'm in the camp that I swear by it. Unless you play artillery, 6th is an extremely useful skill because it lets you know you are spotted by an enemy before they announce it on the map. There is a slight delay between the spotter, and the reveal on the map to the rest of the team. 6th sense lets you know a spotter has you in their sights before the team is alerted. Seasoned players can take advantage of this to scurry away before the enemy team is alerted to your position. For novice players it's equally useful because it teaches detection sensitivity. The biggest mistake novice players make is they think if they can't see an enemy, an enemy can't see them. 6th lets you know hey someone can see you, even if you can't.
Crew skills that require a maxed-out set should tell everyone that it's a stacked game, it really doesn't matter in a manipulated game (by WG). I've been in numerous games with seasoned players that lose miserably with 9, 10 skills per as well as players with 3 to 4 skills that mop the floor. This is a manipulated game that does not necessarily need skills beyond common sense or high levels of understanding strategy. It's an imperfect game crippled by buffed and nurfs that keeps hemorrhaging players almost every month.
What's really interesting is that like described here, most of the perks are useless, would be great if WOT either gave improved percentages for these OR gave good useable perks
Hello WW2 player. Never dead eye on a dread, deadeye on rapid fire, caputured KV1, chirch3, cent2. turret rotation is ESSENSIAL on a CW bulldog. As is preventive maintinance (107s). Safe stowage and supply conservation are also important in CW. Anybody without Controlled impact on a CW Bulldog is playing it wrong, the ru251, agilla, cromwel also very useful. Grind a line in CW, stop being a holdout. Retitle vid as WW2 perks.
People have been calling for sixth sense to be made a standard mechanic by default and not requiring a perk slot but WGCB keeps making excuses like how PC doesn't have SS for a free perk for all commanders, but now that WoTPC is in fact enabling SS by default, are we going to see that change implemented on WoT Console? I really hope so.
Thank you for all the information. I´m using the DeadEye Perk on my Autoloaders...and the turrets are flying like birds or engines burning like hell...
I think it’s unfair how I had two crews that had almost all the perks and then they punished me for playing their game since beta/day 1 and reset it to only 9! I can understand make it fair for newer players but screw the OGs and all the grinding we have done. Seems a little messed up and I was pissed when that update happened
Yeah, that was around the time I left and took a break. Then I came back. Well that, and when they basically almost banned arty from matchmaking. I remember being stuck in cue for minutes at a time
Ram skill on tanks that are fast imo. How many games do you get where the game decides that you either can't hit anything or nothing penetrates so slamming into someone at least gets you some damage. Great in Cold War on fast heavies to take down the lights that plague some games.
Yes, this is exactly why I have the direct impact skill on my Object 260 with speed and ramming I have done 1000 damage on a ram going down hill! I also have this on my arties because many tanks will ram my arty haha and surprise they get wrecked! Also I have it on some of my light armored tank destroyers that enemies tend to ram into. Old Bloke you are absolutely 💯 correct, ram skill is one skill that wargaming has not nerfed using an algorithm. So a huge difference between this version and year 1 and 2 is those years ALL shots that were a red reticle did damage. Now the RNG can win or lose a game and that widely recognized by the Xbox gaming community, hence the very low game rating. A first person shooter doesn't "bounce" a shot. A tank firing a premiums round with a red reticle should never bounce a shot.
@@j01150126 Yep. Doesn't matter how many times you bounce, and I've had games in a top tier heavy tank, firing premium and with a top crew bounce every shot even on lights, but slam into someone and damage is done. I think that these stupid games are getting worse tbh, if that's possible. might be time to find something else to play.
Hi all can you get wot to bring back 10 gold skill swap out as they would make more out of it as 90 old is a rip off i just want make 1 or 2 change at a time its 60 gold to swap nations its the one main change that all should ask for change reinstated asap .ta for vid E
Supply conservation helps me use the enhanced rations more often, decreasing the reload time more often therefore increasing dpm. Both fast firing tanks and the ones with a long reload benefit from it. I actually have it on almost al my tanks since I use enhanced rations in every single one. I dont understand why WG dont get rid of some of the pointless ones, rollover recovery and trick driving are never used. They know this to from there data they must see that the % of use is so low....
Could you explain what crew skills last stand boosts by 25 percent? Presumably it does camo and spotting, and aiming but not reloading? As adrenaline rush does the loading.
Id recommend track mechanic, steady aim, if its E4 line then snapshot, as far as others, camouflage expertise and muffled shot, then whatever you fancy tbh
CONTROLLED IMPACT A VERY USEFUL SKILL BECAUSE IN 1 TO1 .. IF YOU HAVE 7 SECOND RELOAD AND CAUSE RAM DAMGE INBETWEEN.. IN WOT YOUR SECONDARY WEAPON ITS DRIVING INTO THEM 👍👍
Post 6.0 I have had to equip almost all of my tanks with ammo rack protection. And one of the very first crew skills I must train is also ammo rack protection. Actually whereas before 6.0 I could afford to choose some of the more offensive style crew skills, now Wargaming ensures that I must take crew skills that are purely to help my tank's operational abilities just to try to keep my tank in the fight a little bit longer. Even with 'all in' protection equipment and crew skills Wargaming F#cks me over all the time with constantly broken and re-broken parts and/or crewmembers in almost every match.
I find I have better games without sixth sense. It makes me paranoid about being spotted when I only really need to worry about being targeted. I can concentrate better without it.
On the bat tank i'm running rapid aim, helpful in all the dog fights I get in to. I don't have any aim perks, only use auto aim and find they don't make a difference. Agree with you about clutch breaking, too many spin outs using it. I've got roll over recovery, saved my arse many times, even scored a kill. Off road i've got. Stunt driving 😎a super cool build to yolo off cliffs😎yup got that, most important one. Don't have any camo perks or 6th sense, i'm trying to be spotted. I got the recharger, damn that can get expensive spanking that gas button. Controlled impact i have. I like to use the the pit move on enemy lights.
The crew skills are too strong. Added to the aim assist and the autoaim buffs added in 6.0 the skills are able to totally change the performance of tanks. Some skills actually are the tanks as without them they're not good at all 16 skills at half the values that they are currently would be better in my opinion.
While I agree with most of your recommendations, I really, really have to differ with you on the Supply Conservation perk. If you are using premium consumables and repair kits and get tracked a few times in a single battle, having that bit of faster recharge has made a huge difference in many of my games.
I agree, I was gonna comment exactly the same. 15% quicker means 51secs intead of 60 to get your consumables ready again, makes a big difference. With that said, it's skill 8 or 9 and only sometimes
There are NO PERKS in this game anymore!. They went when WG introduced update 6.0. If you played the game before you would know the difference between skills and perks. They are all classed as skills now. You STILL cannot get that right can you?. And you give people the idea that you know about this game.
I don't think Sixth Sense is necessary when you have the targeted warning and your brain. Especially, now that they put back the targeted warning when artillery is aiming at you. Noobs should take it when learning the game, but experienced players shouldn't need it. The first six skills I put in order on every tank are: Born Leader Camouflage Expertise Rapid Loading Track Mechanic Situational Awareness Steady Aim For the last three skills, I pick some combination of the remaining accuracy and camouflage skills. Keep in mind that I only play lights, mediums, destroyers, and never heavies or cowards.
No way you're not using 6th sense. The warning indicator only represents when a gun is locked onto you, it doesn't show that you're spotted until the players gun is at you, so arty for example can hover to the side of your tank while reloading then aim at you as it's loaded.. that means you would get a few seconds warning before being stuck without even knowing you're visible..
@@anthonyallencabrera never. That's what you have a brain for. An experienced player knows when they've likely been spotted. Sixth Sense is just a crutch. Training wheels, if you will. Let me ask you this. How often do you get spotted, and no one points their gun at you? It's extremely rare.
@@johnryan6658 it has to do with other things like 1v1 situation end game you're behind a structure the guy you're playing against is on the otherside of the structure but outside the 50m proximity spot range that every tank has, if you drive towards one direction with sixth sense after once it goes off you change direction and hit the opponent from behind, you could never make this play from your setup in a light simply because you would have no warning because his gun can't lock you due to the structure. This is one small play in many that make sixth sense a must have.
@@johnryan6658 I don't think you understand my last comment if someone auto locks you or points thier gun at you, but an object is obstructing your view your tank will not receive a warning that its visible on the map even though it is.. sixth sense is the most important skill and its not even close. It should be the first selected commander perk.