What perks to download on art. What are perks? Learning to choose the right skills for the crew

And especially for free workers, there is no way to go wrong with the choice of skills! In the article I will provide several valuable recommendations for selecting perks for different classes of World of Tanks vehicles.

The most important skill in World of Tanks!

To begin with, I would like to immediately decide on the first perk for the crew commander. This, of course, is the “Sixth Sense”, which is also called the “light bulb”. This skill allows the tank commander to feel the light in what is called the “spinal cord.” In this case, after 3 seconds from the moment of illumination, a light comes on on the screen. This is the most valuable perk in World of Tanks. It is necessary to download it on all tanks, including tanks and even ART-SAU.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride around for a very long time with the “non-working” first perk, or choose some other skill for the commander and then, after the first skill is upgraded to 100%, retrain the commander.

Actually, if you are a donor, it is recommended to choose some other skill (for example, “Repair” or “Disguise”) and then retrain the commander. If you don’t have 100-200 gold for retraining, choose “Sixth Sense” for your commander and wait until he upgrades it to 100%.

Video guide for selecting perks from IsoPanzer

Video guide for selecting perks from VSPISHKA

General subjective characteristics of different skills and abilities in World of Tanks

Below is general characteristics skills and abilities. Please note that the characteristics are subjective. My opinion may not coincide with your subjective opinion. You should also remember that skills work in World of Tanks as they are learned, while skills begin to work only after 100% study (usually it is recommended to study skills, and then reset the skills and teach the tank crew new skills). Be careful!

Overview of World of Tanks skills and abilities

General skills and abilities

Repair: The most important skill for crews of heavy and medium tanks, it allows you to quickly repair internal and external modules, especially important when repairing downed tracks.

It should be remembered that the “Repair” skill is considered as the average for the crew, i.e. To get 100% repair, all crew members need to fully upgrade it. So, if you pump up the “Repair” for the Gunner, Driver and Loader, and pump up the “light bulb” for the Tank Commander, then the average repair rate for the crew will be equal to 75%.

Skills such as “Camouflage” and “Fire Extinguishing” work in a similar way.

Disguise: the most important skill for crews of light tanks and small tank destroyers. It is considered as an average for the crew.

Firefighting: pumped out on heavy and medium tanks on a residual basis. It is considered as an average for the crew.

Combat Brotherhood: the skill increases the characteristics of the crew by 5%, thereby increasing the characteristics of the tank by 2.5%. Usually pumped out on tanks to reduce gun reload time and increase the rate of fire. It is recommended to use it together with the “Fan” equipment (which gives another 2.5% to the tank’s characteristics). Please note that this skill begins to take effect only if it has been pumped out to 100% for all crew members without exception.

Tank Commander Skills and Abilities

Mentor: a moderately useless skill that gives bonus experience to other members of the tank crew (i.e., at 100% of the skill, the most “backward” member of the tank crew is awarded experience = the experience earned during the battle). Useful on tanks with a small crew (such as MS-1 or ELC AMX), because allows you to significantly speed up crew leveling. However, since the Commander already has a lot of useful perks, it is generally not recommended to take it.

Eagle Eye: It makes sense to take it for fireflies with high visibility. It is generally not recommended to take it to tanks with low visibility.

Handyman: According to the description, it’s practically imbecilic, in fact it’s nothing. If you want, see for yourself.

Expert: It's a useless skill.

Sixth sense: the most useful, most important skill in World of Tanks.

Radio Operator Skills and Abilities

A radio operator on high-level equipment is almost never found in pure form. Typically this specialization is combined by a Tank Commander.

Radio interception: The action is similar to the Tank Commander's Eagle Eye. The recommendations are also similar. By the way, this is the only truly useful skill the Radio Operator has.

With the last of his strength: in theory, this skill gives you a chance to gain some experience and credits for causing damage and destroying enemy tanks in your spot. In practice - nothing.

Inventor and Repeater:- about nothing.

Gunner Skills and Abilities

Smooth rotation of the tower: reduces dispersion when turning the turret, it makes sense to take it on all tanks without exception, including turretless tank destroyers and artillery destroyers. Their dispersion decreases when the gun's horizontal aiming angle changes. A very useful skill.

Master Weaponsmith: Almost always, the gunner can upgrade some other, more useful skills or abilities. And so, quite a useful skill.

Sniper: literally increases the chance of a module or crew being critical by several percent. Begins to act only after 100% training, i.e. The gunner will have to be retrained for this skill! In general, nothing.

Grudge: Considering that in the game you can quite effectively shoot blindshots (i.e., without being spotted at the known coordinates of the tank that emerged from the spot), the skill can hardly be considered truly useful. Moreover, like any skill, it begins to work only after 100% training.

Skills and abilities of a driver

Off-Road King: increases speed on soft soils. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turning speed. Useful skill. First of all, it makes sense to take on tank destroyers and artillery destroyers.

Smooth ride: reduces spread when shooting on the move. A very useful skill for light and medium tanks, which are born to shoot on the move.

Ram Master: a very useful skill for tanks with a large mass and good dynamics (or at least high speed when moving downhill, like the KV-5).

Cleanliness and order: reduces the likelihood of engine fire. Must have on tanks with front transmission/engine.

Loader Skills

All loader skills (as, indeed, any other skills) are effective only after they have been 100% studied, which significantly reduces their value. Be careful! It makes sense to choose one of the skills if you will still be installing “Combat Brotherhood” as the second perk and retraining the crew. Then the first perk you can take is one of the following skills. However, their value is rather questionable in any case.

Intuition: It only makes sense to take the fourth or fifth skill, and only if you often use gold ammunition.

Desperate: speeds up gun reloading if the tank has less than 10% HP remaining. Not a bad skill if you take it on a residual basis.

Non-contact ammunition rack: increases HP internal module "Ammunition rack". It makes sense to take it on tanks on a residual basis, and even then only if this tank’s ammo rack is really often critical.

Selection of skills for light tank crews

Light tanks, which have equally low visibility when stationary and on the move, need to upgrade to “Camouflage”. It is this skill, and no other, that should be chosen first for light tanks.

It makes no sense to take “Repair” as the first skill: light tanks do not have good armor and a lot of HP, in addition, their internal modules and crew are easily attacked. It is better to repair a downed track with a repair kit, and not with “Repair”.

After leveling up “Masking”, it makes sense to retrain the commander for “Sixth Sense” and start leveling up “Masking” again. Well, the third skill you can choose is “Eagle Eye”, which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth turret rotation, Repair
  • Driver: Camouflage, Off-road King, Virtuoso, Smooth ride, Repair
  • Radio operator: Camouflage, Radio interception, Repair
  • Charging: Disguise, Repair

Selecting skills for medium tank crews

Next, you can retrain the tank crew for “Combat Brotherhood” (after all, it is better for the commander to take the “Sixth Sense” perk as the first perk, i.e. it is better to retrain when the tank crew has completely drained the second perk). Or upgrade individual skills like “Smooth tower rotation” and “Smooth move”.

  • Commander: Sixth Sense, (Brotherhood), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Smooth turret rotation
  • Driver: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Brotherhood), Disguise

Selection of skills for heavy tank crews

In terms of leveling up skills, heavy tanks differ little from medium tanks. The main difference is in the size of the tanks - since heavy tanks are usually larger than medium ones, and their guns are mostly equipped with muzzle brakes, it often makes no sense to take the “Maskirovka” on them. Like medium tanks, heavy tanks are recommended to upgrade “Repair” first. Further, after opening the third perk, the crew can be retrained for the “Combat Brotherhood”.

If the tank is often on fire, it makes sense to take “Fire Extinguishing”, or wait until gold “Automatic Fire Extinguishers” appear in the game for silver.

If the tank has a front-mounted transmission/engine, the driver should pump out "Clean and Tidy".

  • Commander: Sixth Sense, (Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Smooth rotation of the tower
  • Driver: Repair, (Combat Brotherhood), Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Camouflage or Fire Fighting.
  • Charging: Repair, (Combat Brotherhood), (Camouflage, Firefighting, or any of the available special skills)

It turns out that the crews of heavy tanks have nothing special to teach?! It turns out - yes! Those. Of the truly useful skills, you should choose those that are higher. So, I still recommend not neglecting the “Combat Brotherhood” skill. The rest of the perks are to taste.

Selection of skills for tank destroyer crews

If the tank destroyer is quite compact, it makes sense to take “Camouflage” as the first perk and sit in the bushes. If a monster like Ferdinand, it makes sense to take Repair and tank. In general, even “Ferdinand-shaped” tank destroyers make sense to upgrade “Masking”, because tank destroyers have a class bonus to stealth when stationary.

It makes sense to upgrade repairs even for “inconspicuous” tank destroyers in any case, for example, with the second perk (or third, if you upgrade “Combat Brotherhood”). Those. for ordinary tank destroyers, the first perk is “Camouflage”, then “Repair”, retrain (or not) the crew for “Combat Brotherhood” and again take “Repair”.

For huge, heavily armored tank destroyers, you can take “Repair”, then “Disguise”, retrain the crew for “Combat Brotherhood” and start leveling up “Disguise” again. That's the whole difference.

  • Commander: Sixth Sense, (Brotherhood), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Brotherhood), Repair, Smooth turret rotation
  • Driver: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Off-Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Disguise, (Combat Brotherhood), Repair

Selection of skills for ART-SAU crews

It makes sense to take “Disguise” as the first perk. In any case, it makes sense for the commander to download the “Sixth Sense”; even on an ART SAU, the “light bulb” gives a very noticeable advantage. “Repair” on the ART-SAU does not need to be downloaded at all.

  • Commander: The Sixth Sense, (Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Smooth turret rotation
  • Driver: Camouflage, (Brotherhood), Virtuoso, King of the Off-Road
  • Radio operator: Masking, (Combat Brotherhood), Radio Interception
  • Charging: Disguise, (Combat Brotherhood)

Mini-FAQ on skills in World of Tanks

Question: will the Sixth Sense skill work if I transfer the commander to new tank, and he will lose 10% (or even 20%) of his main specialty?
Answer: incredible, but true - it will happen!

Game

Genre

Localization

Year of issue

Payment

MMO tanks

Russian

2010

Free

Let us remind you that with the release of patch 0.7.2. tank personnel will acquire skills and abilities. Skills begin to operate only when they are studied 100%, and skills become active already from 1% of study. To make it easier for you, by going through you can find a description of skills and abilities.

What skills and abilities are best to be imparted first?


For artillery it is best to equip:

To the commander First you need to upgrade your sixth sense skill and expert skill.
To the gunner- sniper skill or vindictive skill.
Driver mechanic It's best to learn the Virtuoso skill first.
Chargers In our opinion, it is best to study the intuition skill or the desperate skill.
To the radio operator It's best to first learn the skill of radio interception.
After that, you can learn all the skills that remain.

For tank destroyers:


Commander– we advise you to first learn the eagle eye skill, then the sixth sense skill, the third skill expert, assign the remaining skills as you wish.
Gunner– here the sniper skill is definitely the first thing to learn.
Charging– optional, since all three skills: non-contact combat, intuition and desperate are learned depending on your playing style. If you sit in the bushes and are often on defense, then you need to learn the intuition skill first, then the non-contact ammunition skill, and then only the desperate skill.

Driver mechanic– definitely the first thing we learn is the virtuoso skill.
Radio operator– Radio interception skills, further at your discretion.

Basic skills and abilities for light tanks in the game World of Tanks :


Commander– We definitely teach the eagle eye skill.
Gunner– definitely for the firefly, the first thing we learn is the vindictive skill, and then the rest as desired.
Charging– we learn the non-contact ammunition skill, then the desperate skill.
Mechanic driver. It all depends on the playing style. If your main goal is to destroy art, then first of all we teach the skill smooth running, the skill virtuoso, then the skill king of off-road, the rest at your discretion. If you are just trying to highlight enemies, then the first thing you need to learn is the Virtuoso skill.

Radio operator. For the firefly, it is better to first learn the last resort skill or the radio interception skill. Again, it all depends on the playing style. If you are going to shine irrevocably, then it is better to first learn the skill with all your might, and only after that the skill of radio interception.

Basic skills for heavy tanks in the game World of Tanks:

Commander– first you can learn the jack-of-all-trades skill or the expert skill.
Gunner– First of all, we learn the sniper skill.
Charging. This is basically at your discretion.
Driver mechanic. If you are on heavy tanks, then you can learn the master ramming skill and, if possible, crush enemies. For most heavy tanks, we recommend learning the smooth move skill first.
Radio operator– radio interception skill, then a last-ditch skill.

For medium tanks:

Commander– we teach the eagle eye skill, then expert.
Gunner– the ability to smoothly rotate the turret, then we learn the sniper skill.
Charging– we recommend learning non-contact ammo racks first, since medium tanks often die due to the explosion of ammo racks.
Driver mechanic– first of all, the ability to be a virtuoso, and then the ability to move smoothly, or vice versa.
Radio operator– the skill of radio interception must be taught first, then at will.

→ New perks in wot for artillery

As you probably already know, new perks in wot appeared in patch 0.7.2. Skills are divided depending on the crew, for example, the gunner will not be able to learn the perks of the loader, and the loader, on the contrary, will not be able to learn the perks for the gunner in wot. Thanks to perks, you can slightly increase the power of your tank and get several advantages.

In this article we will talk about new perks in world of tanks that every artilleryman needs to learn. For each class of vehicle, for example, tank destroyer, the choice of skills differs. So, you visited the game store and purchased an art gun. In world of tanks, self-propelled gun tactics are to be unnoticed, so, first of all, we study camouflage.

Thanks to the camouflage you have learned, your artillery gun will become even more invisible, which will allow you to survive the firefly that breaks through, since it most likely will not notice you. I have had cases when the hummel literally disappeared from under my nose in the bushes. It’s very unpleasant, what can I say... And this is all thanks to the new perks in wot. Of course, camouflage was available before, but artillery needs to be upgraded immediately. Thanks to camouflage, it is very difficult for you to be exposed, and exposed art, as you already know, is dead art.

So, when camouflage has been studied to 100%, you should think about the following wot perks. By the way, I forgot to mention that the commander can replace disguise with a sixth sense. Your sixth sense will help you determine whether your art gun is overexposed or not. Very useful wot perk. The third skill for a commander is mentoring. Thanks to this perk, the crew's learning speed increases.

For the driver

For a driver mechanic, the second skill should be the virtuoso and king of off-road driving. Thanks to these skills, you will be able to change positions faster, which is vital for art.

For the gunner

There is little choice here - if you are firing armor-piercing shells, then you need to take a sniper, and if your artillery tank has a turret, then a smooth rotation of the turret is a must. In wot, these perks will increase the combat power and accuracy of the vehicle.

For the loader

Everything is simple here - in the world of tanks art sau tactics lie in its combat power, we need to shoot as quickly and efficiently as possible. Therefore, we take the desperate perk and intuition. We shoot faster and guess the right shell - useful.

For the radio operator

The radio operator's skills are not very useful, but for low-level art, the new perks in the wot game should be chosen as follows: repeater and inventor. We are increasing the power of the radio, because it is not enough at lower levels. By the way, the power of junior artillery tanks can be increased if

1. General description of perks.
Perks in WOT come in two types: abilities and skills. Skill - begins to act immediately, effectiveness increases as you learn. Skill - begins to operate only after 100% study. In turn, both skills and abilities are divided into group and individual. In general, this information is available in the client itself, so we won’t dwell too much here. Let's take it from here detailed description perks (as the most relevant - even the official wiki gives slightly incorrect data, but with some clarifications, which are discussed below):

2. FAQ and detailed analysis of how some perks work.
Many players are not entirely clear on the principle of operation of some perks, and as a result, problems arise with their choice. Let's try to answer the most pressing questions.

Q: “Venedictive” or “Sniper”?
A: The gunner has 2 quite useful skills - “Sniper” and “Venedictive”. And since both work only at 100%, I really don’t want to waste a bunch of experience for nothing. Let's take a closer look at both. “Venedictive” - allows you to see the enemy tank for 2 additional seconds in a sector of 10 degrees from the aiming point. Who might benefit from this? Cars with good review(so that the light would be ours). “Venedictive” also gives 2 additional seconds of illumination to allies - if we play “firefly”, the benefit from this is obvious. Well, what about the friday?
Firstly, if we illuminated an enemy in a vehicle with a long CD and poor aiming (with a BL-10, for example), these 2 additional seconds can be used for more complete aiming (but we must illuminate ourselves).
Secondly, vehicles with fast CD will most likely have time to fire a couple of times (average flash time is 5-10 seconds + 2 seconds). But again, we must look at this point - and if the enemy has disappeared from the light, then projecting his movement a couple of seconds ahead is not a big problem. Here, the question really arises about the terrain, firing distance and fixation of the gun’s air pressure gun - but this is a completely different topic.
“Sniper” - +3% chance of causing critical damage (to modules or crew). Here's the fun part. It is unclear where this 3% came from. I dug through a bunch of information and still didn’t find anything concrete. Somewhere 3% (most often), somewhere 5%, somewhere not expressed numerically at all. And 3% of what? From the module's chance to avoid receiving a critical hit (such as 27% for BC)? Or is 3% an additional chance for each shot? Moreover, there is no way to check this either theoretically (the calculation takes place on the server and all sorts of TankInspectors will not help here), or practically - you just need a huge number of shots to compile more or less reliable statistics, and taking into account the scantiness of this chance, FBR (for example in 25% for armor penetration spread) makes such experiments pointless.
So, the only thing we can rely on in this matter is the answers of the developers themselves. Here's what I managed to dig up:



Let's assume that it increases the chance of causing critical damage by “units of percent.” It turns out to be some kind of trifle (one extra crit for a couple of battles).
And what is more useful? I would choose this: for cars with a long CD - “Venedictive” (2 seconds for mixing); for rapid-fire ones - “Sniper” (more shots - there will be a chance for an extra crit more often; the opinion about the higher crit inflictability of “hole punchers” is somewhat erroneous).

Q: “Combat brotherhood” - does it make sense (without ventilation, additional rations, etc.)?
A: Personally, I am always one of the first to pump. Now I'll try to explain.
BoBr increases the level of proficiency in the main specialty by 5%. Is it a lot or a little? 5% of the crew’s basic skill is 2.15% to the corresponding performance characteristics of the vehicle. Performance characteristics of vehicles covered by BoBr: rate of fire, overall accuracy of the gun, aiming time, cross-country ability, visibility, camouflage, radio range.
I will focus on 2 points. With the help of BoBr (as well as ventilation and additional soldering), we can increase the overall accuracy of the weapon. It’s a small thing, of course, but it helps! For comparison, the accuracy of the BL-10 on the ISUkh with and without BoBr:

The second point is a boost to visibility +2.15%. This, for a moment, is more than what the “Eagle Eye” perk gives (yes, OG is upgraded only to the commander, and BoBr to everyone, but there are much more bonuses from BoBr).
What else can BoBr do? It also gives +5% to all crew skills: repair, firefighting, camouflage, mentor, eagle eye, radio interception, inventor, etc. It is clear that the increase here will be generally miniscule, that it is not even worth considering seriously, but still - with the help of additional rations, ventilation and BoBr, you can get a camouflage level of more than 100% (and not 80% as for a 100% pumped up camouflage skill).
With BoBr and the appropriate equipment, you can make your car more versatile (tightening up its weaknesses). Or, on the contrary, boost the most powerful ones. You can sharpen the car to the maximum for visibility, or to reduce CD, etc.
So sometimes it’s strange to hear “phew!” only 5%!” from players who first of all run to download “Eagle Eye”.

Q: "Disguise" or "Repair"?
A: Well, everything is simple here. Repair is critical for high-level vehicles - since they can survive more than one hit - and they will be hit frequently (especially caterpillars), it is important for them to be repaired as soon as possible. Camouflage is important for all PTs, but for the tops its base value is much lower and the absolute boost from the pumped-up “camouflage” skill will not be so great (plus the visibility of tanks at high levels is much higher). And I wouldn’t choose here; resetting the disguise for repairs clearly doesn’t make sense, but simply installing repairs with the next perk is quite reasonable.
To give some specifics on repairs, I found this sign for the chassis repair speed (it is already outdated, but it can give some idea - in particular, the chassis repair speed of the SU-101 is now higher than that of the SU-122-54):

Q: Do perks work if a crew member is shell-shocked?
A: Only BoBr. Moreover, this is either a bug, or one of the developers at one time listened to the players’ input. By the way, this leads to the following question:
Q: The loader has studied all the perks - what to upgrade next?
A: Upgrade “Desperate” and “Non-contact ammo rack” - the effect does not stack, but if one loader is concussed, the perks of the second will work.

3. Recommendations for resetting perks.
Perks can be reset for gold - experience is not lost, but it costs gold (especially if you constantly change skills for skills). Or you can for silver, but at the same time we lose 10% of the experience earned by the crew member:
When you reset the first perk - 21K experience.
When resetting 2 perks - 63K experience.
When resetting 3 perks - 147K experience.
When resetting 4 perks - 315K experience.
If the car is in elite condition - you can divide these numbers by two - the crew member whose perks were reset (if there is only one, of course) will begin to upgrade 2 times faster.
As you can see, 2 perks (30K experience for an elite car) can be reset almost painlessly. 3 perks (75K experience for the elite) is already sensitive, but with experience promotions this can be compensated. 4 perks or more, it’s better not to drop them for silver - a lot of experience is wasted. So it’s worth thinking through the logic of pumping up perks in advance.
I also want to note how it is worth changing a skill for a skill. Let’s say the gunner’s first perk is “smooth turret rotation.” It can be dropped immediately, for example, on a “sniper” and again put on pumping up the PPB. But I would advise you to play around with the first perk for a bit without resetting it. And only when the experience unallocated for the second perk has accumulated, drop it on the “sniper” and immediately receive some percentage of the second perk. Thus, during pumping, “PPB” will always work for us (to one degree or another). What are the grounds for such manipulations? The fact is that leveling up a perk (any one in order) from 0 to 50% requires... 9.5 times less experience than leveling up the same perk from 51 to 100%. And the first percentage of the perk accumulates extremely quickly.

4. Recommendations for leveling up perks in the line of Soviet tank destroyers.
To minimize the loss of experience or gold for resetting, you must immediately decide whether your crew will stay on a specific vehicle or will upgrade to the top. Because at level 5 the commander receives the radio operator specialty (which the loader previously had, and with it such a useful perk as “radio interception”), and at levels 7-9 a loader is added.


AT-1. We won't dwell too much. We begin to give everyone a disguise.


SU-76, SU-76I, SU-85B, SU-85I— the crews of the vehicles are identical. Many people already love to be fans of them (even to the point of fanaticism), so read more.
For the commander, we download the disguise, drop it on the lamp (you can buy it for silver), download the disguise again.
We upgrade everyone else to disguise, then BoBr.
And while BoBr is rocking, we will have a completely playable car with 75% camouflage and a lamp.
The second perk has been pumped in - for the commander we reset the disguise on the BoBr and put the disguise back on. If you are going to leave the crew on these vehicles, you can put “eagle eye” as the fourth perk, but I don’t recommend it at all - they are blind, the boost will be small, and the crew may want to be transferred to other self-propelled guns higher up the branch.
The third perk for the gunner is “set the turret to turn smoothly”, when it is deflated we drop it on the “sniper” and set the PPB again.
The third perk for the driver is “virtuoso”, when it’s pumped out we put “king of off-road”.
The third perk for the loader is “radio interception” (if the crew remains at these levels) or “repair” (you need to start pumping up if the crew goes further).
If the crew remains, we reset the gunner’s PPB to “vindictive” and again set the PPB, and set the driver to “Smooth move”. Everything else is not critical.


SU-85, SU-100, SU-100M1, SU-101, SU-122-44— the crews are also identical.
Commander - lamp, BoBr, camouflage, radio interception, repair, eagle eye (in order of priority - there is no need to reset perks after the second - we put them in order).
Gunner - camouflage, BoBr, sniper, vindictive, PPB (we pump out the sniper and vindictive through the PPB reset).

Loader - camouflage, BoBr, repair, desperate, intuition, BBU (the last three are downloaded through the repair reset).


SU-152, ISU-122S, ISU-152, volume 704, volume 268
Commander - lamp, BoBr, camouflage, repair, radio interception, eagle eye. A blind branch - repairs will be more useful to it than radio interception.
Gunner - camouflage, BoBr, repair, vindictive, sniper, PPB (we pump out the sniper and vindictive through the PPB reset).
Mechanical driver - camouflage, BoBr, virtuoso, PH, repair, design bureau.
Loader - camouflage, BoBr, repair, desperate, intuition (the last two are downloaded through the repair reset).
Loader - on the SU-152 and then a second one appears. So I would take care in advance of pumping out at least BoBr (so that it works for everyone), if it’s not possible, we’ll immediately install BoBr.


SU-122-54
The commander is a lamp, BoBr, camouflage, radio interception, repair (and this machine is fully sighted and can be repaired quickly).
Gunner - camouflage, BoBr, sniper, vindictive, repair, PPB.
Mechanical driver - camouflage, BoBr, virtuoso, design bureau, PH, repair.

With the second loader the same story as above.


volume 263
Commander - lamp, BoBr, camouflage, radio interception, repair, OG.
Gunner - master gunsmith, camouflage, BoBr, repair, sniper, vindictive, PPB (at 263 weak point— gun mask. Everyone will shoot at it - as a result, the gun will constantly crit - so it’s better for the gunner to reset the perks).
Mechanical drive - camouflage, BoBr, repair, virtuoso, design bureau, PH.
Loader - disguise, BoBr, repair, desperate, BBU, intuition (the last three are downloaded through the repair reset).
The second loader - BoBr, repairs, camouflage and those skills that were not taught to the first loader.

Let’s leave the SU-100Y as an extremely specific vehicle and the ISU-130 as an action-moderator vehicle for now.

Which modules should I download first? What is better to put on your PT - “horns” or optics? Which crew perks should you upgrade first, and which ones are not needed at all? What shells should be installed in the ammunition load? Read about it below

The order of pumping modules:

  1. gun/chassis
  2. engine
  3. walkie-talkie

Let us remind you: The AT is, first of all, a weapon. The gun feeds us, it brings us income and experience. And therefore, if the chassis allows, we upgrade the gun first. Having a good weapon on board, we will be able to farm experience and everything else much faster. The next step is to pump up the chassis. Without a new chassis, you will not be able to install the remaining modules; you may not have enough carrying capacity. The main bonus of the new chassis is the increased turning speed of the car. And for a tank destroyer, in which the fire sector is changed mainly by rotating the body, this is an important indicator.

The only exception to this rule is the case when the existing chassis does not allow us to install a top gun. In this case, the chassis will be pumped first.

The next module bleeds the engine. At the same time, we further increase the acceleration and turning speed of the car. This allows us to quickly reach the desired positions, change them faster, and also leave them faster if detected. All this directly affects our survival.

With the last module we pump up the radio station. The module is quite important, but for a vehicle located in the rear of the main forces, it is not the most necessary. (later, when playing on low-level machines, you, of course, will understand how much you miss a good radio station, since you cannot fully evaluate the minimap, but in ordinary, unperverted combat, it is not the most important module).

Which consumables to choose?

Don't skimp on consumables either. Sometimes your life depends on their presence. Here the technology is as follows:

First of all, put it in the second slot small repair kit. This is almost our most important consumable. You may not have a first aid kit or fire extinguisher, but a repair kit must be present. Don't be lazy and deliver! The first and most common problem in the game is broken tracks. A missing track for a vehicle without a turret, in which changing the firing sector directly depends on the chassis, is tantamount to death. Therefore, we put the repair kit in the second slot and, if necessary, very quickly activate it by double pressing key 5. Why key 5? Because the tracks are in fifth position, and they are often shot down.

First aid kit— the second most necessary consumable. It is very bad to play with a crit gunner or driver. Therefore, a first aid kit is also needed. They install it in different ways, for us it is more convenient in slot 4, because there, number four on the list, is the mechanical drive, without which you are an easy target.

Fire extinguisher? We do not see the need for a fire extinguisher for vehicles that do not have special armor and do not even have time to catch fire when hit. Therefore, for a hunter class tank destroyer, buy it better gasoline (or oil, tightened regulator). Due to this, you will get a noticeable increase in speed, power (and therefore throttle response and turning speed).

If it is expensive to transport gasoline, or you think that it is not the best for you necessary element, carry automatic fire extinguisher. It will add fire resistance to the car and will automatically work once every five years, which may save your life. Believe me, this is much more convenient than a manual fire extinguisher. Moreover, it will pay off in 4-5 battles.

Which additional equipment put:

First module: Camouflage net. For a vehicle that must fight in the style of a sniper, camouflage is the first thing necessary. Buy without thinking. It is inexpensive, and the benefits you get from it are simply enormous. This equipment can be removed and installed on other machines, so even if you don’t like the machine, it will still be useful on the farm.

An alternative view of the grid:

The fact is that camouflage is relevant at the moment of entering a position, i.e. in motion. But when we move and we really need camouflage, the mesh doesn’t work. De facto, when firing, we can only rely on the bush, the terrain, or the enemy’s blindness; the reticle has virtually no effect on camouflage at the time of the shot and very little enhances camouflage in the bush. There is some significant bonus from the network when standing in an open field without shooting, but the very fact of standing motionless in an open field means that we are doing something wrong. Camouflage, IMHO, is more important than mesh, because... Camo always works and allows us to move around unnoticed.

Second module: The Yagers, like a real sniper, strong point is good vision, high visibility. Strengthening it is a good decision. But here you will have to choose between what to install: coated optics or a stereo tube. This problem should be resolved based on your playing style.

More information about the grid:
I took it to the OF in the developers' answers:
Question:
Does the effect of the camouflage net disappear after a shot if the tank remains motionless?
Answer:
No. The effect of the camouflage net does not disappear after the shot.

Camouflage network. Wiki
Action: Significantly reduces the visibility of a stationary tank after three seconds after stopping. Acts as a term. For PT - 15%; For ST, LT - 10%; For TT, Arty - 5%
Cost: 100,000 Credits
Weight: 100 kg

How does the Camouflage Network work?
The camouflage net is a removable equipment that significantly reduces the visibility of a stationary tank (after three seconds after the vehicle stops). Being a removable piece of equipment, the Camouflage Net can be moved to another tank.

The camouflage net gives a certain bonus to the tank's camouflage level depending on its type. For tank destroyers this bonus will be higher, for medium and light tanks - lower. For heavy tanks and self-propelled guns, the bonus from the Camouflage Network will be lower than the bonus for medium and light tanks and tank destroyers. In order for this additional equipment to become active, it is necessary to fix the body of the equipment for 3 seconds, after which the Camouflage Network will begin to operate - this will be indicated by the corresponding backlight green along the edges of the Camouflage Network emblem. Any subsequent movement will again require 3 seconds of rest to activate the Cloaking Net. If in battle you prefer to support tanks from the second line, then the tanks will shine on you and the stereo tube (which, like the mask network, only works 5 seconds after stopping), you will not definitely need. And it’s better to install optics. The increase in viewing range from optics, of course, is not so large, but it is at least constant. If you prefer ambush tactics in open areas, then a stereo scope will come in handy. In the field, armed with a stereo tube, a tank destroyer of the second or third level with a basic visibility of 370-400m is sometimes even capable of stopping a heavy vehicle of the 5th level and holding it until it approaches you within detection range. It is enough to knock down his harp, criticize modules and hit vulnerable spots, and then the rest of the team will arrive in time and help dismantle this monster. In addition, the pipe is a removable module that can be moved from machine to machine and therefore will be useful in any case. The correct choice of modules is usually confirmed by the enemy. Something like this:

Third module: At low levels it is not possible to install a rammer, so your choice is reinforced aiming drives. Changing the firing sector on a PT often occurs with the help of tracks, and the aiming is lost in the process. Therefore, faster mixing will be of great help to you.

At levels above the third there is a larger selection of modules. Equip your car with modules depending on what you want to achieve: improve the strengths of your car or strengthen its weaknesses. To play solo, of course, it is worth strengthening your weaknesses. If you have a company or platoon vehicle, it is better to strengthen it.

You can evaluate the strengths and weaknesses based on the performance characteristics of the vehicle. For example, a visibility of 350 meters, like that of the SU-100, is a weak point. If you play solo, take the horns, rammer and net. If you play in a platoon or in a company, take a net (or a fan if you already have a well-pumped crew and everyone has 100% camouflage), drives and a rammer.

Shells:

There is only one piece of advice. If ammunition allows, do not skimp, carry with you 4-5 sub-caliber (cumulative) shells and a dozen high-explosive shells. They will help you when you run into some cast iron muzzle like the KV or T1 Heavy. At long distances, typical for anti-tank missiles, it is sometimes difficult to get the AP into a vulnerable spot.

Land mines help a lot. They are guaranteed to remove at least some HP from the enemy, forcing him to think ten times about continuing to move in your direction. Land mines are also very good for one-shotting small artefacts. You need to fire 2 shots with an AP shell; during the reload time for the second shot, the artillery can either knock you down or respond by one-shotting you.

Please note that sub-caliber shells lose armor penetration at long range, so it is better not to use them. The fact that you bought a projectile for in-game gold does not guarantee penetration =)

Crew Perks Perk number one - disguise. High-quality camouflage is the key to the survival of any sniper. The same applies to the Yager class anti-tank self-propelled guns. Upgrade everything disguise for the crew.

Quote - cheburillo:

Masking only affects the detection distance. The disappearance time from the light ranges from 1 to 8 seconds (without gadgets like vindictive ones) and it depends only on the order in which the server calculates “review ticks”. (30 Jan 2013 - 13:20)

Many people believe that the commander immediately needs to start pumping up his sixth sense (light bulb) and the rest of the crew – camouflage. This is incorrect for two reasons: firstly, in this case, you will be carrying a useless commander with you the entire time you are leveling up the 1st perk (the light starts working only after reaching 100%), and secondly, you must have YOUR sixth sense.

You should intuitively feel when you are visible and when you are not, when you need to change your position and “tear your claws”, when not to shoot, when not to move, etc. etc. The lamp operates after the fact, 3 seconds after you detect it. We can say that when it lights up, the enemy is already aiming at you, and there is nothing to think about - shed instantly. And besides, the lamp will initially dull your own senses. Being already an experienced fighter, you will learn to identify danger without it, and the lamp will simply confirm your fear. In addition: after leveling up camouflage to 100%, the commander can always reset this perk and turn it into a light bulb.

The next perks after camouflage should be to upgrade that same light bulb, which is vindictive for the gunner (a very useful skill for shooting through opaque bushes), something that enhances your maneuverability