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Thread: More secondary crew skills: Radioman down.

  1. #101

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    Quote Originally Posted by Stormscion View Post
    -> The commander can take over for a wounded crewmember: the formula for this is 50% efficency divided by the number of injured Crewmembers
    Curious to know how it works if the commander is dead xD
    English Langage management 4/5

  2. #102
    Donor hXc's Avatar
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    Sniper - +1% to probability of dealing critical damage
    again about that
    it means that when gunner will have that skill at 100% I will always get no dmg criticals? because normal dmg + 100% chance of module damage is just too op
    Quote Originally Posted by brent209 View Post
    what the fuck you want
    i'm the nigga runnin this
    get off my back hoe

    by brent209

  3. #103
    dzajic's Avatar
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    Knowing when you are detected appears mandatory for TDs and bush scouts.

    Edit, I think that 1% is of "skill triggers when skilled at 100%" type.

    Stacking up accuracy skills with vstab on Patton and Chaffee could be "interesting". But I guess people will figure out uberminamaxed combos quickly.

  4. #104
    Donor hXc's Avatar
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    Quote Originally Posted by dzajic View Post
    Edit, I think that 1% is of "skill triggers when skilled at 100%" type.
    then it's the most retarded skill ever
    Quote Originally Posted by dzajic View Post
    Stacking up accuracy skills with vstab on Patton and Chaffee could be "interesting". But I guess people will figure out uberminamaxed combos quickly.
    I just hope there will be couple of minmax fixts
    Quote Originally Posted by brent209 View Post
    what the fuck you want
    i'm the nigga runnin this
    get off my back hoe

    by brent209

  5. #105
    Stormscion's Avatar
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    Quote Originally Posted by user_31001 View Post
    Quote Originally Posted by Stormscion View Post
    -> The commander can take over for a wounded crewmember: the formula for this is 50% efficency divided by the number of injured Crewmembers
    Curious to know how it works if the commander is dead xD
    wont work ofc

  6. #106
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    Quote Originally Posted by Stormscion View Post
    *stuff*
    A gentleman and a scholar, thank you.

    The "keep 'em spotted for a few seconds more" skills seem like something that could be genuinely useful, but maybe too situational. Will probably go for tank performance boosting skills on all the crew.
    All expressed opinions match those of my employers, hail satan

  7. #107

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    Quote Originally Posted by halka View Post
    Quote Originally Posted by Stormscion View Post
    *stuff*
    A gentleman and a scholar, thank you.

    The "keep 'em spotted for a few seconds more" skills seem like something that could be genuinely useful, but maybe too situational. Will probably go for tank performance boosting skills on all the crew.
    I think it could be awesome for meds/light when a situation is totaly locked like on Campinovka or the map with the long train track west, you rush spot 4/5 while your team is in position and they don't disapear as soon as you're dead(well on those map, you often die before even spotting anything but that's another problem)
    English Langage management 4/5

  8. #108
    Dahak's Avatar
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    Screenshots found for the new skills. Translation is as follows.

    1st Screenshot:

    Master Gunner: -2% spread of shells after the gun has been damaged for every 10% of the skill.

    Sniper: +1% to the chance of causing a critical hit on a module and crew on the enemy tanks

    Careful turret turning: -0.5% to spread of shells while turning the turret for every 10% of this skill.

    Resentful: Enemy tanks that were scouted within +/-8 degrees of the gun is seen for 2 extra seconds.

    Forest Hunter: +1m towards the maximum (view range).....objects in the way of seeing. (the text is in the way not sure what EXACTLY it means)

    2nd screenshot

    Camo: Overall ability to be seen of the tank is decreased along with the skill.

    Brothers in Arms: +3% to all skills of the crew.

    Non-touching ammo: +12.5% to ammo durability: the ammo is stored in such a way that it does not touch eachother.

    Desperate: +10% to loading speed when the tank's durability is less than 10%.

    Intuition: When changing ammo type there is a 10% chance that the needed ammo type has already been loaded.

    3rd screenshot
    Mentor: Every crew member except the commander receives +1% experience for every 10% of this skill.

    Eagle Eye: view range is increased by .2% for every 10% of this skill when all the view ports are not damaged, and 2% when the view ports are damaged.

    Sixth Sense: The commander receives the ability to determine if his tank is detected by enemies.

    Expert: The commander can identify critical hits on tanks within the sector of +/-15 degrees of the gun's direction.

    Master of arms (Jack of all trades): The commander has mastery over all of the specialties in the tank and can substitute knocked out crew member with a 50% efficiency. (when 1 crew member is knocked out - effectiveness of replacement is 50%
    When 2 - 25% effectiveness
    3 - 16.67%
    4 - 12.5%
    5 - 10%)
    http://forum.worldoftanks.com/index....5#entry1424625

  9. #109
    Corwyna's Avatar
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    Is it just me or only very few of those skills will be used by everybody and others will just look pretty in the skill options (same like modules)?
    Corw

  10. #110
    Donor Navigator Six's Avatar
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    Sixth sense looks a bit good; kind of like a reverse scout.
    Domination.
    Vote Lark for CSM

  11. #111

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    Quote Originally Posted by Dahak View Post
    Screenshots found for the new skills. Translation is as follows.
    Forest Hunter: +1m towards the maximum (view range).....objects in the way of seeing. (the text is in the way not sure what EXACTLY it means)
    Going by your translation and from the name of it ("Forest Hunter") that sounds like the view range is increased even though transparent obstacles (bush, tree) might be in the LoS, whereas the skill has no effect if solid obstacles (house, hill) are in the LoS.

  12. #112
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    AFAIK (not really best rest screenshots and I don't really know Ruski) it says that distance at which bushes and trees become transparent FOR YOU is increased by that 1 meter.

    While that 1m may not sound much it would mean a lot in magic forest or in west side of Prokhorovka.

  13. #113
    Dogbeast's Avatar
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    Quote Originally Posted by dzajic View Post
    AFAIK (not really best rest screenshots and I don't really know Ruski) it says that distance at which bushes and trees become transparent FOR YOU is increased by that 1 meter.

    While that 1m may not sound much it would mean a lot in magic forest or in west side of Prokhorovka.
    Fuck the forest.

    I haven't gone to that forest since the game went live.

    Real men go the North West corner and duel it out around that hill.


  14. #114
    Qui Shon's Avatar
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    Prokh has road, track, village, hill.
    Murovanka has a forest and a ridge, an "island" which is a little mound with some bushes south of the magic forest.

    Prokhorovka was the site of one of the main battles of Kursk '43 and one of the largest tank battles of all times.
    WoT: Mike_Hammer
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  15. #115
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    Quote Originally Posted by Dogbeast View Post
    Quote Originally Posted by dzajic View Post
    AFAIK (not really best rest screenshots and I don't really know Ruski) it says that distance at which bushes and trees become transparent FOR YOU is increased by that 1 meter.

    While that 1m may not sound much it would mean a lot in magic forest or in west side of Prokhorovka.
    Fuck the forest.

    I haven't gone to that forest since the game went live.

    Real men go the North West corner and duel it out around that hill.
    And receive a lot of T7 and T8 arty love. Though I have to say that I'm seeing less arty in games than before "HE nerf". Its almost back to "4 arty is a lot", and I remember eldritch abomination matches with 7 arty per side being not that rare. Though I'm avoiding my E100 and E75 so there cold still be unhealthy amounts of arty at top tiers.

  16. #116

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    3 arty a side is the most I've seen (like once every 50 games) since 7.0

  17. #117

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    I've run into a couple 4/4 and 3/4 arty games between today and yesterday.

  18. #118

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    Maybe I'm just lucky. No arty games are definently very common now though.

  19. #119
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    Im seeing more 2-3 arty games than the no arty games, and fewer 4+ arties but thats with T8 arties in top rank matches, batchat does quite well then as you can outrun nearly everything.


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  20. #120

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    My anecdotal observations: When (arty-)platooned with a friend, I seem to be put more into 3+ arties/side battles. If doing solo randoms, I'm often the sole arty in my team.

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