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.
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English Langage management 4/5
Screenshots found for the new skills. Translation is as follows.
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)
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.
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%)
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)?
Sixth sense looks a bit good; kind of like a reverse scout.
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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.
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.
Tanks are like Pokemon, gotta collect 'em all.....
All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident.
3 arty a side is the most I've seen (like once every 50 games) since 7.0
I've run into a couple 4/4 and 3/4 arty games between today and yesterday.
Maybe I'm just lucky. No arty games are definently very common now though.
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.
IS-4, T110E5, T-54, E-50, IS-8, M103, T34, Type 59, M26 Pershing, AMX 13 90, KV-3, SU-122-44, AMX AC Mle. 1946, SU-101, T20, T71, T25/2, KV-1S, T21, Jgdpzr IV, Sherman E8, GW Panther, AMX 12t, M18, Stug III, T-50-2, T-34, PzIV, ELC AMX, Crusader, Covenanter, SU-26, T1, RenaultFT.
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.