Crew Skills/Perks Suggestions - Master Thread
- Feel free to add suggestions below! I will be editing this regularly with your suggestions, giving credit when due! I wish for this thread to be the greatest thread with the best suggestions for crew skills in WOT!
Commander Skills/Perks
Incognito (Perk/Commander)
The commander reduces the duration of how long the tank is spotted by 1 second.
United We Stand, Divided We Fall (Perk/Commander)
If 4 allied tanks are within 75m of the tank, all crew members receive a 5% skill boost.
Bracing for Impact (Perk/Commander)
When the tank is tracked, all tank members are given a 25% boost to their chances of not being knocked out.
Iron Defender (Perk/Commander)
When firing on tanks on a friendly base, HE and AP shells deal 10% more module damage.
OR
Formidable Reputation(Perk/Commander)joel9507
When tank isvisible by capping opponents, theircap speed drops.
Effective Raider (Perk/Commander)
When capturing an enemy base, the tank captures points 10% faster.
OR
Blitz Raider (Perk/Commander)
When the tank has 5% HP or less, the tank captures points at 150% the normal rate.
Battle Hardened (Skill/Commander)
When the potential damage taken in one game exceeds 200% percent of the tanks maximum health, the tank receives a 10% reduction in High Explosive damage.
Known Enemy (Perk/Commander)
When the Damage upon Detection exceeds 200% of the tanks HP, the view range of the tank is boosted by 10%.
Sixth Sense II (Perk/Commander)Onedaysplay
An upgrade to Sixth Sense. The icon that appears when you are initially spotted continues to appear until you are not spotted.
Driver Skills/Perks
In the Zone (Perk/Driver)
Adds 5% to base Driver skill when the tank's HP is at 10% or less.
Overdrive (Skill/Driver)
The higher the skill level, the more the driver is able to raise the top speed limit, up to 3km/h.
(Light Tanks Only)
Battle Speed (Perk/Driver)
For every tank the tank spots, the horsepower of the engine driven is given a 1% percent boost, up to a maximum of 10%.Does not account for tanks spotted by allied vehicles.
(Light Tanks Only)
Helping Hand (Driver/Perk):Razavn
Activates after remaining stationary for 5 sec. While immobile reloading takes 10% less time. If vehicle moves this effect is lost.
(Artillery Only)
ErroneousCorrection (Driver/Perk)Razavn
Each subsequent shot without moving increases accuracy by 5%,up to a maximum of 15%. Moving resets this effect.
(Artillery Only)
Crash Landing(Perk/Driver) Mikosah
The vehicle and its modules will take 10% less fall damage.
Gunner Skills/Perks
Focused Fire (Perk/Gunner)
When firing on an enemy that has taken damage from 4 different allied tanks in the last 5 seconds, his shot deals an extra5% damage if it penetrates.
Focused In (Perk/Gunner)
When an spotted enemy tank has been within 3degrees of the aiming circle for the last 5seconds, the gun is given an extra 0.05boost to it's accuracy per 100m statistic.
Predictive Planning (Skill/Gunner)
If a tank is spotted within 5 degrees of the gun arc by your tank, it is lit for 2 seconds longer.
An alternative or replacement toDesignated Target.
Loader Skills/Perks
Adrenaline Rush II (Perk/Loader)
When within 20 meters of a tank, the loader loads 5% faster.
(Heavy Tanks Only)
Pre-emptive Loading (Perk/Loader)
With some coordination with the gunner, the loader has a chance to uses his quick reflexes to shave off 5% off the load time.The chance of the load time reduction is 10%.
Attentive Repairs (Perk/Loader)Mikosah
When your cannon is fully loaded, the loader turns his attention to the repairof damaged modules. After a 5 second delay, he will repair 1% of the module's HP every second.
i.e Your engine gets damaged and is at 64% module health. The loader will start repairing it after 5 seconds and will fully repair it in 36 more seconds.
Radioman Skills/Perks
Radio Jamming (Skill/Radioman)
The higher the skill level, the more the radioman is able to reduce enemy tanks radio ranges within 350m, up to 30%.
Does not stack with allied tanks; uses the highest skill available on the team to determine radio jamming within the immediate area.
Blackout (Perk/Radioman)
When within 40 meters of a tank, the radioman has a 20% chance of completely jamming the enemy's radio every 10 seconds,leaving him with a radio range of 50 meters for 5 seconds.
Fear Factor (Perk/Radioman)
When within 50 meters of a tank, the Commander causes a 3% skill reduction to the enemy tank's crew base skill.
Can stack when another friendly tank with the Fear Factor skill is in range of the same enemy tank. Effect ends upon leaving the 50 meter radius.
Propaganda Negation (Perk/Radioman)
When being affected byFear Factor, the Commander gives a 5% boost, cancelling outFear Factoras well as giving a2% crew base skill boost to the crew.
No Retreat (Skill/Radioman)
When an enemy tank has 10% or less HP AND is continuously highlighted for 5 seconds, it loses 5% of it's engine power.
This effect is canceled out when your tank is hit.
Tactical Superiority (Perk/Radioman)
Every time the tank is spotted, the radioman has a 4% chance to cause the tank not to appear on the enemy's radar
References