It seems like if you know what you’re doing, you may not need it, but I’ll probably be picking it up on almost all my tanks. I have a tendency to snipe too much and do it from places that I’m not sure are 100% safe.
Dejin
5282
Really? I completely fail to see how “knowing what you are doing” can replace it. I guess maybe if you play entirely defensively, get to a spot and camp, which seems pretty reasonable as a TD, it might not be that useful. But as someone who is advancing it always helps to know if you’re actually being observed, or as someone that scoots, then stops and camps, then scoots some more, you just don’t know who can see you and who can’t.
Dave47
5283
Meh. I was hoping it would be 1/2 that, since it’s a less dramatic ability than creating a better crew member, or transferring a crew member into a new tank. But I guess it’s also the sort of ability that will only really appeal to dedicated players, so I can sort of understand the high price…
The way it works is that if you win (say) a 500 XP battle, all crew members get 500 xp, and you get 500 research XP. But if you have an elite tank with “accelerate crew training” on, then instead of getting 500 unconverted free XP, the crewman with the least XP gets the extra 500 XP.
So for a two crew tank, “accelerate crew training” increases the rate of XP advancement by 50%, while for a five crew tank it only represents a 20% increase.
Every time I get shot when I think I’m hidden I feel like it’s my fault, but maybe that isn’t true.
Sixth Sense is one of the skills, though, that only comes into play at 100%, so if you have say 90% in it it’s worthless. Most of my tank crewmen have one secondary at 100%, and one additional one at nearly 100%; none even have three secondaries. I have to have Repair (for most tanks) or Cammo (for arty and TDs) as the first skill, so picking something like Sixth Sense means I have a period of time where that skill slot is wasted until I get it to 100%. I’ve done that on a couple tanks but it’s not necessarily a no-brainer.
Dave47
5286
So, what are people’s theorycraft thoughts on “Brother in Arms.” Especially on big tanks with a lot of crew.
-On one hand, I’m a big fan of vents, even on large tanks where they cost a lot.
-On the other hand, you’re giving up a lot of other skills to take this perk. And, unlike vents, it stops working if a crew member is injured.
In the end, I really like the idea of “double vents” but I can’t help but wonder whether it could possibly make sense to give up 6 100% secondary skills for an extra vent.
Dejin
5287
I think it’s a bit hard to evaluate unless we have some idea of how big of a bonus it gives. Have the developers said anything about the size of the bonus?
As far as crew members getting wounded, if you’re playing anything other than lower-tiers you have to be travelling with a medi-kit. Course that only works once, but between the time before losing the crew member, and the time between using the medi-kit and getting another crew member killed/wounded you should have a fair amount of play time.
Dejin
5288
I don’t think that’s true. If you’re camping it’s really a matter of what your camo rating is, what your tank’s visual range is, what the enemies visual range is. Some of the enclosed TDs have really bad visual ranges too for example Hetzer at 262m, JagdPzr IV at 332m, and JagdPanther at 350m, all generally worse than same tier corresponding medium or heavy tanks. Now granted your TD should be hiding in a bush with a camo net and crew camo skills. But still if you’re in a JagdPzr with a 330m visual range and a Tiger II with 400m visual range + optics pops over a ridge that’s 350m away, he could very well see you and you not see him.
Also for a medium acting as a flanker, I pop over a ridge on the flank, I’m moving and not under cover. I see nothing. Do I cross the field or do I drop back into cover? Say there’s an enemy TD or two on the other side of the field with camo in a bush. If they’re smart they lets me start crossing the field and then when I’m totally out in the open with a long way to retreat they start blasting me. With Sixth Sense, I pop over the ridge, I don’t see anything, but the indicator goes off, I know the field is covered, so I need to think carefully about what enemy tanks are left and what might be watching me before trying to cross.
Dave47
5289
5%, I believe. Same as vents.
Dejin
5290
Ah, okay, well I’ve heard a lot of people claim vents aren’t worth it, although I’ve been using them.
schurem
5291
God i love this game. Nothing beats driving a tank thru the white painted fences of suburbia. Love how your flaming wreck now looks like a proper flaming wreck.
Would be even better if the bots were real bots lol. not as stupid as real people :P
RichVR
5292
That’s a PUG, not bots. Bots are smarter.
ShivaX
5293
Not a fan of every death looking like you got ammo racked. It used to be something special and now you see it non-stop and it comes off cheesy.
Mastery Badge: Ace Tanker for Object 212, awwww yeah!
pyrhic
5295
I got brothers in arms @ 100% for two of my tanks - gwpanther, and the is-3. Have to say, while i can’t quantify what the specific difference is, the impact seems to be huge. My reticles get tight very fast, accuracy is better, everything is just better…I’m sold. Maybe i’ll try a tank without it(i only converted 2), but so far it seems a winner…
I also REALLY like the clutch braking(iirc), the ability to turn quick has huge impact on slow tanks, and infact allowed my gwpanther(secondary skill) to turn in time with a circling type 59.
On the badges i’m getting pissed off - i know how they work, but my first run with the gwpanther only netted me a #3 - subsequent tries to better than put me in ensk, himmelsdorf, and a new one(the REALLY SMALL hilly one). Needless to say, those 3 maps lowered my average score and had me fretting in rage…
Talorc
5296
I don’t think it works like that. YOUR average is not involved, it’s strictly a match to match look up against a set of numbers. Beat the number, get the badge. Beat the higher number get the higher badge etc.
Where the average comes in is setting what the number you need to beat is - it looks globally across all people playing that vehicle for the last seven days.
So, the way I read it you can have 20 crap matches in a row, then one really good one and still get a badge.
Talorc
5297
Yeah, it is hard to say. I’ve only got two tanks where the crew is experienced enough to actually have more than one secondary skill unfortunately.
I forsee the trading of experienced crew as the next money spinner for WoT.
Sixth sense is growing on me. I like the idea of sticking my head out of cover/ridge when flanking and see if it lights up.
ShivaX
5298
This is correct.
I’ve gotten a couple of em and I can assure you my average wasn’t anything stellar in at least one of em.
Talorc
5299
FYI, I chucked Brothers in Arms on my Tiger - according to tool tips, it is an extra +5% across the board.
pyrhic
5300
yup…
A qualification badge will be granted after earning more experience than other players in battle. The reward will be granted right after the battle’s end. A vehicle’s 7-day battle statistics will be used for qualification tracking.
[ul]
[li]If your amount of experience received in battle is above the average of the top 50% of players driving this tank within the last seven days, then you gain the Class III badge.[/li]> [li]If your amount of experience received in battle is above the average of the top 20% of players driving the same vehicle within 7 days, then you get the Class II badge.[/li]> [li]If your amount of experience received in battle is above the average of the top 5% of players driving the same vehicle within 7 days, you get the Class I badge.[/li]> [li]If you get into the top 1% of players (i.e. you established the best result of experience within 7 days), then you will achieve the Master Driver badge.[/li]>
[/ul]
ah, yes, you’re right - misread the average…