What perks to download for is. How to choose perks (skills) in World of Tanks? Basic projectile damage

Soviet researchable heavy tank of the eighth World level of Tanks - IS 3. According to its tactical and technical parameters, the IS-3 is considered a heavy breakthrough tank.

For a more in-depth understanding of the Soviet heavy IS-3, it is necessary to disassemble a complete overview of all the possibilities. IS 3 has good dynamics for a heavy, crushing damage per shot - 390 units, excellent armor and shielded sides.

These features allow you to feel comfortable in any situation on the battlefield. Depending on the position in the team list, the tank can be used in different ways. With classmates - IS-3 can break through the direction, confidently tanking damage.

With high-level opponents, the tank can support the attack of teammates. In addition, the heavy can quickly change flanks, acting as a medium tank.

Of course, even the famous "pike nose", which is the hallmark of the third IP, is not without flaws. When set with a rhombus, the risk of breaking through the VLD increases. In addition, complaints cause a margin of safety, a small viewing radius - 350 meters and weak angles of vertical guidance of the gun.


The crew of the IS 3 tank consists of 4 people. The choice of perks to pump out for the IS-3 is typical for any heavy tank in the game. From personal skills, you can use the following set:


Sixth Sense is a mandatory skill for a commander.
"Smooth rotation of the tower" - useful to the gunner.
"King of off-road" - will help the driver.
"Contactless ammo rack" - ideal for the loader.

Among the mandatory perks, the following skills are pumped out: “Repair Speed”, “Combat Brotherhood”, “Disguise”. Please note that the choice of skills should be treated as a recommendation.

For example, instead of "Disguise" for a driver, you can pump out the "King of the Off-Road" perk. This will make the tank more visible, but will increase the parameters of patency on difficult soils.

To hide the flaws of the machine, you need to choose the right additional equipment. The main task of the players on the IS-3 is to maximize the damage done, which, by the way, is 390 units per shot.


In addition, one should not forget about mediocre accuracy, not the best mixing and stabilization time. Therefore, the optimal set of modules will look like this:

  • Rammer.
  • Ventilation.
  • Stabilization of vertical guidance.

It should be clarified that some players prefer to increase the aiming drives, reducing the aiming time, versus improving the overall characteristics of the vehicle. However, this choice is often not justified.

The fact is that ventilation gives an additional bonus to all characteristics, including the speed of information. If you pump out the “Combat Brotherhood” skill to all crew members, you get a full-fledged bonus, equivalent to using additional rations. In addition, it reduces the reload time of the weapon, which allows you to feel confident in close combat.

Equipment selection


Here, too, everything looks pretty standard for this class of technology. In particular, the choice for the IS-3 will be as follows:

  1. Fire extinguisher (manual).
  2. Repair kit (small).
  3. First aid kit (small).

Instead of a fire extinguisher, you can opt for an additional ration to get an additional bonus to the skills of tankers.

The most important question for beginners is where is the easiest way to break through IS 3 in battle. Everything is very simple, the pike nose easily breaks through if you know the penetration values ​​​​of your orduia, the image below shows a detailed designation of the penetration zones of IS 3.

The main places, the lower armor plate, shooting at the VLD is desirable only if the penetration is more than 205 mm. And the main thing is not to get into the fixed caterpillar track, because it adds 20 mm of armor.

How to play IS 3

To determine the tactics of combat on the IS 3, you should start with the fact that the machine is very easy to master even for inexperienced players. In addition, let's not forget that the "troika" is a first-line vehicle, so there is no need to shoot damage at someone else's light while hiding in the green.

The tank should be in front, making the most of the power of its guns. At the same time, it’s obviously not worth throwing yourself into a bunch of enemies in splendid isolation: fireflies and st will easily “peck” any heavy load. In addition, the low accuracy and long aiming characteristic of the Soviets do not contribute to shooting at a distance. Therefore, the ideal conditions for the IS-3 are city maps.

To fully enjoy the high potential of vehicles, you need to learn how to properly play from armor: stay in cover, substitute the turret and tank with side screens. By the way, the screens extinguish hits not only from classmates, but also from high-level opponents.

If there is a need to leave the shelter, you should not leave in a rhombus, hoping for a ricochet. In this position, the VLD stands up flat, so if it hits, it is guaranteed to break through.

The IS-3 is one of the few tanks in the game that catches ricochets at a right angle: the “pike nose” does its job. At the same time, one should not forget about the dance: the deviation of the body from side to side at angles of 5-10 degrees. This technique makes targeting weak spots more difficult, increases the chance of non-penetration, and gives time to reload the gun.

The IS-3 feels good in the clinch, but only with opponents that are equal in silhouette. Converging with tall machines, the IS exposes the roof of the tower, where there is only 20 mm of armor. Always remember one important nuance: any tank can tank well with full HP. Therefore, sitting in the bushes on such a machine with 100% health will be just the height of madness.

IP 3 video

1. General description of perks.
There are two types of perks in WOT: skills and perks. Skill - begins to act immediately, efficiency increases as you learn. Skill - begins to act only at 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 get too hung up 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 the work of some perks.
Many players are not entirely clear on how some perks work, and as a result, there are problems with their choice. Let's try to answer the most pressing questions.

Q: "Vintage" or "Sniper"?
A: The gunner has 2 rather useful skills - "Sniper" and "Resentful". And since both only work at 100%, you really don't want to waste a lot of experience. Let's take a closer look at both. Resentful - allows you to see the enemy tank for 2 additional seconds in a sector of 10 degrees from the aiming point. Who can benefit from this? Machines with good overview(so that the light was ours). Grudger also gives 2 additional seconds of illumination to allies - if we play "firefly", the profit from this is obvious. Well, what about pt-shki?
Firstly, if we highlight the enemy on a car with a long cooldown and poor mixing (with BL-10, for example) - these 2 extra seconds can be used for more complete mixing (but we have to shine ourselves).
Secondly, vehicles with a fast cooldown are likely to fire a couple of shots (average flash time 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 forward is not a big problem. Here, the question really arises about the terrain, the firing distance and fixing the gun's EHV - but this is a completely different topic.
Sniper — +3% chance of inflicting critical damage (to modules or crew). Here is the most interesting. Where did these 3% come from? I shoveled a bunch of information - and did not find anything concrete. Somewhere 3% (most often), somewhere 5%, somewhere it is not expressed numerically at all. And 3% of what? From the module's chance to dodge a crit (like 27% for BC, for example)? Or is 3% an additional chance for each shot? Moreover, there is no way to check this either theoretically (calculation takes place on the server and all sorts of Tank Inspectors 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 meagerness of this chance, FBR (for example, in 25% 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 increases the chance of causing critical damage by "a few percent". It turns out some kind of trifle (one extra crit for a couple of fights).
And what is more useful? I would choose this: for cars with a long cooldown - "Resentful" (2 seconds for mixing); for quick-firing ones - "Sniper" (more shots - there will be a chance for an extra crit more often; the opinion about the higher crit infliction of "hole punchers" is somewhat erroneous).

Q: « The Brotherhood of War» — does it make sense (without ventilation, additional soldering, etc.)?
A: Personally, I always pump one of the first. Now I will 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 main skill of the crew is 2.15% to the corresponding performance characteristics of the vehicle. The performance characteristics of the vehicles affected by the BoBR: rate of fire, overall accuracy of the gun, aiming time, ground penetration, 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 gun. A trifle, of course, but it helps! For comparison, the accuracy of BL-10 on ISUkh with and without BoBr:

The second point is a boost to the review + 2.15%. This, for a moment, is more than the Eagle Eye perk gives (yes, OG is pumped only by the commander, and BoBR is for 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 miserable, that it is not even worth considering seriously, but still - with the help of additional soldering, ventilation and BoBR, you can get a level of disguise of more than 100% (and not 80% as for a 100% pumped disguise skill).
With BoBR and the appropriate equipment, you can make your car more versatile (pulling up weaknesses). Or vice versa to boost the strongest. You can sharpen the car to the maximum for visibility, or to reduce cd, etc.
So sometimes it’s strange to hear “fe! only 5%!” from players who first 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 far from one hit - and they will be critted often (especially tracks), it is important for them to be repaired as soon as possible. Camouflage is important for all ATs, but for tops its base value is much lower and the absolute boost from the pumped skill "camouflage" will not be so great (plus the visibility of tanks on highlevels is much higher). And I wouldn’t choose here, it clearly doesn’t make sense to reset the disguise for repairs, but just putting repairs on the next perk is quite reasonable.
In order to give some specifics on the repair, I found the following plate for the speed of repair of the undercarriage (it is already outdated, but it can give some idea - in particular, the speed of repair of the suspension of the SU-101 is now higher than that of the SU-122-54):

Q: Do perks work when a crew member is shell-shocked?
A: Only BoBr. And this is either a bug, or one of the developers at one time listened to the vine of the players. By the way, this leads to the following question:
Q: Studied the loader all the perks - what to download next?
A: Download "Desperate" and "Proximity ammo rack" - the effect is not cumulative, but when one loader is shell-shocked, the perks of the second will work.

3. Recommendations for resetting perks.
Perks can be reset for gold - experience is not lost, but it is expensive for gold (especially if you constantly change skills for skills). And you can for silver, but at the same time we lose 10% of the experience earned by a crew member:
When resetting 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 an elite state - you can divide these numbers by two - the crew member who had their perks reset (if he is alone, of course) will start pumping 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) - already sensitive, but with promotions for experience this can be compensated. 4 perks and more, it’s better not to drop for silver - a lot of experience is wasted. So it’s worth thinking over the logic of pumping perks in advance.
I also want to note how it is worth changing skill to skill. Let's say the gunner's first perk is "smooth turret rotation". It can be dropped immediately, for example, on a "sniper" and put back on the pumping of the PPB. But I would advise you to ride a little with the first perk without resetting it. And only when you accumulate unallocated experience for the second perk - reset it to the "sniper" and immediately get some percent of the second perk. Thus, during the pumping time, "PPB" will always work for us (in one way or another). What are the reasons for such manipulations? The fact is that experience for pumping a perk (any in order) from 0 to 50% requires ... 9.5 times less than pumping the same perk from 51 to 100%. And the first percent of the perk is accumulating extremely quickly.

4. Recommendations for upgrading perks in the line of Soviet tank destroyers.
To minimize the loss of experience or gold to reset, you must immediately decide whether your crew will stop on a particular vehicle or will level up to the tops. Because at level 5, the commander gets the specialty of a radio operator (which the loader had before, and with it such a useful perk as “radio interception”), and at 7-9, a loader is added.


AT-1. We won't stop in particular. We begin to download disguise for everyone.


SU-76, SU-76I, SU-85B, SU-85I- the crews of the cars are identical. Many of them already like to have fun (up to fanaticism), so more.
We download the disguise for the commander, drop it on the lamp (it is possible for silver), download the disguise again.
For everyone else, we download disguise, then Beaver.
And while the BoBr will swing, we will have a completely playable car with 75% disguise and a lamp.
The second perk has been pumped - for the commander we drop the disguise on the BoBR and put the disguise again. If you are going to leave the crew on these vehicles, you can put the “eagle eye” as the fourth perk, but I don’t advise it at all - they are blind, the boost will be small, and the crew may want to transfer to other self-propelled guns up the branch.
The third perk for the gunner is “set a smooth turret turn”, when it is pumped out, we drop it on the “sniper” and put the PPB again.
We set the third perk to the mechanic driver as “virtuoso”, when it is pumped out we set the “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 already if the crew goes further).
If the crew remains, we reset the gunner to the “vindictive” one again and set the gunner again, and set the driver to “Smooth running”. Everything else is not critical.


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

Loader - disguise, BoBr, repair, desperate, intuition, BBU (we download the last three through repair reset).


SU-152, ISU-122S, ISU-152, ob.704, ob.268
Commander - lamp, Beaver, camouflage, repair, radio interception, eagle eye. Blind branch - repair will be more useful for it than radio interception.
Gunner - disguise, BoBR, repair, vindictive, sniper, PPB (we pump out the sniper and vindictive through the reset of the PPB).
Mechanical driver - disguise, BoBR, virtuoso, PX, repair, design bureau.
Loader - disguise, BoBr, repair, desperate, intuition (we download the last two through 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 there is no possibility, we immediately put BoBr.


SU-122-54
Commander - lamp, BoBr, camouflage, radio interception, repair (and this car is both fully sighted and repaired quickly).
Gunner - disguise, BoBR, sniper, vindictive, repair, PPB.
Mechanical driver - disguise, BoBr, virtuoso, design bureau, PH, repair.

With the second loader, the same story as above.


ob.263
Commander - lamp, BoBR, camouflage, radio interception, repair, OG.
Gunner - master gunsmith, disguise, BoBR, repair, sniper, vindictive, PPB (263 has a weak point - the gun mask. Everyone will shoot at it - as a result, constant gun crits - so it’s better for the gunner to reset the perks).
Mechanical driver - disguise, BoBr, repair, virtuoso, design bureau, PX.
Loader - disguise, BoBr, repair, desperate, BBU, intuition (we download the last three through repair reset).
Second loader - BoBr, repair, camouflage and those skills that are not pumped into the first loader.

Let's leave the SU-100Y as an extremely specific vehicle and the ISU-130 as a promotional moderator one for now.

One of our readers, a player with the nickname WED67, sent a good review of the tank IP, which will complement the old article about this heavy Soviet tank.

Heavy tank tier 7 IP.

Hello! Today I will tell you about a heavy tank of level 7 - . We will learn the history of the tank, compare it with other tanks Level VII, there will be a little information on breaking through this tank and tips on the game based on personal experience.

History reference.

After being armed with a 122 mm gun, the IS became an unpleasant surprise for the Germans. Produced from October 1943 to June 1945. A total of 3483 tanks of the IS-2 model and 107 tanks of the IS-1 model were produced.

You probably wondered what is the difference between the IS-1 tank and the IS-2, the answer is very simple on the IS-2 tank, a modified 122 mm D-25T gun with different tips was installed.

IS - "Joseph Stalin", Soviet heavy tank, which is, in fact, an improved version of the KV-1S:

  • mobility is more in line with a medium tank,
  • faster-firing 122 mm gun,
  • not very thick (though rational) armor.

Now let's compare ICs with other nations and their specifications.


Characteristics
IP(USSR) T29(USA) PzKpfw VI Tiger (P)(Germany) PzKpfw VI Tiger(Germany) AMX M4(1945) (France)

Strength

Weight (t)

Engine power (hp)

Maximum speed (km/h)

Turning speed (deg/sec)

Hull armor (forehead / sides / stern in mm)

Turret armor (forehead / sides / stern in mm) 8

Basic projectile damage

Armor penetration by the base projectile (mm)

Gun rate of fire (rounds/min)

Turret traverse speed (deg/sec)

Overview (m)

Communication range (m)

game tactics

Universal

Ambushes, def.

ambush tank

Support tank

Support tank

Advantages of the IS tank:
. Good maneuverability for a heavy tank.
. Good forehead armor.
. Fast-firing and powerful guns.
. Good communication range for Soviet tanks.

Disadvantages of the IS tank:
. The lowest armor penetration of the top gun among heavy tanks of level 7.
. Thin forehead armor of the turret.
. Bad review.
. Small ammunition in the top configuration.

Vulnerabilities and penetration zones of the IS tank.

From what we saw, we understand that the tank penetrates well into the sides, because the thickness of the armor in the side is only 90 mm, the same is the case with the stern. But be careful, if the enemy is at your stern, then this can lead to unpleasant circumstances, because the engine (the heart of the tank) is located behind and a direct hit on the engine can disable it and after repair it will work at 60%, but also it can catch fire, which is much more unpleasant.

Where to pierce the IP to make it more painful.

So, if you meet head-on with the enemy, then be careful, because this is the most armored place and the percentage of penetration into it is reduced. You need to hit the bottom armor plate, this gives you a chance to disable the Driver. It is also worth shooting at triplex (for those who do not know this place is marked in blue on the screenshot), and if you have little life and high armor penetration of the gun, then you can try to shoot at the mask of the IS gun, if you are lucky you will break the enemy gun and tank will not be able to shoot for a certain time and after the module is repaired, the gun will lose its accuracy and reload speed, which will give you a chance to fire 2 shots against 1 enemy shot.

If you see a tank turned sideways to you, then here you have big choice. If you want to immobilize the tank and thus give the artillery a chance to hit the enemy, then you should shoot at the "wheels" (they are marked in pink). If you want to damage the tank, you can shoot at the engine compartment or at the side of the turret where the ammo rack is located, if you hit it, you will either damage it, increasing the enemy’s reload speed, or even blow it up along with the tank.

If you see that the tank is stern to you, feel free to shoot at the engine or at the back of the tower, which is marked in pink, thus you can incapacitate the commander. If the commander is disabled, then the detection range of tanks is reduced.

But be careful after all, in a recent update introduced new system penetration of the tank and, in general, receiving damage called "screen protection", which complicates the penetration of the tank.

And a little about the tactics of playing on IP.

As mentioned earlier, the IS is universal, it has good speed, good armor and a fairly “damage” weapon.


def tactics:

You need to keep your head down and guard the artillery from suicide light and medium tanks. There is nothing difficult in this! You just need to find a nice place where it is desirable not to cover you with "art" and where it would be convenient for you to shoot at opponents.

  • rammer,
  • improved ventilation (with the help of it the speed of reloading, turning the tower, turning and dispersal will slightly increase),
  • coated optics, for a slight increase in visibility.

Rush tactics:

There are 2 provisions for this tactic:

  1. if you are the top of the team and you are significantly lucky
  2. you are in the middle or even at the end of the list and you will have to fight, with mice and with the IS-7.

In the first case, you should go first and show the power of your tank, but this does not mean that you need to break into the enemy base in the very first seconds and “punish” everyone because you won’t succeed - they will slowly bite you. You are a heavy tank, it’s just that if you are in the “top”, then you break through everyone, but not everyone breaks through you and they won’t be able to punish you for half a life, therefore, many mistakes are forgiven. Alas, what I can’t say is if you are in the middle of the list, when Tier VI art can seriously cripple you and then you don’t break through everyone.

But don't be upset! There is always a way out, you just need to follow simple rules:

  1. Do not go ahead of teammates who have more lives, stronger armor than you.
  2. Don't make stupid mistakes. For example, he left the shelter, shot at the enemy and saw that he had few lives and didn’t drive back, he shot at you, the artillery covered and that’s all: “write, it’s gone.”
  3. No need to chase the "frags" this can lead to situation number 2.

For such tactics, I will advise you to definitely install a rammer and a lining. The tank will shoot a little faster (given the already high rate of fire of the guns) and take less damage from HEs. In the third slot, it is best to put aiming drives in order to quickly converge on an enemy tank.

Among the huge number of games dedicated to the theme of the Great Patriotic War or World War II, World of Tanks stands out in particular. In it, we were finally able to take the place of the entire crew of a military tank and valiantly fulfill our role.

Everyone has their own role

The branch of Soviet tanks in World of Tanks is represented by almost all the equipment of those times, ranging from incredibly powerful self-propelled artillery mounts and ending light tanks type BT-7, which played, rather, the role of a scout than a combat vehicle. Each of the representatives military equipment performed its narrow task: artillery poured powerful weapons on the enemy, turning the battlefield into a real nightmare, heavy tanks pushed through the central defense, medium vehicles and anti-tank installations were used to support heavy, as well as to protect the flanks or rapid attacks.

Surely all players are familiar with one of the best Soviet attack tanks. The IS-3 in World of Tanks truly inspires respect and fear in its enemies. Thanks to its excellent design, this tank feels great when attacking from the flanks. Its armor is very high, and the angles are so sharp that not everyone will be able to break through it even at close range. High speed and maneuverability make it an excellent vehicle for flank attacks, and a powerful gun can even hit armored targets. True, it is not without drawbacks. The gun, although it deals high damage and is distinguished by its penetration, takes a long time to converge, and its accuracy leaves much to be desired, which makes it extremely problematic to use this tank for long-range firefights.

Weak sides

The IS-3 tank should not be used for a frontal attack against powerful enemy tank destroyers. In this case, his armor will not be able to withstand the shots. The sides are also rather weakly protected. If not for the high maneuverability of the tank, it would be completely useless in the game. It is also important which perks you need to download on the IS-3 first, and which - after. The effectiveness of the tank also depends on this. It is worth noting that the heavy branch of Soviet tanks in World of Tanks does not end with the famous IS-3. However, even in championships and international tournaments, it is most often used.

Commander Skills and Abilities

We will not consider general skills crew and go straight to the commander, since his skills are among the most important for a tank of this type. Of all the available skills and abilities, "Expert" and "Mentor" look the most effective. Pay attention to them right away if you don’t know which perks to download. On the IS-3, the Sixth Sense and Eagle Eye perks look completely useless. Jack of All Trades is an interesting enough skill, but in real combat it doesn't come in handy often enough to pump precious experience points into it. Although, if you play very aggressively, then it makes sense to pay attention to him. Let's take a look at the "Expert" skill. It allows you to see what critical damage a particular vehicle has received.

If you play aggressively, which is almost a must for the IS-3, you can easily track the damage of enemy tanks, understand when it is better to retreat, and when the enemy’s ammo or gun is damaged. You need a “Mentor” only if you plan to closely develop the crew of this vehicle, since this skill will not show itself in any way right away, but it will allow you to develop other soldiers faster.

Driver's skills

We immediately discard "Virtuoso", "Master of Ram", "Cleanliness and Order". In general, forget about ramming, especially heavy tanks. The IS-3 does not weigh that much, and, therefore, it will lose a large number of lives from a ram. If you don’t know what perks to download on the IS-3 driver, then first turn your attention to the “King of Off-Road”, thanks to him you will not lose a lot of speed when driving through swamps, forests and fields, which is very important for an attack tank . Also, we often have to shoot on the move, so the "Smooth move" is the best fit for our combat vehicle.

Gunner Skills

"Resentful", "Master gunsmith" immediately go to the background. In general, although we need to increase the survival rate of our tank, we will feel very little benefit from the same "Master", but we will sacrifice much more useful skills and abilities. First of all, we take the "Sniper", which will have a good effect on the effectiveness of our shooting. The effect is especially good if you shoot. Also, the "Smooth turn of the tower" looks very good. We will have to turn it quite often, so a smooth turn will help us maintain a more accurate mixing.

Loader Skills

What perks to download on the IS-3 for the loader? This comrade is able to provide us with good increases if we invest experience points correctly, and become practically useless if we make a mistake. Immediately remove the "Intuition". Yes, the skill itself is very good, but we are unlikely to change the type of projectile often when playing as an IS-3. The Desperate skill looks a lot more interesting, but only works if your vehicle has less than 10% hit points. For the IS-3, this is usually fatal, and the tank itself does not have such a huge amount of strength to make the most of it. It is much better to immediately invest in the "Contactless ammunition rack". It is very unpleasant to go to the hangar, having received only one accurate shot, and therefore the most vulnerable spot in any tank you need to cover it with something, and here the IS-3 is no exception.

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills and abilities (click on +), however, many inexperienced players do not quite understand what to choose and therefore, this article will help you in choosing the right skills and abilities, so Let's consider the most optimal assembly options for various kinds technology.

Let's start with general description what each skill and ability represents and its need for learning.

● Commander. The commander has some of the most useful sets of perks and skills to choose from.

1. The sixth sense, or in the common people “light bulb”.

Allows the commander to detect if our tank is illuminated, however, it is worth remembering that the light comes on after 3 seconds of enemy exposure to us. One of the most useful perks, we definitely download the commander first.

2. Jack of all trades.

This skill allows the commander to master the specialty of a disabled crew member. At 100% learning - 50% of the skill of a shell-shocked crew member. Useless perk, download at the very end.

3. Mentor

Gives additional experience to all crew members, except for the commander.
At 100% study, it gives 10% experience. Also not quite useful skill, leave for the end.
Skill. Works as you learn.


4. Eagle eye

An extremely useful perk for big-eyed CTs and LTs to make their vision even better. At 100% study, it gives 2% to our review, + 20% with damaged observation devices. It also gives an additional effect in the presence of optics, a stereo tube and the ability to radio intercept.
Skill. Works as you learn.

5.Expert

Allows you to see when aiming a sight (even artillery) which modules are damaged by the enemy and see the shell-shocked crew. It is worth remembering that it starts working when holding the enemy in the scope for 4 seconds. A very ambiguous perk, for an amateur, definitely if you pump it, then at the end.
Skill. Effective at 100% study.

● Gunner. A set of stupid perks, except for the smooth rotation of the tower.

1. Resentful

Allows us to additionally see the enemy for 2 seconds in a sector of 10 degrees. Not a very useful perk, only suitable for passive light so that your team throws more on the enemy in extra time.
Skill. Effective at 100% study.

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% research, it gives -20% to the dispersion of damaged weapons. Enhanced in the presence of a vertical stabilizer. Almost stupid perk, save for last.
Skill. Works as you learn.

3.Smooth turret rotation

Reduces dispersion when traversing the turret by 7.5%. Extremely useful for ST, LT and TT. With the vertical stabilizer installed, the effect is enhanced.
Skill. Works as you learn.

4. Sniper.

Increases the chance to deal damage to a crew or module by 3% at 100% research. Doesn't work for high-explosive shells Useless perk
Skill. Effective at 100% study.

● Driver. A set of perks, as a rule, to improve the driving performance of the tank and improve shooting on the move. Extremely useful for LT and ST.

1. Virtuoso

Useful perk for tanks with slow turn rates. At 100% research, it gives +5% to the tank's turn speed. It is enhanced with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a twisted speed controller.
Skill. Works as you learn.

2.King off-road

Reduces soil resistance during movement. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. Enhances a little the dynamics of the tank as a whole. Enhanced with additional lugs. Gives us +10% to passability on soft ground and +2.5% on average ground at 100% study.

3. Ram master

A wonderful perk for tanks such as E50M, KV-4.5, etc., which allows you to reduce damage to your tank and increase damage to the enemy tank when ramming. With 100% study, it gives + 15% damage to the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Works as you learn

4. Smooth running

This perk reduces spread when firing on the move. Enhanced in the presence of a vertical stabilizer. Good for all types of technology. At 100% research, it gives -4% movement spread.
Skill. Works as you learn

5. Cleanliness and order

Reduces the chance of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (Probability of fire can be seen in a detailed examination of the engine in the hangar). Increased by the presence of an automatic fire extinguisher.
Skill. Effective at 100% study.



● Radio operator. One of the most meager skills in terms of usefulness, it is extremely easy to make a choice.

1. From the last forces

Allows our radio operator, who was not disabled during the destruction of the tank, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Effective at 100% study.

2. Inventor

Increases communication range. At 100% research, it gives +20% radio range. Extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the view of our tank by 3% at 100% study. Enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. For sharp-sighted ST and LT, we highly recommend.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies within the radius. At 100% study, it gives +10% to the communication range of allies. Again, a very useless perk.
Skill. Works as you learn.

● Charging. The loader has the smallest set of perks, you don’t even have to choose much.

1. Non-contact ammo rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with a weak ammo rack (for example, the Soviet ST T-44 and T-54). Enhanced by wet ammo pack
Skill. Effective at 100% study.

2. Intuition

Gives a 17% chance to instantly change a projectile (for example, from AP to HE) from the moment the projectile starts reloading. Useful for tanks where we often change the type of shells, such as E100, ob.261, etc.
Skill. Effective at 100% study.

3. Desperate

Reduces gun reloading by 9.1% if our tank's durability is less than 10%. A controversial skill, for an amateur. Enhanced in the presence of a gun rammer.
Skill. Effective at 100% study.

P.s. All these perks do NOT stack with multiple crew members! (for example, desperate pumped for 2 loaders does not add up, so do not forget this and take more useful perks).

And now let's look at the skills and abilities available to all crew members. It is worth knowing that the effectiveness of these skills is taken into account from the average of the crew that owns this skill (for example, if you have repaired 2 out of 4 crew members, then the increase in repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any type of vehicle, with the exception of art. Increases the repair speed of damaged tank modules. Enhanced with a large repair kit or tool box. At 100% study, it gives +100% repair speed. First of all, pump for almost any technique.
Skill. Works as you learn.

2. Disguise.

Reduces the visibility of our tank. Enhanced by the presence of a camouflage net. An extremely useful perk for stealthy ATs, LTs, arts. At 100% research, it gives +100% to the stealth of the tank.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire when ignited by 100% with 100% pumping for the entire crew. It will be necessary for fire hazardous tanks or if you are a fan of not carrying a fire extinguisher with you. We pump only on tanks burning like a Christmas tree, or last.
Skill. Works as you learn.

4. Combat Brotherhood

This perk is often confused by beginners. UP TO 100% STUDY OF ALL CREW MEMBERS IS REQUIRED FOR ITS WORK. Increases with improved ventilation, chocolate, tea pudding, extra rations, crate of cola, strong tea, improved diet, and onigiri (for each nation, respectively). When fully studied, it gives +5% to all to the main skill, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repairs, eagle eye.
Gunner: Repair, bb, smooth traverse of the turret, camouflage.
Loader: Repair, bb, disguise, desperate.
Driver: Repair, bb, off-road king, ram master.

(bb-combat brotherhood, at the personal discretion of everyone).

Medium tanks (ST)


Commander: Sixth sense, bb, eagle eye, disguise
Gunner: repair, bb, camouflage, smooth turret traverse
Loader: repair, bb, disguise, desperate
Driver mechanic: repair, bb, off-road king, smooth ride or disguise
Radio operator: repair, bb, radio interception, camouflage.


(For the last perks, it's strictly up to you, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, disguise, eagle eye, repair, bb.
Gunner: Camouflage, repairs, smooth turret rotation, bb.
Loader: Disguise, repair, desperate, bb.
Driver: Camouflage, repair, off-road king, bb.
Radio operator: Camouflage, repair, radio interception, bb.

(Combat brotherhood at the personal discretion of everyone).
(For the last perks, it's strictly up to you, depending on your technique).

tank destroyer


Commander: Sixth sense, disguise, bb, repairs.
Gunner: Camouflage, repairs, BB, firefighting.
Loader: Disguise, repair, bb, desperate.
Driver: Camouflage, repair, bb virtuoso.
Radio operator: Camouflage, repair, bb, radio interception.

(If the PT is huge, the first perk instead of masking is downloading repairs).
(For the last perks, it's strictly up to you, depending on your technique).

ART SAU


Commander: Sixth sense, bb, disguise, repairs.
Gunner: Camouflage, bb, vindictive, repair.
Loader: Camouflage, bb, intuition, repair.
Driver: Camouflage, bb, virtuoso, off-road king.
Radio operator: Camouflage, bb, repair, radio interception.

(For the last perks, it's strictly up to you, depending on your technique).

All skills and abilities go sequentially for pumping, however, you can change their places if you see fit or they suit your specific technique, because it is impossible to choose the same perks for all tanks. It is also worth remembering that each next skill requires 2 times more experience than the previous one, we treat this wisely.



 
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