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Discussion in 'Shiny Things' started by OConnor, Jan 29, 2012.
Same gunner? If you had a 100% gunner and now have a 50%.. .that could explain all the misses.
100% gunner, 80% first skill. I think he might be drinking on the job though
Since the Church and the IS are different tiers, your crew may take a 10% hit to their 100% ability, but your perks will remain right where they are at until your crew reaches 100% again with the new tank, then the perks start climbing again. I have done it once, but I can't recall the outcome of transferring a different tiered preimum-tank crew over to the next higher tier tank... pretty sure it will be 10% though as long as they are the same class (which heavy to heavy is). Actually, I think that just retraining, itself, incurs the 10% penalty even if it's for the same tier tank (say if you trained the Church crew for a KV-1, which are both tier 5 tanks IIRC)
The thing is that once they are retrained, you can still transfer them back into the Churchill to use for money making and to up their skills and perks. I used my tier 9 M103 crew in my tier 8 T34 sometimes just to get their perks higher. You probably already knew that part though.
As an aside, what some of us do, sometimes, is before transferring... "DROP" the perks for a crew member. What this gives you is a "pool" of experience points from which to draw for that crew member. Now, with those experience points pooled up, when you pay the 20k that would have made a crew member either 90% for a sequential tank movement, or 80% for a non-sequential movement, it will draw from that pool of 'experience points' up until the point at which the crew member is at 100% for the new tank. At that point whatever experience points are left in that 'pool' can be assigned to whatever perk, or perks, you want for that crew member.
For some newly-bought tanks just keeping the perks a crew member has earned, and starting the climb back up from 80% or 90% is fine. At some tiers, though, you or I may feel losing some of the perks in order to have a crew member at 100% is far more important (in my case the most important crew member to often keep at 100% is the gunner - and this is especially so with an arty gunner). If it's a close-quarters battle tank I may up the gunner and the loader to 100% this way for a move up to the next tank, while being perfectly content with a commander, driver and radio man who are at 90% and who keep their perks where they were. With a sniper tank I may not upgrade the loader to 100%, instead just upgrading the gunner this way.
Yes, there is a minor penalty for "dropping" perks, but it's really pretty small in the scheme of things considering you can have an important crew member right at 100% when starting to grind a new tank, and considering that he picks up training his perks right away upon using the new tank since he is at 100%.
You can't play the Tiger 2 like the Tiger or the 3601H. It requires a diffrent play stile. If you played the PZVI before the nerf and liked it with the long 75 then you'll end up loveing the Tiger 2. I like the Tiger its a great in your face tank. The Tiger 2 is a long range where the hell did that come from tank. It can go face to face with some tanks but you learn fast who to stay clear of. I like to flank with it and give the foward tanks suport. Keep the Tiger. It makes good coins.
I'm making the assumption here that the crew has their primary vehicle set as the Churchill. Transfer them to the IS and train them for it. If you pay silver, they'll take a 10% hit on their vehicle skill level (but not their perks). The kicker here is that you can then transfer them back to the Churchill and use them on that tank at their current skill level without retraining them from the IS and without penalty (since it's heavy to heavy). This gives you the ability to get this crew a 2X first victory experience twice a day. Their perks will still work, they just won't accumulate any more xp until the vehicle skill is back to 100%.
Keep in mind that the perks xp is one big pool...if you decide to reset perks when you have the first one to 100% and the second one up to 50%, and you only spend silver on the reset, you're going to take a 10% hit on the entire perk points pool, not just the points applied to the second perk. They only valid time to use the skill points reset to get a crewman to 100% on a new tank is early in the first perk. Above that, the points hit gets too big.
I'll disagree with that, but then that's just the way I play, and I value gunner crew members being at 100% that much (where I don't want to pay real money for Gold to do it).
I understand where you're coming from, but I've done it with crewmen being deep into their second perks and didn't regret it. Maybe it's worse for three or four but... meh. When it comes right down to it, no third or fourth perk will mean diddly to me compared to being effective from the get-go with a 100% gunner in an arty. I'll think about it, but probably feel the same way about any major tier tank's gunner as well. If I save up the silver, the next tank that will apply for will be the 110E5 while using the M103 crew with their two perks. At tier ten, in clan wars (maybe especially so), the perks on a heavy aren't crap in comparison to how quickly one can use their tank's features.
Speaking of which, apparently we've finally made enough landings and held land with my clan. We're now in the position of earning Gold if we both can hold on to it, and vote that we want to hold on to it (as opposed to just keep fighting and making other clans' lives miserable while we try to disrupt their hold on their claims).
I'm all for earning Gold for a while, but it will probably be a short while - there are some very, very good clans out there we have to fight. Some clans' players pay for their premium accounts every month with the gold they earn from land held though. That's crazy that some teams can do that, and save Gold on the side to eventually buy other premium tanks, but that's the way the game works.
A lot of it is politics with friendly clans. Sometimes we fight, and win, land just to hand it over to another clan in a 'technical' defeat (where they place a chip to attack us, and we show up with... nobody). When I say 'sometimes' ... I mean it seems like pretty damned often. Once in a while we're told that a certain upcoming clan battle only really needs one tank to enter (to take the technical win), so others seem to do the same for us. Kinda funny winning a clan war battle with, say, a VK2801 alone, or whatever other tank the guy going into it wants a 'win' for (makes for a crappy daily double XP earning, but... it's a win nonetheless).
I'm just a cog in a wheel, and I think most of my clan battles have been for other clans' gains, lol (I don't pay attention to the maps and progress, so while I'm sure I had a part in getting to where we are, I have no clue what parts they were). Thankfully we have enough guys, and good ones at that (far better than I), that they've won the most recent battles to gain the land that we have.
The last clan battle I was part of was against SMB clan about a week ago. I thought the "?" tank on the opposing team was interesting, so I took a screenshot of the beginning of the battle. In clan wars you don't see the enemy's tanks and players on the right side of the screen until they've been spotted. Somehow this guy's name showed up but his tank did not. My best guess was that he was arty and his hit was seen as "Brooklyn_Express" has damaged your tank ______ for one of my team members, but I can't recall what he ended up being in. Rest assured that they had a full team, but we just hadn't spotted them all by this point. I'm guessing that by this point they had spotted even fewer of ours.
I circled the areas we hold (own - but just for now). Notice the colors of our clan tag ( ) are the same as the Siege guys above us, and the Guerrillas guys below us - this is due to us being sister clans. Also, notice just how much land some clans have. That's a ton of Gold some clans earn for their members each day, but then those members earned it by playing well, consistently (and that's the hard part for me when I get tired, or have too much coffee in me, or drink alcohol which is why I stopped drinking while playing ... but then I have a friend who isn't currently in any clan who blow me out of the water even when he's drinking... I think it has to do with intelligence, and I don't have much of that).
One thing that helps is that most, if not all, of the high tier arty have much higher reload times if you catch them after a shot you have quite a bit of time to kill them.
I don't recall thinking the Pershing was slow, but I think I upgraded the engine right away. In fact, I have to be careful not to get too far ahead of support.
On an unrelated note, I discovered a near perfect partner for my Super Pershing[SP]. the T95. The SP isn't much faster so its easy to stay with the T95. Once the T95 picks it's spot I park to cover it's sides or back and use it for cover. If someone comes to kill the 95, the SP has the armor to take a decent beating and generally keep the attacker(s) busy while the 95 rotates and reloads for the kill shot. If I track them they are dead. A smart attacker will go for me first, but for some reason they always seem to go for the 95.
I would never do this when I have a premium tank of the same nation and class. I know Smurf already shared the basic idea, but I want to provide a different perspective.
My T34 is currently operated by a T110E5 crew. I do not own a T110E5. I manually trained them for the T110E5 at 90% and then used the T34 to get them back to 100% base skill. Now, when I finally buy the T110E5, I have a fully trained crew from match #1.
Edit: I've been waiting/hoping for a Churchill sale for the same reason. I have an IS-8 + near-perkless crew that I hate driving, and I'll be damned if I am training a crew in an IS-7 with that horrible repair cost.
Yea...the engine is the base one....I came from the t20 and am just too cheap to spend the free exp to upgrade the thing....I like to keep 30k in free exp.
Save the free xp for the Patton!
Luckily it's an effective tank stock or near stock. Just slow. I've pissed and moaned about running the Patton stock enough times that I shouldn't have to tell you(but I will anywat anyway :) ) to save up enough free exp for tracks and a better gun on the Patton when you get it.
I don't love the Pershing, but I do well with it (56% win rate).
I'm doing the same thing with my Super Pershing crew for the M48A1.
I pulled my E8 crew and ran them up to the 3rd skill in the Super Pershing. Then I retrained them with silver for the M48A1. Now I'm working on getting them back to 100%.
I've never thought about it like that - in fact, I've never realized, until just now, that we could train crews for tanks we don't own, lol.
Good stuff, thanks for the tips. I'll throw the M103 crew over to 110E5, then run them up in the T34 since I have to grind it anyway.
I still wouldn't hesitate to trade perks for skills with some crew on tanks that I don't have premiums for, but hell, I own a T34... why don't I use the damned thing?
You can train a crew for any tank you have unlocked in the tech tree.
Don't feel bad. It took more than a year of playing before I realized that a tank crew trained for a premium tank was a enormous waste of my time! Then I realized if I am storing the crew in the premium tank, why the hell aren't I using it!
That realization also turned the M4A2E4 and the Matilda into primary tanks. Go figure ~~~
I can't for 8.2 so that my Type 59 crew can be used productively on more than one tank.
ELC AMX is perhaps the most fun tank in the game, not very useful but fucking fun.
Yeah, when used poorly they roam around and die early as a scout.
It has the barrel from the 13 90 as it's top gun... and that can pen tier tens. Used well, they are very capable at taking on tier 8's.
The small AMX line, with their top guns, should very rarely, if ever, be considered a scout tank for any tier battle. I just got done killing 3 damaged tanks in my 12t, two of them tier 7's. Likewise, I've seen ELC's own tier 6's.
used the laptop out to watch endurocross tonight. played a little tanks while it was hooked up. the 50" screen and booming sound was nice, but turns out didn't help my game play any
Hehehehe....I killed a KV-4 in two shots this morning from my SU-100.
First shot lit him on fire. Second shot lit him up again.....
I invoked this theory last night in a Malinovka Encounter battle, and got publicly flayed for "oh look, another ELC driver who thinks he's a sniper! Go scout for us, dumbass!!"
3 kills and a ton of silver proved your point, though, and it changes the way I'm going to use the thing. I was addicted to the speed, and thought it made me a better scout, but that's never quite worked out the way I wanted it to. Need to swap the coated optics for binocs, I think, so I get better range tucked under a shrub than "running vision".