Command Line Interface (CLI)

Command Line Interface (CLI) World of Tanks

Options

The tools uses the

function

to analyze the command line and find out the options.

The WIT tools support short and long options.
For example the tools know the options —verbose and —test
and the short versions -v and -t.

Some options need a parameter like »—source path« (short version: »-s path«).
As you see, short options are prefixed with a single minus sign (‘-‘)
and long options are prefixed with a double minus sign (‘—‘).

It is normal that every option and every parameter (needed by an option or global)
is written as exact one word, but short options can be combined in one word:
—verbose —test is the same as -v -t and also the same as -vt.

If a short option takes a parameter it must be the last option of the option list:
-vs path same as -vspath, but -sv path is different.


Long options with parameters can be written in two forms:
—source path is same as —source=path.

For all options, that contains one or more minus signs in their names,
alternative names without minus signs are available.
This concept is also used for keywords.
Example: —disc-id=id —boot-id=id
can be written without minus signs as —discid=id —bootid=id.

Bonuses and penalties

The game mechanics include a system of Bonuses and Penalties that have variable effect upon the Training Level of the Major Qualification and that of any acquired Skill or Perk. Bonuses and Penalties also effect the applicability, effectiveness, and performance of some Skills and Perks and the amount of experience earned in a battle that is applied to increasing the Skill or Perk’s Training Level.

Bonuses and Penalties may change at any time during a battle depending upon the battlefield situation, the equipment installed on the vehicle, the consumables available on-board, the types of acquired Skills and Perks of the crew, the Training Levels of each crew member, and/or some combination of all of these factors.

At the start of each battle those applicable Bonuses and Penalties have an impact on the Training Level of each crew member in their Major Qualification and that in each of their acquired Skills and Perks. The cumulative effect of these Bonuses and Penalties results in an overall Effective Training Level (See that section below) for the vehicle which includes Bonus additions and Penalty reductions used by the game mechanics to calculate your vehicle’s performance in battle.

The calculations are dynamic and change as Bonuses and Penalties change throughout the battle. At the conclusion of the battle, the net effect of all of the Bonuses and Penalties applied during the game will have an effect upon the amount of experience earned in the battle by the vehicle and by each crew member.

Bonuses that Impact Crew Experience and Crew Training LevelsThe following Bonuses increase the Effective Training Level of your crew members and may also increase the amount of experience they earn in a battle.

  • The Premium Consumables Bonus: If at the start of a battle the vehicle is carrying any purchased premium consumables that enhance Training Level it will provide a flat 10% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus is added for the entire duration of the battle, and it applies even if the Major Qualification or Skill Training Level is at 100%, ie 100 10=110%. The Training Level enhancing premium consumables are available for purchase by country and are:
  • The Improved Ventilation Equipment Bonus: If at the start of a battle the vehicle is equipped with any purchased and installed Improved Ventilation equipment it will provide a flat 5% addition to the Training Level of the Major Qualification and to that of any acquired Skills for each crew member. There is no Bonus effect on Perks. The Bonus addition is effective for the entire battle and will remain effectgive for so long as the equipment is installed on the vehicle. The Bonus effect applies even if the Major Qualification or Skill Training Level is at 100%, ie 100 5=105%.
  • Commander’s Mentor Skill Bonus: If the vehicle’s Commander has acquired the Mentor Skill, for every 1% of the Training Level of the Commander’s Mentor Skill, all crew members except the Commander himself, receive an amount of 0.1% additional experience at the end of every battle, up to a maximum of 10% each when the Mentor Skill reaches 100%. If the Commander’s Mentor Skill Training Level increases during the battle, the crew will benefit from the increase.
  • Commander’s Jack of All Trades Skill Bonus: If the vehicle’s Commander has acquired the Jack of All Trades Skill, it enables the Commander to fill in for and perform the role of any wounded or killed crew members. The replacement starts immediately upon injury or death of a crew member, but is limited to the JoAT Skill’s current Training Level x 0.5% (Or up to a maximum of 50%) for the first knocked out crew member. If additional crew members are knocked out then the effect is divided evenly between the additional knocked out crew members. If the Commander is replacing one knocked out crewman then the Commander performs that role at 50% level, if he/she must replace 2 knocked out crewman at the same time, the Commander performs each of the two roles at 25%. The JoAT Skill does not provide a direct Bonus for any knocked-out crewman but it does partially offset the Penalty that the vehicle’s performance and experience earned in battle that would otherwise incur as a result of a dead crew member. It effectively adds to the experience the Commander may realize in the battle.
  • The Brothers in Arms Perk Bonus: If each member of the crew has trained the BIA Perk to 100% Training Level then the Perk is active and it increases by a fixed amount of 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander’s Mentor Skill by 5%. The BIA Perk does not have any affect on other other role-specific Skills or Perks a crewman may have.
  • The Large First Aid Kit Bonus: If the vehicle is equipped with a purchased premium consumable Large First Aid Kit at the start of a battle it will provide a 15% reduction in the chance of each crew member suffering an injury from penetrating hits. Additionally, activating the LFAK will restore all injured or killed crew members to full health. However, the LFAK can only be activated one time per battle. Once activated it is consumed and the 15% reduction to crew injury risk is lost. The LFAK does not provide a direct Bonus to any crewman but while active it does reduce the risk of any crew member incurring a Penalty to the experience he/she would otherwise earn in the battle due to their being knocked-out.
  • The Small First Aid Kit Bonus: If the vehicle is equipped with a purchased regular consumable Small First Aid Kit at the start of a battle it will provide the one-time ability to restore one injured or killed crew member to full health. The SFAK does not provide any Bonus to any crewman.
  • The Daily Double Bonus: Each day at midnight server time, the daily double bonus resets and the first victory in each vehicle in the garage will be rewarded with x2 or double experience for the vehicle and for increasing the Training Level of each crew member. An icon in the form of a star followed by x2 appears in the upper right hand corner of the vehicle’s imate in the carousel while in the garage. The icon disappears once the day’s first victory has been won. From time to time, Wargaming holds a special event or promotion when the x2 for the first victory of the day is increased to x3 or even x5.
  • Extra Crew Experience Bonus: From time to time, Wargaming holds a special event or promotion when the amount of experience applied to increasing crew Training Level is increased to x2 or even x3 from each battle during a fixed time period, usually a 3 day weekend. News of these special events is broadcast in advance on the portal.

Penalties that Impact Crew Experience and Crew Training LevelsIf a crew member is not competent to operate the tank he/she is placed in, or if a crew member gets injured during battle, then there is a Penalty to the Training Level of their Major Qualification and all Skills and Perks that will affect vehicle performance.

  • Vehicle Competence Penalty on Effective Training Level: A crew member must be trained to serve in a specific vehicle which is their designated «Vehicle Competence«. Should a crewman operate a vehicle that he/she is not trained for, he/she may do so but will receive a Penalty to the effectiveness of their Training Level in their Major Qualification and any Skills and Perks he/she has earned and the Effective Training Level for their Major Qualification will be indicated by the % Training Level being colored red in the garage crew panel on their icon. The amount of this Penalty is variable depending upon whether their Vehicle Competence and the vehicle he/she moved to are vehicles of the same «Type» (ie TD, MT, LT, HT, or SPG) or are premium vehicles. The Penalty incurred is according to the following situations:
  • If a crew member is moved to a vehicle of the same Type as that in which he/she has their Vehicle Competence, and the vehicle is a premium vehicle, there is no penalty.
  • If a crew member is in a vehicle of the same Type as that in which he/she has their Vehicle Competence, and the vehicle is not a premium vehicle, he/she will take a 25% penalty to their current Training Level. For example, an 80% Training Level will be reduced by 25% to 60% and a 100% level would be reduced to 75%.
  • If a crew member is in a vehicle of a different Type as that in which he/she has their Vehicle Competence, and the vehicle is a premium vehicle, he/she would also take a 25% Penalty to their current Training Level.
  • If a crew member is in a vehicle of a different Type as that in which he/she has their Vehicle Competence, and the vehicle is not a premium vehicle, he/she will take a 50% penalty to their current Training Level. For example, an 80% Training Level will be reduced by 50% to 40%, while a 100% level would be reduced to 50%.
  • Vehicle Competence Penalty on Experience to Increase Training Level: A tanker crewing a vehicle that he/she is has no Vehicle Competence in will earn less experience from each battle to be applied to increasing their Training Level.
  • In a new vehicle of the same Type as that in which he/she has their Vehicle Competence, there is no Penalty if the new vehicle is a premium vehicle.
  • In a vehicle of a different Type as that in which he/she has their Vehicle Competence, the crew member would earn 50% less experience per battle if the new vehicle is a premium vehicle.
  • In a new non-premium vehicle of the same Type as that in which he/she has their Vehicle Competence, a Penalty will apply and the crewman would earn 50% less experience per battle than he/she normally would.
  • In a new non-premium vehicle of a different Type as that in which he/she has their Vehicle Competence, a Penalty will apply and the crewman would earn 75% less experience per battle than he/she normally would.
CrewJobCommandInjured.pngCommander knockout reduces the vehicle’s view range.
CrewJobGunINjured.pngGunner knockout reduces aiming speed and increases dispersion. Turret traverse speed will also decrease. If the gun was in the process of zeroing in on target at the moment of the Gunner’s death, the process might start over.
CrewJobDriveInjured.pngDriver knockout reduces the top speed, traverse speed, and acceleration of the vehicle.
CrewJobRadioInjured.pngRadio Operator knockout reduces radio range.
CrewJobLoadInjured.pngLoader knockout decreases reloading speed. If a shell was being loaded at the moment of the Loader’s death, the process might start over.
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Earning commander experience

Commanders earn commander experience (CXP) in the same way that ships do, including any bonuses to ship XPShip XP earnings. Additional bonuses that affect only commander XP — such as from Restless Fire -3% to surface detectability /  4% to maximum dispersion of shells fired at your ship /  250% Commander XP. earnings. Additional bonuses that affect only commander XP — such as from Restless Fire Command Line Interface (CLI) camo or the Zulu Hotel 🚫 signal — are added on top of this number. Therefore, it is possible to earn considerably more commander XP in a match than ship XP. See the Economics article for details of how CXP is calculated. Players can view how much commander XP they earned in a given match on the ‘Credits and XP’ tab of the post-battle report.
In addition to CXP, ECXPElite Commander XP in the amount of 5% of CXP is also earned in the battle. (Except see the warning above under Re-training.)

Example commander experience calculation

A player with a Warships Premium account earns 2,233 base experience in a game (it was a good game). He has Zulu Hotel 🚫 and Equal Speed Charlie London 🚫 signals mounted, and has hoisted the Military Month Contributor PCEE025_Military_Month_Contributor_Flag.png flag over his ship (the MMC flag grants both ship XP and commander XP bonuses). He earns:

  • 2,233 [2,233 x 0.65 (for Premium)] = 3,684 modified base experience
  • 3,684 [3,684 x 0.5 (for Equal Speed Charlie London)] [3,684 x 0.05 (for Military Month Contributor)] = 5,711 ship experience
  • 5,711 [3,684 x 0.5 (for Zulu Hotel)] [3,684 x 0.05 (for Military Month Contributor)] = 7,737 Commander experience
  • 5% of 7,737 Commander experience yields 387 Elite Commander XPElite Commander XP also earned.

Effective training level

The Training Level for a crew member’s Major Qualification and their Skills and Perks can be found by hovering the cursor over a crew member’s icon in the crew panel in the garage. These Training Levels do not tell the whole story because they do not take into account any applicable Bonuses or Penalties that may be affecting the actual Training Level used in games mechanics calculations, the Effective Training Level. The Effective Training Level can be calculated using the Bonuses and Penalties that are known to be applied.

  • The maximum Effective Training Level for their Major Qualification that can be achieved by a Commander is 120%. This is the sum of their 100% Training level the 5% Bonus for installed Improved Ventilation equipment the 10% Bonus if Premium Consumables are on-board the 5% Bonus for Brothers in Arms Perk. If the Commander is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then the Commander’s maximum Effective Training Level will be 115%.
  • The maximum Effective Training Level for their Major Qualification that can be achieved by any crew member other than the Commander is 132%. This is the sum of their 100% Training level the 5% Bonus for installed Improved Ventilation equipment the 10% Bonus if Premium Consumables are on-board the 5% Bonus for Brothers in Arms Perk the bonus of 10% of the Commander’s Major Qualification level. If the crew member is serving on an open topped vehicle and Improved Ventilation equipment is not available to it then their maximum Effective Training Level will be 126.5%.

Multiple Roles — Some vehicles in game have more than one Gunner, Loader, and Radio Operator on board in a normal crew complement. If more than one crew member in a vehicles have the same Major Qualification, then the average of their Training Levels is used to determine their joint performance in that role.

For example, for a vehicle with two Loaders, one at 50% Training Level, and the other at 100%, their average Training Level of 75% will apply to the vehicle as the Loader’s Effective Training Level in battle mechanics and vehicle performance calculations.

Common Skills — The Effective Training Level of the Common Skills, (Repairs, Firefighting, and Camouflage) are averaged across all crew members. If more than one crew member in a vehicles have the same Common Skills, then the average of their Training Levels is used to determine their joint performance in the Common Skills.

For example, for a vehicle with a crew of 4 and two of them are trained in Repairs, one to a level of 60% and one to a level of 100%, then the Effective Training Level for the Repairs Skill for the vehicle is (100 60 0 0)/4=40% and this value will apply in battle mechanics and vehicle perforance calculations.

Experience required to increase training level

It is important to recognize two facts about the amount of XP required to increase Training Level.

  • First, the total amount of experience required to achieve a 100% Training Level in the 1st Skill or Perk is double that required to increase the Major Qualification to 100%. This doubling occurs each time with each new Skill or Perk. Training the 2nd Skill or Perk to 100% requires double the amount of XP that the 1st Skill or Perk requires, the 3rd requires double the XP of the 2nd and so on. To increase the Training Level of the:
  • Major Qualification from 0% to 100% requires a total of 105,030 XP.
  • 1st Skill or Perk from 0% to 100% requires a total of 210,060 XP.
  • 2nd Skill or Perk from 0% to 100% requires a total of 420,120 XP.
  • 3rd Skill or Perk from 0% to 100% requires a total of 840,240 XP.
  • Second, the amount of experience required to achieve each additional 1% of Training Level is not a fixed amount but instead also increases as the Training Level increases. For example, to increase the Training Level of the:
  • Major Qualification by 1% from 68% to 69% requires 21 × 25 × 100(68/100) = 1,146 XP, but to increase it the 1% from 98% to 99% will require 21 × 25 × 100(98/100) = 4,560 XP.
  • 1st Skill or Perk by 1% from 48% to 49% requires 22 × 25 × 100(48/100) = 912 XP, but to increase it the 1% from 98% to 99% will require 22 × 25 × 100(98/100) = 9,120 XP.
  • 2nd Skill or Perk by 1% from 48% to 49% requires 23 × 25 × 100(48/100) = 1,824 XP, but to increase it the 1% from 98% to 99% will require 23 × 25 × 100(98/100) = 18,240 XP.
  • 3rd Skill or Perk by 1% from 48% to 49% requires 24 × 25 × 100(48/100) = 3,648 XP, but to increase it the 1% from 98% to 99% will require 24 × 25 × 100(98/100) = 36,480 XP.

The amount of experience required to increase the Training Level by an increment of 1% can be calculated using the following formula:

XP for next_SkillLevel% 1 = 2Y × 25 × 100(current_SkillLevel%/100)
where «Y« is equal to:
1 in the case of the Training Level of the Major Qualification
2 in the case of the Training Level of the 1st Skill or Perk
3 in the case of the Training Level of the 2nd Skill or Perk
4 in the case of the Training Level of the 3rd Skill or Perk
and so on…
If you wish, you can download an Excel calculator to help you visualize the implications of the formula and make your own calculations. The link can be found in the WoT Community Portal or here at WoT Training Level Calculator.

The following graphs illustrate the progression of Training Level as it relates to the amount of experience required.

Managing skills and perks

Delaying Selection of a Skill or Perk
If you do not chose a Skill or a Perk immediately after it becomes available, that crew member will nevertheless continue to gather experience and will apply stored experience to the proper Skill once a Skill is chosen.

This is beneficial when purchasing a new tank with 100% crew, but not knowing what Skills or Perks would benefit it. You can play some battles with that crew before selecting their Skills or Perks. It can also be useful during retraining.

If a crew member’s Training Level percentage for their role drops due to retraining, all new experience earned will be applied to restoring the Training Level in their Major Qualification until it reaches 100% again. However, any acquired Skills or Perks will not drop and will remain in effect.

Effect of Secondary Roles on a Skill or Perk
Some vehicles require crew members to assume secondary roles in addition to that of their Major Qualification. In a vehicle requiring a crew of only two, a Commander and a Driver, the Commander also fills the secondary roles of Gunner, Radio Operator, and Loader.

In such case, any Skills and Perks that would otherwise be available only to the Gunner, Radio Operator, or Loader are available to the Commander. If the Commander is moved to another vehicle where he/she no longer fills a secondary role then any Skill or Perk he/she had specifically for the secondary role becomes inactive.

For example, the Leichttraktor has a crew of three and the Commander assumes the secondary roles and acts also as the vehicle’s Radio Operator and Gunner. You have trained him with a Skill available only to a Radio Operator and a Perk available only to a Gunner.

If you then move that Commander to the Pz.Kpfw. II which has a crew of three, your Commander loses the role of Radio Operator and the Skill associated with it. However, he/she retains their Perk as Gunner because he/she has that secondary role in the new vehicle.

The Radio Operator Skill is not lost, merely inactive when the Commander is placed in a vehicle with another member of the Crew in the role of Radio Operator. If the Commander is later moved back to the Leichttraktor, the Skill will be restored at its previous level.

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Dropping Skills and Perks
You can reset all of a crewman’s learned Skills and Perks. This allows you to change your crew member’s Skills or Perks without having to start all over with a new recruit. There are three options available:

Since the first two options are based on total Skill/Perk experience points, the more Skills/Perks a crewman has, the more expensive (in terms of experience points) they become. However, these options only reduce a crewman’s Skill/Perk experience points, and don’t take their role experience points into consideration.

For example, if you have a crewman who just reached 100% in their Major Qualification, and you choose a Skill (which has 0% Training Level), and then immediately decide to change it, then choosing the free option won’t actually cost you any experience.

Since each additional percentage point requires more experience than the one before, you can’t simply take 10/20% off of the displayed Training Level percentage. Instead you have to determine the crewman’s Skill/Perk experience points (calculated from the chart below)

For example, if you have a crewman with a 50% Training Level in their first Skill/Perk, and drop their Skill/Perk with the free option (a 20% reduction), you don’t take 20% off of 50%. If you did, you’d get 40%, which would be wrong. You actually get 45%.

It takes 19,097 experience points to reach a 50% Training Level. Reduce that by 20% and you have 15,227 experience points remaining. 15,227 experience points are enough for a 45% Training Level. Likewise a crewman with 100% in their first Skill/Perk and 80% Training Level in their second Skill/Perk (which comes to 374,765 experience points) will end up at 100% and 67% with the 298,662 experience points remaining, not 100% and 44%.

Given the high cost (in experience, credits, or gold) it’s clearly in your best interest to choose Skills and Perks carefully in the first place.

If retraining a crew member from another vehicle resulted in their Training Level dropping below 100% for their role, then subsequently resetting their Skills and Perks will automatically assign all free experience to the Major Qualification Training Level until it reaches 100% again. Any experience left over can then be reassigned to Skills or Perks of your choice.

Moving / retraining

Commander Retraining
Skill PointsE/CXP Required
to Re-train
0100
1500
2750
31,000
41,750
52,500
63,750
75,000
87,500
910,000
1012,500
1115,000
1220,000
1325,000
1437,500
1550,000
1662,500
1775,000
1887,500
19125,000
20200,000
21300,000

Once trained to a non-premium ship from the tech-tree, a commander’s skills can be used only on that tech-tree ship. (They can be used on premium ships. See below.) Moving to a new tech tree ship[5] requires the commander to retrain to that ship, which is usually accomplished by earning a certain amount of Commander XP in his new ship (see the table to the right). Normal commander training resumes once retraining has been accomplished.

When re-training is required, a commander is offered three options. He can spend:

  1. Doubloons 500, completing retraining instantly.
  2. an amount (see table) of ECXPElite Commander XP to complete retraining instantly.
  3. nothing, requiring him to earn an amount (see table) of Commander XP to fully retrain.

CXP and ECXP cannot be combined to complete retraining.

Retraining a commander costs much less CXP than recruiting a level 0 commander and training him to the same level.

Perks

IconPerk NameRoleDescription
Brotherhood.pngBrothers in ArmsAllThe Brothers in Arms (aka «BIA») Perk increases by a fixed 5%, the Training Level of each one of the crew members in their Major Qualification and in any of the common Skills (Repair, Firefighting, and/or Camouflage) they may have acquired. It also improves the Commander’s Mentor Skill by 5%. The BIA Perk does not have any effect on other role-specific Skills or Perks, and provides no benefit whatsoever unless all of the crew have it trained to 100%. It does stay in effect if a crew member is knocked out during battle. The effect of the BIA Perk is cumulative with that of any installed Improved Ventilation equipment and with any purchased crew Skills boosting consumables such as Extra Combat Rations, Case of Cola, Chocolate, Pudding and Tea, Strong Coffee, and/or Improved Combat Rations. Sisterhood of Steel was combined with Brothers in Arms in Update 9.19[2].
Commander_sixthSense.pngSixth SenseCommanderThe Sixth Sense Perk enables the Commander to know if the vehicle has been detected by the enemy. Three seconds after being detected by the enemy, a visual indicator in the form of a light bulb appears in the upper center screen portion of your battle interface. The indicator turns off after a few seconds whether you are still detected or not. There is no indicator to show whether or not you have become hidden again.

Primarily helpful for TDs, SPGs, and passive scouts. Many players have mentioned they’d prefer the indicator to remain on for as long as the enemy detects you, but that is not how it currently works.

Commander_expert.pngEagle EyeCommanderThe Eagle Eye Perk enables the Commander to identify any critically damaged modules on a targeted enemy vehicle after a delay of four seconds. Indicators for each damaged module will then appear below the targeted vehicle, allowing you to target them for further damage. It will only work for enemies Spotted by your crew, not for enemy contacts relayed by your team mates.

Primarily helpful for brawlers and flankers.

Gunner_sniper.pngDeadeyeGunnerThe Deadeye Perk enables the Gunner to increase, by a fixed amount of 3%, the chance that a shot will critically damage enemy vehicle modules and crew with AP, APCR, or HEAT shells. It does not work with HE/HESH shells. If two Gunners on the vehicle have the Perk, the effect is not cumulative.

If combined with the Eagle Eye Perk, you’ll be able to get an idea of how well this Perk is working.

Gunner_rancorous.pngDesignated TargetGunnerThe Designated Target Perk enables the Gunner to make targeted enemy vehicles within 10 degrees of your reticle remain visible for two more seconds than they normally would remain visible. This Perk works only while in arcade view or sniper view and not in SPG strategic view. However, any allied vehicle will benefit from a team mate’s use of this Perk, including SPGs using strategic view. If two Gunners on the vehicle have the Perk, the effect is not cumulative.

Primarily helpful for snipers and in some cases for scouts.

Driver_tidyPerson.pngPreventative MaintenanceDriverThe Preventive Maintenance Perk enables the Driver to reduce by 25% the chance of engine fire by preventing gas or oil leakage in the engine compartment. The effect of this Perk is cumulative with that of the reduced chance of fire provided by any purchased Automatic Fire Extinguisher premium consumable.
radioman_lastEffort.pngCall for VengeanceRadio OperatorThe Call for Vengeance Perk enables the Radio Operator to continue to report enemy positions for an additional two seconds after the destruction of their own vehicle. If two Radio Operators on the vehicle have the Perk, the effect is not cumulative.

Primarily helpful for scouts.

Loader_pedant.pngSafe StowageLoaderThe Safe Stowage Perk enables a Loader to stow rounds in the storage racks in such a way that they do not come into contact with each other. The result is simulated as an increase in ammo rack durability of 12.5%. If two Loaders have the Perk, the effect is not cumulative. The effect of the Safe Stowage Perk is cumulative with that of increased ammo rack durability that comes with any installed Wet Ammo Rack equipment.
Loader_desperado.pngAdrenaline RushLoaderThe Adrenaline Rush Perk enables a Loader to shorten the time to reload the gun by 9.1% if the vehicle has less than 10% of its hit points left. If two Loaders on the vehicle have the Perk, the effect is not cumulative. The effect of the Adrenaline Rush Perk is cumulative with that of the increased loading speed from using any installed Gun Rammer equipment.
Loader_intuition.pngIntuitionLoaderAllows for quicker switching between shell types in a loaded gun. To activate this skill, a gun, a double-barreled gun, or a magazine must be fully loaded. If there are multiple loaders their average skill level is taken into account[3]. The minimum time to change a shell type is 1 s for cyclic (standard) guns and 2.5 s for double-barreled guns and magazines.[4]

Proficiency

For each crew member, his/her Training Level in their Major Qualification, and the levels of each and every Skill or Perk has acquired, all combine to constitute to overall «Proficiency».

The degree of Proficiency of each individual crew member is important because the factors contributing to it are all used in the game mechanics calculations. A crew member’s Proficiency directly affects and improves the properties of certain modules installed on the vehicle, the respective handling and performance characteristics of those modules, and the vehicle’s overall performance in battle.

The Proficiency of the crew members also impacts the speed at which damaged modules are repaired, and how much damage fires do and whether or not fires are extinguished before it’s too late. Proficiency also affects the effectiveness of the vehicle’s camouflage, serving to hide the vehicle from its enemies and avoid detection.

Commander

The Commander’s principal job is to spot enemy vehicles. The Commander’s degree of Proficiency directly affects their View Range. The more Proficient the Commander the greater the distance at which an enemy can be Spotted. The Commander also gives a small bonus to all other crew members in the vehicle; 10% of the Commander’s Major Qualification.

Gunner

The Gunner’s principal job is to aim and fire the vehicle’s main gun. The Gunner’s degree of Proficiency directly affects the Aiming Speed at which the sights lock on to a target, the Accuracy of each shot, and the Turret Traverse (rotation) speed. The more Proficient the Gunner, the better the shots he/she will make.

Driver

The Driver’s principal job is to drive and maneuver the vehicle. The Driver’s degree of Proficiency directly affects the Movement and Manueverability of the vehicle, including its acceleration, top speed, terrain resistance, and hull traverse speed. The more Proficient the Driver, the better the vehicle will maneuver.

Radio Operator

The Radio Operator’s principal job is communicating with allies. The Radio Operator’s degree of Proficiency directly affects the Radio or Signal Range of the vehicle. The vehicle can communicate with any allied vehicle whose Signal Range overlaps with its own. Any vehicles (friend or foe) which are spotted by any allied vehicle within Signal Range will also be communicated to and display on the player’s mini-map. This provides battlefield situational awareness which can be a decisive tactical advantage. The more Proficient the Radio Operator, the greater the distance that the vehicle can communicate with allies and thereby spot enemy tanks.

Loader

The Loader’s principal job is loading the next round into the main gun. Each Loader’s Proficiency directly affects how fast the next shell is loaded, and the more Proficient the Loader(s) the faster the gun reloads. The more Proficient the Loader, the faster the time to reload the gun.
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Training and retraining in the major qualification

Regardless of whether a player is recruiting a new crew or a single new crew member for a vehicle, or retraining an existing crew or single crew member for a move to a different vehicle, the player will be presented with a series of screens displaying three choices to set or reset their Training Level for their Major Qualification. These three options are:

Choices for Training a New Recruit in their Major Qualification

  • Regimental School — At the cost of 20,000 credits, the player’s selection of the Regimental School option will cause the new crew member to immediately obtain a 75% Training Level in their Major Qualification. In such case no Skill or Perk selection will become available until the crew member’s Training Level in their Major Qualification reaches 100% through experience earned in battle.
  • Rapid Courses — For free, the player’s selection of the Rapid Courses option will cause the new recruit to obtain the default of a 50% Training Level in their Major Qualification. In such case no Skill or Perk selection will become available until the crew member’s Training Level in their Major Qualification reaches 100% through experience earned in battle.

Choices for Re-Training a Crew Member for Move to a Different Vehicle

  • Regimental School — At the cost of 20,000 credits, the player’s selection of the Regimental School option will cause the existing crew member to immediately obtain a new Major Qualification Training Level equivalent to 75%, or to 90% of their former Training Level, whichever is greater; if he/she is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 75%, or 80% of their former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member’s Training Level in their Major Qualification reaches 100% through experience earned in battle.
  • Rapid Courses — For free, the player’s selection of the Rapid Courses option will cause the existing crew memberuit to immediately obtain the default Major Qualification Training Level equivalent to 50%, or to 80% of their former Training Level, whichever is greater; if he/she is retraining to a new vehicle of the same type. For example, moving from one TD to a different TD. If the move is from a vehicle of one type to another, a TD to SPG, then the Regimental School option retrains him to 50%, or 60% of their former level, whichever is greater. In either such case no new Skill or Perk selection will become available until the crew member’s Training Level in their Major Qualification reaches 100% through experience earned in battle.
  • Effect on Pre-Existing Skills and Perks — If the crew member has already acquired any Skills or Perks prior to retraining by Rapid Courses or by Regimental School, then each of them will carry over to the new vehicle without any reduction in the same percentage level earned prior to the move. They will remain effective in the new vehicle at their current percentage levels. However, their icons will be greyed out and such Skills and Perks will not resume accumulating additional experience through battle and increasing in effectiveness until such time as the Training Level in the Major Qualification in the new vehicle reaches 100%. Thereafter, such Skills and Perks will all be restored to active, their icon will illuminate, and once again they will start accumulating additional experience through battle.

Reasons to Re-Train and Transfer Crew Members
After your grind is finished and you plan on selling your vehicle and purchasing the one in the next higher tier, it is almost always a good idea to send your crew from the sold vehicle to the Barracks prior to its sale, buy the new higher tier vehicle with «No Crew» option box checked, and then move the old crew to the new vehicle and retrain them for it.

This is especially true if you have any Skills and Perks among the crew.It takes a lot of experienced gained in battles or a substantial amount of gold to train a crew to 100% in their Major Qualifications. It takes a lot more hard fought battle experience over a long period of time for a crewman to acquire 1, 2, or 3 Skills or Perks.

If a crew member has any accumulated Skills or Perks at all it is not a good idea to dismiss him, even if you have to buy additional bunks for the Barracks to keep him available for a future vehicle. A fresh recruit, even if with a 100% Training Level in their Major Qualification purchased with gold at the time of recruitment will start with their one new Skill or Perk at 0% level.

Even if your crew does not yet have any Skills or Perks it may make sense to retrain. For example, if your existing crew member has already reached more than 83% Training Level in their Major Qualification, retraining him to a vehicle of the same type in the Regimental School at 90% of their former level will leave him with a training level that is still higher than the 75% for a crew member recruited fresh out of Regimental School. You should avoid retraining between vehicle types or use gold which retrains to 100% regardless of the type.

A crew member’s rank and the medals he/she has earned are retained through retraining. Although neither have any affect on the crew member’s performance, you may be interested to continue a crew member’s career to further their rank and achievements.

Настраиваемое боевое меню для wot — wot ответ

роза команд В боях WoT часто в чате можно увидеть фразы типа «Джентльмены настала пора брать базу противника» или «Не подпирай» или что то в духе «Вы шо прозрачный? Отойдите, бью насквозь» это ни что иное как мод для игры. Называется этот мод «Настраиваемое боевое меню». Что такое настраиваемое боевое меню или как ее часто называют ромашка команд для онлайн игры World Of Tanks и как ее настроить читаем в этой статье.

…и с чем его едят…

Для начала где скачать?
Ну тут однозначного ответа нет, каждый качает на свой вкус, либо мод пак в состав которого входит этот мод, либо отдельный мод «Настраиваемое меню» и устанавливает его по инструкции.

Скачали? Установили? Идем далее —>

Названии этого мода говорит само за себя, вот только почему ни кто его не настраивает хмм..?! Может олени?? Или раки??? Да неее…. просто не умеют :-)

Ну что ж, учимся…

Нам нужен файл RadialMenu.xml. Найти его можно по пути: ваш компьютер:ваш дискWorldOfTanksres_modsактуальная версия клиентаscriptsclientguiscaleform или где то глубже, в зависимости от того что вы установили мод пак или отдельный мод. (в моем случае, это был мод пак и файл RadialMenu.xml находился глубже). Если не можете найти этот файл, то воспользуйтесь стандартным поиском Windows.

Далее открываем его нашим любимым блокнотом Notepad . Именно этой программой желательно открывать все файлы модов, т.к. она не меняет кодировку файлов. Если у Вас она не установлена, то качаем, например отсюда или с официального сайта, ну или с яндекс диска и устанавливаем.

Открыв файл RadialMenu.xml видим много много малопонятного текста…хмм… но мы ж хотим научиться редактировать настраиваемое боевое меню, так что разбираемся дальше. Возьмем для примера вот эти строки:

<Command>
		<Title>На захват!</Title>
		<Icon>Attack</Icon>
		<Text>%(randpart)s</Text>
		<Variants>
			<Variant>Рулите резче на захват! Нужно брать базу!</Variant>
			<Variant>Все на захват! Сейчас нужно брать базу! Время настало!</Variant>
			<Variant>Не можете воевать - бегом на захват базы!</Variant>
		</Variants>
		<ChatMode>Team</ChatMode>
</Command>

Аха… уже что то вырисовывается…
В тегах заключено название команды.

В теге — находится иконка отображаемая у вас с розе команд.

Надеюсь теги Вам объяснять не надо? :-)

Команду (макрос) %(randpart)s не трогаем, это команда (макрос) великого китайского рандома 😉 которая (ый) выводит случайную команду заключенную в теги .
А вот все что написано между тегами можете менять на свой вкус.

Теги — режим отображения либо писать в команду Team или всем All.

настройка розы команд

Допустимые имена иконок:
[ ‘Attack’, ‘Yes’, ‘Helpme’, ‘Backtobase’, ‘No’, ‘Reload’,
‘Followme’, ‘Turnback’, ‘Helpmeex’, ‘Stop’, ‘Support’, ‘AttackSPG’ ]

Допустимые имена команд:
[ ‘ATTACK’, ‘ATTACKENEMY’, ‘BACKTOBASE’, ‘FOLLOWME’, ‘HELPME’, ‘HELPMEEX’,
‘NEGATIVE’, ‘POSITIVE’, ‘RELOADINGGUN’ ‘STOP’, ‘SUPPORTMEWITHFIRE’, ‘TURNBACK’]

Поддерживаемые в тексте сообщения макросы:
%(name)s — имя игрока, на чей танк наведён прицел
%(vehicle)s — название типа техники
%(clan)s — название клана
%(viewPos)s — квадрат, в который направлена камера
%(ownPos)s — квадрат, в котором находится свой танк
%(randpart)s — случайная строка из списка в тэге
%(reload)s — оставшееся время перезарядки орудия, в секундах
%(ammo)s — число не истраченных снарядов в барабане

Для примера, как переделана одна из команд у меня:

<Command>
				<Title>В атаку в квадрате</Title>
				<Icon>Attack</Icon>
				<Text>%(randpart)s</Text>
				<Variants>
					<Variant>Бойцы, помогите в этом квадрате </Variant>
					<Variant>ИМХО, надо идти по тому направлению</Variant>
					<Variant>Давим этот фланг</Variant>
				</Variants>
				<ChatMode>Team</ChatMode>
				<Ping>%(viewPos)s</Ping>
</Command>

настраиваемое боевое меню

И совсем не сложно, правда ведь? 😉 Теперь Вы сможете легко настроить розу команд, так сказать индивидуализировать:-) И хотелось бы напомнить про бан за флуд… да да… аккуратнее с чатом! Мало кому нравится полностью захламленный чат не информативными сообщениями и ни кто не брезгует кинуть жалобу за флуд;-)

Внимание!!! При сохранении отредактированных файлов, не забывайте проверять их кодировку любая кодировка отличная от UTF-8 (без BOM) приведет к полной неработоспособности мода.

Ну как? Получилось??? Оставляем Ваши комментарии ниже 😉

Spending free xp on commanders

After all ECXP is spent, Free XPFree XP can be used instead of Elite Commander XPElite Commander XP can be used instead of Elite Commander XPCommand Line Interface (CLI).[6]For a single operation, Elite Commander XPElite Commander XP and Free XPFree XP and Free XPCommand Line Interface (CLI) can be spent together, just as Ship XP and Free XP can be spent together researching ships and ship modules. When Elite Commander XP and Free XP are spent, the following rules apply:

  • To retrain a commander, promote him to a new rank, or redistribute his skill points, the available ECXP and/or FXP must be sufficient to fully complete the operation (no partial operations).
  • When an operation can be completed, Elite Commander XP is spent first then Free XP is used only if there is not enough ECXP.

Example using both elite commander xp and free xp

A commander with 7 Skill Points and 100 CXP is assigned to a non-premium ship for which he is not trained. 5,000 XP is required to fully re-train him. 8000 Elite Commander XPElite Commander XP is available. The player completes re-training by spending 5000 ECXP. 3000 ECXP remains. (Note that CXP cannot be spent for re-training.)

Now the player chooses to promote this commander to the maximum attainable rank using all types of XP. He has 100 CXP, 3000 ECXP, and 40,000 Free XP.

The cost of the next commander rank (8) is 30,000 XP. He already has 100 CXP so he only needs 29,900 XP. To reach that, he spends 3000 ECXP and 26,900 Free XP (total 29,900). To reach the next rank (9), 41,000 XP is required. Since he has no CXP or ECXP and only 13,100 Free XP remaining, he cannot promote this commander to rank (9).

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