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Leave Here Your Suggestions For Skill/Perks Improvements That You Wish Were Made

perks skills system more skills more perks moar please which skills

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NameWasStolenStresslevel #1 Posted 20 July 2019 - 12:04 PM

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You can also use this thread to leave suggestions about  different types of Equippments you would like to see, and also new types of Consumables you want in the game...

 

There could be a more diverse crew skill/perks though. Separated by 4 types: Commom Perk, Commom Skill, Upgradable Perk, Upgradable skill.

 

A level system for each skill/perk would make every tank crew more unique. You may choose to keep improving each selected skill through a leveling system. For example Situational Awareness Skill level 1, 2, 3, each level there is an improvement being made to the Situational Awareness skill (ie +5% bonus to Situational Awareness skill level per upgraded level), but that wouldnt be OP because there is a big downside already, in order to get to tier 3 situational awareness, you would require to get the same amount of XP you would need to get any 3rd skill/perk, its like training the same skill/perk 3 times to make it better.

 

  • Bring in the possibility of leveling up certain skills (from level 1 to level 3). Each level would spend the same amount of XP that training every skill individually takes. For example 6th Sense cannot be leveled up and remain the same as now (commom perk type) since there is already directive that provide a more than decent bonus to it. Camouflage Skill though could be a level system (upgradable skill type) gaining 5% camo skill level per upgraded level (level 1-3);

 

  • Bring in Nation Specific Crew Skills/Perks. One example would be a skill called "Day 1 Veteran", can be trained only by american crews, decreases the chances of the crew member who has this perk trained to 100% to be critically damaged. Chance of 15-25% decrease;

 

  • Read mttspii, he has some good ideas of perk names and its implementations (I already + his post), plus he is better than me at choosing the skill/perks names or how should they be called;

 

  • Also add perks/skills that brings downsides too, although perks and skills already have the downside of having to be trained therefore taking the xp required for it, which in turn is a resource that could be used to train a different skill/perk;

 

  • Bring in perks that improve individual crew members skill level. For example, a perk called "War Veteran" that improve commander skills by 3-5%. Or a gunner that can train the perk "Stress Resistent Marksmanship", improving its skill by also 3-5%;

 

  • Brings a Perk that directly Decreases RNG by 10%, good for snipers, not necessarily good for close ranged combats, but also not bad.

 

Equippments would be easy to balance, certain things like lets name it "Extra Armor Plates" would occupy one slot of Equippment and certain tanks wouldnt be able to equip it just like happens to vents in open turret tanks for example. And as a downside it would increase terrain resistance and huge weight added to tank. Could provide some 5-10% armor bonus, it looks small i know, but remember RNG is real and on the long run you would be bouncing alot, specialyl when angling.

 

  • One Equippment i think is also needed is called "Extra Baggage Room", which enable the tank equipped with this Equippment to use one more Consumable. Meaning you now can easily carry 2 repair kits, one medkit, and still be able to use fire extiguer or food.

 

More Consumables  types also would be easy to balance.

 

  • For example a Consumable called "Trained Pigeons".  This consumable release trained pigeons from your tank to find and SPOT artilery after you get hit or splashed by the same SPG more than 2-4 times (debatable) and on the plus side it would prevent arty focus on individual players, completly finally balancing arty for real... LOL it would be the most purchased consumable. Plus they could even add the animation of the Pigeons leaving/returning to the tank although it can only be used to find one arty before consuming the consumable. The idea is that the trained pigeons will sniff the smell of powder all the way back to where it came from and then radio operator or commander will be able to see where the pigeons are flocking/flying over in circles giving them the exact location where arty is..

 

Spoiler

 

 

Please WG talk to the russians about our Asian Pacific comunity suggestions!! lets make this game good again!!!

 

PS. Creates a game in which ESL players will have to be creative in selecting the skills/perks/equippemnts/consumables and limit the amount of skills/perks each of them can have so they dont get all the same boring stuff again like happens currently and have to be creative and selective instead.. Making this game more of a sport than it is now.

 


Edited by NameWasStolenStresslevel, 20 July 2019 - 12:39 PM.

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NameWasStolenStresslevel #2 Posted 20 July 2019 - 12:05 PM

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View Postmttspiii, on 20 July 2019 - 02:53 AM, said:

^ I imagine a "Politburo/Industrial Connections" perk for the Commander, giving him/her access to more reliable ammo sources, to reduce shell RNG.

 

Also, the thing is that there are no equipment / perks with both upsides & downsides (apart from weight). Like, say:

- Rubberized Roadwheels:   to increase on-move camo but reduce track durability. 

- Improvised Muzzle Brakes:    to decrease post-firing dispersion but reduce firing camo (really useful for Churchills, not so much for Skorps)

- Unsafe Stowage:   to increase firing rate, but every shot fired reduces the moduleHP of the Ammo Rack

- Removed Speed Guv'nah:    for UK tanks, that actually increase the top speed of the tanks

- Haphazardly-Placed Consumables:    to reduce Consumable cooldown, but decreases crew ability because they keep hitting their heads and knees on the First Aid Kit

- Combat Drugs:   Basically Removed Speed Governor but for crewmen. Overusing it regularly leads to multi-crew deaths

- Stiffened Gun Laying:   EGLD fights back: significantly decreased aim time, but increased gun bloom

- Modified Rammer:   Reduces reload speed significantly, but decreases crew skills from all the combustion gases leaking into the turret

- Dazzle Camouflage:   Increases moving camo, decreases standing camo. Basically wheelie paint job.

- Inspiring Paint Job:   Reduces camo, increases crew skills. Special ability for reskinned tanks like Defender, STG, Patriot, Liberte, Schwarzpanzer 58.

- Ugly Paint Job:   A paint job so bland it doesn't really register at first, thus increasing camo; but also makes its own crew sad, thus decreasing their crew skills. Default for the AMX 13 57GF.

 

A little creativity goes a long way. But of course, this has already been done a long time ago (there were "make new perks" contests from way back), and WG being WG means it will take a similarly long time to be implemented.

 

By mttspiii:

http://forum.worldoftanks.asia/index.php?/topic/84743-15-0-wins-0-15-losses-since-update/page__st__60__pid__1805684#entry1805684


Edited by NameWasStolenStresslevel, 20 July 2019 - 12:14 PM.

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Warlicht #3 Posted 21 July 2019 - 11:05 PM

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i still think 6th sense should be a permanent addition. i know WG wants to do it so i'm still not sure what's with the holdup.

 

also, loader needs an actual loader-specific skill because all he have are perks, which means that i always ended up making the loader learn repairs. always find it weird that loader doesn't have a loader-specific skill.



neokai #4 Posted 22 July 2019 - 11:35 AM

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I had a lot of time to think about this...

 

Gunner

  • Canister shot (gunner perk) - reduced pen by 50% and damage by 25%, but fills entire bloom circle with buckshot. Useful for "delousing" wheelies. Will make KV-2 super duper meme though.
  • Sabot (gunner perk) - reduce bloom by 5%, increase pen by 5%, reduce damage by 10%.

 

Loader

  • Lap loading (loader perk) - reduce reload time by 10%, reduce ammo rack hp by 30%.
  • Packrat (loader skill) - increases ammo capacity by 1-10%
  • Gun maintenance (loader perk) - increase gun barrel durability (similar to safe stowage, but for the gun module instead of ammo rack)

 

Commander

  • Call for ARV (perk) - unflips the tank, recovers some module hp (note: not tank hp)

Edited by neokai, 22 July 2019 - 11:41 AM.

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mttspiii #5 Posted 22 July 2019 - 10:29 PM

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View Postneokai, on 22 July 2019 - 11:35 AM, said:

Gunner

  • Canister shot (gunner perk) - reduced pen by 50% and damage by 25%, but fills entire bloom circle with buckshot. Useful for "delousing" wheelies. Will make KV-2 super duper meme though.

 

"Splash my gun with HE, I want my gun broken and my Gunner dead so that I can fire an unavoidably gigantic buckshot of lead at full speed!"

 

Wolven did mention that the Loader has no loader-specific skills, and Packrat seems nice, especially for Manticore.

Another I can think of is Dud Shell:    Excessively-hardened shells rendered brittle enough to shatter on impact with the ground, giving it some degree of minimal splash damage due to the shell breaking up in shrapnels...in close proximity to a barely-armored wheelie. Higher level, more radius and damage.

 

Nation-specific skill-perks? Yeah they're kinda special in that they're skills, but upon reaching 100% also unlock a second effect, thus skill-perk as a combination.

- Not One Step Back (USSR):    Improves forward acceleration & top speed. At 100% increases track durability

- Alemanic Accuracy (Germany):    Improves accuracy (apparently) and gun handling. At 100% increases shell velocity as well (which, paradoxically, will actually reduce the in-game accuracy of German tanks since muscle memory got used to slower shells when leading targets. Just As Planned...)

- Ergonomic Design (USA):    Increases crew skills ever-so-slightly even more. At 100% unlocks a 4th Consumable slot...but only for Cola. Which you have to pay for from your Depot per pop of course; it's Capitalism what did you expect? Meant to optimize Jack-of-all-Trades trait of USA tanks.

- Rapid Repositioning (France):    Increases engine power and top speed when reloading. At 100% also increases traverse speed massively when reloading. Meant to optimize autoloader gameplay, but also lets you do sudden angling to hide your weak sides when driving M4 54 line.

- Stirred, not Shaken (UK):    Reduces stun effect on you crew. Not duration, effect: skill reduction from 50% to 10% gradually as skill increases. At 100% reduces HE damage taken. Meant to mitigate the fact that UK tanks are huge arty magnets.

- cant think yet for the other nations though


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NameWasStolenStresslevel #6 Posted 28 July 2019 - 06:17 AM

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I have got strong interest in having those things that you guys listed in the game. Thank you for the replies btw. I like taking some time to think carefully about these things listed here.

 

Couldnt find anywhere on the internet recent wargaming discussions about revamp or reworking the perks/skills/equippment/consumables system, but i keep looking for it, almost every month i search for it really.. Until i find it in the meantime I would like to hear more from you guys and the community. These ideas makes me more excited about the future of this game.

 

I will be replying soon. This thread however has disappeared from my "recent activities" list, so i have to manually look for it. 

 


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Dieselnuts #7 Posted 28 July 2019 - 12:33 PM

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I'd like it if WG could make the game better, so more people play it.

Rittercrud #8 Posted 08 August 2019 - 06:54 AM

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How about a new Skill, Tank Recovery? I've seen what happens if an Strv S1 flips onto its roof: it's impossible to put it right side up! If your Driver had Tank Recovery Skill you could get within a certain distance of the flipped/on its side/perched on a rock/"stuck down a slope from which there is no escape" tank and hit the Tank Recovery button. Or perhaps you might need several buttons: Tip (from being on its side), Flip (from being inverted), Tow (from being stuck on a rock) and Winch (from being stuck down a slope). For example, you could Tow a tank away from a wall, or away from enemy fire, before hitting Tip to put it onto its tracks! Here's a fifth option which might be a bit too open to abuse: Crane! That's for lifting a tank out of a ruined building that it should never have driven into. Here are some extra thoughts: lower skill means it takes longer to do it? Compare relative weights of tanks to see if it's possible? (An AMX ELC bis couldn't Crane a O-I out of a building, for example.) Also, what happens if you have a tank in the air and you get destroyed? How do you keep yourself from being trolled by a mischievous teammate? Perhaps both players would have to press a button to enable the Recovery procedure. Otherwise too many players would haul SPG's and drop them over a cliff! An advantage of this Skill would be that you don't have to touch the tank you're helping. There would be no more instances of the rescuing tank getting stuck in the same spot by accidentally climbing the same wall! Finally, the usual methods would still be available to everyone, including the player with Tank Recovery Skill: if you don't hit the button the Skill doesn't activate!

NameWasStolenStresslevel #9 Posted 17 January 2020 - 10:31 AM

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Nothing offfical have been announced about the crew 2.0 changes coming in this year, but I hope WG increase the number of skills and perks avaible by adding new ones. Also adding nation-specific perks.

 

I am actually quite concerned of what kind of changes the crew 2.0 will bring, lets hope public opinion is being taken in consideration.

 

https://worldoftanks.com/en/news/general-news/2020-announcements/#crew-2.0

 

I was hoping for a nation-specific skill/perks. Why cant every nation have its own perk/skill just like in the movies?? It would be fun if the french could have a perk that increases the tank reverse speed in case they have less than 10% hit points left, the japanese could have increased ramming damage for Kamikaze effects, the russians could have finally oficialized the "stalin guided shell" that improves accuracy instead of being just a myth/hidden mechanic, the americans could have something that boost your net income every game etc.

 

Its WG chance to bring good changes for the game instead of taking away the hard work we had training these crews. Also some of the crews were trained with gold and others are female crews that came from lootboxes so we'd hope WG will be careful about these things.


Edited by NameWasStolenStresslevel, 17 January 2020 - 10:40 AM.

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Warlicht #10 Posted 06 February 2020 - 09:34 PM

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I still maintain that 6th sense needs to be made available to everyone. Warships has it, why not Tanks?


mttspiii #11 Posted 31 January 2021 - 11:24 AM

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WG pls Equipment 3.0 here...

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