Crew Skills are the added attributes to the crew performance and effectiveness, being for the pilots, gunners of single (and multi) crew aircraft, tanks, ships, and airfield/hangar/harbor mechanics.
- 1 Basics
- 2 Air vehicles crew skills
- 3 Ground vehicles crew skills
- 4 Naval vehicles crew skills
- 5 Qualification Levels
- 6 Crew points to level
Crew skills are War Thunder's way of simulating the experience and skill gained by air, ground, and naval crews through combat missions, allowing them to perform/endure tasks more efficiently and effectively as they increase in skill over time, such as how quickly aircraft are repaired by ground crew, how fast can the tank's loader fit shells into the gun breech, how accurate bombers' gunners' fire is, or the amount of g-force that can be sustained before a pilot begins blacking out.
The crew experience are gained in the forms of "Crew XP Points," earned by participating in battles. The number of points accrued for a flight crew experience depends on the research points obtained in a battle, which varies depending on the game mode the battle is in. In Realistic and Simulator battles, for every 100 the player will receive 1 crew XP point which would be distributed to the crew of the vehicle used. In Arcade battles, every 100 will grant the player 3 crew XP points, but this higher rate also has the crew experience spread out among multiple crews. Another way to obtain crew XP point is by purchasing them with Golden Eagles via the "Accelerated Training" tab on the top right corner of the Crew Training window.
During lulls in between matches in the hangar, pay attention to the crew slots bottom left corner, which would have a numerical value representing the crew level. The color of this text can indicate crew XP point accumulation: a regular silver font showing regular crew XP point amount, and a glowing gold font showing a large amount of unused crew XP points.
These Crew XP Points would be used to upgrade a crew's skill level via the "Crew Training" tab in the hangar left side. The more points invested, the more skilled the crew is, and the more points will be needed to upgrade to the next level.
Air vehicles crew skills
- G-Tolerance - Influences the tolerance of the pilot to acceleration in maneuvers (g-forces), increasing the critical amount of "G's" that the pilot can sustain without the player's vision field being darkened/reddened and the player losing control of the plane after a certain period of time, representing the pilot's loss of consciousness (also known as G-LOC).
- Stamina - influences the time period during which the pilot still has control over the aircraft when the maximum G is exceeded. Also affects how quick he can regain consciousness. In addition, it has an effect on the accuracy of mouse aiming mode.
- Vitality - Reduces the likelihood of the pilot receiving a mortal wound. For the novice pilot the second .303 bullet hit or comparable shrapnel impact is usually fatal; while a pilot with their Vitality maxed out can, with a measure of luck, survive one hit from a .50 (12.7mm) M2 Browning machine gun.
- Keen Vision - Enhances the detection range when spotting enemies, i.e. the maximum distance at which the target indicator may appear. This ranges between 4km (untrained) to 8km (maxed). Detection is only made within a cone in the direction of view of the player. Maximum detection distance is also dependent on the size of the target, lighting conditions and other factors.
- Awareness - Enhances the detection range of enemy targets between 150m(untrained) to 300m(maxed). Detection is carried out in all directions around the aircraft, regardless of the direction that the player is observing.
- Number of Experienced Gunners - All skills with gunners are reduced proportionally to the difference between the amount of gunners on the selected aircraft and the number of experienced gunners in the crew. For example, an He.111H-6 bomber has 5 gunners positions. If there is a crew of only two experienced gunners all their skills will be reduced by 60%, with four - 20%, with all five positions filled, their skills will be fully effective.
- Fire Accuracy - This skill only applies when the gunner is controlled by AI. Increases the traverse speed of a turret, increases the maximum burst length by up to 3 times, increases the distance at which gunners can start firing at a target by up to 275% (55% in RB/SB), increases the distance at which the targets direction can be anticipated, increases the chance of simultaneous fire and “leading” the target, removes miscalculation in “leading” the target (decreased by 7 times for RB / SB when researched completely) .
- Fire Precision - This skill only applies when the gunner is controlled by AI. Reduces scatter of the gun by 2.5 times (2 times in RB/SB), increases the burst length by up to a third when fully researched, increases the distance that gunners open fire in arcade battles by a marginal amount (up to 8%), increases the chance of simultaneous fire and “leading” the target just like fire accuracy.
- Repair Speed - Reduces repair time both at the airfield in the game and in the hangar by up to 3 times when fully researched. For example, the base repair time of the Bf 109 F-4/trop in AB is 7 hours 50 minutes, while with repair speed it is reduced to 2 hours 36 minutes.
- Repair Rank - Determines the maximum aircraft Rank to which the repair skill is applied. Has a total of five stages according to the number of vehicle ranks in the game. For instance, the Bf 109 F-4/trop requires repair rank 3. If the repair rank is lower, the repair time will remain at 7 hours 50 minutes no matter how high the repair speed skill is.
- Reload Speed - Reduces the rearming time in the air three times for cannons & machine guns, two times for bombs, rockets and torpedoes and four times for turrets. Fully leveling La-5FN crew’s reloading skill will cause the rearmament time of cannons to go down from 40 seconds to 13.3; bombs will be reloaded in 20 seconds instead of 40.
- Weapon Maintenance - Reduces the chance of weapons jamming due to overheating by up to 3 times, reduces the angular velocity of bombs, rockets and torpedoes by up to 3 times, thereby significantly improving their accuracy.
Ground vehicles crew skills
- Keen Vision - determines at what distance the player can see an enemy ground vehicle, as well as ability to see ones, that are under cover. The game server only sends information of a vehicle that's concealed to the client when the player is at a minimal distance from the enemy. This distance is around 563m if your crew can directly look at them, with crew that's not leveled up. The distance of direct vision spotting is tripled when player uses binoculars or sniper scope, but vision becomes very narrow. You can also use your third person camera to notice enemy in 235m of your hull's front and in 97m around your vehicle. Leveling up keen vision to the max on all of the crew members adds bonus vision up to 63% of base, "ace" the vehicle for another 63%, to get about 222% vision effectivenes in total. Scout vehicles have modification "improved optics", that multiplies the skill's base power by 30%, helping them to scout and notice danger earlier than anyone else (at best, 1621m without binoculars). In arcade mode it also affects the distance at which you can see markers on the enemy (through non-solid obstacles), affects how much it tells you about enemy (if enemy is too far it simply says class of enemy's vehicle without telling what it really is), how much of enemy vehicle must be exposed to notice and mark them, at absolute max allowing to even see enemy through walls, although at very close range, if you look at them. Note that in arcade "absolute detection" doesn't mark everything in 360 degrees around you, only line-of-sight and line-of-movement spots work, so keep turning camera around, when driving in towns and mountains.
- Field repair - Increases the basic rate at which damaged parts are repaired (by up to 50%).
- Agility - determines the speed with which a crew member can replace another fallen one. The average value of agility in the crew is what counts - spending all of the points on one disposable crew member won't benefit the player any more than distributing the points would.
- Vitality - reduces the likelihood of receiving a mortal wound.
- Tank Driving - affects the rate at which the driver automatically switches gears and applies the brake, thus improving the acceleration and responsiveness when turning. Default gear switching time of driver is 1 second, skill itself can reduce pause by 0.36 sec, and together with other factors it can be reduced to 0.1 sec. Braking time reaction is 0.14, reduced by skill by 0.03, and together with other factors it can go down to 0.07 sec.
- Targeting - influences the speed and precision of the gun's traverse and elevation. An experienced gunner aims horizontally and vertically at the same time. An inexperienced gunner does this one at a time. An experienced gunner can also improve turret traverse speed. In the case of ATGM carriers may affect responsiveness of missiles.
- Rangefinding - affects how precise the gunner's estimate of distance is upon using clicking the key assigned to "Rangefinder"
- Leadership - Improves all crew members skills by up to 10%. Isn't affected by "expertise" level of crew with the vehicle in question, but is the most expensive to train.
- Weapon Reloading - Decrease the time required for loading the weapon by up to 23%. Full skill level shortens reloading time by roughly 11% on it's own.
Radio Operator Gunner
- Artillery Strike Calling Time - decreases the time between calling the strike and the shells being fired (from a base level of 13 seconds to a minimum of 10 seconds).
- Artillery Targeting Accuracy - increases the targeting accuracy of artillery by reducing the shells' scattering (from a base level of 57 m to a minimum of 45 m
- Radio Communication - In arcade mode, highlights all enemies around player on minimap, if any allied vehicle sees them (including aircrafts), with default range of 250m, which is very helpful during and against flank attacks. In Realistic mode, increases the range at which the enemy players detected by the allied team are displayed (through red arrows pointing downward). Either effect can be increased up to 100%.
This skill group is not affecting in-game combat, but rather allows you to repair your vehicles for free over time, if you uncheck "automatic repair" at the right of your lineup bar. Function is mostly used by players, which play many nations at once.
- Repair Speed - Affects the speed at which vehicles are repaired. Repair time can be shortened up to three times (down to 1/3).
- Repair Rank - Affects ability of your crew to repair vehicle. The higher is the rank of vehicle, the higher level of skill is required to start repairing it. Isn't affected by vehicle expertise.
- Leadership -
- Crew interchangeability -
- Radio Communication -
- Air targets detection distance -
- Surface targets detection distance -
- Enemy torpedoes detection distance -
- Ship control -
- Fire prevention -
- Main caliber reload speed -
- Auxiliary caliber reload speed -
- AAA caliber reload speed -
- AAA gunner accuracy -
- Auxiliary gunner accuracy -
- Distance fuse set accuracy -
- Unwatering time -
- Fire extinguishing -
- Breach repair -
- Survive leadership -
- Repair Speed -
- Repair Rank -
Unlike skills, qualification levels (beyond "Current skill training" - the training achieved by spending crew points) are acquired only for a named vehicle. Qualification is an exceptional skill of the crew in controlling this particular vehicle. To learn it, a certain crew level needs to be achieved. Crew level is a total of all skills learned by the crew.
Spending crew points, in aircraft crews, accounts for 50% of the attainable skill levels. There are three levels of qualification altogether before one can reach the full 100% of the crew, which are "Current skill training", "Expert" and "Ace".
The first level of qualification, "Expert," increases all skill set by 3 levels, meaning a full 30% increase in efficiency. The second level afterwards, "Ace," increases these skills by another 2 levels, adding up to a total 50% increase with a jump of 5 levels.
In order to use these skills at their maximum level, a pilot needs to research them up to level 5 and obtain two qualifications to reach up to level 10. For instance, a pilot who leveled the "Keen Vision" skill up to 5 will detect targets approximately 6 km away; after getting the “Expert” qualification he will then see enemy targets at 7.2 km; finally, reaching "Ace" grade qualification will increase this detection distance to the maximum of 8 km.
In the case of ground crews, "Current skill level" accounts for 40% of the required qualification to reach the maximum skill level, the "Top" level. The remaining 60% are delegated another three qualification levels - "Expert", "Ace" and "Leadership".
Crew points to level
The following charts should be used to gauge the amount of crew XP points are needed to level up a skill. Every skill with the exception of the "Repair Rank" skill are increased by increments of 0.5.
The maximum achievable crew level for aviation crews it is 75, for tank crews is 150, and for naval crews is 100.
Highlighted color skills - the basic skills of a crew member
|Number of Experienced Gunners||0||170||230||300||360||430||490||560||630||690||3860|
|Radio Operator Gunner|
|Artillery Targeting Accuracy||8||18||25||45||50||55||75||75||90||100||541|
|Artillery Strike Calling Time||8||18||25||45||50||55||75||75||90||100||541|
|Air targets detection distance||15||50||100||155||230|
|Surface targets detection distance||16||60||120||200||290|
|Enemy torpedoes detection distance||15||50||100||155||230|
|Main caliber reload speed||16||60||120||200||290|
|Auxiliary caliber reload speed||20||47||100||135||175||215|
|AAA caliber reload speed||20||47||100||135||175||215|
|AAA gunner accuracy||20||47||100||135||175||215|
|Auxiliary gunner accuracy||20||47||100||135||175||215||260|
|Distance fuse set accuracy||11||24||50||70||85||110||130|