Crew Management Improvements
• A new convenient feature has been added that allows players to demobilize all untrained crew members with a single click.
• It is now possible to use Free XP and Training Booklets on crew members assigned to promotional or Premium vehicles, even if they are trained for a different vehicle.
Skill Reset and Retraining Changes
• Skills can now be reset for credits only, without any loss of experience. The reset now costs 100,000 credits instead of 200 gold.
• Crew retraining is available for both credits and gold.
New Skills and Skill Rework
Two new skills have been added for each crew specialization. The “Practicality” skill has been reworked, and a new option allows players to hide their skills in the battle interface.
• Equipment Tuning: Instead of reducing fall damage by 30%, the skill now reduces the chance of engine fire by 15% and reduces damage received by the suspension by 15%.
Here is another skill for all specializations that remained in the game files but did not make it into the release:
• Recovery: When fully trained by all crew members, using a Repair Kit restores 5% of the vehicle’s hit points over 5 sec (up to a maximum of 20% of total hit points). The Repair Kit can be used even if no modules are damaged. Taking damage interrupts the hit point restoration.
Commander:
• Hold the Line: Fully trained, increases crew efficiency bonus by 5% if the enemy team has at least three more vehicles than your team.
• Stimulants: Increases crew efficiency bonus by 5% for 15 sec after using a First Aid Kit. Allows the First Aid Kit to be used even if no crew members are injured.
Gunner:
• Duelist: Fully trained, increases the maximum potential armor penetration of your projectiles by 5% when firing at enemies within 50 m.
• Lone Wolf: Fully trained, reduces gun dispersion and aiming time by 5% if there are no allied vehicles within a 300 m radius.
Driver:
• Combat Support: Fully trained, increases suspension repair speed by 15% if there is at least one allied vehicle within a 50 m radius.
• Impenetrable: Fully trained, increases crew efficiency bonus by 5% if the blocked damage exceeds your vehicle’s hit points.
Loader:
• Second Chance: Fully trained, reduces gun reload time by 2.5% for the next projectile if the previous shot did not cause damage to the enemy.
• Mechanism Expert: Fully trained, reduces magazine reload time by 2.5%.
Radio Operator:
• Battle Hardened: Fully trained, reduces the negative stun effect from each subsequent crew stun by 7.5%, up to a maximum of 30%.
• Threat Detection: Fully trained, increases view range by 2% for 5 sec after the Sixth Sense skill is activated.




What should be clearer in the garage is just how much experience is required to get to the next skill rather than showing the percentage.
+1
It would be nice if WG would give the seventh crew slot, for one of this two new perks.
Also, the crew reset for money is nice, it would be nice if you could retrain your crews for other tanks with money instead of gold, but without losing the XP in process.
Also to reduce the XP required for the skills, a little, would be nice.
Wanna tea and biscuits too? Anyway, the want to promove teamplay, but result will be just more gap between tomato scattered monkey and well organized plt. Bet? 4 min random, 2 min onslaught…. end battle
No, I want cappuccino ( with half of small spoon of instant coffee in it) and some dark chocolate preferably, and if you don’t have dark chocolate, then I’ll take any chocolate, I guess…
Who cares about tomato scattered monkey? They are useless anyway, fuck them.