tier IX light made in U.S.S.R.. WarGaming Tankpedia technical details »
Number of skills your crew has:
Enables the Commander to identify whether the vehicle has been spotted by the enemy.
Increases Maximum View Range. The skill is more effective if observation devices are damaged, or when combined with Situational Awareness, Coated Optics, Experimental Optics, Bounty Optics, Binocular Telescope, and Optical Calibration.
Improves accuracy during turret rotation. If two Gunners have this skill, only the higher rating takes effect. This skill is cumulative with the effects of Vertical Stabilizer equipment, Improved Rotation Mechanism, Stabilizing Equipment System, and Stabilizer Greasing.
Increases the chance to cause damage to enemy vehicle modules and crew. It is effective only with AP, APCR, and HEAT shells. If two Gunners have the perk, the effect is not cumulative.
Improves accuracy when firing on the move. This skill does not take effect if the vehicle is stationary or rotating. This skill is cumulative with the effects of Vertical Stabilizer equipment, Improved Rotation Mechanism, Stabilizer Greasing, and Gearbox Intricacy.
Reduces ground resistance when driving on soft and moderately soft terrain. Lower ground resistance increases vehicle maneuverability and acceleration. The skill is cumulative with the effects of Additional Grousers.
Loader / Radioman
Extends View Range. If two Radio Operators have the skill, only the higher rating is effective. The skill is cumulative with the effects of Recon, Coated Optics, Experimental Optics, Bounty Optics, Binocular Telescope, and Optical Calibration.
Allows 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 two loaders have the same skill, the average skill level is taken into account. 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.
If you are using camo directive, you can skip camo perk, but it will cost 20k per battle, is it worth it? If you are swimming in credits YES.
Also, it depends on you, do you want to go for camo or view boosting skills 1st, both options are worth it.
Gunner - 5th skill - reset, get Dead Eye for more critical hits if you want to and start Repairs again.
*Order of skills and perks is important.
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*Numbers are total experience points earned in a battle..