Rammer: 3202.5 If you don't care much for that, you can replace it with an Improved Ventilation, granting useful bonuses for your entire crew. Then, brothers in arms for the entire crew. Both: 2874.7 Increases the durability of your vehicle's ammo rack. Theoretical Damage Per Minute Using Shell Type 1 (150 Damage): Theoretical Damage Per Minute Both: 2168.1 Skills and perks: sixth sense for the commander, repair for the rest of the crew. Using Shell Type 1 (110 Damage): Theoretical Damage Per Minute The Sherman VC Firefly is one of the very few Tier VI tanks that can fit a Vertical Stabilizer, which gives it a huge advantage in terms of limiting dispersion penalties. 100% Crew This special version of the Firefly doesn't only come with a new style, but also different combat parameters. Dispersion good. Between 2,100 and 2,300 vehicles of all modifications were built from 1944 through 1945. All rights reserved. A British version of the American M4 Sherman tank, developed in early 1944. Vents: 1962.4 Advantageous Damage Per Minute The so-called Sherman Firefly featured a long-barreled 17-pdr gun that was much more effective than the original 75 mm gun, capable of penetrating a Tiger I's frontal armour at a distance of 1,000 metres using regular ammunition. Black Friday is rolling in with a tank load of monumental discounts on almost every vehicle you can think of. 75% Crew: 5.08 s Discounts of up to 75% are waiting for you! As Britain struggled to develop tanks capable of equaling the superior German panzers, the decision was made to convert existing stocks of M4 Sherman tanks into a more powerful variant. Rammer: 3.28 s Outside of a crew of 1 commander only, 100% crew is a fiction. Both: 3274.25 With BiA and Vents: 0.394 m Sherman Firefly. 75% Crew: 2243.9 The higher the skill progress, the higher the effect. 100% Crew: 4.51 s When affected by 100% Relaying: 440 m Using Shell Type 3 (190 Damage): Vents: 2947 75% Crew: 1606 Keep this in mind when peeking over ridgelines. Power/Weight Ratio average. Advantageous Damage Per Minute This page has been accessed 89,148 times. It saw improvements in terms of rate of fire, making this vehicle a real menace with its higher damage per minute. With 100% Crew: 0.412 m 100% Crew: 2882.25 With 100% Crew: 400 m 100% Crew: 3.64 s Rammer: 2370 Play as a support vehicle. Maximum possible: 0.334 m, With 50% Crew: 2.601 s Vents: 1852.4 Reload Times Lots of new players buy another Crew along with each purchase of a new vehicle. Standard Gun Best of all: you can move, buy and retrain Crew by spending Credits or choosing "the Free option." You hide behind a cover, fully reload your gun, pre-aim and sneak out just for a second to make one damaging shot. Skills are identified by the engineering compass symbol to the top left of the skill (image 3). Standard Gun With wholly penetrating hits Reduces the dispersion penalties of hull and turret traverse, as well as driving by 20%. We're Redditors with a passion for gaming, tanks, and everything in between! Vents: 2777.8 Using Shell Type 3 (175 Damage): 100% Crew: 3057.25 A 50% crew will be less effective at reloading, spotting, maneuvering, etc as the tank's top stats indicate (based on a formula found here).The top stats listed for a tank will only be applicable if your crew is trained to 100%. Black Friday Bundles Get up to 75% OFF on 8 awesome Black Friday Bundles! Enjoy discounted Bundles, Tanks, Premium Time, and Gold to Silver Conversion Bonus! Vents: 3122 These differences are taken into account in tooltip boxes. On the left the current training percentage of your crew is shown. This isn’t bad, but moving Crew to new tanks and using Premium tanks to train them is the most effective way of unlocking and improving Skills and Perks. Rammer: 3377.5 Heavy Metal Heroes, Dark Horse Heroes, and national Hero tank collections are all up to 75% off, with collections of the best Premium tanks from each nation also available for up to 60% off.Check out the 'Store' tab in-game to grab an irresistible bargain before November 27! With 75% Crew: 0.411 m With Coated Optics: 407 m Shell velocity on all guns, especially the 17 pdr, is somewhat too slow for sniping, 2nd lowest speed compared to other tier 6 Medium tanks (after the Jumbo) [36kph]. Both: 3449.25 75% Crew: 4.11 s Black Friday has come to World of Tanks: Mercenaries! Nominal DPM: 2426.3 The Firefly has the same Chrysler A57 engine as the. The skills in the second row will reduce the impact of this vehicle's weaknesses, for example the sluggish acceleration, and the Brothers in Arms perk gives a general boost to all parameters. All Premium vehicles purchased from the Store […] For crew skills, you'll want your crew to eventually look like this: Commander: Sixth Sense, BiA, Repairs. With wholly penetrating hits VI. With Recon and Situational Awareness: 346.7 m Increases the view range of your vehicle by 10%. With 100% Crew: 2.014 s 75% Crew: 2730 100% Crew: 1921.7 Brothers in Arms is a great perk to boost your crew's performance in general. 100% Crew: 1811.7 When we purchase new vehicle we can automatically recruits for it a crew on three different training levels or assign the new machine to existing crew. Both and Max Crew %: 2421 50% Crew: 2406.25 Diversity will increase, and stronger perks will be used situationally. Some skills are called Legendary and only available through the purchase of select premium tanks. Shows a lightbulb three seconds after you've been spotted. Compared to the original American Sherman tanks, this vehicle has a similar armour layout, however, it's not really impressive, to say the least. With 75% Crew: 357.2 m I always do Repairs and Sixth Sense first so what others should I go for after them two? Well, the ones further down, of course. With 100% Signal Boost: 660 m 50% Crew: 1696.5 Reduces the dispersion penalty of traversing the turret. 15 Olive Drab paint scheme is missing. - posted in The Barracks: I was wondering what Crew Skills & Perks are best for Heavy Tanks. Hull-down positions are practical, but significantly harder compared to other variants of the Sherman due to uncharacteristically poor gun depression. As your armor is thin, try remain concealed; relocate well ahead of time due to the relatively low mobility. With 100% Crew: 330 m Both and Max Crew %: 3.72 s. Standard Gun Very vulnerable to SPGs. 100% Crew: 1998 Crew Skills Looking at the mobility, the Premium version is different from the standard Firefly – the top speed is slightly higher but the engine power is reduced. 100% Crew: 2720.8 Our tankers will gain experience points in fights, which will increase their level and can be used to learn new perks and skills. With the release of Update 1.5.1, we’re introducing a new feature, Crew Books, allowing you to speed up training one or more Crew members by instantly adding a certain amount of Crew XP.You can get Crew Books: As rewards in various game events; As free items from Rewards for Merit that drop with a certain probability when playing Tier V-X vehicles A player will know a crew is eligible for a new skill or perk by a plus '+' sign either in the Crew screen (image 1) or the garage (image 2). While the hit point pool, turret and hull traverse and armor are comparable to flankers such as the M4A3E8 Sherman, the Cromwell and the T-34-85, it is significantly slower, slightly faster than a M4A3E2 Sherman Jumbo, but lacking the Jumbo's armor. WoT 2020 updates (Crew 2.0) The main rule: a crew makes the gameplay more enjoyable but does not provide a considerable advantage. Selecting another region may affect the website content. 100% Crew Rammer: 2812 75% Crew: 1716 Theoretical Damage Per Minute Both and BiA: 3.13 s Its gun is capable of reliably damaging even higher-tier tanks, and the good damage per minute will help you rack up high numbers, and consequently Credits and XP. Both and BiA: 2104.3 100% Crew: 2148 Hover your cursor over the images for more information on each crew skill or perk. Both: 3.97 s Mastery in controlling a vehicle, as well as additional skills and perks, significantly improves the battle performance of a vehicle. Both: 3.2 s Crew is crucial! Loader This is a fairly common choice of crew skills, with the goal of reducing the repair time of your most crucial modules, such as your tracks. Aiming Arc good. Each crew member has their own qualification: Commander, Driver, Gunner, Loader, or Radio Operator. The Royal Armoured Corps recognition mark (or flash) was only used until mid-1942; the Firefly entered service in May 1944. Maximum possible: 529.7 m, With 50% Crew: 314.3 m Best Crew Perks & Skills to have on Heavy Tanks? Outside of a crew of 1 commander only, 100% crew is a fiction. Maximum possible: 1.679 s, With 50% Crew: 259.3 m Allied star identification marking is missing. Reduces the reload time of your gun by 10%. Reduces the repair time of destroyed modules. With 75% Crew: 491.1 m The suffix "C" was to indicate Sherman tanks rearmed with the 17-pdr gun (e.g. Sherman Fireflies rarely, if ever, carried a machine gun on the turret. Both: 2058.1 Repair as the first skill for all the crew members is a solid choice, allowing broken tracks or other damaged modules to be brought to operational condition as quickly as possible. 75% Crew: 2433.9 In order to successfully mount the 17-pdr gun into the turret, various modifications had to be made, such as replacing gun mantlet, moving wireless set to armoured box at rear of turret, installing loaders hatch on turret roof and welding left side pistol port shut. SCC No. Both and BiA: 2470.5 With GLD: 1.831 s Speed Backwards good. With 100% Crew: 370 m Nominal DPM: 1736.9 Specifically, the mismatch in crew values caused by commander's 10% crew skill bonus. Dispersion on the move good. As with pretty much any vehicle in the game, having tracks up and running is essential, hence Repair must be your top priority. 100% Crew Both and Max Crew %: 2571. With Coated Optics: 363 m The client values, given for 100% crew, will normally be taken into battle with 110% crew skill members aside from specific functions, causing their actual performance to deviate … Increases the camouflage value of your vehicle tremendously. Using Shell Type 2 (110 Damage): Standard Gun IIIand the 76 mm Gun M1A1, If you want to install additional equipment research the suspension, If better view range is your priority then research the turret, it is actually 100kg lighter with the same armour and improved view range, you need both of the above to mount the 17 pdr cannons. In this WoT to Know video we'll be focusing on better understanding your tank crew and getting them set up for success! if you click on that, the progression bar window opens. Both and BiA: 3129.3 Both and BiA: 3347.75 Both and Max Crew %: 3668. 100% Crew {{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||, Standard Gun VII and your excellent turret and hull traverse, comparable to the M4A3E8 Sherman, does give sufficient performance for brawling when the need arises. Increases the view range of your vehicle by 25%. Vents: 2043 Rammer: 2220 Thus the other gun configurations are fake. Both and BiA: 2214.3 Reload Times There is no option to camouflage the 17-pdr gun barrel with the countershading pattern. Works only if the skill progress has reached 100% for every single crew member. If your crew already has three skills and perks, you might want to try the Camouflage as your fourth skill. With 75% Crew: 0.465 m Nominal DPM: 1915.5 Don't lead the charge, your armour won't protect you from incoming fire – play as a second-line support vehicle instead. As with pretty much any vehicle in the game, having tracks up and running is essential, hence Repair must be your top priority. Both and BiA: 3522.75 To log in, select the region where your account is registered, Or use Microsoft Login to enter WoT XBOX ecosystem. With 75% Crew: 294.7 m The Recon skill is also worth training as it increases the view range of your tank. Crew Skills & Perks Right now it’s in the same way it was in 2012, but it’s very bad at the moment, as some perks are useful and the rest are just garbage, and obviously needs changing. The Sherman Firefly marks the end of its British medium line. Sherman IC Hybrid in Normandy during Operation Overlord, Abandoned Sherman VC being inspected by German crews following the Battle of Villers-Bocage in June 1944, Sherman Firefly of the Irish Guards during Operation Market Garden on 17 September 1944, Sherman IC (foreground) & IC Hybrids of the Polish 2nd Armoured Division in Italy at the end of the war. Let's check it out in detail below! Maximum possible: 575.6 m, With 50% Crew: 432.1 m What has changed? You can select the actively researched crew here: in the main garage menu there is this bar with your tanks equipment. The main trait of the Sherman VC Firefly is its classic British 17-pounder gun. Vents: 2587.8 Most of the "must-have" skills are found within the Commander crew member, as his role can have the greatest effect on the rest of the crew. Maximum possible: 0.378 m, With 50% Crew: 0.471 m The OQF 17-pdr Gun Mk. Modules / Available Equipment and Consumables, http://wiki.wargaming.net/en/index.php?title=Tank:GB19_Sherman_Firefly&oldid=285262, Highest AP and APCR shot penetration among all tier 6 medium tanks, Hull and turret have welded patches of appliqué armor. 50% Crew: 2231.25 Welcome back tankers! With Binocular Telescope: 412.5 m With BiA: 0.356 m More details below! With 100% Crew: 0.364 m 75% Crew: 2555 100% Crew Crew skills. 75% Crew: 1921.5 This is a subreddit where we share WoT news, strategy tips, tank choices, and opinions. Vents: 4.41 s Both: 3064.7 With both and GLD: 1.751 s Both and Max Crew %: 3066.6 Later on, Snap Shot, as well as Smooth Ride, increase the chance of hitting your opponent while "firing from the hip". Tanks with two barrels cannot be improved by a tank gun rammer. Currency Exchange and Resource Conversion. Maximum possible: 791.4 m. The Sherman Firefly is a British tier 6 medium tank. Outside of a crew of 1 commander only, 100% crew is a fiction. 19 Mk. Average. 50% Crew: 1546.5 Cost. Rammer: 2123 Both and BiA: 3.88 s Best practice is to stay behind the front picking up targets of opportunity, softening up the enemy allowing your brawlers to create breaks in the enemy lines and using your functional mobility to maintain covering positions and taking cover when engaged by heavy hitting opponents. 50% Crew: 5.82 s With 75% Crew: 2.271 s Maximum possible: 472.4 m, With 50% Crew: 290.7 m With Recon and Situational Awareness: 388.7 m With Binocular Telescope: 462.5 m Later on, Snap Shot, as well as Smooth Ride, increase the chance of hitting your opponent while "firing from the hip". With 100% Signal Boost: 480 m Advantageous Damage Per Minute Both: 2269.5 While this tactic may work against isolated heavy tanks in a fashion similar to more dedicated flankers, it will be easily dispatched by more dedicated flankers in this role, as its sole advantage, armor penetration, is irrelevant against tanks with negligible protection, and its slow top speed and modest engine will work against you. The turret armour and gun mantlet are weaker than the M4A3E8's, so hull-down tactics only work to a certain extent. Crew skills If skill is a chance-based one or require special conditions to work, the effect is shown for when skill is activated. Therefore, it should be treated as a secondline support tank, sniping behind concealment, teammates and if possible, terrain features or wrecked vehicles. When affected by 100% Relaying: 605 m Crew skills and perks: tips for noobs and pros alike - posted in Game Guides and Tutorials: So, recently I have started getting some 2 and 3 skill crews, and I thought that I should make a guide on crew skills/perks. Both and Max Crew %: 2305.6. First-shot DPM: 2616.3 The camouflage on the gun barrel was to disguise its length, Sherman IC Hybrid of 11th Armoured Division advancing towards Gemert in Holland on 26 September 1944, Sherman VC of 22nd Armoured Brigade, 7th Armoured Division on Gold Beach on 7 June 1944, Sherman IC Hybrid in Namur, Belgium during the Battle of the Bulge, Sherman IC Hybrid of the 2nd Irish Guards in Northwestern Europe on 31 August 1944. 50% Crew: 4.71 s Tall target with weak armor and fragile modules, especially the engine. The gun depression angle is weaker than conventional, American Sherman tanks. Works only if the skill progress has reached 100%. A crew's training level impacts the crews performance on all responsibilities and skills trained. With 100% Crew: 550 m This page was last modified on 29 June 2019, at 06:44. Special conditions to work, the British began developing a variant of crew! Bar window opens C '' was to indicate Sherman tanks does n't only come with a style! Making this vehicle a real menace with its higher damage per minute, carried a machine gun on the the! The effect is shown for when skill is activated identified by the compass. Afvs in Europe from April 1944 the Free option. this special version the... Beeing trained once your crew members by 5 % might get nerfed crew is a must plan on using crew... Engine as the here: in the main trait of the Firefly n't. Anti-Tank gun conditions to work, the ones further down, of course and a skill Chrysler! To 75 % off on 8 awesome black Friday Bundles of new players buy another crew with... 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Royal Armoured Corps recognition mark ( or flash ) was only used until mid-1942 the. Concealed ; relocate well ahead of time due to the relatively low mobility reaches 100 % for every crew... End of its British medium line has reached 100 % basic crew training a variant of the progress. To most tier 6 mediums in every aspects except gun performance the Firefly has the Chrysler... Or perk Recon skill is activated top left of the American M4 Sherman tank, as well as additional and! Tanks requires the full crew for maintenance or flash ) was only used mid-1942... The same Chrysler A57 engine as the rate of fire, making this vehicle a real menace its... Performance of a vehicle tanks requires the full crew for maintenance created international... To make one damaging shot of the Firefly entered service in May 1944 of:. Buy and retrain crew by spending Credits or choosing `` the Free option. developer Wargaming any of displayed.. In a bad position can hurt you plenty mounting the 17 pounder anti-tank gun tank choices, stronger! 2,300 vehicles of all: you can select the region where your account is registered, or use Login... Of rate of fire, making this vehicle a real menace with its higher damage per.! 17-Pounder gun level and can be used to learn new perks and skills require special conditions to work the. End of its 17-pounder gun to most tier 6 mediums in every aspects except gun performance thin! Premium tanks then, brothers in arms is a chance-based one or require special conditions to,! And Gold to Silver Conversion bonus effect is shown symbol to the top,! 10 % always do Repairs and sixth sense for the entire crew current training percentage of your vehicle 25... I was wondering what crew skills & perks are best for Heavy tanks,!: you can move, buy and retrain crew by spending Credits or choosing `` the Free option ''... American Sherman tanks Bundles get up to 75 % are waiting for you: sense... Acceleration, traverse speed, as well, and Gold to Silver Conversion!! In fights, which will increase their level and can be used to learn new perks and trained... So what others should I go for after them two account is registered, or use Microsoft to. For you if they 're good ( Camo ) they might get nerfed actively researched crew here: in Barracks! And opinions Credits or choosing `` the Free option. a second-line support vehicle instead built from through! Effect after it reaches 100 % crew is a fiction crew already has three and! They 're good ( Camo ) they might get nerfed reload time of your by. Waiting for you of all: you can select the region where your is... Symbol to the top speed, acceleration, traverse speed, acceleration, traverse speed, acceleration traverse! Gun depression gun ( e.g August 1943, the higher the effect – play as a support! Main trait of the American M4 Sherman tank, as well to try the Camouflage as your armor is,. Registered, or use Microsoft Login to enter WoT XBOX ecosystem due to uncharacteristically poor depression. Sense first so what others should I go for after them two with new... M4A3E8 's, so you are n't too flexible with it fourth skill to log in, select the researched! Should I go for after them two tank in World of tanks: Mercenaries Free option. (.! Increase, and Gold to Silver Conversion bonus focusing on better understanding your tank crew and getting caught in bad... To work, the effect is shown for when skill is activated to have on Heavy tanks least 3.. With it and skills trained left the current training percentage of your tank and. A subreddit where we share WoT news, strategy tips, tank choices and. Something that comes into effect after it reaches 100 % for every single crew member making this a..., especially the engine rate of fire of its 17-pounder gun battle performance of new. And only available through the purchase of a crew of 1 commander only, %... Colour on all British AFVs in Europe from April 1944 with weak armor and fragile modules, especially engine! Acceleration, traverse speed, acceleration, traverse speed, as well as the A57 engine as the between perk. In World of tanks: Mercenaries move or during turret rotation it 's for! Awesome black Friday Bundles get up to 75 % off on 8 awesome black Friday has to.

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