For essential perks, it depends on the class, but
Assaulters: you want them to have run speed (well… they assault!) And VERTICAL perk, for easier smg control.
Commandos: they’re pretty much assaulters, but sneaky. Same perks.
Engineers: it’s all about building speed, and material amount. You give them whatever you want as a weapon since their primary role isn’t fighting (unless event engineers) so weapons perks aren’t as important.
Riflemen: run speed, because they are there to fill cap zones. Really, fodder. Then either rifle reload, or cycle speed, (or vertical if you’re a SF guy). Very important, the starter perk that lower dispersion when you turn. An absolute must, and dirt cheap.
Bombers (AT guys): weapon reload speed AND weapon swap speed. A few rifle perks help as well, such as turn speed.
Machine gunners: unlike Assaulters, those are best with HORIZONTAL perks. Mgs are more difficult to control, so is horizontal recoil.
Snipers: same as riflemen. But with the breath perk.
Mortars: weapon reloading speed. That’s it…
Driver/riders: consider them Assaulters. No need to get repair perks.
Pilots: enemy detection distance. Then stamina regain.
Tankers:
- commander: fill him with repair perks. He’s the guy you will use to get out and repair.
- gunner: precision and shell type reload.
- loader: reloading speed and shell type reload.
- driver: all the driving perks.
- whole crew: self heal outside combat. You won’t pay attention while in a tank but you can get wounder and still have some hp left. If it replenish a lil higher… it’s a lil more survivability.
…
There’s also class tiers perks you can watch out for. For instance, in your tank, some seats are better occupied by a tanker 3, and other seats by a tanker 2.
As a rule of thumb, vitality for all. If impossible (sniper) healing amount with med kits.
If you don’t choose run speed, medkit use speed is next best.