Difference between revisions of "Equipment"
Revision as of 21:51, 25 February 2011 | Revision as of 04:47, 26 February 2011 | |||
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Medium = 200,000 credits | Medium = 200,000 credits | |||
Large = 500,000 credits | Large = 500,000 credits | |||
? | + | The Spall Liner increases armor protection by 15% from ramming and explosions, including High Explosive (HE) rounds from tanks and SPGs. The Liner is also a good investment for heavy tanks since other low-tier tanks and SPGs will usually shoot HE shells and attempt to strip away your health through repeated hits. With this equipment installed, your tank is a bit more likely to survive without losing too much health. However, it doesn't decrease damage from Armor Piercing (AP) shells. | ||
Revision as of 04:47, 26 February 2011
Equipment are modules that improve the effectiveness of the tank in combat. Unlike consumables, its permanent to that tank with each having it's own advantage, but come at a high fiscal cost. Equipment lists and costs vary by tank class, tier, and nation. Equipment that has a padlock icon is equipment permanently attached to one tank (Ie. can't use on another tank) and you have to destroy it if you want to remove it, so make your choices carefully.
Unlocked Equipment
Camouflage Net
Cost: 100,000 credits
-25% to being detected when the vehicle and turret are stationary for 3 seconds, but moving the gun only in the TD and SPG class doesn't break this equipment bonus. Highly recommended equipment for Tank Destroyers and SPG classes.
Cost: 500,000 credits
This equipment give a +25% sight range increase, but not more than 500m when the vehicle and turret are stationary for 3 seconds. But, moving the gun only in the TD and SPG classes doesn't break this equipment bonus. Good equipment for the player who prefers sniping.
Cost: 500,000
This equipment will increase repair speed by 25%. The Toolbox is a good investment since it can be used on other tanks and it usually saves alot of time in repairing of modules. Most people buy the Toolbox for faster repair of their tank's tracks: very important as an immobile tank is easy prey for SPG and sniping tanks.
Permanent Equipment
Durability
Spall LinerCost:
Small = 50,000 credits Medium = 200,000 credits Large = 500,000 credits
The Spall Liner increases armor protection by 15% from ramming and explosions, including High Explosive (HE) rounds from tanks and SPGs. The Liner is also a good investment for heavy tanks since other low-tier tanks and SPGs will usually shoot HE shells and attempt to strip away your health through repeated hits. With this equipment installed, your tank is a bit more likely to survive without losing too much health. However, it doesn't decrease damage from Armor Piercing (AP) shells.
Cost:
Class 1 = 200,000 credits Class 2 = 600,000 credits
This equipment increase ammo rack durability by 50%. Buy this if you feel that your tank is very prone to ammo rack damage and ammo rack blow-ups.
Cost: 500,000 credits
This equipment increases engine durability by 50%. Buy this if you feel your tank is very prone to engine damage. It can increase the time using the engine Removed Speed Governor before it becomes damaged.
Cost: 500,000 credits
This equipment decreases the chance of fire by -50% when your fuel tank is damaged.
Combat
RammerCost:
Medium-Caliber Tank = 200,000 credits Medium-Caliber Artillery = 300,000 credits Large-Caliber Tank = 500,000 credits Large-Caliber Artillery = 600,000 credits
The Rammer is a very popular piece of equipment for a good reason: it decreases loading time by 10%, which can make a difference in combat. Highly recommended on every high tier tank and SPG.
Cost: 500,000 credits
This equipment increases aiming speed by 10%, but the bonus is only applied when the player's tank stop moving. Good for heavy tanks and SPGs, since most of these tier-class guns have higher aim times.
Cost:
MK1 = 500,000 credits Mk2 = 600,000 credits
This equipment gives an increase of 20% on accuracy during movement and turret rotation. An excellent piece of equipment for medium tanks and players that prefer offensive play.
Cost: 500,000 credits
This equipment increases view range by 10%, but not more than 500m. The bonus is applied without any condition and is better suited for aggressive players.
Cost: 250,000 credits
Only for German tanks, this equipment increases off-road performance by 10% on soft ground and 5% on average soil. Good for scout tanks, as they rely on speed.
Misc
Improved VentilationCost:
Class 1 = 50,000 credits Class 2 = 150,000 credits Class 3 = 600,000 credits
This equipment increases all crew skills by 5%. The bonus is still added even when all the crew have a 100% base skill. This equipment is mainly used when your crew's base skills are not at 100%, or when the player needs to get every bit of performance increase from all the crew.
Cost:
Enhanced Spring/Vicker suspension = 20,000 credits Enhanced Candle suspension = 40,000 credits Enhanced Christie Suspension = 80,000 credits Enhanced Torsion Bars 1t Class = 100,000 credits Enhanced Torsion Bars 3t Class/Levers = 200,000 credits Enhanced Longitudinal Torsion Bars = 500,000 credits Enhanced Torsion Bars 5+ t Class = 500,000 credits Enhanced Belleville Washers = 600,000 creditsThere are many types of enhanced suspension, but they all do the same thing: increase by 10% the vehicle's suspension load capacity. This is probably the most unused piece of equipment since the suspension on each tank's tech tree is more than enough to handle the tank's weight and equipment. This equipment doesn't improve acceleration, traverse rates, or anything else, it just increases weight capacity.