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 Damage Control Party (DCP) repairs modules, put out fires, and stops floods. In addition, for the action time of the consumable the ship is immune to incapacitations, fires, and floods.  Damage Control Party (DCP) repairs modules, put out fires, and stops floods. In addition, for the action time of the consumable the ship is immune to incapacitations, fires, and floods.
  
?Unlike other consumables, DCP typically has unlimited charges. The cooldown varies per type of ship, and can be further reduced by [[Ship:Commander|commander]] skills, [[Ship:Flags#Signals|signals]], and mounting the premium version [[Image:Consumable_PCY009_CrashCrewPremium.png|22px|link=]].+Unlike other consumables, DCP typically has unlimited charges. The cooldown varies per type of ship, and can be further reduced by [[Ship:Commander#List_of_Base_Skills|commander skills]], [[Ship:Flags#Signals|signals]], and mounting the premium version [[Image:Consumable_PCY009_CrashCrewPremium.png|22px|link=]].
  
?{{AnnoWiki|content=Remember that while you have unlimited DCP charges, you can't use the next one until the (action time + cooldown) elapses. While it may be tempting to fix a single instance of fire or flood, it may be wiser to wait. In destroyers where modules (e.g. a turret) are easily incapacitated, waiting until something major (e.g. engine, rudder) breaks may be a much better use of your next DCP charge. In a battleship where the cooldown is long, repairing something minor like a single [[Ship:Fire|fire]] leaves the ship vulnerable for the cooldown period, during which flooding or more fires could be deadly.}}+{{AnnoWiki|content=Remember that while you have unlimited DCP charges, you can't use the next one until the (action time + cooldown) elapses. While it is tempting to fix a single instance of [[Ship:Fire|fire]] or [[Ship:Flooding|flood]], it may be wiser to wait. In destroyers where modules (e.g. a turret) are easily incapacitated, waiting until something major (engine, rudder) breaks may be a much better use of your next DCP charge. In a battleship where the cooldown is long, repairing something minor like a single fire leaves the ship vulnerable for the cooldown period, during which flooding or more fires could be deadly.}}
  
 {{Ship:Damage Control Party Data}} {{Ship:Damage Control Party Data}}
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 </div></div></div> </div></div></div>
  
?[[Image:Consumable_PCY006_SmokeGenerator.png|right|link=]]+[[Image:Consumable_PCY006_SmokeGeneratorCrawler.png|right|link=]]
  
 === Crawling Smoke Generator === === Crawling Smoke Generator ===
  
?With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the '''Crawling Smoke Generator''' deploys smoke to conceal the ship while the ship moves at up to 1/4 speed. +With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the '''Crawler Smoke Generator''' deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.
  
 <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div> <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
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 </div></div></div> </div></div></div>
  
?[[Image:Consumable_PCY006_SmokeGenerator.png|right|link=]]+[[Image:Consumable_PCY006_SmokeGeneratorOil.png|right|link=]]
 + 
 === Exhaust Smoke Generator === === Exhaust Smoke Generator ===
  
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 === Torpedo Reload Booster === === Torpedo Reload Booster ===
?Activating a '''Torpedo Reload Booster''' instantly reduces the ship's torpedo reload time to either 5 or 8 seconds. The captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. +Activating a '''Torpedo Reload Booster''' instantly reduces the ship's torpedo reload time to either 5 or 8 seconds. The captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. It should be noted that the Tier VI premium destroyer U.S.S. Monaghan is an outlier in that it's torpedo reload booster requires a full 30 seconds to recharge.
 <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div> <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Torpedo Reload Booster Data}} {{Ship:Torpedo Reload Booster Data}}
 </div></div></div> </div></div></div>
  
?[[Image:Consumable_PCY008_SonarSearch.png|right|link=]] +[[Image:Consumable_PCY008_SonarSearch.png|right|link=]]
 + 
 === Hydroacoustic Search === === Hydroacoustic Search ===
 The '''Hydroacoustic Search''' consumable increases the ability of the ship to detect other ships and torpedoes.  The '''Hydroacoustic Search''' consumable increases the ability of the ship to detect other ships and torpedoes.
 <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div> <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +The '''Hydroacoustic Search''' consumable is useful for hunting destroyers, defeating smoke screens, and evading torpedoes.
 +
 +Available on all cruisers Tier IV and above (except the Italian tech-tree ones) as well as German battleships from tier VIII, and German and British destroyers (both from tier VI),<ref>Exceptions include [[Yūbari]], [[Genova]], [[Gallant]], [[Wukong]], [[Tirpitz]], [[Tirpitz B]], [[Ship:Kronshtadt|Kronshtadt]] and [[Ship:Stalingrad|Stalingrad]].</ref> this consumable increases detection capability of enemy torpedoes and ships. It will detect any ship within the detection range without regard to obstacles such as smoke screens or terrain. It will also detect torpedoes at roughly double to triple the torpedo's nominal detection range.
 +
 +The torpedo detection bonus stacks with the [[Ship:Commander#List of Versatility Skills|Vigilance]] commander skill.
 +
 +Detection ranges are usually consistent among ships of the same tier, with the exception of German ships: they have a superior version with greater range and/or duration. Detection ranges of this consumable typically increase with ship tier. The notable exception is British destroyers, which have uniform (and short) ranges across all tiers. They also have a uniform and very long duration.
 +
 +{{block|i|content=On most cruisers, {{Hydroacoustic Search}} can be exchanged for {{Defensive AA Fire}}. A few can mount the two simultaneously.}}
 +
 +'''Notes'''
 +<references/>
 {{Ship:Hydroacoustic Search Data}} {{Ship:Hydroacoustic Search Data}}
 </div></div></div> </div></div></div>
  
 [[Image:Consumable_PCY003_AirDefenseDisp.png|right|link=]] [[Image:Consumable_PCY003_AirDefenseDisp.png|right|link=]]
 +
 === Defensive AA Fire === === Defensive AA Fire ===
 '''Defensive AA Fire''' temporarily increases the continuous damage of anti-aircraft guns. '''Defensive AA Fire''' temporarily increases the continuous damage of anti-aircraft guns.
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 [[Image:Consumable_PCY019_RlsSearch.png|right|link=]] [[Image:Consumable_PCY019_RlsSearch.png|right|link=]]
 === Surveillance Radar === === Surveillance Radar ===
?Surface-search or '''Surveillance Radar''' expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke or terrain. +Surface-search or '''Surveillance Radar''' expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke, terrain, or weather.
 <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div> <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +
 +This consumable is excellent for hunting down destroyers, as it instantly reveals all enemy ships within the radar's specified radius, regardless of any obstacles such as smoke screens or islands. Additionally, it can extend view range in [[Ship:Cyclone|cyclones]]. For example, the American Tier VIII cruiser ''[[Baltimore]]'' can see enemy ships at 10.00 km during a cyclone, giving her a 1.0 km advantage. Note that this will only work for radars with a range of more than 8.0 km (as cyclones hard cap visibility range at 8.0 km). While active during a cyclone, Surveillance Radar will extend a ship's visibility range out to match the ship's radar range for the duration of the radar consumable. This allows radar-equipped ships to potentially fire their main battery undetected for a time.
 +
 +The ship using the radar sees the detected enemies immediately in the game world and on the minimap. Her allies see them immediately on the minimap but only after '''6 seconds''' in the game world.<ref>[https://worldofwarships.eu/en/news/game-updates/update-081-british-squadrons/#gameplay Update 0.8.1]</ref>
 +
 +Surveillance Radar detects only ships, not torpedoes or aircraft.
 +
 +British and American cruisers have longer lasting duration, while Russian cruisers have longer detection range. Pan-Asian destroyer radar is of very short duration, but does extend past their typical detection radii.
 +
 {{Ship:Surveillance Radar Data}} {{Ship:Surveillance Radar Data}}
 </div></div></div> </div></div></div>
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 '''CAP Fighters''' are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense. There is no premium version. '''CAP Fighters''' are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense. There is no premium version.
 <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>  <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;&nbsp;&nbsp;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 +Cap Fighters will move to and attack enemy aircraft "within range". That range depends on the relative vectors of the aircraft. Usually their targets are incoming strikes so the range is not important.
 +
 +Notice that Patrol Fighters (a consumable of carrier strike squadrons) have more fighters than CAP Fighters, so having a strike squadron call Patrol Fighters near the carrier will strongly reinforce its air defenses for a time.
 +
 {{Ship:Carrier Fighter Data}} {{Ship:Carrier Fighter Data}}
 </div></div></div> </div></div></div>
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 == Carrier Squadrons == == Carrier Squadrons ==
  
?These consumables are accessed from carrier-based strike squadrons.+These consumables are accessed from carrier-based strike squadrons. They are all player-controlled.
  
 [[Image:Improved Engine Boost light.png|right|link=]] [[Image:Improved Engine Boost light.png|right|link=]]
 === Engine Cooling === === Engine Cooling ===
?This consumable extends the engine boost time of aircraft. It is found on all strike aircraft. There is no premium version.+Activating the '''Engine Cooling''' consumable extends the engine boost time of aircraft. It is found on all strike aircraft. There is no premium version.
 <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div> <div class="b-popup"><div class="b-popup_head js-tech-nav_head"><div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div><span class="b-tech-nav_arrow"></span></div><div class="b-popup_content" style="display: none;"><div>
 {{Ship:Engine Cooling Data}} {{Ship:Engine Cooling Data}}
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 [[Image:Consumable_PCY004_Fighter.png|right|link=]] [[Image:Consumable_PCY004_Fighter.png|right|link=]]
 +
 === Patrol Fighters === === Patrol Fighters ===
 '''Patrol Fighters''' are carrier-based fighters identical to CAP Fighters but with a different mission &mdash; to defend a strike squadron. '''Patrol Fighters''' are carrier-based fighters identical to CAP Fighters but with a different mission &mdash; to defend a strike squadron.
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 {{block|!!|content=As of [[Ship:Update 0.8.0|Update 0.8.0]], aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to manually activate their consumables. https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics.}} {{block|!!|content=As of [[Ship:Update 0.8.0|Update 0.8.0]], aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to manually activate their consumables. https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics.}}
 <references /> <references />
? 
  
 [[de:Ship:Verbrauchsmaterialien]] [[de:Ship:Verbrauchsmaterialien]]
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 [[Category:World of Warships]] [[Category:World of Warships]]
 [[Category:Rules pages]] [[Category:Rules pages]]
 +<!-- <noinclude>[[Category:WoWS Consumable Data]]</noinclude> -->

Revision as of 18:26, 26 January 2020

Learn more about consumables (starting at 0:48).
Consumable_PCY001_CrashCrew.png
Consumables are temporary bonuses that have strong effects with a limited number of uses. They are always consumed after each battle, so captains must be aware how they work and how they are obtained. Choosing the right consumables can be the difference between a good game or a great game. They could also be the difference between winning and losing.

There are a variety of consumables in World of Warships; some are only available to certain ship classes at certain tiers. Every consumable has a version that is free of charge and most have a premium version that grants an additional charge and a quicker cooldown (usually by one third, sometimes by one fourth). Premium consumables cost 22,500Credits to mount. Players can choose to automatically resupply these consumables after each battle.

Other than direct purchase, premium consumables can be obtained in containers and as mission, campaign, and directive rewards.

The below information contains base values only. Commander skills and signal flags can change this information. For example, Jack of All Trades decreases reload times of all consumables by 5%. High Alert decreases the reload time for the Damage Control Party consumable by 10%. Superintendent adds one additional charge for each consumable. Finally, the November Foxtrot (-5% reload time on all consumables.) signal flag, earned via the High Caliber achievement, reduces reload time of all consumables by 5%.

Gunships

Consumable_PCY001_CrashCrew.png

Damage Control Party

Damage Control Party is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods.

——  Details  ——  
Consumable_PCY002_RegenCrew.png

Repair Party

The ship's Repair Party restores the ship's hit points by repairing damage.

——  Details  ——  
Consumable_PCY004_Fighter.png

Catapult Fighter

When activated, the Catapult Fighter consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack.

——  Details  ——
Consumable_PCY005_Spotter.png

Spotting Aircraft

Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. However, instead of attacking enemy aircraft, the unarmed Spotting Aircraft increases the range of the ship's main battery by 20% and gives an "aerial" perspective when scoping.

——  Details  ——
Consumable_PCY006_SmokeGenerator.png

Smoke Generator

The common Smoke Generator emits vision-obscuring smoke that can hide ships or block the view through a choke point.

——  Details  ——  
Consumable_PCY006_SmokeGeneratorCrawler.png

Crawling Smoke Generator

With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the Crawler Smoke Generator deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.

——  Details  ——  
Consumable_PCY006_SmokeGeneratorOil.png

Exhaust Smoke Generator

Found on Italian cruisers, the Exhaust Smoke Generator deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship while it moves at up to full speed. Other generators require that the ship move slowly or not at all to stay within the smoke screen.

——  Details  ——
Consumable_PCY007_SpeedBooster.png

Engine Boost

The Engine Boost consumable enhances the ship's engine power and top speed.

——  Details  ——
Consumable_PCY021_ArtilleryBooster.png

Main Battery Reload Booster

A Main Battery Reload Booster briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.

——  Details  ——
Consumable_PCY017_TorpedoReloader.png

Torpedo Reload Booster

Activating a Torpedo Reload Booster instantly reduces the ship's torpedo reload time to either 5 or 8 seconds. The captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. It should be noted that the Tier VI premium destroyer U.S.S. Monaghan is an outlier in that it's torpedo reload booster requires a full 30 seconds to recharge.

——  Details  ——
Consumable_PCY008_SonarSearch.png

Hydroacoustic Search

The Hydroacoustic Search consumable increases the ability of the ship to detect other ships and torpedoes.

——  Details  ——
Consumable_PCY003_AirDefenseDisp.png

Defensive AA Fire

Defensive AA Fire temporarily increases the continuous damage of anti-aircraft guns.

——  Details  ——
Consumable_PCY019_RlsSearch.png

Surveillance Radar

Surface-search or Surveillance Radar expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke, terrain, or weather.

——  Details  ——

Aircraft Carriers

Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.

Consumable_PCY001_CrashCrew.png

Damage Control Party

Just as with gunships, a carrier's Damage Control Party extinguishes fires, halts flooding, repairs damaged modules. It activates at need. There is no premium version.

——  Details  ——  
Consumable_PCY004_Fighter.png

CAP Fighters

CAP Fighters are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense. There is no premium version.

——  Details  ——  

Carrier Squadrons

These consumables are accessed from carrier-based strike squadrons. They are all player-controlled.

Improved_Engine_Boost_light.png

Engine Cooling

Activating the Engine Cooling consumable extends the engine boost time of aircraft. It is found on all strike aircraft. There is no premium version.

——  Details  ——
Consumable_PCY004_Fighter.png

Patrol Fighters

Patrol Fighters are carrier-based fighters identical to CAP Fighters but with a different mission — to defend a strike squadron.

——  Details  ——
PCY036_RegenerateHealth.png

Aircraft Repair

Partially restores squadron aircraft HP.

——  Details  ——

Submarines

Soon, Grasshopper. Soon.

Notes

As of Update 0.8.0, aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to manually activate their consumables. https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics.