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 Choosing the right consumable and knowing when to use it can be the difference between a good game or a great game -- or between winning and losing.}} Choosing the right consumable and knowing when to use it can be the difference between a good game or a great game -- or between winning and losing.}}
  
?The tables below contain base values only. Commander skills, signal flags, and upgrades can change these values. For example, the commander skill [[Ship:Commander#Jack of All Trades|Jack of All Trades]] and the signal flag November Foxtrot ({{November Foxtrot|Size=18px}}) each reduce the cooldown times of all consumables by 5%. The [[Ship:Commander#Superintendent|Superintendent]] skill adds one additional charge for each consumable. The upgrades {{Ship Consumables Modification 1}} and {{Squadron Consumables Modification 1}} increase the action times of ship and squadron consumables, respectively. Finally, for some consumables, there is also a [[Ship:Upgrades#Special_Upgrades|special upgrade]] that increases its action time.+The tables below contain base values only. Commander skills, signal flags, and upgrades can change these values. For example, the signal flag November Foxtrot ({{November Foxtrot|Size=18px}}) reduces the cooldown times of all consumables by 5%. The [[Ship:List_of_Commander_Skills#C_Superintendent|Superintendent]] skill for cruisers and destroyers adds one additional charge for each consumable. Other skills and signals affect only certain consumables. The upgrades {{Ship Consumables Modification 1}} and {{Squadron Consumables Modification 1}} increase the action times of ship and squadron consumables, respectively. Finally, for some consumables, there is also a [[Ship:Upgrades#Special_Upgrades|special upgrade]] that increases its action time.
  
 __TOC__ __NOEDITSECTION__ __TOC__ __NOEDITSECTION__
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 '''Damage Control Party''' is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods.  '''Damage Control Party''' is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods.
  
?<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> <!-- style="display: block;" defaults it to uncollapsed -->+<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; overflow: auto;"><div> <!-- style="display: block;" defaults it to uncollapsed -->
  
 '''Damage Control Party''' (DCP) repairs modules, puts 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, puts out fires, and stops floods. In addition, for the action time of the consumable the ship is immune to incapacitations, fires, and floods.
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 Unlike other consumables, DCP typically has unlimited charges. The '''Fast Damage Control Team''' variant trades a relatively short cooldown for a limited number of charges.  Unlike other consumables, DCP typically has unlimited charges. The '''Fast Damage Control Team''' variant trades a relatively short cooldown for a limited number of charges.
  
?The cooldown can be reduced by [[Ship:Commander#List_of_Base_Skills|commander skills]] and [[Ship:Flags#Signals|signals]]. The number of charges can be increased by the Superintendent commander skill. +Battleships can reduce the cooldown time with the [[Ship:List_of_Commander_Skills#B_Emergency Repair Specialist|Emergency Repair Specialist]] commander skill and increase the action time and the number of charges with the [[Ship:List_of_Commander_Skills#B_Emergency Repair Expert|Emergency Repair Expert]] commander skill.
  
 {{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.}} {{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.}}
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 The ship's '''Repair Party''' restores the ship's hit points by repairing damage. The ship's '''Repair Party''' restores the ship's hit points by repairing damage.
  
?<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; overflow: auto;"><div>
 {{Video|mG1iSVIqmC4|width=250|How Repair Party works.}} {{Video|mG1iSVIqmC4|width=250|How Repair Party works.}}
  
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 When activated, the '''Catapult Fighter''' consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack. When activated, the '''Catapult Fighter''' consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack.
  
?<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; overflow: auto;"><div>
?Once launched, the fighter group orbits the ship and automatically intercepts nearby enemy planes. By itself it is fairly effective at shooting some down. However, shipboard AA defenses, particularly when bolstered by {{Defensive AA Fire}}, and a fighter group can wreak havoc. When not engaged, the fighter group may detect concealed enemy ships that come within its visual range. See the [[Ship:Aircraft#Fighters|Aircraft]] article for more information.+Once launched, the fighter group orbits the ship and automatically intercepts enemy planes that come within a 3km radius<ref>As per the How It Works: Consumables video, at 11:50.</ref>. By itself it is fairly effective at shooting some down. However, shipboard AA defenses, particularly when bolstered by {{Defensive AA Fire}}, and a fighter group can wreak havoc. When not engaged, the fighter group may detect concealed enemy ships that come within its visual range. See the [[Ship:Aircraft#Fighters|Aircraft]] article for more information.
  
 {{Ship:Catapult Fighter Data}} {{Ship:Catapult Fighter Data}}
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 === Spotting Aircraft === === 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.+Similar to the Catapult Fighter consumable, the '''Spotting Aircraft''' consumable launches a plane from the ship's catapult. The unarmed Spotting Aircraft increases the range of the ship's main battery and gives an "aerial" perspective when scoping.
  
?<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; overflow: auto;"><div>
 Ships with access to catapult-launched aircraft often must choose between equipping either a Catapult Fighter or a Spotting Aircraft. <br /> Ships with access to catapult-launched aircraft often must choose between equipping either a Catapult Fighter or a Spotting Aircraft. <br />
 Ships with a catapult often must choose between equipping either a Catapult Fighter or a Spotting Aircraft. Like the Catapult Fighter, a Spotting Aircraft can spot ships if it happens to fly near them, but its primary mission in spotting the fall of main battery shells and passing corrections back to the ship. Ships with a catapult often must choose between equipping either a Catapult Fighter or a Spotting Aircraft. Like the Catapult Fighter, a Spotting Aircraft can spot ships if it happens to fly near them, but its primary mission in spotting the fall of main battery shells and passing corrections back to the ship.
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 The common '''Smoke Generator''' emits vision-obscuring smoke that can hide ships or block the view through a choke point.  The common '''Smoke Generator''' emits vision-obscuring smoke that can hide ships or block the view through a choke point.
  
?<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; overflow: auto;"><div>
  
 Please see the [[Ship:Smoke_Screens|Smoke Screens]] article for how smoke is generated, used, and countered.  Please see the [[Ship:Smoke_Screens|Smoke Screens]] article for how smoke is generated, used, and countered.
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 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.  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; overflow: auto;"><div>
  
 Please see the [[Ship:Smoke Screens|Smoke Screens]] article for the mechanics of smoke.  Please see the [[Ship:Smoke Screens|Smoke Screens]] article for the mechanics of smoke.
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 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.  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.
  
?<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; overflow: auto;"><div>
  
 Please see the [[Ship:Smoke Screens|Smoke Screens]] article for the mechanics of smoke.  Please see the [[Ship:Smoke Screens|Smoke Screens]] article for the mechanics of smoke.
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 === Engine Boost === === Engine Boost ===
 The '''Engine Boost''' consumable enhances the ship's engine power and top speed.  The '''Engine Boost''' consumable enhances the ship's engine power and top speed.
?<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; overflow: auto;"><div>
 This consumable enhances a ship's engine power and top speed. It is found on all but British destroyers, but it can often be swapped out for {{Defensive AA Fire}} on some late-hull American destroyers and high-tier Russian destroyers. It is also available to French cruisers from tier VI onwards and to French battleships from tier VIII onwards. French ships typically have an enhanced Engine Boost compared to the normal variation. This consumable enhances a ship's engine power and top speed. It is found on all but British destroyers, but it can often be swapped out for {{Defensive AA Fire}} on some late-hull American destroyers and high-tier Russian destroyers. It is also available to French cruisers from tier VI onwards and to French battleships from tier VIII onwards. French ships typically have an enhanced Engine Boost compared to the normal variation.
  
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 === Main Battery Reload Booster === === 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.  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.
?<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; overflow: auto;"><div>
  
 {{Ship:Main Battery Reload Booster Data}} {{Ship:Main Battery Reload Booster Data}}
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 Activating a '''Torpedo Reload Booster''' instantly reduces the ship's torpedo reload time. (The Booster will not activate if a mount is not reloading.) A captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. This often surprises an enemy who feels safe after dodging the first salvo.  Activating a '''Torpedo Reload Booster''' instantly reduces the ship's torpedo reload time. (The Booster will not activate if a mount is not reloading.) A captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. This often surprises an enemy who feels safe after dodging the first salvo.
 <br /> <br />
?<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; overflow: auto;"><div>
 {{Ship:Torpedo Reload Booster Data}} {{Ship:Torpedo Reload Booster Data}}
 </div></div></div> </div></div></div>
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 === 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; overflow: auto;"><div>
?When active, '''Hydroacoustic Search''' 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.) This makes the consumable useful for hunting destroyers, defeating smoke screens, and evading torpedoes.+When active, '''Hydroacoustic Search''' 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:List_of_Commander_Skills#B_Vigilance|Vigilance]] commander skill for battleships.) This makes the consumable useful for hunting destroyers, defeating smoke screens, and evading torpedoes.
  
 The '''Short-Range Hydroacoustic Search''' variant trades some detection range, notably of ships, for a much longer action time.  The '''Short-Range Hydroacoustic Search''' variant trades some detection range, notably of ships, for a much longer action time.
  
?Of note, German ships have a superior version with greater range. +Of note, German ships have a superior version with greater range, while Italian ships have no Hydroacoustic Search at all, except those mentioned in the table.
  
?'''Notes''' 
?<references/> 
 {{Ship:Hydroacoustic Search Data}} {{Ship:Hydroacoustic Search Data}}
 </div></div></div> </div></div></div>
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 === 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.
?<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; overflow: auto;"><div>
 The most vital consumable against aircraft, Defensive AA Fire temporarily increases the damage of anti-aircraft guns. This means bombers are much more likely to be shot down before or after dropping their payload. This consumable is available on non-British cruisers from Tier VI and up, on most American destroyers from Tier V and up, and on alternate Russian destroyer branch Tier VIII and up.<ref>As of 0.8.0 update, aircraft carriers no longer have access to this consumable.</ref> Ships equipped with Defensive AA Fire should escort friendly ships when the threat of an air strike is present. The most vital consumable against aircraft, Defensive AA Fire temporarily increases the damage of anti-aircraft guns. This means bombers are much more likely to be shot down before or after dropping their payload. This consumable is available on non-British cruisers from Tier VI and up, on most American destroyers from Tier V and up, and on alternate Russian destroyer branch Tier VIII and up.<ref>As of 0.8.0 update, aircraft carriers no longer have access to this consumable.</ref> Ships equipped with Defensive AA Fire should escort friendly ships when the threat of an air strike is present.
  
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 === 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, terrain, or weather.  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; overflow: auto;"><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. 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.
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 === Damage Control Party === === Damage Control Party ===
 Just as with gunships, a carrier's '''Damage Control Party''' extinguishes fires, halts flooding, repairs damaged modules. It activates at need.  Just as with gunships, a carrier's '''Damage Control Party''' extinguishes fires, halts flooding, repairs damaged modules. It activates at need.
?<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; overflow: auto;"><div>
 {| class="wikitable sortable" style="text-align:center; margin:auto" width="870px;" {| class="wikitable sortable" style="text-align:center; margin:auto" width="870px;"
 |- |-
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 === CAP Fighters === === 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.  '''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.
?<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; overflow: auto;"><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. 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.
  
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 === Engine Cooling === === Engine Cooling ===
 Activating the '''Engine Cooling''' consumable extends the engine boost time of aircraft. It is found on all strike aircraft.  Activating the '''Engine Cooling''' consumable extends the engine boost time of aircraft. It is found on all strike aircraft.
?<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; overflow: auto;"><div>
 {{Ship:Engine Cooling Data}} {{Ship:Engine Cooling Data}}
 </div></div></div> </div></div></div>
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  </div><span class="b-tech-nav_arrow"></span>  </div><span class="b-tech-nav_arrow"></span>
  </div>  </div>
? <div class="b-popup_content" style="display: none;">+ <div class="b-popup_content" style="display: none; overflow: auto;">
  <div>  <div>
  {{Ship:Patrol Fighter Data}}  {{Ship:Patrol Fighter Data}}
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 === Aircraft Repair === === Aircraft Repair ===
 Partially restores squadron aircraft HP.  Partially restores squadron aircraft HP.
?<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; overflow: auto;"><div>
 Using this consumable during enemy fighter attacks can save your aircraft from destruction.  Using this consumable during enemy fighter attacks can save your aircraft from destruction.
 {{Ship:Aircraft Repair Data}} {{Ship:Aircraft Repair Data}}
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 === Engine Boost === === Engine Boost ===
  
?<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; overflow: auto;"><div>
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 === Repair Party === === Repair Party ===
  
?<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; overflow: auto;"><div>
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 === Hydroacoustic Search === === Hydroacoustic Search ===
 The '''Hydroacoustic Search''' consumable increases the ability of the boat to detect ships, torpedoes, and other boats.  The '''Hydroacoustic Search''' consumable increases the ability of the boat to detect ships, torpedoes, and other boats.
?<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; overflow: auto;"><div>
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  <div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div>  <div>&mdash;&mdash;&nbsp;&nbsp;'''Details'''&nbsp;&nbsp;&mdash;&mdash;</div>
  <span class="b-tech-nav_arrow"></span></div>  <span class="b-tech-nav_arrow"></span></div>
? <div class="b-popup_content" style="display: none;"><div>+ <div class="b-popup_content" style="display: none; overflow: auto;"><div>
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 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 (i.e. cannot) manually activate their consumables. [https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics Aircraft characteristics]. 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 (i.e. cannot) manually activate their consumables. [https://worldofwarships.com/en/news/development/cv8-how-to-play/#aircraft-characteristics Aircraft characteristics].
 +<br />
 <references /> <references />
  
 [[de:Ship:Verbrauchsmaterialien]] [[de:Ship:Verbrauchsmaterialien]]
 [[es:Ship:Consumables]] [[es:Ship:Consumables]]
?[[fr:Consommables_(WoWs)]]+<!-- [[fr:Consommables_(WoWs)]] broken -->
 [[ru:Ship:Снаряжение]] [[ru:Ship:Снаряжение]]
  

Revision as of 14:24, 9 July 2021

How it Works: Consumables. 17 Aug 2020
Consumable_PCY009_CrashCrew.png
Consumables are temporary bonuses that have strong effects with a limited number of uses. There are a variety of consumables; some are only available to certain ships or classes at certain tiers. Choosing the right consumable and knowing when to use it can be the difference between a good game or a great game -- or between winning and losing.

The tables below contain base values only. Commander skills, signal flags, and upgrades can change these values. For example, the signal flag November Foxtrot (-5% reload time on all consumables.) reduces the cooldown times of all consumables by 5%. The Superintendent skill for cruisers and destroyers adds one additional charge for each consumable. Other skills and signals affect only certain consumables. The upgrades Ship Consumables Modification 1 : +10% action time. and Squadron Consumables Modification 1 : +50% action time [CVs only]. increase the action times of ship and squadron consumables, respectively. Finally, for some consumables, there is also a special upgrade that increases its action time.

Gunships

Consumable_PCY009_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_PCY010_RegenCrew.png

Repair Party

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

——  Details  ——  
Consumable_PCY012_FighterPremium.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. The unarmed Spotting Aircraft increases the range of the ship's main battery 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_PCY015_SpeedBoosterPremium.png

Engine Boost

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

——  Details  ——
Consumable_PCY022_ArtilleryBoosterPremium.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_PCY018_TorpedoReloaderPremium.png

Torpedo Reload Booster

Activating a Torpedo Reload Booster instantly reduces the ship's torpedo reload time. (The Booster will not activate if a mount is not reloading.) A captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. This often surprises an enemy who feels safe after dodging the first salvo.

——  Details  ——
Consumable_PCY016_SonarSearchPremium.png

Hydroacoustic Search

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

——  Details  ——
Consumable_PCY011_AirDefenseDispPremium.png

Defensive AA Fire

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

——  Details  ——
Consumable_PCY020_RlsSearchPremium.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_PCY009_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.

——  Details  ——  
Consumable_PCY012_FighterPremium.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.

——  Details  ——  

Carrier Squadrons

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

Consumable_PCY034_ForsageBooster.png

Engine Cooling

Activating the Engine Cooling consumable extends the engine boost time of aircraft. It is found on all strike aircraft.

——  Details  ——
Consumable_PCY012_FighterPremium.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

Consumable_PCY015_SpeedBoosterPremium.png

Engine Boost

——  Details  ——
Consumable_PCY010_RegenCrew.png

Repair Party

——  Details  ——
Consumable_PCY016_SonarSearchPremium.png

Hydroacoustic Search

The Hydroacoustic Search consumable increases the ability of the boat to detect ships, torpedoes, and other boats.

——  Details  ——
Consumable_PCY043_Max_Depth.png

Maximum Depth

The Maximum Depth consumable temporarily increases the maximum depth to which the boat can dive.

——  Details  ——

Notes

With Update 0.9.4 all base consumables were removed from the game and all "premium" consumable became free.

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 (i.e. cannot) manually activate their consumables. Aircraft characteristics.