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Revision as of 05:15, 15 November 2019Revision as of 18:54, 17 November 2019
Surveillance Radar‎ Move radar text here then whack it.
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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.
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 +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.
 +
 +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}}
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Revision as of 18:54, 17 November 2019

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.

——  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.

Improved_Engine_Boost_light.png

Engine Cooling

This 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.