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 Hence the name, this consumable enhances your engine performance. It is found on all destroyers, but it can be swapped out for other consumables such as Defensive Fire. When activated, your engine will operate at 108%, or an 8% increase in speed. This means a ship with 35 knot top speed will reach 37.8 knots. It should be used when being fired upon, as it will mess up enemy aim (by a small margin). If you are rushing to attack/defend an area, this should be used as well. Note that engine boost will not work if your engine is broken. A small cosmetic effect of thicker engine smoke will also appear during the duration of the consumable. Hence the name, this consumable enhances your engine performance. It is found on all destroyers, but it can be swapped out for other consumables such as Defensive Fire. When activated, your engine will operate at 108%, or an 8% increase in speed. This means a ship with 35 knot top speed will reach 37.8 knots. It should be used when being fired upon, as it will mess up enemy aim (by a small margin). If you are rushing to attack/defend an area, this should be used as well. Note that engine boost will not work if your engine is broken. A small cosmetic effect of thicker engine smoke will also appear during the duration of the consumable.
  
?=== Torpedo Reload Boost ===+=== Torpedo Reload Booster ===
 '''Duration: 1 second ''' '''Duration: 1 second '''
  

Revision as of 15:05, 12 April 2016

Flag Consumables and their Effects

Signal flags are unlocked at Account Level 7, and certain flags can only be awarded in limited quantities per 24 hours.

Flag Name Associated Achievement Awarded Effect
Equal Speed Charlie London Confederate 10 per 24h +50% XP earned
Hotel Yankee Die Hard 10 per 24h -20% ramming damage (self), +50% ramming damage (enemy)
India Bravo Terrathree It's Just a Flesh Wound 10 per 24h -10% post battle repair costs
India Delta Dreadnought +20% faster HP recovery of Repair Party consumable
India Yankee Fireproof -20% to fire duration
Juliet Charlie Detonation -100% chance of detonation
Juliet Yankee Bissotwo Unsinkable -20% to flooding duration
Mike Yankee Soxisix Close Quarters Expert +5% secondary range, -5% secondary reload, increased secondary accuracy
Sierra Mike Double Strike +5% max speed
Zulu First Blood 1 per 24h +20% credits

Ship Consumables

These consumables are free to resupply. There are premium versions of each consumable, and it adds one charge (except damage control party) as well as decreases the cooldown by 33%. However, at the end of each battle (even if the consumable was never used) there is a resupply cost of either 15 doubloons or 22,500 credits.

All values are normal, commander skills and upgrades can change them.

Damage Control Party

Duration: Varies per ship

Cooldown: Varies per ship

Number of Charges: Infinite

The basic consumable found on all of your ships. It instantly repairs any incapacitations, fires and floods. Unlike most consumables which have limited uses, damage control party has infinite uses and can be used as many times as the player wishes (provided they have something to repair). In addition, any additional incapacitations, fires, and floods that occur during the duration of the consumable will be repaired as well. The cooldown varies per type of ship and the skills your commander has and the upgrades that have been mounted. For example, most destroyers have a short cooldown of about 40 seconds. Battleships on the other hand have a long cooldown of 120 seconds, or 2 minutes. The duration also varies per ship, with destroyers having about 5 seconds while battleships having 20 seconds sometimes.

It may be tempting to instantly fix any damage on your ship, but sometimes if you are under intense fire waiting may be the wiser decision. Particularly in destroyers where modules get incapacitated very easily, waiting until something major breaks is a lot smarter than wasting your repair on a simple armament incapacitation. It may very well save your life, since losing a gun or torpedo launcher is a lot less important than losing your rudder or engine. In carriers it may be a little bit different. If your deck gets set on fire, it is wise to repair it but be aware of the potential consequences if you cannot get away.

Smoke Screen

Duration: 20 seconds for IJN, 25 seconds for USN and USSR

Cooldown: 180 seconds

Number of Charges: 2 for IJN, 3 for USN and USSR

Found on all destroyers by default and some cruisers such as Mikhail Kutuzov. It deploys vision-obscuring smoke, and reduces the enemy detection capabilities within the area of smoke. However, it also impairs your vision and it will be extremely difficult to escape if they are able to spot you within. Your teammates will still be able to spot enemies for you, so staying in a smoke screen is generally safe. Smoke screen can be used in a variety of ways, from providing cover to your allies to blocking off a choke point. As a destroyer (especially if you are IJN), a smoke screen should be used if you are being fired upon. USN and USSR smoke screens are generally bigger due to the longer duration.

A tactic known as "invisi-firing" involving ships with guns to be able to fire without being detected and sometimes involving a smoke screen. Many mid-tier players employ this tactic and sit still in the smoke screen, landing shells on enemies without them retaliating. Most USN and USSR destroyers can perform this easily due to their fast-firing guns and long range. It is not entirely foolproof, since your shell arcs can be seen. One may be able to trace your shell arcs and shoot in your general location. In addition, someone must spot the enemies for you, or else you will have nothing to fire at. It is not recommended to invisi-fire unless you know the enemy will not target you. Even then, other destroyers may simply send torpedoes into the smoke and get an easy kill.

Engine Boost

Duration: 120 seconds

Cooldown: 180 seconds

Number of Charges: 2 for IJN, 3 for USN and USSR

Hence the name, this consumable enhances your engine performance. It is found on all destroyers, but it can be swapped out for other consumables such as Defensive Fire. When activated, your engine will operate at 108%, or an 8% increase in speed. This means a ship with 35 knot top speed will reach 37.8 knots. It should be used when being fired upon, as it will mess up enemy aim (by a small margin). If you are rushing to attack/defend an area, this should be used as well. Note that engine boost will not work if your engine is broken. A small cosmetic effect of thicker engine smoke will also appear during the duration of the consumable.

Torpedo Reload Booster

Duration: 1 second

Cooldown: 360 seconds

Number of Charges: 2

Available on IJN destroyers Hatsuharu and Kagero only. It reduces the reload time by 1/2, e.g. on the Kagero destroyer, the torpedo reload time is 120 seconds and when the consumable is used the reload time reduces by 60 seconds. This consumable is great for players who like the "ninja torpedo" strategy on IJN destroyers, stay out of detection range and lauch deadly torpedoes. However, you WILL have to abandon the Smoke Generator which disallows for either safe retreat nor invisi-fire your guns and torpedoes in a smoke screen, and has a reload time of 360 seconds, or 6 minutes.

Repair Party

Duration: 28 seconds

Cooldown: 120 seconds

Number of Charges: 3 for battleships and 1 for cruisers

This consumable repairs sustained damage. It is found on all battleships and Tier 9 and 10 cruisers (and the Tier 8 Atago since patch 0.5.3). HP restored per second varies by max HP. Note that not all damage can be repaired, such as all citadel damage. Repair party can only restore 10% of citadel damage (50% for the British Warspite and 30% for cruisers). It also can only restore about 50% of damage from AP shells that do not hit the citadel but still penetrate. It will be able to restore all damage from fires and floods. The only way to get the achievement Dreadnought is using this consumable.

Catapult Fighter

Duration: 360 seconds

Cooldown: 90 seconds

Number of Charges: Varies per ship

Launches a single fighter from the ship's catapult. It is used on Tier 4 cruisers and beyond for IJN, Tier 5 and beyond for USN, and Tier 6 and beyond for SMS. It is also available to all battleships Tier 8 and higher. The fighter will orbit around the ship and intercept any enemy planes nearby. It is rather ineffective alone, and it is be shot down by fighters easily. Even strike planes can shoot it down easily with their rear-gunners. However, combined with the Defensive Fire consumable they can wreak havoc on enemy planes. Most importantly, it slows down the enemy planes which buys you time as well as decreasing the enemy accuracy. Since it has an orbit path, it can potentially spot incoming torpedoes for you if it happens to fly over them.

Hydroacoustic Search

Duration: 90 seconds

Cooldown: 180 seconds

Number of Charges: 2

Found on all cruisers Tier 4 and above, this consumable increases detection capability. It will detect any ship regardless of any obstacles such as smoke screens or islands from 3.43 km. It will also detect torpedoes from about 2.35 km out, more than 2x the normal detection range. Torpedo detection stacks with commander skills. This consumable can be very useful hunting destroyers, especially if they have a short torpedo range because short-range torpedoes get detected at a very short range.

Spotting Aircraft

Duration: 90 seconds

Cooldown: 360 seconds

Number of Charges: 2

Similar to the catapult fighter, it launches a plane from the ship's catapult. However, it also increases your range by 20% and gives an "aerial" perspective when scoping. It is available on all Tier 9 and 10 cruisers (and Murmansk for an odd reason) as well as all battleships from Tier 4 and beyond for IJN and Tier 6 and beyond for USN. The aerial perspective is not always advantageous, and adjusting to it may be a little troublesome. However, it has its own share of advantages. Since you have an aerial view, you can see enemies behind potential obstacles. In addition, aircraft are not affected by smoke screens and you can potentially see anyone behind it. Overall, it is a less defensive version of the catapult fighter.

Defensive AA Fire

Duration: 40 seconds

Cooldown: 90 seconds

Number of Charges: 3*

The most vital consumable against aircraft. It temporarily increases the damage of anti-aircraft guns as well as decrease accuracy of enemy planes. Available only on cruisers from Tier 6 and beyond, defensive fire is what makes cruisers the bane of carriers. Should an enemy carrier be daring enough to send a strike on you, this consumable will probably save your life, as both bomb dispersion adn torpedo dispersion is increased like being attacked by catapult fighter. In addition, cover your allied aircraft carrier's planes if they are being chased by enemy fighters and use it to save your fellow teammates from being destroyed.

  • Premium ships sometimes have infinite uses of these consumables.'