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Consommables

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Version du 15 avril 2011 à 00:19Version du 15 avril 2011 à 00:22
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  <td width=10 align="center"><B>'''Small Repair Kit'''</B></td>  <td width=10 align="center"><B>'''Small Repair Kit'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>
? <td width="75%">This consumable repairs one '''damaged module''' for 2 minutes and after that, the repaired module goes back to it's damaged state, or it can be damaged again in the 2 minute repaired-time. You can only repair one side of the track assembly, not both. </td>+ <td width="75%">Repairs one '''damaged module''' for 2 minutes; after that, the repaired module returns to its damaged state. The module can be damaged again during 2-minute span. Only one track of two can be repaired. </td>
  </tr>  </tr>
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  <td width=10 align="center"><B>'''Small First Aid Kit'''</B></td>  <td width=10 align="center"><B>'''Small First Aid Kit'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>
? <td width="75%">This heals an injured '''crew member''' for 2 minutes and after that, he goes back to his injured state. He can be injured again in the 2 minutes of health-time.+ <td width="75%">Heals an injured '''crew member''' for 2 minutes; after that, he returbs to his injured state. The crew member can be injured again during the 2-minute span.
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  <td width=10 align="center"><B>'''Manual Fire Extinguishers'''</B></td>  <td width=10 align="center"><B>'''Manual Fire Extinguishers'''</B></td>
  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>  <td width=20 align="center"><B>'''Cost''': 3,000 credits </B></td>
? <td width="75%">This consumable is used automatically (even though its called "manual") when your tank catch fire. This increases your crew '''firefighting''' abilities by 25%, allowing your crew to put out the fire faster. It can be a lifesaver for high tier tanks, but a bit of a waste for low tier equipment as they lack the health to withstand even a few seconds of fire. </td>+ <td width="75%">This consumable is used automatically (even though its called "manual") when the tank catches fire. This increases the crew '''firefighting''' abilities by 25%, allowing them to put the fire out faster. It can be a lifesaver for high tier tanks, but a bit of a waste for low tier equipment as they lack health to withstand even a few seconds of fire.</td>
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  <td width=5 align="center"><B>[[image:Gasoline100Icon.png|left|link=]] [[image:LendLeaseGasolineIcon.png|left|link=]] </B></td>  <td width=5 align="center"><B>[[image:Gasoline100Icon.png|left|link=]] [[image:LendLeaseGasolineIcon.png|left|link=]] </B></td>
  <td width=10 align="center"><B>'''100-Octane Gasoline'''  <td width=10 align="center"><B>'''100-Octane Gasoline'''
? 
  
 '''Lend-Lease Oil'''</B></td> '''Lend-Lease Oil'''</B></td>

Version du 15 avril 2011 à 00:22

ConsumeablesIcon.png

Consumables are single-use items used during battle to provide a temporary bonus or use for a single match. Various types of consumables are used to repair tank modules, increase tank performance, and heal crew members. Consumables come in two forms: Regular Consumables and Premium Consumables. You can carry up to 3 different consumables in a single tank, but you cannot take 2 identical consumables on a single tank, nor mix regular consumables with it's premium counterpart (i.e. you can carry the small repair kit, but not the large repair kit at the same time). Consumables are activated by pressing keys 4, 5, and 6.

Regular Consumables
Purchased with Credits
SmallRepairkitIcon.png
Small Repair Kit Cost: 3,000 credits Repairs one damaged module for 2 minutes; after that, the repaired module returns to its damaged state. The module can be damaged again during 2-minute span. Only one track of two can be repaired.
SmallMedkitIcon.png
Small First Aid Kit Cost: 3,000 credits Heals an injured crew member for 2 minutes; after that, he returbs to his injured state. The crew member can be injured again during the 2-minute span.
HandExtinguishersIcon.png
Manual Fire Extinguishers Cost: 3,000 credits This consumable is used automatically (even though its called "manual") when the tank catches fire. This increases the crew firefighting abilities by 25%, allowing them to put the fire out faster. It can be a lifesaver for high tier tanks, but a bit of a waste for low tier equipment as they lack health to withstand even a few seconds of fire.
Gasoline100Icon.png
LendLeaseGasolineIcon.png
100-Octane Gasoline Lend-Lease Oil Cost: 5,000 credits This adds a 5% increase on engine power (acceleration) and turret traverse speed for a single match.

100-Octane Gasoline is only available for German and American vehicles with gasoline engines.

Lend-Lease Oil is only available for Soviet vehicles.
RemovedRpmLimiterIcon.png
Removed Speed Governor Cost: 5,000 credits This consumable is never actually "consumed" (in other words, it is permanent): you simply turn it on/off to use it. It adds 10% to engine power (acceleration), but it will damage or destroy the engine with prolonged use. Even if you have full health at the end of the match, you still have to pay for repairs since it decreases engine hitpoints. Repair costs vary between tiers and vehicles. Available only for Soviet vehicles.



Premium Consumables
Purchased with Gold
LargeRepairkitIcon.png
Large Repair Kit Cost: 50 Gold This consumable repairs a damaged module for the entire match, but the repaired module can still be damaged again after the repair.
LargeMedkitIcon.png
Large First Aid Kit Cost: 50 Gold This consumable heals an injured crew through the end of the match, but he can still be re-injured or perish.
AutoExtinguishersIcon.png
Automatic Fire Extinguishers Cost: 50 Gold This is used automatically when your tank catches fire. It increases crew firefighting abilities by 50% and reduces the chance to catch fire by 10% chance of fire.
Gasoline105Icon.png
105-Octane Gasoline Cost: 50 Gold This adds a 10% increase on engine power (acceleration) and turret traverse speed for a single match.

Available only for German and American vehicles with gasoline engines.

RussFoodIcon.pngCocacolaIcon.pngChocolateIcon.png Extra Combat Rations


Case of Coca-Cola


Chocolate
Cost: 50 Gold Adds 10% to all crew skills for one entire match. This bonus is added even to crews that have a 100% base skill.

Case of Coca-Cola is only available for American vehicles.

Chocolate is only available for German vehicles.

Extra Combat Rations is only available for Soviet vehicles.


Note from v.0.6.4 Preliminary patch notes:

Credit repair kit will fix 1 chosen damaged module until the end of battle. Gold will repair all currently damaged modules until the end of battle. You can put both repair kits on the same tank together. First aid kits work similar to repair kits.

Credit fire extinguisher will extinguish fire immediately after you manually activate it – by pressing its button ingame.

Gold fire extinguisher will automatically extinguish fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%.