Harbingers of Apocalypse
Would you like to react to this message? Create an account in a few clicks or log in to continue.

My Guide To Consumables

Go down

My Guide To Consumables Empty My Guide To Consumables

Post by Maxasis Fri Sep 06, 2013 9:36 am

in this guide I will explain what Consumables to take to each battle

remember that some Consumables are purchased with Gold however you can change the pull down menu to use credits instead


except for my arty I always take a Repair Kit, Fire Extinguisher and First Aid Kit if you can afford it I would recommend taking the large versions of these

for my arty I will take Food, Repair Kit and octane Gasoline

The Consumables

1, Small Repair Kit
Repairs one chosen damaged module until the end of the match when activated by the respective button. The repaired module can still be damaged again after the repair. Both tracks can be repaired at the same time.

2, Small First Aid Kit
Heals one chosen injured crew member until the end of battle when activated by the respective button. The healed crew members can still be re-injured or perish.

3, Manual Fire Extinguishers
If the tank catches fire this consumable extinguishes it when activated by the respective button. Regardless of reaction time the tank will suffer at least one "tick" of fire damage.

4, 100-octane Gasoline
Increases engine power (and therefore, vehicle acceleration) and turret traverse speed by 5% for a single match. There is no activation for this consumable. This effect occurs and the item is consumed if it is equipped.

5, Oil
Increases engine power (and therefore, vehicle acceleration) by 5% for a single match. There is no activation for this consumable. This effect occurs and the item is consumed if it is equipped.

6, Removed Speed Governor
This consumable is never actually "consumed" (in other words, it is permanent). The hot key for this consumable turns it on and off.
While activated, it adds 10% to engine power (and therefore, vehicle acceleration), but your tank's engine suffers damage when you are accelerating. That means your engine can break down during the battle.
You will have to pay for repairs for the amount of damage that was caused to your engine by using this consumable. The costs depend on your engine and the amount of damage it has suffered.
Effect stacks with Lend-Lease Oil/Quality Oil via multiplication (15.5% combined bonus).
Available only for Soviet and Chinese vehicles.

7, Large Repair Kit
While equipped, passively adds 10% to crew's field-repair speed. When used, the kit repairs all currently damaged modules until the end of battle when activated by the respective button. Repaired modules can still be damaged again after the repair, and the passive effect is lost once the kit is consumed.

8, Large First Aid Kit
While equipped, provides 15% resistance to crew injury from penetrating hits. When used, heals all currently injured crew members until the end of battle when activated by the respective button. Healed crew members can still be re-injured or perish, and the passive effect is lost once the kit is consumed.

9, Automatic Fire Extinguishers
Activates automatically 0.5 seconds after the tank catches fire and reduces the chance to catch fire by 10%.

10, 105-octane Gasoline
Increases engine power (and therefore, vehicle acceleration) and turret traverse speed by 10% for a single match. There is no activation, this effect happens and the item is consumed if it is equipped.

11, food
Adds a flat 10, not a percentage, to the training level of all roles and crew skills for one entire match, so 75% would become 85%, etc. Perks are not affected. This bonus is still added to crews that have reached a 100% base training level. There is no activation. The item is consumed automatically at the start of a battle and the effect is triggered.

Maxasis

Posts : 8
Join date : 2013-08-25

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum