Armored Warfare Wiki
(added maint kits. bolded for easier reading)
Tag: Visual edit
(13 intermediate revisions by 8 users not shown)
Line 1: Line 1:
  +
'''Consumables''' are in game items that can be purchased for [[Currency | Credits]]. These items allow players to better deal with threats that they may encounter during battles, by allowing them to repair their vehicle or heal injured crew members. Consumables are one use items, and must be replenished after each battle if used. Consumables have no cooldown or activation delay, and are used as soon as the activated by the player. Every vehicle, regardless of class, has four consumable slots, one of which is reserved for the PvE only Field Maintenance Kit or Field Rebuild Kit.
'''Consumables''' allow players to repair damaged components, heal injured crew, put out fires and get buffs that last through a battle.
 
   
  +
==Passive vs. Active effects==
==Repair Kits==
 
* '''Repair Kit''': Active-Repairs one damaged component on your vehicle. 5,000c
 
* '''Spare Parts''': Passive-Increases repair speed by 10%. Active-Repair all damaged components on your vesicle. 17,500c
 
   
  +
Each ability has at least one effect, which can be defined as either passive, or active. Passive abilities occur without the player having to activate the consumable. These can include things such as improving the vehicles acceleration, increasing the repair speed of broken modules on the vehicle, or improving crew abilities. Active abilities require the player to activate them before the ability is used. These can be things such as healing a crew member or repairing a broken module on the tank.
==First Aid Kit==
 
  +
==Types==
* '''First Aid Kit''': Active-Heals one injured crew member in your vehicle. 5,000c
 
  +
There are four main types of consumables that can be separated based on what impact the consumable has on the vehicle; Vehicle, Crew, Performance, and PvE.
* '''Medical Kit''': Passive-Increases crew resilience by 15%. Active-Heals all injured crew member in your vehicle. 17,500c
 
  +
==Vehicle==
  +
* '''Repair Kit'''
 
** Active Ability: Repairs one damaged component on your vehicle to full working order.
  +
** Cost: 5,000 credits.
  +
* '''Spare Parts'''
  +
** Passive Ability: Increases repair speed of broken modules by 10%.
  +
** Active Ability: Repairs all damaged components on your vehicle to full working order.
  +
** Cost: 17,500 credits per unit.
  +
* '''Surplus Parts Crate'''
  +
** Passive Ability: Increases repair speed of broken modules by 10%.
  +
** Active Ability: Repairs all damaged components on your vehicle to full working order. Can be used three times.
  +
** Cost: 55,000 credits.
 
* '''Fire Extinguisher'''
  +
** Passive Ability: Reduces duration of fire by 50%.
  +
** Active Ability: Extinguishes a single engine or ammunition fire within your vehicle.
  +
** Cost: 6,000 credits.
  +
* '''Auto Fire Extinguisher'''
  +
** Passive Ability: Reduces duration of fire by 50%.
  +
** Active Ability: Extinguishes a single engine or ammunition fire in your vehicle. Can be used three times.
  +
** Cost: 20,000 credits.
   
  +
==Crew==
==Fire Extinguisher==
 
 
* '''First Aid Kit'''
* '''Fire Extinguisher''': Active-Use to extinguish fire inside your vehicle. 6,000c
 
 
** Active Ability: Heals one injured crew member in your vehicle to full health.
* '''Auto Fire Extinguisher''': Passive-If a fire breaks out, it is automatically extinguished, and there is a10% less chance of fire inside your vehicle. 20,000c
 
  +
** Cost: 5000 credits.
  +
* '''Medical Kit'''
  +
** Passive Ability: Increases crew resilience by 15%.
  +
** Active Ability: Heals all injured crew members in your vehicle to full health.
  +
** Cost: 17,500 credits.
  +
* '''First Aid Cabinet'''
  +
** Passive Ability: Increases crew resilience by 15%.
  +
** Active Ability: Heals all injured crew members in your vehicle to full health. Can be used three times.
  +
** Cost: 55,000 credits.
   
  +
==Performance==
==Passive Consumables==
 
* '''Protein Bars''': Increase crew attributes by an additional 5% for a single battle. 6,000c
+
* '''Protein Bars'''
* '''Energy Drink''': Increase crew attributes by an additional 10% for a single battle. 20,000c
+
** Passive Ability: Increase all crew stats by an additional 2.5% for a single battle.
  +
** Cost: 6,000 credits.
* '''Engine Oil''': Increases your vehicle's engine power by 5% for a single battle. 4,000c
 
  +
* '''Energy Drink'''
* '''Synthetic Oil''': Increases your vehicle's engine power by 10% for a single battle. 12,000c
 
  +
** Passive Ability: Increase all crew stats by an additional 5% for a single battle.
  +
** Cost: 20,000 credits.
  +
* '''Engine Oil'''
 
** Passive Ability: Increases your vehicle's acceleration and hull traverse by 5% and max speed by 2% for a single battle.
  +
** Cost: 4,000 credits.
 
* '''Synthetic Oil''': Increases your vehicle's acceleration and hull traverse by 10% and max speed by 5% for a single battle.
  +
** Cost: 12,000 credits.
   
  +
==PvE==
==Field Maintenance Kit==
 
  +
The following consumables can only be used in PvE and are put into the fourth slot on the consumables list.
'''Field Maintenance Kits''' restore 20% of your vehicle's hit points and all ammunition instantly. Can only be used in [[PvE]] [[missions]]
 
  +
* '''Low Tier Field Maintenance Kit''' - Tiers 1-3 cost 4,000c
 
* '''Mid Tier Field Maintenance Kit''' - Tiers 4-6 cost 12,000c
+
'''Field Rebuild Kit'''
  +
* Active Ability: When still alive, restore 100% of a vehicle's hit points and ammunition. When dead, restore a vehicle to 60% health and 100% ammo at the nearest revive point.
* '''High Tier Field Maintenance Kit''' - Tiers 7-8 cost 20,000c
 
  +
** Cost: 25,000 credits.
 
'''Field Maintenance Kit'''
 
* Active Ability: Restore 20% of your vehicle's hit points and all ammunition instantly.
  +
** Cost: 2,000 credits at tier 1-3, 8,000 credits at tier 4-6, and 14,000 credits at tiers 7-10.
  +
  +
[[Category:Upgrades]]
  +
[[Category: Vehicles]]

Revision as of 00:57, 5 May 2018

Consumables are in game items that can be purchased for Credits. These items allow players to better deal with threats that they may encounter during battles, by allowing them to repair their vehicle or heal injured crew members. Consumables are one use items, and must be replenished after each battle if used. Consumables have no cooldown or activation delay, and are used as soon as the activated by the player. Every vehicle, regardless of class, has four consumable slots, one of which is reserved for the PvE only Field Maintenance Kit or Field Rebuild Kit.

Passive vs. Active effects

Each ability has at least one effect, which can be defined as either passive, or active. Passive abilities occur without the player having to activate the consumable. These can include things such as improving the vehicles acceleration, increasing the repair speed of broken modules on the vehicle, or improving crew abilities. Active abilities require the player to activate them before the ability is used. These can be things such as healing a crew member or repairing a broken module on the tank.

Types

There are four main types of consumables that can be separated based on what impact the consumable has on the vehicle; Vehicle, Crew, Performance, and PvE.

Vehicle

  • Repair Kit
    • Active Ability: Repairs one damaged component on your vehicle to full working order.
    • Cost: 5,000 credits.
  • Spare Parts
    • Passive Ability: Increases repair speed of broken modules by 10%.
    • Active Ability: Repairs all damaged components on your vehicle to full working order.
    • Cost: 17,500 credits per unit.
  • Surplus Parts Crate
    • Passive Ability: Increases repair speed of broken modules by 10%.
    • Active Ability: Repairs all damaged components on your vehicle to full working order. Can be used three times.
    • Cost: 55,000 credits.
  • Fire Extinguisher
    • Passive Ability: Reduces duration of fire by 50%.
    • Active Ability: Extinguishes a single engine or ammunition fire within your vehicle.
    • Cost: 6,000 credits.
  • Auto Fire Extinguisher
    • Passive Ability: Reduces duration of fire by 50%.
    • Active Ability: Extinguishes a single engine or ammunition fire in your vehicle. Can be used three times.
    • Cost: 20,000 credits.

Crew

  • First Aid Kit
    • Active Ability: Heals one injured crew member in your vehicle to full health.
    • Cost: 5000 credits.
  • Medical Kit
    • Passive Ability: Increases crew resilience by 15%.
    • Active Ability: Heals all injured crew members in your vehicle to full health.
    • Cost: 17,500 credits.
  • First Aid Cabinet
    • Passive Ability: Increases crew resilience by 15%.
    • Active Ability: Heals all injured crew members in your vehicle to full health. Can be used three times.
    • Cost: 55,000 credits.

Performance

  • Protein Bars
    • Passive Ability: Increase all crew stats by an additional 2.5% for a single battle.
    • Cost: 6,000 credits.
  • Energy Drink
    • Passive Ability: Increase all crew stats by an additional 5% for a single battle.
    • Cost: 20,000 credits.
  • Engine Oil
    • Passive Ability: Increases your vehicle's acceleration and hull traverse by 5% and max speed by 2% for a single battle.
    • Cost: 4,000 credits.
  • Synthetic Oil: Increases your vehicle's acceleration and hull traverse by 10% and max speed by 5% for a single battle.
    • Cost: 12,000 credits.

PvE

The following consumables can only be used in PvE and are put into the fourth slot on the consumables list.

Field Rebuild Kit

  • Active Ability: When still alive, restore 100% of a vehicle's hit points and ammunition. When dead, restore a vehicle to 60% health and 100% ammo at the nearest revive point.
    • Cost: 25,000 credits.

Field Maintenance Kit

  • Active Ability: Restore 20% of your vehicle's hit points and all ammunition instantly.
    • Cost: 2,000 credits at tier 1-3, 8,000 credits at tier 4-6, and 14,000 credits at tiers 7-10.