Equipment and Consumables in the War Cache


Greetings, pilots!

Update 1.8 was the first patch where you got an opportunity to try out some of the improvements to equipment and consumables system that we are working on. These changes are quite extensive and significant and designed to work with other subsystems of the game that will be changed in the future updates. This is why we are showing only a part of the new equipment and consumables.

The whole re-design is based on several main concepts:

  • Consumables are aimed at helping players in certain in-game situations, they should not work all the time.
  • Equipment, on the other hand, gives prolonged passive effects and improve overall aircraft performance.
  • All new equipment and consumables should emphasize the strong features of aircraft classes.

For instance, that is why we removed the kerosene and gasoline — while being consumables, they actually worked as equipment. We introduced new equipment instead and removed them from your accounts, compensating their full price.

A lot of items already existing in the game is going to be changed. Some of these changes are linked to fundamental changes in the game mechanics, so new items that use them will be introduced later, while other work fine in the current version. You can get early access to those modules and consumables via the War Cache. Other new items are quite similar to the ones we had before, with some minor changes — later on they will replace the current ones in the Depot purchase menu.

One of the biggest changes we’re introducing will be “multiple use” consumables. You can use them several times in one battle. If you use it at least once — it will be considered spent after the battle ends, no matter if you used all the available activations or not. Multiple use is balanced with cooldown mechanics. The player can use a consumable to tip the scales in some in-game situation, but he won’t be able to “spam” it to gain unfair advantage — the cooldowns are quite long.

Let’s take a look at the equipment that got most significant changes.

  • Improved Aircraft Polish — retained all the bonuses provided by the old version and got a new one that is quite peculiar but powerful — increased acceleration in dive. As you can see, it doesn’t improve your plane in all situations, but can help in some of them. Of course you need to be extra careful — if the plane dives to the ground faster, it will be harder to pull up.

  • Improved Covering — the new modules will provide extra 5% HP to your machine, while giving 10% resistance to damage of wings, fuselage and tail. Obviously, the effect will be most noticeable for the aircraft that have high basic HP — attack aircraft, heavy fighters. 5% may seem a small boost but quite often they are the margin that defines which of the pilots goes on fighting after a duel, and which one will proceed to the Hangar.

  • Concealing Livery — a special module for the multi-role fighters that are tailored for fighting in low altitude echelons and attack ground targets. Their low HP count means that anti-aircraft fire is a real threat to them. This equipment significantly reduces AA fire effectiveness, as well as damage dealt by the enemy’s rear gunners. This will allow MRF pilots to stay longer in enemy skies and deal more damage.

  • Control Surface Adjustment — will be useful for fighter pilots who tend to enter stable turns and wait for their machine to out-turn the enemy after several rotations. This equipment will slightly increase pitch characteristics, but it will not affect roll. As a result the intense dogfight with constantly changing trajectories will not show any benefit from this module — only a “waltz” will be affected.

  • Improved Flaps — working as air brakes they make your aircraft drop speed much faster. Attack aircraft are most effective if they close in on their target quickly but then retain fire contact for a long time. This means that they need to break from cruising speed to nearly stall speed as rapidly as possible. Another possible use for Improved Flaps is not as obvious — experienced fighter pilots might use them to drop speed and let the tailing enemy fly past.

  • Engine Tuning — actually that’s the same old gasoline/kerosene under a new name, moved from consumables to equipment. The module increases engine power.

Moving on to consumables.

  • Engine Ventilation, Engine Cooling — a completely new kind of consumables restricted to Heavy Fighters. It allows you to “restore” boost duration. This will be a great help in critical situations when you’re caught by an enemy and don’t have any boost left to pull away, or if you need just a bit longer to catch up to the target and finish it off. Experienced players who dose their usage of boost precisely won’t actually need it too much. Remember that consumables have long cooldown periods so you should use this one only in dire situations.

  • Weapons Ventilation, Weapons Cooling — these consumables are restricted to Attack Aircraft. Forward-facing high-caliber cannons are the main source of damage for this class, and quite often they overheat in the worst possible moment and you can’t finish off a group of objects or some armored target, forcing you to turn around for another approach. With these consumables you’ll be able to shoot longer. Though in most cases more careful route of approach and accurate shooting will result in the same effectiveness without any additional help.

  • Reinforced Control Surfaces, Heavy-Duty Control Surfaces — a present for fighters. They rule in dogfights, have the highest battle rhythm and highest requirements to controlling everything around. Overlooking an attacking enemy or getting distracted and missing an unexpected maneuver of the target you’re chasing is easy. This consumables will let you push your machine over the edge of the recommended flight parameters for a short while. You won’t be able to systematically out-turn a much more maneuverable enemy. But you will get the necessary gain in turn speed that will allow you to put the final bullet into their wing when they already seem to have gotten away.

  • Improved Fire Extinguisher — initially was planned to replace the current Automatic Fire Extinguishers, but we just couldn’t bring ourselves to do it. So, there you go, multiple-use extinguishers for you. They will be useful on the aircraft that get set on fire often — the Japanese branch, the Soviet Yak’s, attack aircraft class. Remember: they are not automatic!

That’s it for today. We will get back to this topic when it’s time to introduce the future batch of equipment and consumables that we are working on.