
The new progression system introduced in Update 2.0.5 will include multiple changes to aircraft configurations and loadouts. All aircraft and their equipment and consumables have been split into 3 historic Periods. Period I will include warplanes from Tier I to IV, Period II — Tier V-VII, and Period III — Tier VIII-X. They depict the warplanes’ complexity and technical advancement. Since the consumables are now also divided into historic Periods, you will only be able to install them on the corresponding aircraft.
The cost of the consumables will also vary depending on their historic Period. All the enhanced consumables available for gold have been changed and will now only be activated manually. Take note of the changes to consumables that reduce engine heat: now they either increase the engine cooldown speed when you are not using boost or provide up to 10 seconds of “free” boost without heating the engine.
Ammunition also becomes a sort of consumable that can be installed in a slot in forward-facing armament. You will be able to use only one kind of ammunition for all the guns on your aircraft. Its cost will always be the same and only depends on its Period, which is very different from our previous system where installing improved ammo belts on a warplane with multiple guns could be quite costly.
The mechanics of some consumables have been changed and we also introduced several new kinds of consumable:
|
Consumable |
Effect |
Price for Period I |
Price for Period II |
Price for Period III |
|
First Aid Dressing Package |
Heals injured crew members. Resupply time: 90 sec. Not ready for use upon respawning |
4000 credits |
6000 credits |
10 000 credits |
|
Emergency Medical Kit Previously: First Aid Kit |
Heals injured crew members and provides resistance to injury for 10 seconds. Resupply time: 60 sec. Ready for use upon respawning Changes: Activated manually |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Fire Extinguisher Previously: Manual Fire Extinguishers |
Extinguishes fire. Resupply time: 90 sec. Not ready for use upon respawning |
4000 credits |
6000 credits |
10 000 credits |
|
Fire Extinguishing System Previously: Automatic Fire Extinguishers |
Extinguishes fire and provides resistance to fire for 10 seconds. Resupply time: 60 sec. Ready for use upon respawning Changes: Activated manually |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Emergency Control System Previously: Control Surface Trim |
Restores controllability of wings and tail. Resupply time: 90 sec. Not ready for use upon respawning |
4000 credits |
6000 credits |
10 000 credits |
|
Secondary Control System Previously: Control Surface Autotrim |
Restores controllability of wings and tail. Resupply time: 60 sec. Ready for use upon respawning Changes: Activated manually |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Pneumatic Control Assist Previously: Reinforced Control Surfaces |
Increases maneuverability in all axes by 10% for 10 seconds. Resupply time: 90 sec. Not ready for use upon respawning |
4000 credits |
6000 credits |
10 000 credits |
|
Backup Pneumatic Control Assist Previously: Heavy Duty Control Surfaces |
Increases maneuverability in all axes by 10% for 10 seconds. Resupply time: 60 sec. Ready for use upon respawning |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Bottle for Manual Engine Restart Previously: Pneumatic Restarter |
Repairs a damaged engine. Resupply time: 90 sec. Not ready for use upon respawning |
4000 credits |
6000 credits |
10 000 credits |
|
Emergency Engine Restart System Previously: Automatic Engine Restarter |
Repairs a damaged engine. Resupply time: 60 sec. Ready for use upon respawning Changes: Activated manually |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Engine Cooling Previously: Engine Ventilation |
Improves the engine cooldown rate by 3 times or stops the engine from heating for 10 seconds. Resupply time: 90 sec. Not ready for use upon respawning Previously: Reduces engine overheating by 40%. Resupply time: 240 sec. Not ready for use upon respawning |
4000 credits |
6000 credits |
10 000 credits |
|
Emergency Engine Cooling Previously: Engine Cooling |
Improves the engine cooldown rate by 3 times or stops the engine from heating for 10 seconds. Resupply time: 60 sec. Ready for use upon respawning Previously: Reduces engine overheating by 70%. Resupply time: 240 sec. Ready for use upon respawning |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Universal Ammunition for Turret Gun New |
Increased chance of the gunner inflicting critical damage. |
4000 credits |
6000 credits |
10 000 credits |
|
Special Ammunition for Turret Gun New |
Maximum chance of the gunner inflicting critical damage. |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Improved Fragmentation New |
Increased damage caused by bombs and rockets. |
4000 credits |
6000 credits |
10 000 credits |
|
Heavy Warhead New |
Maximum damage caused by bombs and rockets. Increased radius of blast damage.
|
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Improved Explosives New |
Maximum radius of blast damage. Increased damage caused by bombs and rockets. |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Universal Ammunition Previously: Universal belts |
Increased chance of causing fire and inflicting critical damage. |
4000 credits |
6000 credits |
10 000 credits |
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Fragmentation Ammunition Previously: High-explosive belts |
Increased chance of causing fire. Maximum chance of inflicting critical damage. |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Incendiary Ammunition Previously: High-explosive incendiary belts |
Maximum chance of causing fire. Increased chance of inflicting critical damage. |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
High-Explosive Armor-Piercing Ammunition Previously: Armor-piercing incendiary belts |
Increased chance of causing fire. Increased damage when firing at ground targets. |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Exhaust Bleed Inerting System New |
Reduces the chance of the aircraft being set on fire by 20%. Effective for the course of the battle. |
4000 credits |
6000 credits |
10 000 credits |
|
CO2 Inerting System New |
Reduces the chance of the aircraft being set on fire by 30%. Effective for the course of the battle. |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Improved Mixture Control New |
Increases engine thrust by 3%. Effective for the course of the battle. |
4000 credits |
6000 credits |
10 000 credits |
|
High-Octane Additive New |
Increases engine thrust by 5%. Effective for the course of the battle. |
25 gold (special price 10 gold) |
25 gold (special price 15 gold) |
25 gold |
|
Anti-Oxidizing Additive New |
Increases engine thrust by 5%. Effective for the course of the battle. |
N/A |
N/A |
25 gold |
|
Ground Verification |
Increases amount of credits earned in the aircraft by 50%. |
1 Token |
1 Token |
1 Token |
|
Aerial Verification |
Increases amount of experience earned in the aircraft by 25%. |
1 Token |
1 Token |
1 Token |
With Update 2.0.5 going live, all the consumables available on players’ accounts will be dismounted from their aircraft and converted into the new consumables based on the following principles:
- All consumables will be replaced with similar new ones at a 1:1 ratio, with three exceptions: Weapons Ventilation and Emergency Weapons Cooling will be compensated with Improved Fragmentation consumables, and Weapons Cooling will be replaced with Improved Explosives. Since the slots for consumables are not universal anymore but require the corresponding Period for the consumables you want to install there, the new consumables will be automatically distributed between Periods proportionally to the number of suitable slots for such consumables in all aircraft in the player’s Hangar. For example, a player has slots for Emergency Medical Kits in 9 warplanes from Period I, 21 warplanes from Period II and 3 aircraft from Period III. Then the same proportion (27%:63%:10%) will be used when converting all the Emergency Medical Kits.
- All the ammunition belts will be sold for their full price and new corresponding ammunition kits will be purchased. They will be split into Periods based on the initial price of the old belts: if they were cheaper than 5,000 credits, they will be replaced with ammo kits for Period I, between 5,000 and 11,000 — Period II, and the most expensive will become ammunition kits for Period III. The number of new kits will be rounded up.
Don’t forget to check out new aircraft configurations, reinstall relevant equipment and consumables on your favorite warplanes, and head for the skies to capture new materials in battles and perfect your warbird’s loadout!