Updates and Changes to Consumables

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

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!

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