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Exhaust Smoke Generator

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How it Works: Consumables. 17 Aug 2020


Consumables are temporary bonuses that have strong effects with a limited number of uses. There are a variety of consumables; some are only available to certain ships or classes at certain tiers. Choosing the right consumable and knowing when to use it can be the difference between a good game or a great game -- or between winning and losing.

The tables below contain base values only. Commander skills, signal flags, and upgrades can change these values. For example, the signal flag November Foxtrot (-5% reload time on all consumables.) reduces the cooldown times of all consumables by 5%. The Superintendent skill for cruisers and destroyers adds one additional charge for each consumable. Other skills and signals affect only certain consumables. The upgrades [[Ship:Upgrades#Ship Consumable Modification 1|Ship Consumable Modification 1]] : +10% action time. and Squadron Consumables Modification 1 : +50% action time [CVs only]. increase the action times of ship and squadron consumables, respectively. Finally, for some consumables, there is also a special upgrade that increases its action time.

Gunships

Damage Control Party

Damage Control Party is the basic consumable found on all ships. It instantly repairs all module incapacitations, extinguishes fires, and stops floods. While it is active enemy submarine-launched torpedoes cannot home.

——  Details  ——  

Repair Party

The ship's Repair Party restores the ship's hit points by repairing damage.

——  Details  ——  

Catapult Fighter

When activated, the Catapult Fighter consumable deploys a group of fighters from the ship's catapult to defend the ship against air attack.

——  Details  ——

Spotting Aircraft

Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. The unarmed Spotting Aircraft increases the range of the ship's main battery and gives an "aerial" perspective when scoping.

——  Details  ——

Smoke Generator

The common Smoke Generator emits vision-obscuring smoke that can hide ships or block the view through a choke point.

——  Details  ——  

Crawling Smoke Generator

With similarities to both the base Smoke Generator and the Exhaust Smoke Generator, the Crawler Smoke Generator deploys smoke to conceal the ship while the ship moves at up to 1/4 speed.

——  Details  ——  

Exhaust Smoke Generator

Found exclusively on Italian ships, the Exhaust Smoke Generator deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship while it moves at up to full speed. Other generators require that the ship move slowly or not at all to stay within the smoke screen.

——  Details  ——

Engine Boost

The Engine Boost consumable enhances the ship's engine power and top speed.

——  Details  ——

Main Battery Reload Booster

A Main Battery Reload Booster briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.

A similar thing is Burst Fire.

——  Details  ——

Torpedo Reload Booster

Activating a Torpedo Reload Booster instantly reduces the ship's torpedo reload time. (The Booster will not activate if a mount is not reloading.) A captain can use the Booster immediately after firing all of his torpedoes, then fire a full salvo again in short order. This often surprises an enemy who feels safe after dodging the first salvo.

——  Details  ——

The Hydroacoustic Search consumable increases the ability of the ship to detect other ships and torpedoes. It detects submarines at maximum depth at a range of 2 km.

——  Details  ——

Defensive AA Fire

Defensive AA Fire temporarily increases the continuous damage of anti-aircraft guns.

——  Details  ——

Surveillance Radar

Surface-search or Surveillance Radar expands the range at which the ship can detect other ships, without regard to line-of-sight obstacles such as smoke, terrain, or weather.

——  Details  ——

Submarine Surveillance

The Submarine Surveillance consumable detects submarines that are at underwater and periscope depths, ignoring terrain and smoke.

——  Details  ——
SUBMARINE SURVEILLANCE
Ship Tier Nation(s) Submarine Detection Range Action Time Cooldown Charges
Tech-tree cruisers and their clones V – VI 5.00 km 20 s 120 s 3
Delhi, Hobart V - VI 6.00 km 20 s 120 s 3
Tech-tree cruisers and their clones VII – VIII 6.00 km 20 s 120 s 3
Uganda,
Auckland
VII - VIII 7.00 km 20 s 120 s 3
Tech-tree cruisers and their clones IX – X, ★ 7.00 km 20 s 120 s 3
Encounter,
Cerberus
IX – X 8.00 km 20 s 120 s 3

Torpedo Defense System

The Torpedo Defense System acts as final line of defense against imminent torpedo damage.

——  Details  ——
TORPEDO DEFENSE SYSTEM
Ship Tier Nation(s) Reduction Percentage Action Time Cooldown Charges
Yimeng IX 70% 5 s 150 s 3

Aircraft Carriers

Aircraft carriers have only two consumables, neither of which can be activated by the player. They activate automatically at need.

Damage Control Party

Just as with gunships, a carrier's Damage Control Party extinguishes fires, halts flooding, repairs damaged modules, and clears sonar pings. It activates at need.

——  Details  ——  
DAMAGE CONTROL PARTY
Aircraft Carrier Tier Nation(s) Duration Cooldown Charges
All IV - XI 30 seconds 70 seconds Infinite

CAP Fighters

CAP Fighters are carrier-based fighters that orbit the ship and attack enemy aircraft that come within range. They are deployed automatically by the carrier in self-defense.

——  Details  ——  

Carrier Squadrons

These consumables are accessed from carrier-based strike squadrons. They are all player-controlled.

Engine Cooling

Activating the Engine Cooling consumable extends the engine boost time of aircraft. It is found on all strike aircraft.

——  Details  ——

Patrol Fighters

Patrol Fighters are carrier-based fighters identical to CAP Fighters but with a different mission — to defend a strike squadron.

——  Details  ——

Aircraft Repair

Similarly to the Repair Party on gunships, the Repair consumable on aircraft carrier squadrons partially restores squadron aircraft HP.

——  Details  ——

Smoke Curtain Generator

The Smoke Curtain Generator on aircraft carriers works the same as with smoke generators on surface ships, but uses the aircraft to direct the smoke screen.

——  Details  ——
SMOKE CURTAIN GENERATOR
Aircraft Carrier Tier Nation(s) Smoke Screen Dispersion Time Action Radius Duration Cooldown Charges
Yorktown, Essex VIII - X 60 seconds 525 meters 10 seconds 90 seconds 2
Shinano X 60 seconds 525 meters 10 seconds 90 seconds 3
Ocean X 40 seconds 525 meters 6 seconds 90 seconds 3

Submarines

Damage Control Party

The Damage Control Party consumable immediately stops fires and floods and repairs damaged modules. While it is active enemy submarine-launched torpedoes cannot home, and the fuel system cannot leak oil.

——  Details  ——
DAMAGE CONTROL PARTY
Submarine Tier Nation(s) Action Time Cooldown (seconds) Charges
All VI - X 15 sec 60 3
All VI - X 5 sec 60 3
U-4501 X 15 sec 60 3

Hydrophone

The Hydrophone consumable allows submarines to immediately reveal (but not detect) ships in range, also through land and smoke. The consumable can be activated at any depth; however, it only reveals ships and submarines that are at periscope depth or on the surface (not maximum depth). When a submarine player activates it, this happens:

  • the player sees static (non-moving), flashing circles at the enemies' positions for a very short time. If the enemy is on the surface and in the line of sight, the player also sees the enemy's silhouette for about 6 seconds.
  • the last known positions of the revealed enemies are updated on the minimap for the submarine player's team.

The revealed enemies are not informed. So it does not detect but "semi-detects" enemies.

——  Details  ——
HYDROPHONE
Submarine Tier Nation(s) Ship Bearing Range Reveals ships' positions Action Time Cooldown Charges
All VI - VIII 8.00 km 6 s 1 s 60 s Unlimited
All X 9.00 km 6 s 1 s 60 s Unlimited
I-56 VIII 7.00 km 6 s 1 s 80 s 1
All VI - VIII 7.00 km 6 s 1 s 80 s Unlimited
K-1 X 7.00 km 6 s 1 s 80 s Unlimited
All X 8.00 km 6 s 1 s 80 s Unlimited
Undine VI 6.00 km 6 s 1 s 30 s 4
Sturdy,
Alliance
VIII 6.00 km 6 s 1 s 30 s 5
Thrasher X 6.00 km 6 s 1 s 30 s 6

Submarine Surveillance

The Submarine Surveillance consumable detects submarines that are at underwater and periscope depths, and goes through land and smoke. For submarines, the consumable is unavailable at the start of the match. It becomes ready only after the preparation time.

——  Details  ——
SUBMARINE SURVEILLANCE
Submarine Tier Nation(s) Submarines' Spotting Range Preparation Time Action Time Cooldown Charges
All VI - X 6.00 km 330 s 60 s 120 s Unlimited
All VI - X 9.00 km 330 s 60 s 120 s Unlimited
U-4501 X 6.00 km 330 s 60 s 120 s Unlimited
S-1 VI 7.00 km 290 s 20 s 80 s Unlimited
L-20 VIII 9.00 km 290 s 25 s 80 s Unlimited
S-189 VIII 9.00 km 290 s 60 s 80 s Unlimited
K-1 X 10.00 km 275 s 30 s 60 s Unlimited

Enhanced Rudder Gears

The Enhanced Rudder Gears consumable decreases the diving plane shift time and thus the dive and ascent times.

——  Details  ——
ENHANCED RUDDER GEARS
Submarine Tier Nation(s) Diving plane shift time Dive/ascend speed Action Time Cooldown (seconds) Charges
All VI - X -20% +20% 30 sec 120 2

Reserve Battery Unit

The Reserve Battery Unit consumable preserves dive capacity. While active, dive capacity does not decrease.

——  Details  ——
RESERVE BATTERY UNIT
Submarine Tier Nation(s) Dive capacity depletion Duration (seconds) Cooldown (seconds) Charges
All VI - X -100% 30 90 2

Repair Party

Like the one found on gunships, a submarine's Repair Party restores the submarine's hit points by repairing damage. However, it can only be used when the submarine is on the surface.

——  Details  ——
REPAIR PARTY
Submarine Tier Nation(s) Heal Rate[1] Ship HP Restore[2] Duration Cooldown Charges
U-4501 X 0.5% / sec 20% 40 seconds 80 seconds 2
Pietro Micca, Pietro Calvi VIII, X 0.5% / sec 20% 40 seconds 80 seconds 2
Archerfish X 0.5% / sec 20% 40 seconds 80 seconds 2

Main Battery Reload Booster

A Main Battery Reload Booster briefly reduces the reload time of the ship's main battery. The quick reload may allow the battery to fire one or more knockout salvos in a critical situation.

A similar thing is Burst Fire.

——  Details  ——
MAIN BATTERY RELOAD BOOSTER
Submarine Tier Nation(s) Reload Duration Cooldown Charges
Foca VI - 50% 30 seconds 100 seconds 3
Pietro Micca VIII - 60% 30 seconds 100 seconds 4
Pietro Calvi X - 70% 30 seconds 100 seconds 4
Surcouf X - 75% 10 seconds 100 seconds 4

Exhaust Smoke Generator

Found exclusively on Italian ships, the Exhaust Smoke Generator deploys smoke to conceal the ship. What makes this type of generator unique is that it generates a screen that covers the ship while it moves at up to full speed. Other generators require that the ship move slowly or not at all to stay within the smoke screen.

——  Details  ——
EXHAUST SMOKE GENERATOR
Submarine Tier Nation(s) Smoke Screen Dispersion Time Action Radius Duration Cooldown Charges
Foca VI 10 seconds 450m 25 seconds 80 seconds 3
Pietro Micca VIII 10 seconds 450m 30 seconds 80 seconds 4
Pietro Calvi X 10 seconds 450m 40 seconds 80 seconds 5

Engine Boost

The Engine Boost consumable enhances the ship's engine power and top speed.

——  Details  ——
Engine Boost
Submarine Tier Nation(s) Speed Increase Duration Cooldown Charges
Archerfish X +15% 120 seconds 120 seconds 3
Surcouf X +20% 180 seconds 90 seconds 3

Spotting Aircraft

Similar to the Catapult Fighter consumable, the Spotting Aircraft consumable launches a plane from the ship's catapult. The unarmed Spotting Aircraft increases the range of the ship's main battery and gives an "aerial" perspective when scoping.

——  Details  ——
SPOTTING AIRCRAFT
Submarine Tier Nation(s) Main Battery Range Increase Minimum Usage Time Total Usage Time
Surcouf X +20% 20 seconds 240 seconds

Notes

With Update 0.9.4 all base consumables were removed from the game and all "premium" consumable became free.

As of Update 0.8.0, aircraft can no longer spot enemy torpedoes and players controlling aircraft carriers (not including the strike aircraft) do not have to (i.e. cannot) manually activate their consumables. Aircraft characteristics.

  1. Heal rate is the percentage of the ship's full Health Points repaired per second.
  2. Ship HP restore is the percentage of normal damage taken (full penetrations and torpedo hits that don't hit the torpedo protection) that can be repaired.