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Found 13 results

  1. Greetings, My apologies if this issue has been previously answered but I'm having trouble finding readily available information. See attached image. Is there any way to reorder the consumables for the various CV armaments? For most ships the "Reorder" switch is present and thus you are able to reorder your consumables to your preferred key bindings. This feature seems to be missing for CV (e.g. Shokaku). Specific Change Requested: Bind "Repair Squadron Consumable" to "R" key Bind "Engine Cooling Squadron Consumable" to "Y" key Thanks in advance.
  2. I mainly use Cunningham on Audacious and Ark Royal, but I was planning on putting him into the Cossack as well to take advantage of his unique consumables skills. I assumed that his Master of All Trades skill (a very useful buffed skill, it was twice as good as the stock JoAT) would be replaced by a buff to both Consumables Specialist and Consumables Enhancements like the Dunkirk brothers get (who also came with MoAT. As it turns out, Cunningham only gets a buff to Consumables Specialist. The only thing I can figure is the Dunkirks got both skills since the crappy buffed smoke screen skill they had went away. I'd be okay with this if MoAT was replaced by the useful Consumables Enhancements while the far less useful buff to the smoke screen diameter was replaced by far less useful (at least for UK ships) Consumables Specialist.
  3. Thunder_Feet

    Standardize, please!

    I tried to find if there was already a thread on this and came up empty, so here goes. If I had ONE wish granted by wargaming today, it would be that they standardize the keybinds / slots for consumables. Damage Control is always R, but everything else is a crapshoot. I just got blapped by torps because that one or two seconds reaction was ruined while I searched for which $@#!&! key is torpedo reload booster in Yugumo, after having just played Kitakaze the game before and they aren't in the same slot because Kita has smoke and torp boost in separate slots, Yugumo in same slot (choose one or the other before battle). Two Japanese DDs, both with the same consumable, not in the same slot/keybind. Standardization is pretty universal even between countries - gas pedal, brake pedal in vehicles, for example. It's actually an engineering discipline, Ergonomics. I realize that there are only 5 free keys on the Q row free for consumables, but for some of the rare consumables like torp reload, you could crate a new slot or two and bind them to higher, unused numbers (6 and up). It would be better to have to reach for it a bit than try to figure out what key activates it while you are trying to read the mini-map, dodge torps, communicate with allies, and chase the kitty away from the mouse all while answering a question a family member is asking. If you had Y always be Repair Party, U always be engine boost, I always be smoke, and other things be numbers 6 thru 0, then once one got used to it it becomes something you can put in muscle memory and just do without being distracted. I really am not just ranting, I think this could be done with VERY little "resource allocation" on WG's part, and it would make gameplay so much better, IMHO. I know there are those who would argue to the death over what key where, and I say I don't care, just make it consistent between ships, and I'll adapt. Thanks for considering!
  4. I just noticed that the first 11 days of March do not offer any consumables like Damage Control Party or Smoke Screen or anything else. Is this a permanent change to the Daily Combat Missions? Will only signal flags be offered from now on?
  5. One of the most important things in World of Warships is to stay alive. Too many players don't care, their ship is dunked, they leave the battle and queue for the next one. There are a lot of consumables in this game, some infinite like shells and torps, some available in limited quantities like smoke, radar, etc The ships themselves are in fact consumables, players can play and play the same ship. Captains are somehow consumables too, they die, resurrect, die and so on... Kind of reincarnation. One of the most important, and maybe the most important consumable in a war are men. I propose then, like captains, a crew consumable can be imagined, like captains, they have skills... And they would also have a "morale" variable. The longer they survive, the more morale is high when they resurrect. And after all, the game is about steel castles, the men who cammanded them... Why not remember the ones who operate them?
  6. SGT_Ronson_1

    Buying consumables

    OK call me a noob already Where/ How can I buy consumables in bulk? All i can find in the port is how to sell all my consumables and I want to BUY.
  7. With the ongoing threats that the broken CV meta and Radar Cruisers pose to Destroyers. How many of you think that making Radar a damageable module would help balance gameplay for DD's? After all, the rotating Radar dish on a ship is a real thing is it not? Just like torpedo tubes, guns (both main battery and secondary), engines, and rudders can be broken. By doing this the destroyer has a better chance of surviving what would normally be a perma spotting situation by CVs and Radar and the ultimate annihilation of DD's in a battle. Any ideas?
  8. In short, give players the option to assign consumables to keys/slots as they like. It gets very frustrating to play matches in one ship class, switch to another class that utilizes similar or the same consumables and every one of them be in different slots. IE playing several battleship games and switching to a cruiser, high tier in both, and muscle memory activating your heal, and well that is actually DFAA. and wasting consumables and possibly causing your own demise since you believed you were healing all along. Same goes vice versa when planning to use a heal in a battleship and instead using hydro or speed boost. Being that i use a mouse with hotkeys i would rather assign my consumables to the keys themselves, so all heal would be the second slot. no matter in a bb or cruiser, or even a dd.
  9. I know in the movies they give away there position by going to active sonar for subs and Modern day destroyers just wanting to know If your going to make that a possible thing that maybe allows them to detect you like maybe just a radar ripple going off on your minimap like it the movies the flight of the intruder has a screen where there radar towers...Also Maybe see if you can introduce some maps with he ability that when you capture a place and hold it for 30 seconds it allows a boost to detection via a radar array on the capture points Island or a lookout tower or maybe an automated gun :) or control of Land Based artillery guns for each Division Commander
  10. Noticing the nice sale on premium consumables, I was wondering if there is a way to pre-purchase them? In WoT you can just go to the store and buy them in bulk there at the sale price... but I can't find anything quite like it in WoWS. I figured I'd check in here to see if I missing something. Tnx.
  11. Florendo19

    Is AA worth it?

    So I had played several games with defensive AA equipped on my Gearing when I decided to switch to engine boost because I was not seeing any CVs and I wanted to be able to run away from radar and catch other ships if I needed to. The first game I get a two CV game where I get perma spotted and swarmed by planes. In the end I was Auto drop torped in smoke after trying to dodge all the enemy dive bombers and torps, getting my engine killed twice, and not to mention the ever present hail of enemy shells from 6 reds. If one were to look at my stats, they would see that the most planes I have shot down in my Gearing is 7. That was this game. I would like to say I lasted longer than I should have but I still didn't last very long. My question is, should I equip defensive AA knowing that I normally run DDs with AA off and that it is only useful when facing planes or should I equip engine boost so I can improve my positioning while being more vulnerable to airstrikes?
  12. Things that could make clans battles better and get CV's into them. consumables, Anti-Air, Static boat types and matchmaking. Consumables are out of control, to many boats have to many different consumables that give them an edge over other boats with no negative effects. Destroyers should never get defensive fire because they just can't fit enough AA mounts on their hull to get the ability and since they have a high mobility why do they need it? Cruisers should only get defensive fire if they pick an AA hull, and battle ships should get defensive fire because of the large amount of AA mounts they have already. The Anti Air in tiers 8,9,10 are to high and people stop playing their Aircraft Carrier just out of frustration of not being able to do anything. The boat types are limited and you can only play a boat one way, why not give different hull types so the player can change the boat spec to suit what he needs or wants more of. If a player wants to go Anti Destroyer he can pick a radar hull that will come with less main guns but a long range radar, if he wants to go Anti Air he can get an AA hull that will have more AA mounts with longer range and less main guns. Aircraft Carriers shouldn't be able to short drop torpedoes and bombs. Finally match making, i would wait an extra minute in queue if it means i would never have to face ships higher then one tier above me, it isn't fun and feels like i'm wasting my time playing that match.
  13. I've only been playing WOWS for a few weeks now, but I've played WOT for several years. I've noticed that you are charged for consumables even if they are not used. In WOT, if you don't use a consumable, your not charged for it. Why is it different in WOWS. Thank you for your responses and answers.