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Admiral_Thrawn_1

Question about Ship Consumables Mod 1

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The Ship Consumables Mod 1 says it extends the action time of all mounted consumables by +10%. Does this mean that Repair Party could heal more HP back onto the ship? Because Repair party Consumables state they add X amount of HP for X amount of their action time. So logically I would think it would add a fair amount of HP regeneration onto a ship. Granted you would have to forgo the concealment module to take advantage of it which will limit which ships can get away with using said module. Decided to ask about this module to make certain I have it all straight as it would be tragic loss of credits and battle performance if I were to be wrong.

Edited by Admiral_Thrawn_1
Corrected grammar error.

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1 hour ago, Admiral_Thrawn_1 said:

The Ship Consumables Mod 1 says it extends the action time of all mounted consumables by +10%. Does this mean that Repair Party could heal more HP back onto the ship? Because Repair party Consumables state they add X amount of HP for X amount of their action time. So logically I would think it would add a fair amount of HP regeneration onto a ship. Granted you would have to forgo the concealment module to take advantage of it which will limit which ships can get away with using said module. Decided to ask about this module to make certain I have it all straight as it would be tragic loss of credits and battle performance if I were to be wrong.

The offset for more hp regenerate is taking more damage from lack of concealment. 

Not worth it in my opinion.

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1 minute ago, dEsTurbed1 said:

The offset for more hp regenerate is taking more damage from lack of concealment. 

Not worth it in my opinion.

I agree that the added HP Regeneration is a really bad idea on most ships. But on the small handful of ships you can pretty much spot from across the map regardless of concealment or not then it could be worth considering such as on Kurfurst, or might be good for those who use RU BBs or maybe even Stalingrad since it’s concealment can be bad as well and it dies well with bow tanking role

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1 hour ago, Admiral_Thrawn_1 said:

The Ship Consumables Mod 1 says it extends the action time of all mounted consumables by +10%. Does this mean that Repair Party could heal more HP back onto the ship? Because Repair party Consumables state they add X amount of HP for X amount of their action time. So logically I would think it would add a fair amount of HP regeneration onto a ship. Granted you would have to forgo the concealment module to take advantage of it which will limit which ships can get away with using said module. Decided to ask about this module to make certain I have it all straight as it would be tragic loss of credits and battle performance if I were to be wrong.

You can see the numbers change with that upgrade.  Try a ship in the Fitting Tool.

https://wowsft.com/ship

Montana with DCPM1 upgrade (slot 1) and SCM1 (slot 5) would take Damage Control Party from 20 seconds to 30.8 seconds.  USN BBs have the longest active duration for DCP in the game.  Repair Party goes from 28 to 30.8 seconds.  Spotter Plane goes from 100 to 110 seconds.  But you do have to give up CSM1.  It would also compete with Montana's Legendary in Slot 5.

Edited by HazeGrayUnderway

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1 minute ago, Ban_CV_Complainers said:

Combine that with the radar mod and that is a really long duration for some ships.

The balance factor is that it's Slot 5 where the ever popular CSM1 is.  It's also where a number of Legendaries for some Tier X ships are.

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1 minute ago, HazeGrayUnderway said:

The balance factor is that it's Slot 5 where the ever popular CSM1 is.  It's also where a number of Legendaries for some Tier X ships are.

You would need to put it on a ship that already has excellent concealment and using it doesnt push it over a threshold like being able to detect cruisers for example.

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2 hours ago, Admiral_Thrawn_1 said:

The Ship Consumables Mod 1 says it extends the action time of all mounted consumables by +10%. Does this mean that Repair Party could heal more HP back onto the ship? Because Repair party Consumables state they add X amount of HP for X amount of their action time. So logically I would think it would add a fair amount of HP regeneration onto a ship. Granted you would have to forgo the concealment module to take advantage of it which will limit which ships can get away with using said module. Decided to ask about this module to make certain I have it all straight as it would be tragic loss of credits and battle performance if I were to be wrong.

I hate it when people like you make me think … and do more math 

Now I have to look at all my UK ships again 

ie. Conqueror :)

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48 minutes ago, Commander_367 said:

I hate it when people like you make me think … and do more math 

Now I have to look at all my UK ships again 

ie. Conqueror :)

+10% to Conqueror’s Heals!?...

5F57916F-3C61-42AA-8DD3-A5E547E9B770.png.86fbae8ce3ee0bc61c94926e06dce4dc.png

37C9EDA5-0F62-45CE-8F7C-AC1008CD47BF.jpeg.05aab537646ab33e312995585daf77d7.jpeg

  • Cool 1

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