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About

Vehicle Maintenance

In Armored Warfare, all the items that get spent into the game have to be refilled and vehicles damaged in battle have to be repaired – this includes:

  • Ammunition Costs
  • Repair Costs
  • Consumables

Ammunition costs represent the price of each fired shell. Even though the shells are loaded in advance in the ammunition window selection, they are only paid after each battle based on how many shots were fired. The price of each shell is balanced around its performance and Tier. Ammunition costs only apply in the PvP mode.

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Repair costs represent the price of repairing your damaged or destroyed vehicle after the battle. The price of repair is deducted from each battle’s income. Repair costs only apply in the PvP mode.

For the PvE mode, ammunition and repair costs are covered by the Logistics fee that is paid after each battle and depends not on whether your vehicle was destroyed and how much ammunition was fired, but on the PvE battle’s difficulty and Tier.

Please note that in Armored Warfare, the costs of ammunition and repair or logistics costs cannot cause players to lose credits per battle no matter how badly you perform!

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Consumables are performance boosters usable in their basic form once or three times per battle. As their name suggests, they are consumed by their use and have to be re-purchased. Each vehicle has four consumable slots (one is reserved exclusively for PvE consumables).

The Consumables are stored in the Consumable inventory. The basic quality level is single use but the most expensive ones can be used multiple times and in some cases carries a passive bonus. There are several Consumable categories:

Repair Consumables

These consumables have to be triggered manually to be used.

  • Repair Kit consumable repairs one damaged module on your vehicle
  • Spare Parts consumable repairs all damaged modules on your vehicle and adds a passive bonus to overall module repair rate
  • Surplus Spare Parts consumable repairs all damaged modules on your vehicle and adds a passive bonus to overall module repair rate, can be used three times per battle

Fire Extinguishers

  • Fire Extinguisher consumable extinguishes one fire inside your vehicle, has to be used manually
  • Improved Fire Extinguisher consumable extinguishes one fire inside your vehicle, has to be used manually, has three charges with 90 seconds reload time, it has a passive bonus reducing the fire duration and fire probability by half

First Aid Kits

These consumables have to be triggered manually to be used

  • First Aid Kit consumable heals one injured crew member
  • Medical Kit consumable heals all injured crew members and passively increases crew resilience
  • First Aid Cabinet consumable heals all injured crewmembers, passively increases crew resilience and can be used three times per battle

Crew Performance Enhances

These consumables are used automatically at the start of each battle.

  • Protein Bar consumable increases crew performance in battle (small bonus)
  • Energy Drink consumable increases crew performance in battle (larger bonus)

Vehicle Performance Enhancers

These consumables are used automatically at the start of each battle.

  • Engine Oil consumable increases your vehicle’s acceleration, agility and speed (small bonus)
  • Synthetic Oil consumable increases your vehicle’s acceleration, agility and speed (larger bonus)

PvE Consumables

These consumables can only be used in the PvE mode.

  • Field Maintenance Kit consumable instantly restores a part of your vehicle’s ammunition and hitpoints
  • Field Rebuild Kit consumable either restores all your health or revives you with a portion of your health and ammunition

Please note that unlike repair and ammunition costs, the use of consumables can cause a loss of credits per battle. Some consumables are quite costly – use them with caution!

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