Mechanics ‣ Engineering Mechanics ‣ Repairing
When a component is damaged by various sources, it impairs it's functionality. Therefore, repairs are needed to be taken place. As repairs are done, using different repair tools, a cooldown will start - allowing no other interactions with the component. Damaged components will show [[::Category:Components#Component Indicator_and_Health_Bar|damage indicators]] that notify the players on the airship of damaged components, and of their status.
Once a component completely uses its HP it is destroyed and need to be rebuilt.
Values for the Max Health for all components:
Component | Max Health | ||
---|---|---|---|
Armor | ship dependent | ||
Balloon | 912 | ||
Light Engine | 300 | ||
Heavy Engine | 525 | ||
Light Weapon | 200 | ||
Heavy Weapon | 425 |
Effects
As mentioned before, as components take damage, they lose some of their functionality (with the exception of the armor and the hull). Here is a list of all the effects the damaged component will endure:
- Weapons will have reduced pitch/yaw speeds equal to percent damages, and up to -50% ROF (rate of fire) and reload time. Example: 50% damage to a gun will result in 50% rotation speed and 75% rate of fire and reload speed.
- Engines will have reduced thrust generated.
- Balloons will have reduced lift and descent force generated.
In order to prevent or alleviate those effects repairs are needed to take place.
Repairing
In order to repair a component, a use of repair tools is needed. The repair tools allowing for repairing abilities are the following: Rubber Mallet, Pipe Wrench and Shifting Spanner. Each tool has a different HP replenished per use, and a different cooldown period in which no interactions with the component can be made (like extinguishing or further repairing).
Tool | HP Per Use | HP Per Second | Cooldown (seconds) |
---|---|---|---|
Rubber Mallet | 250 | 27.8 | 9 |
Pipe Wrench | 120 | 24 | 5 |
Shifting Spanner | 40 | 20 | 2 |
Fail-safe Kit | 1+ 360 over 15s | 24 | 8 |
Optimally, the best repair tool to use for repairs, is the mallet, due to it's high repair efficiency. However, both for gunners, or for engineers who wish to use the Dynabuff Industries Kit and still maintain a fire fighting ability (Fire Extinguisher or Chemical Spray) - the Pipe Wrench is a mandatory choice due to the combined mediocre power to both repair and rebuild decently. The Spanner is not recommended for main repair purposes due to its low repair power. However, due to its low cooldown time, it is used for making flexible repairs before the mallet use, or for components who are lightly damaged without activating a high cooldown time.