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Mechanics ‣ Engineering Mechanics ‣ Repairing

Damage Indicators

Damage indicators.

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
Cooldown Indicator

A balloon, while on cooldown.

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.


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