Firefighting

Today, we will understand the mechanics of fire and fire fighting equipment, and you will learn how the repair skills and toolbox can help to protect the tank from fire and detonation.

And did you know that the strength of the modules can quickly recover without reaching a critical damage? But, as always, the most interesting is near the end of the release. I'll start this one in order, that is, with the analysis of the mechanics of the fire. As you all probably already know from past issues, the tank can be set on fire, damaging two modules - fuel tanks and engine. Unfortunately, I did not try to find on the Internet formulas or some specifics on the mechanics of the fire, but the more valuable is the knowledge that I managed to get by experience.

The fire process consists of three components: 1) the frequency of damage; 2) the strength of the fire, that is, the amount of strength of the tank removed during combustion; 3) the rate of quenching. The consequences of the fire depend on these three values, namely: the burning time and the total damage caused to the tank.

I'll start with the simplest element - the frequency of damage. In case of fire of any tank, damage is inflicted twice a second, equal to the force of the fire. The first damage you will get after half a second after it occurs. With this element everything is clear and there is nothing to add.

Next, consider the force of the fire. The fire in the tank continues until this indicator is greater than or equal to one. The starting force of the fire is random and it does not depend on the caliber, damage and range of the firing. That is, how much damage from the fire you get at the first damage is not exactly known. The range of spread of the starting force is from one to three percent of the total strength of the tank, and each tank has its own range of variation. At the IS-7 tank, for example, the starting force of the fire is approximately two to three percent of the total strength of the tank. To bind to the level, type, the total amount of strength, this indicator did not work. Most likely, the range of the spread of the starting force of the fire is regulated by the developers manually relative to each technique.

The next component of the fire is the rate of quenching. This indicator means - how much the next fire damage will be less than the previous one, that is, how much the force of the fire will decrease. Here we can raise this characteristic with the help of skills: "firefighting", which in turn is enhanced by the skills of "combat brotherhood", as well as the ventilation module and the gold consumable, which gives plus ten per cent to all crew skills. But, remember, if you have not learned the fire fighting ability, then doppak with ventilation will not give you any bonus to the rate of quenching. And if you transplant the crew with 100% crew and the ability to "fire fighting" on another tank, retraining for silver, and say, its pumping will drop to 90%, then the effect of the ability to "fire fighting" will drop to the same level. The base rate of quenching for each car is different. Clear dependence on the level or number of points of strength of the tank could not be found. But on most machines, not counting the entry-level tanks, this value is approximately 1/20 of the average starting force of the fire. That is, on average, without a developed fire fighting ability, your tank will burn for about 10 seconds. An interesting feature of the fire is that it also damages the tank modules, and the crew itself does not suffer from fire.

And so, briefly we will deduce the main idea: "The fire damages the tank every half a second, weakening after the damage by the fire-extinguishing factor. When the force of the fire becomes less than one, it will go out. The time of burning and the total damage to the tank depend heavily on the random value of the fire force, and the only thing we can influence in this formula is the speed of extinguishing, pumping out the corresponding firefighting ability to the crew, whose actions can be strengthened by "combat brotherhood", ventilation and consumables. In the end, reducing the average time of the fire and the amount of damage received is approximately 2 times. "

Now we proceed to review firefighting equipment, in order of their effectiveness. The most effective way to extinguish your tank is to put an automatic fire extinguisher for gold. It follows from his description that it turns on automatically, but after the checks it turned out that before you work it, you have time to take damage once. That is, its turn-on time is more than 0.5 seconds, and the reaction speed of the average player is 0.2 seconds. A logical question arises whether it is better to put a hand-held fire extinguisher on a convenient key, for example a mouse wheel, to make the indication of a fire more visible and extinguish with a hand-held fire extinguisher. But, no matter how hard I try, I managed to extinguish the manual extinguisher only after the fire twice did damage to my tank. That is, the quenching took more than 1 second, but it is also very good and the tank does not have much damage to get, although the speed of operation is inferior to what is bought for gold .

We continue to study the instructions of the automatic fire extinguisher, it says that it reduces the chance of a fire by 10%. But from the third issue, we know that when the fuel tanks run out of strength points, a fire arises. And no automatic fire extinguisher can prevent its occurrence. Consequently, it reduces only the probability of engine ignition. Manual extinguisher extinguishes the fire when activated and does not give any bonuses, it's all clear. The only thing that should be advised, then put it all on all the tanks in the same slot and assign a clickable key, so you minimize the time to activate it. Also on the net you can find a mod with a more noticeable fire indication, the standard icon is still small and in the heat of battle you do not always immediately notice that the tank is burning. And the commander of the crew says about the fire is not in the first place.

Further on the list of fire-fighting efficiency are tanks filled with CO2. After all, they set fire to us, most often, damaging this module, and this module increases, as it is written, the strength of tanks by 50%, which even for the most powerful weapons of your level group almost certainly excludes arson from the first hit. And after several guns, the urgency of the fire is already lost, since the tank is running out of strength. But this is not all the beauty of carbon dioxide (CO2), each tank module has such characteristics as: maximum strength and strength after repair. So the tanks with carbon dioxide not only raise the maximum strength by 50%, but also raises the strength after the repair, and most importantly, when the module reduces the strength below the level to which repairs occur, it automatically begins to be repaired. And, thanks to the raised carbon dioxide strip, guns with a small damage on the modules it becomes very difficult to set this tank on fire, unless you are lucky, and you can quickly damage the module a couple of times, which is very difficult in combat. And if you give him a breather, then his strength is again restored to a safe level for your gun. And without CO2, even weak guns can overcome this repair threshold from the first time, easily ignite any tanks. The same rule applies to combat training, and such a skill as "contactless combat" combined with "wet boilie" equipment will not only increase the maximum amount of strength, but also raise the level of the repair level, which greatly reduces the chances for detonation of many guns. And the ability to "repair" and equipment in the form of a "box with tools" will accelerate the restoration of strength.

Now consider the ability to "fire fighting". In the description it is said that the skill speeds up the extinguishing of the fire, but it does not say how much. In one popular resource devoted to the game published data that the skill gives + 100% to the rate of extinguishing the fire. But on the tests it turned out that if you pump it all to the crew members completely, the quenching rate increases by 80%, and not by 100%, as some believe. There is also a common opinion that the larger the crew, the faster the fire is extinguished. But this is not true, the strength of the crew does not in any way affect the effectiveness of the fight against fire, no matter whether you were rocking the ability to "fire fighting" or not.

Well, in the last turn, we will consider the skill of "cleanliness and order". Here everything is simple, it reduces the probability of engine ignition by 25%, which in most machines is equal to 15 or 20%. That is, reduces this probability by a quarter, to 11 and 15% respectively. It is worth noting that "cleanliness and order" is a skill, not an ability. So, it starts working, only when it is 100% deflated.

Of course, I would like to talk more about the demonstration experiments with evidence, but we suggest simply believing in the word. For those who doubt or are just interested in dropping deeper, you can consider the table below with test results (see the data on our website).

The following note will be devoted to how the fire damages the tank modules.

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