装备:修订间差异

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{{see also|Air units}}
{{see also|Air units}}
{{see also|Naval units}}
{{see also|Naval units}}
{{icon|equipment|1}} is the military hardware needed by [[unit]]s to operate and largely determines their stats. It gets unlocked by researching [[technologies]] and is produced by [[production line]]s. Support Equipment is an example of a type of equipment.
{{icon|equipment| 装备}} 是军队行动必需品,也大大决定了他们的战斗数值。装备依靠科研解锁,在生产线上生产。例子:支援装备。


== Archetype ==
== 装备类型 ==
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The equipment needs of units refer to general equipment ''archetypes''. For example a German [[division]] that needs 100 medium tanks can use any mix of variants of Panzer IIIs, Panzer IVs, Panthers, or foreign medium tank equipment. By contrast, equipment of different archetypes, such as light and medium tanks, are never interchangeable.
单位所需的装备指一种类型的装备。例如一个需要100辆中型坦克的德国装甲师可以混合使用三号、四号、豹式或外国的各型中型坦克。相对的,不同类型的装备不能混用,例如轻型坦克和中型坦克。


== Type ==
== 装备型号 ==
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An equipment type belongs to an archetype and forms the basis of variants that countries create when they unlock it.
一个型号的装备会被分类至某个装备类型,且可以形成多个衍生型号。
=== Parent ===
=== Parent ===
The parent of an equipment type is the type unlocked by the previous technology in the chain belonging to the same archetype. For example Infantry Equipment 1 is the parent of Infantry Equipment 2. This has an effect on [[Production#Production_Efficiency_Retention|production efficency retention]].
The parent of an equipment type is the type unlocked by the previous technology in the chain belonging to the same archetype. For example Infantry Equipment 1 is the parent of Infantry Equipment 2. This has an effect on [[Production#Production_Efficiency_Retention|production efficency retention]].

2021年5月4日 (二) 23:22的版本


参见:Air units
参见:Naval units

Equipment装备是军队行动必需品,也大大决定了他们的战斗数值。装备依靠科研解锁,在生产线上生产。例子:支援装备。

装备类型

单位所需的装备指一种类型的装备。例如一个需要100辆中型坦克的德国装甲师可以混合使用三号、四号、豹式或外国的各型中型坦克。相对的,不同类型的装备不能混用,例如轻型坦克和中型坦克。

装备型号

一个型号的装备会被分类至某个装备类型,且可以形成多个衍生型号。

Parent

The parent of an equipment type is the type unlocked by the previous technology in the chain belonging to the same archetype. For example Infantry Equipment 1 is the parent of Infantry Equipment 2. This has an effect on production efficency retention.

Family

A family of equipment types share common mechanical parts that make transitioning production between them easier. Each tank equipment type and the armored vehicles based on it form a family.

Variant

主条目:Variant

Researching an equipment technology unlocks a basic variant of the equipment type particular to that country. With 玉碎瓦全玉碎瓦全 equipment variants can alternatively be licensed from other countries. In either case, countries can further modify several types of equipment by spending the respective kind of experience. For example a country may create a variant of their light fighter 2 base variant, increasing its range, by spending air experience. Ship variants (ship classes) have a particular set of modules attached to them. 炮手就位炮手就位 makes designing variants an integral step of building ships, as only individual hulls and modules get researched that don't unlock ship variants (or classes) by themselves.

Designer

When a country unlocks a type of equipment while employing a matching design company, its bonuses will be attached to all variants of that equipment type.

Statistics

Statistics, stats, or equipment values are values that equipment types can carry. They form the basis of equipment variant stats, which in turn influence the combat abilities of units using them. While a unit can not operate without equipment, it is important to distinguish between equipment stats and unit stats. The latter are also influenced by many other factors such as additional and inherent stats, experience, leaders, supply etc.

Army values

  • Recovery Rate (or morale): How much extra organization can be regained hourly when not in combat.
  • Defense: How many enemy attacks a division can attempt to avoid while on the defensive, effectively allowing it to hold the line longer.
  • Breakthrough: How many enemy attacks a division can attempt to avoid while on the offensive, effectively allowing it to stay on the offense longer.
  • Hardness: Hardness represents how much of a division is made up of armored or at least protected vehicles. It decreases the ratio of soft attacks received, while increasing the ratio of hard attacks.
  • Soft attack: How many attacks a division can make versus enemies with low hardness.
  • Hard attack: How many attacks a division can make versus enemies with high hardness.
  • Reconnaissance: The ability to scout ahead and anticipate the enemy. Increases the chance that a division can pick better tactics in battle.
  • Entrenchment: The ability to make proper defensive entrenchments before a hostile attack.
  • Initiative: The higher the Initiative a unit has, the quicker it can reinforce into a battle, and the quicker it gets its planning done.
  • Trickleback: The proportion of losses in combat that can be saved and returned to the manpower pool.
  • Supply use: How much supply a unit consumes per day.
  • Supply Usage: A modifier applied to Supply use.
  • Suppression: Ability to suppress local resistance.
  • Suppression Bonus: A modifier applied to Suppression.
  • Exp. Loss: How much experience is lost in a division when they take casualties and have to replace them.
  • Eq. Capture Ratio: Percentage of the equipment that will be captured from enemy loses.
  • Fuel Capacity: How much fuel this unit can store. Higher fuel capacity means that the unit will be able to operate at full capacity longer when it lacks the fuel supply.

Navy values

  • Surface detection: Ability to detect surface vessels.
  • Sub detection: Ability to detect submarines.
  • Surface Visibility: How hard to find this ship is.
  • Sub Visibility: How easy to detect a submarine is.
  • Light Attack: Damage done by light guns. Light guns are better at targetting smaller ships.
  • Light Piercing: Armor piercing of the light guns.
  • Heavy Attack: Damage done by the heavy guns. Heavy guns are better at targetting bigger ships.
  • Heavy Piercing: Armor piercing of the heavy guns.
  • Torpedo attack: How much damage we can do when using the ship's torpedoes.
  • Depth charges: How much damage we can do to the enemy submarines with depth charges.
  • Anti-air: How much anti-air firepower the ship carries for shooting down enemy planes.
  • Max Speed: A faster ship has an easier time disengaging from pursuers when attempting to retreat from combat. It is also less likely to be hit by enemy fire, can pursue contacts easier when spotting the enemy, and moves faster outside of battle.
  • Max Range: A ship's range represents its onboard stores of fuel and foodstuffs, which limit how far it can travel from the nearest friendly Naval Base.
  • Minelaying: Efficiency in laying the sea mines.
  • Minesweeping: Efficiency in finding and neutralizing the sea mines.

Air values

  • Range: How far away missions the plane can perform.
  • Air Defense: How many hits a plane can take before being shot down.
  • Air Attack: How much damage we can do against airplanes. High Air Attack also helps to counter enemy Air Superiority effects.
  • Agility: How agile a plane is. Agility affects how easy it is to hit another plane, and how easily it can avoid being hit.
  • Strategic Bombing: How good a plane is at strategic bombing.
  • Air Superiority: How much the plane helps the overall air superiority of a strategic area.
  • Naval Attack: How much damage the plane inflicts upon hitting a ship.
  • Naval Targeting: How likely the plane is to hit a ship.
  • Ground Attack: How much damage the plane can do to enemy divisions on the ground when helping out in combat.

Common values

  • Organization: Organization indicates combat readiness and how organized a unit is. A unit with no organization can't fight or move effectively.
  • HP: Strength represents how much damage this unit can suffer before it is destroyed.
  • Max Speed: How quickly this division can traverse terrain under optimal circumstances. How quickly this unit can fly under optimal circumstances.
  • Armor: Having armor that is higher than the opponents piercing value makes you take less damage and also makes it possible to perform more attacks in combat as the unit has more freedom of movement.
  • Piercing: Having equal or greater §HPiercing§! to the targets §HArmor§! value allow you to do more damage and more effectively pin down their armored forces
  • Reliability: The lower the value the more likely the equipment is of suffering random failure, accidents or exploding in a fiery ball of death when lightly bumped.
  • Reliability: An extra reliability bonus from support companies. This bonus is applied to an equipment type's reliability and reduces the chance of breakdowns and accidents.
  • Weight: How much the unit will weigh. Heavier units will require more transports to ship and perform invasions effectively.
  • Fuel Usage: How much fuel this unit uses while it is operating. Air and Sea units will consume fuel while on active missions or during training. Land units with fuel consumption will consume fuel in idle as well, but the combat, movement or training will further increase the consumption.
  • Fuel Usage: A modifier for Fuel Usage.

Special values

  • Deck size: How many planes a carrier can fit on board.
  • Hot acclimatization gain factor: The speed at which a unit acclimatizes in a warm climate.
  • Cold acclimatization gain factor: The speed at which a unit acclimatizes in a cold climate.
  • Production Cost: How much Factory Output a piece of equipment needs.

Land equipment

Equipment type Equipment Speed (km/h)[1][2] Attack defense breakthrough Armor Pierc. Hness. Fuel Usage Reli. production cost Resources Per Factory
soft attack hard attack air attack Steel Tungsten Chromium Aluminum Rubber
Infantry Eq. Basic Eq. 4 3 0.5 20 2 1 90% 0.4 2
Weapons I 4 6 1 22 3 4 90% 0.5 2
Weapons II 4 9 1.5 28 4 5 90% 0.6 3
Weapons III 4 12 2 34 5 10 80% 0.7 4
Motorized Motorized 12 10% 1.2 80% 2.5 1 1
Motorized Armor Car 1 9 6 2 2 12 3 6 65% 0.8 80% 4 2
Armor Car 2 12 13 4 3 16 10 8 65% 1.8 80% 6 2
Armor Car 3 15 16 8 5 28 20 36 70% 1.8 80% 8 2 1
Mot. R. Artillery Mot. R. Artillery 36 1 15 12 2 0.1 80% 12 1 1
Mechanized Mechanized I 8 26 4 10 11 60% 2.4 80% 8 2 1
Mechanized II 10 30 5 15 16 70% 2.4 80% 10 3 1
Mechanized III 12 34 6 20 21 80% 2.4 80% 12 4 1
Mechanized Amphibious Mechanized 1 7 26 4 10 11 60% 4 80% 8 2 1
Amphibious Mechanized 2 10 30 5 15 16 70% 4 80% 10 3 1
Artillery Artillery 25 2 10 6 5 80% 3.5 2 1
Improved Artillery 30 2 15 7 5 80% 4 2 1
Advanced Artillery 34 2 18 8 5 80% 4.5 3 1
Rocket Artillery Rocket Artillery 30 1 12 9 2 80% 4 1 2
Advanced Rocket Artillery 38 1 15 12 2 80% 5 1 2
Anti-Tank Anti-Tank 4 15 4 75 80% 4 2 2
Improved Anti-Tank 4 22 4 88 80% 5 2 2
Advanced Anti-Tank 4 30 4 108 80% 6 3 2
Anti-Air Anti-Air 3 7 19 4 1 25 80% 4 2
Improved Anti-Air 3.5 11 25 4 1 60 80% 5 2
Advanced Anti-Air 4 15 32 4 1 88 80% 6 3
Support Eq. Support Eq. 80% 4 2 1

Armor equipment

Equipment type Equipment Speed (km/h)[2] Attack defense breakthrough Armor Pierc. Hness. Fuel Usage Reli. production cost Resources Per Factory
soft attack hard attack air attack Steel Tungsten Chromium Aluminum Rubber
Light Tank Great War Tank 6 8 4 4 18 5 15 80% 1.0 80% 7 2
L. Tank I 10 13 4 4 26 10 10 80% 2.4 80% 8 2
L. Tank II 12 16 6 5 36 15 30 80% 2.4 80% 9 3
L. Tank III 14 22 9 6 46 30 50 80% 2.4 80% 10 4
Light SP Artillery L. SPG I 10 34 0.5 4 2 5 4 50% 1.2 80% 8 2 1
L. SPG II 12 42 1 5 2.5 10 4 50% 1.2 80% 9 3 1
L. SPG III 14 46 1.5 7 3.5 25 4 50% 1.2 80% 10 4 1
L. Tank Destroyer L. TD I 10 6 10 4 1 10 50 80% 1.2 80% 8 2 2
L. TD II 12 6 16 5 1.3 15 77 80% 1.2 80% 9 3 2
L. TD III 14 8 24 7 1.8 30 99 80% 1.2 80% 10 4 2
Light SP Anti-Air L. AA I 10 2 1 15 2 2 5 5 50% 0.6 80% 10 2
L. AA II 12 3 1.5 17 2.5 2.5 10 20 50% 0.6 80% 11 3
L. AA III 14 4.5 4 32 3.5 3.5 25 35 50% 0.6 80% 12 4
Medium Tank M. Tank I 8 19 14 5 36 60 61 90% 3.6 80% 12 2 2
M. Tank II 9 25 19 7 51 80 81 90% 3.6 80% 13 3 2
M. Tank III 10 32 24 9 66 90 91 90% 3.6 80% 14 4 2
M. SPG M. SPG I 8 42 1 5 3 45 5 65% 1.8 80% 12 2 3
M. SPG II 9 50 1.5 6 3 50 5 65% 1.8 80% 13 3 3
M. SPG III 10 55 2 7 4 58 5 65% 1.8 80% 14 4 3
M. Tank Destroyer M. TD I 8 5 20 5 1.3 60 88 90% 1.8 80% 12 2 4
M. TD II 9 6 26 6 1.5 80 110 90% 1.8 80% 13 3 4
M. TD III 10 8 32 7 1.8 90 120 90% 1.8 80% 14 4 4
Medium SP Anti-Air M. AA I 8 4.5 3 22 2.5 2.5 45 40 65% 0.9 80% 12 2 2
M. AA II 9 6 4.5 32 3 3 50 60 65% 0.9 80% 13 3 2
M. AA III 10 7.5 6 43 3.5 3.5 58 70 65% 0.9 80% 14 4 2
Heavy Tank H. Tank I 5 15 12 6 36 70 35 95% 4.4 80% 25 3 3
H. Tank II 6 27 30 8 52 110 111 95% 4.4 80% 27 3 3
H. Tank III 6 35 40 9 67 130 131 95% 4.4 80% 30 4 3
Heavy SP Artillery H. SPG I 5 55 1 4 2 45 8 80% 2.2 80% 25 3 3
H. SPG II 6 74 2 6 3 68 8 80% 2.2 80% 27 4 3
H. SPG III 6 80 2.5 7 3.5 90 8 80% 2.2 80% 30 5 3
H. Tank Destroyer H. TD I 5 6 25 4 1 70 96 95% 2.2 80% 25 3 3
H. TD II 6 8 42 6 1.5 110 140 95% 2.2 80% 27 4 3
H. TD III 6 10 60 7 1.8 130 160 95% 2.2 80% 30 4 4
Heavy SP Anti-Air H. AA I 5 4.5 4 17 2 2 45 25 80% 1.1 80% 25 3 3
H. AA II 6 6 4.5 33 3 3 68 60 80% 1.1 80% 27 3 3
H. AA III 6 7.5 6 44 3.5 3.5 90 88 80% 1.1 80% 30 4 3
Super Heavy Tank SH. Tank 4 38 45 10 74 145 146 99% 10.0 80% 100 3 4
SH. SP Artillery SH. SPG 4 85 3 7 3.5 100 9 90% 5.0 80% 100 3 4
SH. Tank Destroyer SH. TD 4 12 70 7 1.8 145 170 99% 5.0 80% 100 3 4
Super Heavy SP Anti-Air SH. AA 4 11.5 9 50 3.5 3.5 100 98 90% 2.5 80% 100 3 4
Modern Tank Mod. Tank 10 40 32 10 84 130 131 98% 5.0 80% 28 3 4
Modern SP Artillery Modern SPG 10 80 3 8 4 90 10 85% 2.5 80% 28 3 4
Modern Tank Destroyer Modern TD 10 10 42 8 2 130 165 98% 2.5 80% 28 3 4
Modern SP Anti-Air Modern AA 10 9 7.5 50 4 4 90 100 85% 1.25 80% 28 3 4
Amphibious Tank Amphibious Tank 1 7 13 4 4 26 20 10 80% 4 80% 10 2
Amphibious Tank 2 8 19 14 5 36 80 61 90% 4 80% 13 2 2

Footnotes

  1. These values for the maximum speed do not apply to support companies.
  2. 2.0 2.1 Battalions have a maximum speed no slower than 4, regardless of equipment


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