User blog:Golurk 88/Standing By: Modules

Introduction
It’s been a long wait, but modules are finally here. And...they’ve received mixed views from players, which given Pixonic’s recent decisions is by no means surprising. But they have come a long way from the concept first revealed this Summer (2018), and they, like many new features introduced into the game, have real potential to make their mark and fundamentally change how battles are fought. So in this blog we will be covering the different types of modules, what they are and what they do, and how to use as well as how to counter them. Enjoy!

Note: All statistics will be at level 1 mk1 for modules, and level 12 mk1 for robots.

How Modules Work
Each robot will have a number of modules ‘slots’ that are unlocked depending on what level robot it is (up to 3 passive and 1 active). There are two types of modules: Passive ones cost quite a large sum of gold to buy (the less effective ones cost 50k silver) and have permanent effects while active ones are free to equip but require power cells or gold to activate each time. Each player has received a certain number of power cells depending on what league they are in for free.

Passive Modules
There are two types of modules, and the first type of module is called ‘passive’. These have permanent effects so long as they are equipped and most robots in your inventory and store automatically come with one or two of them. More modules of the pre-equipped type only cost less than 100k silver. Sounds good so far, right? Well, in keeping with tradition Pixonic has made the rest of passive modules cost gold...a few thousand gold. So essentially passive modules are free to use and equip but not free to buy.

These are the passive modules in-game as of Update 4.6:


 * Armour Kit. This module increases your robot’s durability by 2% (up to 5% when fully upgraded which costs 9 million silver in total). This can be quite useful in boosting one of your weaker robots’ health to enable it to withstand more fire...or to make one of your tanks even more durable. Armor Kit is one of the two modules that your robots are automatically equipped with.


 * Nuclear Reactor. This modules increases the equipped bot’s firepower by 1% (up to 4% at level 5). So if you find some of your bots are able to critically damage enemies but can’t quite finish them off then Nuclear Reactor can help. And no, your robot doesn’t explode like a Hellburner when it dies.


 * Battle Born. Now this is a much more interesting module...that costs 2.5k gold. Now, for the first 20 seconds starting from when your robot spawns onto the battlefield it gains a number of defense points that can reduce incoming damage in the first 20 seconds by up to 60% depending on the exact number. Great fun if you play Beacon Rush and use an Avenger Raijin.


 * Last Stand. Like Battle Born, Last Stand is perfect for defending vital chokepoints and beacons, except it has a higher price tag of 5k gold. It grants the equipped robot invulnerability for 2 seconds when it reaches 5% health (up to 4.5 seconds when at 30% health at level 5 at a cost of a couple hundred million silver and several days). Great for dealing that extra damage and destroying another enemy robot to ease your teammates’ burden.


 * Thermonuclear Reactor. 5k gold and a 5% damage increase. This is a stronger Nuclear Reactor (hint is in the name) and should be used in the same way.


 * Heavy Armour Kit. This costs 5k gold but increases the equipped bot’s durability by 7%. As with the Armor kit, it should be used to strengthen more fragile robots or to make your stronger bots even stronger (personally I’d go for the former for balance but it’s your decision).

Overview
//work in progress//