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“ | Increases weapons' damage
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- — in-game description
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Purchase Information | |
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In-Game Cost | 50,000 |
Real Value (USD) | None |
Required Pilot Level | |
Passive Module | |
Additional Damage | 1% |
Attributes | |
Affects Self | Permanent |
Introduction[]
The Nuclear Reactor is a passive module.
Strategy[]
This module grants a stackable % bonus to a robot's overall firepower (weapon damage). This rather cheap effect is very useful in lower leagues, as most robots rely on who has more damage, as there isn't much weapon diversity. The Nuclear Reactor can easily give the upper hand to any lower-league player if fighting a Cossack with a Destrier.
Unfortunately, as you move up the leagues, Nuclear Reactor loses its value. Many commanders start worrying more about its upgraded version, the Thermonuclear Reactor, more than it itself. It, as a result, is usually shrugged off and ignored.
An aspect of Nuclear Reactor, and most modules in general, that commanders sometimes ignore is that they can be upgraded. A level 4 Nuclear Reactor’s boost to its host is only down 1% from the boost that a newly-bought Thermonuclear Reactor grants, and it is also considerably cheaper.
Nuclear Reactor’s boost also applies to any built-in weapon damage, so it’s recommended to mount it instead of an Armor Kit on a Hellburner or a Mercury.
As a passive module, you cannot mount the Nuclear Reactor on a Titan of any kind. Titans require specific mounts that can only equip specific Titan modules. This is rather fortunate as two of the three Titans (Kid and Arthur) use built-in weapons, which Nuclear Reactor can provide boosts to.
Statistics[]
Purchase Information[]
Level | Purchase Cost | Damage Increase |
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1 | 50,000 | 1% |
Upgrade Information[]
Level | Cost | Time | Damage Increase |
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2 | 3,000,000 | 12 hours | 2% |
3 | 3,000,000 | 12 hours | 3% |
4 | 3,000,000 | 12 hours | 4% |
Update History[]
Version | Changes |
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4.6.0 | Module was added to the game |