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Thread: Guide: Tactical Modules

  1. #1
    One-Star Admiral Zeus's Avatar
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    Post Guide: Tactical Modules

    Hi guys, here is the guide about the new feature recently added and called Tactical Modules.

    This feature become available at lvl 38. You reach the new feature's main screen which is called Control Hub via Formation Screen and the small hexagon in the lower right area.

    Initially you are able to use only flagship module gifted to you by the Dexter.
    To open other class module slots you need to reach lvl 43.
    Screenshot at 15-31-01.jpg

    The Control Hub could be found here as shown on the screens below:
    Screenshot at 15-32-15.jpgScreenshot at 15-33-01.jpg

    Once it is opened you can see the most important summary information about the modules you have activated and their progress status, initially you have only the TS-16 module for the flagship.

    Some basic but very important information about the modules before we proceed:
    We have 6 types of the ships and 6 types of modules respectively.

    At the moment of writing this guide we know that now available only TS-1x modules which improves only basic stats of the ships
    • TS-11 - ranger - DEF
    • TS-12 - striker - ATK
    • TS-13 - protector - Hit Points + built in shields
    • TS-14 - destroyer - E-ATK
    • TS-15 - rover - S-DEF
    • TS-16 - flagship - S-ATK


    All TS-1 modules have basic attribute of 10% boost for the the ships class it represents which can be further improved up to the 30% and half of that boost to the other ship classes.

    Note: these buffs affects the basic stats of ships only, not the final value after equipment, Galactonites, Tech level, bozons and so on

    For example: from the TS-16 module your flagship will initially receive 10% S-ATK boost and all other ship classes will receive 5% S-ATK boost.

    in the future we will see TS-2x and so on modules which may improve up to the 3 additional ship attributes

    Screenshot at 16-16-57.jpg

    To activate module follow simple steps shown on the next screenshots:

    Click the icon representing the module/ship class

    Screenshot at 15-33-32.jpg

    In new pop-up window you will see the list of available modules for the selected ship class.

    Screenshot at 15-33-50.jpg

    Click to the module to see the detailed information about the buffs it currently provides.

    Reasonable question: So, how to have all these buffs implemented, should you change your fleet to receive different boosts provided by the different class modules ?
    The answer is: No worries, these buffs not related to your fleet content.
    For example if you don't have flagship in your fleet ( sweet dreams ) you will any ways receive buff provided by the flagship TS-16 module

    In the same window you will find the button to equip selected module.

    Screenshot at 15-34-04.jpg

    Once module equipped button will be changed to "Unload"

    Screenshot at 15-34-30.jpg

    Once Module loaded you can improve it through the Adjustment Panel, for this you need to click "Tools" button under the loaded module in the Control Hub main interface.

    Screenshot at 15-34-30_1.jpg

    Once button clicked we can see the Adjustment panel which looks like this.
    To start improvements click "Adjust 1 time" or "Adjust 5 times" buttons

    Screenshot at 15-34-47.jpg

    The process of adjustment is very similar to the bozons interference with the only difference: negative adjustments could be omitted, the process could be or positive or neutral but never negative until you decided to save negative value

    After the Adjustment button clicked we receive random values of improvement in percents which could be positive or negative regarding to the current lvl.

    Screenshot at 15-36-34.jpg

    yes 5 positive are also possible... in the very beginning, but later especially after the 13% you will see a bit different picture of only negative

    Screenshot at 15-37-15.jpg

    When you got some positive values you must save them so they become implemented and affect the module. To do this click the circle near the positive value and then "Save" button as shown on the following screens:

    Screenshot at 15-35-20.jpg
    Screenshot at 15-35-34.jpg

    Pay attention to the fact that if you got few positive values, the highest value represents all the smaller values, so you don't need to save few values one by one, enough just to save the highest one.
    You can see this on the screens below where i got 2 positive +0.9 and +0.1
    As soon as +0.1 was saved my +0.9 become +0.8

    Screenshot at 15-38-05.jpg
    Screenshot at 15-38-24.jpg

    Very important to remember that you are receiving 1 free adjustment try every 4 hrs but if at the end of the galactic day you have collected more than 5 (lets say 7) they wont be saved for the next day and will be lost, so the new day you will start with the 5 instead of 7, meanwhile if you had at the end of the day less than 5 you will start day with the exactly this under the 5 amount.

    When you have used all the free tries you can adjust for credits.
    first 5 tries cost 10 credits each
    second 5 tries cost 20 credits each
    and so on, so if your name is Richy Rich keep doing it for credits to get some fast advantage over others.

    You may ask: How effective the TS-1 modules improvements over the other ways.
    The answer is simple: TS-1 modules makes your ships stronger like you chipped them additionally to [+1], don't forget that modules boosts not your final values of stats with all the equipment, tech. lab improvements, bozons, galactonite stones and so on. Modules improves only basic values of your naked ships to the respective % values

    At the moment this is all the information we have, if you found mistakes or have something to add feel free to comment and i'll fix or add additional information

    PS: sweet candy. this is how all modules looks like together:
    12066026_10156175249100150_8090895112107702138_n.jpg
    Last edited by Zeus; November 10th, 2015 at 15:00.
    Zeus.s548 / World 1451 / Android

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  2. #2
    One-Star Admiral Zeus's Avatar
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    [placeholder for further improvements of the guide]
    Zeus.s548 / World 1451 / Android

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    One-Star Admiral Zeus's Avatar
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    [placeholder for further improvements]
    Zeus.s548 / World 1451 / Android

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    One-Star Admiral Zeus's Avatar
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    Zeus.s548 / World 1451 / Android

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    One-Star Admiral Zeus's Avatar
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    Zeus.s548 / World 1451 / Android

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    How did you and where did you get your modules?

  7. #7
    One-Star Admiral Zeus's Avatar
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    Quote Originally Posted by King Archilles View Post
    How did you and where did you get your modules?
    at the moment we have actions where possible to receive additional chips to compose modules.
    1) lance - every 10 tries = 1 TS-1chip
    2) any in-game purchase = 5 TS-1 chips
    3) 2 free TS-1 chips per day
    4) get Phase Position Distorter from the packs and receive 30 TS-1 chips as a reward
    Zeus.s548 / World 1451 / Android

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  8. #8
    thank you , the explanation helps a lot

  9. #9
    Lieutenant General Thatzme's Avatar
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    Excellent and detailed step-by-step guide to help players orientate themselves with the new feature. Keep your questions coming and we can discuss them here.
    Thatzme.s15 World 660 IOS
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  10. #10
    Major General Maxamusviper's Avatar
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    Really good, very informative guide. Thanks ��
    Maxamusviper.s167 (Android)
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