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[Issue 56] [Guide] Downloadable Defenses - A Guide To Module Types


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The new divide between paints and modules has come to stay - and for all intents and purposes, the paints have become purely aesthetic while the modules now hold all the power. Not only did the old defenses these paints used to hold become split off to be used interchangeably, but a whole new group of modules has hit the game, adding a completely different level of required consideration towards defensive strategy goals.

 

My objective here is to try and simplify this goal through breaking down these new modules, comparing them to the Legacy modules (LGCs), stating the overall effectiveness of each, and determining what will work best in a given situation.

 


 

A Brief Word on Module Selection

 

This news is old news by this point, but modules are essentially plugins for your tank that grant you resistances to certain turrets depending on which one you choose. Considering there's a whopping 134 known modules, you have quite a few options to work with.

 

Whether the update occurred during your Tanki career or before it, modules will be one of the biggest impacts on your in-game success, only seconded in importance by your skill commanding a tank. Considering that, it would be wise to familiarize yourself with the types of modules available, which ones are preferable to others overall, and above all, which modules suit your needs best. Bear in mind that the prices fluctuate greatly between these and the old paints, and that their maximum upgrade levels take a considerable amount of time and money to reach. One simply cannot be careful enough when deciding which defenses are most important to you and your style of combat.

 

 

 

How Modules Are Grouped

 

Every new module has a designated code name to organize them in terms of specific efficiency. If you don't already know, each name begins with a specific animal, stating the family of the module, and ends with a series of letters that identify how many protections the module has and what version it is (i.e. Kodiak T-B = triple protection, second variant of the Kodiak family. S- and D- are single and double, respectively).

 

The second label is simple, cut-'n'-dried data, but the first are a bit more challenging to identify without studying all of the modules extensively. I've gone through each individual module, reorganized them, and searched for the similarities between each family. Here's what I've found:

  • Badger T -- These triple-protection modules are excellent for close ranged combat. Guaranteed to have a combination of two CDR (cumulative damage rate) weapons mixed with one various mid-ranged defense. Any family member would be an excellent edition to a single point CP player's arsenal.
  • Dolphin S -- Focusing on one of the the shell weapons (Smoky, Thunder, Vulcan) per chip, these do suitably well in mid-ranged combat. They're fairly cheap, too, only having one defense to upgrade.
  • Eagle D -- This doubles collection is excellent for long ranged combat, and long ranged combat only. While limited in capability, these can fare particularly well in massive maps with wide open spaces, like Stadium, Dusseldorf, or Monte Carlo.
  • Falcon S -- Like Eagle, these only have potential in large scale matches, but having only one defense makes them significantly cheaper than their counterpart. It's probably best to purchase one of these at the beginning of your Tanki career, or just as an emergency backup if you have no high DPS (damage per shot) weapon resistance.
  • Fox S -- While these module types can only focus on one defense at a time, they're particularly valuable due to their easy affordability and what they protect from: the purely close combat turrets such as Firebird, Isida and Freeze.
  • Griffon T -- While few in number, the Griffon family have strong triple defenses against purely high DPS weaponry. The only exception is Griffon T-C, which includes Vulcan due to its parallel range to that of the other DPS weapons.
  • Grizzly T -- This triple-defense module family is intriguing in the fact that it has the most variation between what it protects its owner from (also having the largest family, home to a dozen members). It seems as though the base for this species is an IC (intermediate-class; essentially shell-based) or low CDR weapon, augmented with either a high DPS turret or a high CDR weapon, if one isn't already on the list. It's apparently most effective on mid-sized maps, being the most diverse chip family.
  • Kodiak T -- Another bear with three resistances, this family functions similarly to the Grizzly family, but with a more defined defense pattern. This module family revolves around using two long-ranged weapons alongside an extreme CDR weapon, granting the opportunity for snipers and such that usually fight other long-ranged combatants to survive a surprise attack from a close ranged weapon of choice. Excellent tactical efficiency for players that like fighting from a distance.
  • Lion T -- This family is primarily focused on defense from plasma-based weapons (Twins, Ricochet) and other close ranged fighters. If you're looking for a way to deal with cramped maps where weapons like these thrive at, then one of these triple modules could be a perfect choice for you.
  • Ocelot D -- Essentially a Badger with only two defenses; high CDR and close ranged weapons are the name of the game. Cheaper, but rather limiting tactics-wise. Fun Fact: The Ocelot family is one of the only two groups of modules that don't have a matching Legacy counterpart. Just like the creature itself, these resistance combinations are unique and incomparable to that of their peers.
  • Orka D -- Another double defense chip, the killer whale family is all about mid-ranged combat. Smoky, Ricochet and Thunder are not a problem for these devices to handle, and a map that these turrets thrive on should be sought for.
  • Panda D -- This is an odd module type due to its protection combinations. The two turrets it protects your tank from seem to always be polar opposites in function and on the damage rating chart (see below), one having high DPS, the other having high CDR. I guess since a Panda's colors are inverted, the defenses for a module named after it would do the same.
  • Panther D -- Twins and Smoky. That's almost all the Panther family cares about. Two protections, one of them is guaranteed to go to one of the two aforementioned weapons, while the other is saved for a designated mid-ranged turret.
  • Shark T -- Just like sharks in the movies, these ones are apparently not affected by machine guns at all. Spare the middle child, Shark T-C (sporting a design akin to that of Cedar LGC's), the Shark family is all about resistance from Vulcan and IC-type weapons. These are more than effective in moderately sized maps.
  • Spider S -- A lone child, Spider S-A is unique in many ways. First, it's one of the only two module families that has no LGC modules exactly like it, the aforementioned Ocelot being the first. Secondly, it's the only known single-defense module to date that has a resistance to mines, not to mention the only purchasable mine protection module. Third, it's the only module on this list named after something that's not a vertebrate. For something without a spine, these fellas sure can take an explosion...
  • Ursa T -- Yet another module family named after a bear, the Ursa family has the same characteristics as Kodiak, except only one high DPS weapon defense is given alongside two IC or CDR resistances. The game designers sure like bears, huh?
  • Wolf S -- The threshold between short range and medium range, Wolf is a single defense module family that deals with the likes of the plasma weapons and the odd Hammer, for some reason. I'm taking a shot in the dark and assuming it's range.

Also, the range of a weapon isn't the only way of classifying it; the damage rate and consistency are among other factors that make weapons in Tanki Online different from one another. For example, Vulcan is unusual in comparison to its other infinitely ranged cousins (Shaft, Railgun, Smoky, Thunder) due to the fact that it doesn't take just one shot, reload, repeat. It deals consistent damage to opponents from any distance, never having to stop firing at any given time. On those terms, it would actually make more sense to group Vulcan up with the likes of Firebird and Twins, weapons that are only effective when they're constantly firing, otherwise known as weapons with high CDRs (cumulative damage rate). A chart depicting the damage rates of each weapon is shown below.

 

 

Damage_Rate_Chart.png

 

 

An easy way of classifying whether a weapon is DPS, IC or CDR is through testing how they fire.

  • If it requires only a tap of the space bar all the time, it's likely a DPS (damage per shot) type weapon.
  • If you're constantly required to hold the space bar to deal damage, then you're dealing with a CDR (cumulative damage rate) type weapon.
  • If you're shifting between both of these strategies quite often depending on what the battlefield situation is, the weapon is likely an IC (intermediate class) type weapon. These can't quite be described as DPS weapons due to their underwhelming power in each shot, but not enough rapid damage cumulatively to be labeled CDR weapons, either.

 

 

 

Module Categorization

 

With over eleven dozen modules in circulation at the moment, it goes without saying that categorizing them according to what they do is fairly important. However, parallels should also be drawn as to both how these new chips reflect the legacy modules and how they stand alone as truly new items.

 

 

 

Module Congruencies

 

In order to figure out which modules are actually worth buying, it would be pertinent to know which new modules are just cloned resistances of the LGCs. However, take note that the resistances for said modules will not be the same as the LGCs in most cases. Since the older ones had a wider variety of percentages in comparison to the standard 10-15-25-35-50s the new ones offer, it would also be worth the time to take into account the price value of micro-upgrades required for your LGCs.

 

Dolphin S-A = Smoky (Flora LGC)

Dolphin S-B = Thunder (Metallic LGC)

Dolphin S-C = Vulcan (Invader LGC)

Falcon S-A = Railgun (Forester LGC)

Falcon S-B = Shaft (Lead LGC)

Fox S-A = Firebird (Marine LGC)

Fox S-B = Freeze (Lava LGC)

Fox S-C = Isida (Safari LGC)

Wolf S-A = Twins (Swamp LGC)

Wolf S-B = Hammer (Magma LGC)

Wolf S-C = Ricochet (Dragon LGC)

 

Total: 11

 

Eagle D-A = Railgun, Shaft (Dirty LGC)

Orka D-A = Smoky, Railgun (Tundra LGC)

Panda D-A = Firebird, Thunder (Eternity LGC [ to ])

Panda D-B = Freeze, Shaft (Python LGC)

Panda D-C = Isida, Vulcan (Red Suit LGC)

Panther D-A = Smoky, Hammer (Pixel LGC)

 

Total: 6

 

Badger T-A = Firebird, Freeze, Hammer (Storm LGC)

Badger T-B = Isida, Freeze, Ricochet (In Love LGC, Irbis LGC)

Badger T-C = Isida, Thunder, Freeze (Alien LGC, Rustle LGC)

Badger T-D = Firebird, Thunder, Freeze (Jaguar LGC)

Badger T-E = Firebird, Isida, Hammer (Mars LGC)

Badger T-F = Firebird, Twins, Freeze (Inferno LGC)

Badger T-G = Smoky, Firebird, Freeze (Zeus LGC)

Griffon T-A = Railgun, Thunder, Shaft (Corrosion LGC)

Griffon T-B = Smoky, Railgun, Shaft (Digital LGC)

Griffon T-C = Railgun, Shaft, Vulcan (Blacksmith LGC)

Grizzly T-A = Smoky, Twins, Freeze (Mary LGC)

Grizzly T-B = Railgun, Isida, Hammer (Chainmail LGC)

Grizzly T-C = Isida, Hammer, Vulcan (Sakura LGC)

Grizzly T-D = Smoky, Twins, Isida (Electra LGC)

Grizzly T-E = Smoky, Freeze, Ricochet (Hohloma LGC)

Grizzly T-F = Firebird, Hammer, Vulcan (Rhino LGC)

Grizzly T-G = Smoky, Firebird, Hammer (Eternity LGC [ to ])

Grizzly T-H = Freeze, Ricochet, Vulcan (Hive LGC)

Grizzly T-J = Smoky, Railgun, Hammer (Tiger LGC)

Kodiak T-A = Firebird, Railgun, Thunder (Eternity LGC [ to ])

Kodiak T-B = Shaft, Hammer, Vulcan (Guerrilla LGC)

Kodiak T-C = Twins, Railgun, Thunder (Emerald LGC)

Kodiak T-F = Railgun, Thunder, Ricochet (Clay LGC)

Lion T-A = Firebird, Twins, Hammer (Roger LGC)

Lion T-B = Firebird, Twins, Ricochet (Spark LGC)

Shark T-A = Thunder, Ricochet, Vulcan (Vortex LGC)

Shark T-B = Smoky, Railgun, Vulcan (Fracture LGC)

Shark T-C = Smoky, Isida, Thunder (Cedar LGC, Eternity LGC [ to ])

Shark T-D = Twins, Thunder, Vulcan (Cherry LGC)

Ursa T-A = Smoky, Twins, Shaft (Carbon LGC)

Ursa T-B = Smoky, Railgun, Ricochet (Savanna LGC)

Ursa T-C = Smoky, Ricochet, Shaft (Needle)

Ursa T-D = Twins, Shaft, Vulcan (Graffiti LGC)

 

Total: 33

 

Grand Total: 50

 

 

 

Missing Module Combinations

 

Interestingly enough, not all of the old paint modules were replaced when the new chips flooded the game. The LGCs below have currently been deemed irreplaceable. Notice anything in common?

 

Desert (Smoky, Twins, Ricochet, Hammer)

Swash (Smoky, Firebird, Twins, Isida)

Sandstone (Twins, Railgun, Thunder, Shaft)

Loam (Firebird,Thunder, Freeze, Ricochet)

Winter (Firebird, Railgun, Thunder, Shaft)

Urban (Firebird, Twins, Isida, Ricochet)

Atom (Firebird, Twins, Freeze, Hammer)

Jade (Smoky, Thunder, Shaft, Hammer)

Taiga (Firebird, Twins, Isida, Ricochet)

Nano (Smoky, Firebird, Ricochet, Hammer)

Prodigi (Firebird, Railgun, Thunder, Shaft)

Rock (Twins, Isida, Freeze, Hammer)

Raccoon (Railgun, Isida, Hammer, Vulcan)

Picasso (Railgun, Thunder, Freeze, Shaft)

Lumberjack (Firebird, Isida, Freeze, Vulcan)

Africa (Twins, Thunder, Hammer, Vulcan)

 

Total: 16

 

 

 

If you've been paying attention (or have even the slightest inking of common sense), you'll notice that all of the above have quadruple sets of defenses. No current module available for purchase has access to four resistances at once. If you're one of the lucky tankers that bought one of those paints before the update, congratulations, you'll be responsible for blowing the minds of future tankers.

 

"Duuuuude, that guy has four protections?! He's got to be a hacker, maaaayn!"

 

 

 

Unique Modules

 

These module flavors are unique for having an unmatched combination of defenses. These new editions to the defense program are certain to patch up the few holes that tankers have had in the past when it comes to easing the pain on a certain fighting style. If anything, since all of these are available at M0 by Master Sergeant at least, it would bring some early access to the proper defenses for tankers, of which the LGCs may not hold.

 

 

Spider S-A (Mine)

 

Eagle D-B (Railgun, Thunder)

Ocelot D-A (Firebird, Isida)

Ocelot D-B (Isida, Freeze)

Ocelot D-C (Firebird, Freeze)

Ocelot D-D (Isida, Hammer)

Orka D-B (Ricochet, Vulcan)

Orka D-C (Ricochet, Thunder)

Orka D-D (Smoky, Vulcan)

Panther D-B (Twins, Hammer)

Panther D-C (Smoky, Twins)

Panther D-D (Twins, Ricochet)

 

Badger T-H (Firebird, Isida, Freeze)

Griffon T-D (Smoky, Railgun, Thunder)

Griffon T-E (Railgun, Ricochet, Shaft)

Grizzly T-K (Freeze, Hammer, Vulcan)

Kodiak T-D (Railgun, Thunder, Freeze)

Kodiak T-E (Isida, Thunder, Shaft)

Kodiak T-G (Firebird, Twins, Railgun)

Kodiak T-H (Smoky, Firebird, Railgun)

Lion T-C (Freeze, Ricochet, Hammer)

Lion T-D (Twins, Ricochet, Hammer)

Lion T-E (Isida, Ricochet, Hammer)

Shark T-E (Smoky, Thunder, Vulcan)

Shark T-F (Isida, Thunder, Vulcan)

Ursa T-E (Smoky, Twins, Railgun)

Ursa T-F (Twins, Isida, Vulcan)

 

Total: 27

 

 

 

Special Modules

 

These modules are not available for purchase under any circumstance. Like the Helper and Champion paints, they can only be acquired after certain requirements have been met, such as aiding the game as a staff member, holding one of the top three clan titles, and the like.

 

 

Spectrum M-A = All Weapons and Mines (25%)

Spectrum M-B = All Weapons and Mines (20%)

Spectrum M-C = All Weapons and Mines (15%)

 

These modules are fairly unique in that they are their own family, but the only different between variants is the percentage of resistance available, which is set at a specific level based on the chip you received. Secondly, their identification code is unique in that it doesn't consist of the S-, D-, or T- resistance number markers, but an M-, signifying 'multiple'. Thirdly, as gestured towards by the first difference, these modules cannot be micro-upgraded. From the way the old Helper and Champion paints functioned, this has not changed from the transferal to module defenses.

 

On another note, there's apparently a 50% Spectrum module floating around out there under sidlob's possession. Hopefully you'll be fortunate enough not to wander across this fellow's path. (Good work way back when, sid.)

 

 

 

 

All Modules

 

Dolphin S-A = Smoky (Flora LGC)

Dolphin S-B = Thunder (Metallic LGC)

Dolphin S-C = Vulcan (Invader LGC)

Falcon S-A = Railgun (Forester LGC)

Falcon S-B = Shaft (Lead LGC)

Fox S-A = Firebird (Marine LGC)

Fox S-B = Freeze (Lava LGC)

Fox S-C = Isida (Safari LGC)

Spider S-A = Mine

Wolf S-A = Twins (Swamp LGC)

Wolf S-B = Hammer (Magma LGC)

Wolf S-C = Ricochet (Dragon LGC)

 

Total: 12 ( + 11 = 23)

 

 

 

Eagle D-A = Railgun, Shaft (Dirty LGC)

Eagle D-B = Railgun, Thunder

Ocelot D-A = Firebird, Isida

Ocelot D-B = Isida, Freeze

Ocelot D-C = Firebird, Freeze

Ocelot D-D = Isida, Hammer

Orka D-A = Smoky, Railgun (Tundra LGC)

Orka D-B = Ricochet, Vulcan

Orka D-C = Ricochet, Thunder

Orka D-D = Smoky, Vulcan

Panda D-A = Firebird, Thunder (Eternity LGC [ to ])

Panda D-B = Freeze, Shaft (Python LGC)

Panda D-C = Isida, Vulcan (Red Suit LGC)

Panther D-A = Smoky, Hammer (Pixel LGC)

Panther D-B = Twins, Hammer

Panther D-C = Smoky, Twins

Panther D-D = Twins, Ricochet

 

Total: 17 ( + 6 = 23)

 

 

 

Badger T-A = Firebird, Freeze, Hammer (Storm LGC)

Badger T-B = Isida, Freeze, Ricochet (In Love LGC, Irbis LGC)

Badger T-C = Isida, Thunder, Freeze (Alien LGC, Rustle LGC)

Badger T-D = Firebird, Thunder, Freeze (Jaguar LGC)

Badger T-E = Firebird, Isida, Hammer (Mars LGC)

Badger T-F = Firebird, Twins, Freeze (Inferno LGC)

Badger T-G = Smoky, Firebird, Freeze (Zeus LGC)

Badger T-H = Firebird, Isida, Freeze

Griffon T-A = Railgun, Thunder, Shaft (Corrosion LGC)

Griffon T-B = Smoky, Railgun, Shaft (Digital LGC)

Griffon T-C = Railgun, Shaft, Vulcan (Blacksmith LGC)

Griffon T-D = Smoky, Railgun, Thunder

Griffon T-E = Railgun, Ricochet, Shaft

Grizzly T-A = Smoky, Twins, Freeze (Mary LGC)

Grizzly T-B = Railgun, Isida, Hammer (Chainmail LGC)

Grizzly T-C = Isida, Hammer, Vulcan (Sakura LGC)

Grizzly T-D = Smoky, Twins, Isida (Electra LGC)

Grizzly T-E = Smoky, Freeze, Ricochet (Hohloma LGC)

Grizzly T-F = Firebird, Hammer, Vulcan (Rhino LGC)

Grizzly T-G = Smoky, Firebird, Hammer (Eternity LGC [ to ])

Grizzly T-H = Freeze, Ricochet, Vulcan (Hive LGC)

Grizzly T-J = Smoky, Railgun, Hammer (Tiger LGC)

Grizzly T-K = Freeze, Hammer, Vulcan

Kodiak T-A = Firebird, Railgun, Thunder (Eternity LGC [ to ])

Kodiak T-B = Shaft, Hammer, Vulcan (Guerrilla LGC)

Kodiak T-C = Twins, Railgun, Thunder (Emerald LGC)

Kodiak T-D = Railgun, Thunder, Freeze

Kodiak T-E = Isida, Thunder, Shaft

Kodiak T-F = Railgun, Thunder, Ricochet (Clay LGC)

Kodiak T-G = Firebird, Twins, Railgun

Kodiak T-H = Smoky, Firebird, Railgun

Lion T-A = Firebird, Twins, Hammer (Roger LGC)

Lion T-B = Firebird, Twins, Ricochet (Spark LGC)

Lion T-C = Freeze, Ricochet, Hammer

Lion T-D = Twins, Ricochet, Hammer

Lion T-E = Isida, Ricochet, Hammer

Shark T-A = Thunder, Ricochet, Vulcan (Vortex LGC)

Shark T-B = Smoky, Railgun, Vulcan (Fracture LGC)

Shark T-C = Smoky, Isida, Thunder (Cedar LGC, Eternity LGC [ to ])

Shark T-D = Twins, Thunder, Vulcan (Cherry LGC)

Shark T-E = Smoky, Thunder, Vulcan

Shark T-F = Isida, Thunder, Vulcan

Ursa T-A = Smoky, Twins, Shaft (Carbon LGC)

Ursa T-B = Smoky, Railgun, Ricochet (Savanna LGC)

Ursa T-C = Smoky, Ricochet, Shaft (Needle)

Ursa T-D = Twins, Shaft, Vulcan (Graffiti LGC)

Ursa T-E = Smoky, Twins, Railgun

Ursa T-F = Twins, Isida, Vulcan

 

Total: 48 ( + 36 = 77)

 

Spectrum M-A = All Weapons and Mines (25%)

Spectrum M-B = All Weapons and Mines (20%)

Spectrum M-C = All Weapons and Mines (15%)

Spectrum M-D* = All Weapons and Mines (50%)

 

Total: 4 ( + 0 = 3)

 

Grand Total: 81 ( + 53 = 134)

 

*The name is not confirmed for this module, this is only an assumption made because of the lack of confirmation for an actual name.

 

 

 

Situational Module Rating

 

Every new module is unique, varying slightly from one another enough to merit their various usefulness in certain battle situations. That being said, that doesn't mean that certain modules don't outclass others in almost every area and aspect, allowing for some to be more viable than others in everyday battle situations despite having the same percentages of protection.

 

Referring to the chart above, one can assume that the most valued modules would be those that cover a specific range of weapons, based on their range, damage per shot, and secondary effect nullifiers. These would be considered 'specialist modules', as they focus on a specific range of items to defend the tank from. On the other hand, we have chips that are designed to cover a vast range of items at once, never quite focusing on one specific role. These would be aptly labeled as 'universal modules', since their objective is to cover as much ground as possible from several spread points.

 

Logically, the two kingdoms of module would only apply to those of the T- type, since there's always at least three different varieties of weapons to defend from (short-,mid, and long-ranged; DPS, IC, and CDR). In the S- and D- categories, the only drastic demonstration of universal module traits would be through the Panda family, having inverse defenses on all fronts. It's clearly impossible to have diversity between single-defense modules, so those can only be rated as quick-purchase items that can throw up a passable defense immediately.

 

In order to properly rate them, they will be cataloged by their resistances into predetermined groups. The spoiler below contains a series of subspoilers that can be used to decide which exact module would be the best fit for your playing style. Within this section, modules will be rated based on their coordination of resistances and how they would affect the greatest range of players. 

 

 

 

v v v BEGIN HERE v v v

 

Purely Close Range Modules 24px-Firebird_mod.png 24px-Freeze_mod.png 24px-Isida_mod.png

 

If you're the type who loves diving into blizzards and barbeques in order to start your own, then one of these module orders might be in your best interest. In accordance with Tanki Online's Wikipedia pages' statistics, it can be seen that Firebird, Freeze and Isida are the three shortest ranged weapons in the game, the next lowest range a considerable margin from that of the greatest of these, Twins (the mid-ranged weapon with the least distance) jumping 55 meters in relation to the trio's 2 meter variation.

 

Fox S-A (Firebird)

Fox S-B (Freeze)

Fox S-C (Isida)

Ocelot D-A (Firebird, Isida)

Ocelot D-B (Isida, Freeze)

Ocelot D-C (Firebird, Freeze)

Badger T-H (Firebird, Isida, Freeze)

 

Total: 7

 

Overall Rating: Half_Star_Rating.png -- It's rare to enter a map and not find one of these non-recoil turrets sputtering fumes everywhere. At bare minimum, you should at least have one of the Fox family members in your garage. The Ocelot family is a great balance for the average player, fairly easy to micro-upgrade a few times during their career and consistently effective in Ping-Pongs and Polygon CPs. Ocelot D-A and Fox S-A/B are notably useful on heavy hulls, where the percentage resistance is greatly appreciated in surviving Firebird and Isida onslaughts. Lighter hulls may find Fox S-C and Ocelot D-C to be of better use, as they are sometimes still fast enough to retaliate under freezing conditions and let off a final shot, whereas Freeze is notoriously lethal to heavy hulls regardless of the defenses used. Badger T-H is clearly superior to all of these, but it's rather expensive and may be more trouble than it's worth to focus on.

 

 

 

Purely Plasma-Type Modules 24px-Twins_mod.png 24px-Ricochet_mod.png

 

I've known nobody that enjoys fighting Twins or Ricochet, be it due to that frustrating impact force that sends Thunder and Railgun shots miles away from their target or because of the incessant pew-pew-pew sounds they make. They're certainly powerful opponents due to their unique methods of dealing damage, be it Twins' infinite firing rate or Ricochet's uncanny ability to execute targets through practicing their pool shots off the walls and straight into your hull. So why in the world would you not own a downloadable that defends you from at least one of these?

 

Wolf S-A (Twins)

Wolf S-C (Ricochet)

Panther D-D (Twins, Ricochet)

 

Total: 3

 

Overall Rating:  -- While their range may not be technically infinite like their mid-ranged cousins Thunder and Smoky, they're still popular enough in a map to warrant the purchase of Panther D-D if you're a fan of mid-sized maps. The other two are less sufficient in terms of coverage, but they're a great final line of defense if you're strapped for cash. It may be worth your while to shift your focus to a module that contains at least one plasma defense and one or two other mid-ranged defenses if you have the crystals, such as a member of the Lion family.

 

 

 

Purely Mid-Ranged Modules 24px-Smoky_mod.png 24px-Thunder_mod.png 24px-Vulcan_mod.png 24px-Hammer_mod.png

 

Staying paralyzingly close to your long ranged assailants is a good way of throwing them off, and keeping miles between you and the nearest Firebird is always a wise choice. So, it leads to reason that the happy balance is found at a moderate range between both turrets, allowing neither to effectively counter your offensive. Unfortunately for clever ol' you, this also means that you're likely to bring down all the world's mid-ranged fighters onto your head. Thunder, Smoky, Hammer and Vulcan will carve the bullseye onto the back of your hull in no time flat, so having one of the following protections couldn't hurt if you follow this line of tactics.

 

Dolphin S-A (Smoky)

Dolphin S-B (Thunder)

Dolphin S-C (Vulcan)

Wolf S-B (Hammer)

Orka D-D (Smoky, Vulcan)

Panther D-A (Smoky, Hammer)

Shark T-E (Smoky, Thunder, Vulcan)

 

Total: 7

 

Overall Rating: -- You're bound to meet a mid-fielding weapon wherever you go, due to their universal utility and more than satisfactory success in every type of map. The Dolphin family and Wolf S-B are passable failsafe purchases, though Orka D-D or Panther D-A would be far more worthwhile if you have the crystals available. The former is more useful for longer ranged combat over the latter, since Vulcan has useful infinite range whereas sniping with a Hammer is nigh impossible. (However, do note that Hammer does have infinite range, it's just the pellet spread is magnified to the point where you're lucky if even two or three pellets hit the target at about 100 meters). Shark T-E is easily the best purchase here, paying for itself in matches with wide open spaces and sparse cover, such as Massacre and Serpuhov.

 

 

 

Purely Long Ranged Modules 24px-Railgun_mod.png 24px-Shaft_mod.png

 

Infinite range is one thing, but infinite range and a lack of minimum damage range spells trouble for anyone who has no way of countering a weapon of such caliber. Railgun and Shaft, the two notorious for wreaking havoc from great distances, are problematic to face without resistance. This is especially true for players that rely on light hulls to accomplish things, as they're sometimes 1-hit-KO'd even without Double Power input from the long-ranged fighter.

 

Falcon S-A (Railgun)

Falcon S-B (Shaft)

Eagle D-A (Railgun, Shaft)

 

Total: 3

 

Overall Rating: Half_Star_Rating.png -- As critically important as long ranged protection is, these modules should only be used as backups at the lower ranks until a T-type module can be acquired. The only module even remotely exempt of this would be Eagle D-A, but unless you're running out of time and crystals, a triple module with a mid-ranged defense or two would be far more suitable to giant maps. There will always be a Thunder or Smoky wandering about on a Monte Carlo or Dusseldorf, so if you have to stick with Eagle D-A indefinitely, make sure you have an effective method of countering mid-ranged weapons.

 

 

 

Shorter Ranged Modules 24px-Firebird_mod.png 24px-Freeze_mod.png 24px-Isida_mod.png 24px-Twins_mod.png 24px-Hammer_mod.png 24px-Ricochet_mod.png

 

Hammer may be technically infinitely ranged, but it order to deal effective damage it must fight up close and personal. The rest of the selection is fairly obvious, all of these weapons feeling right at home in maps where they can reach their opponents with ease. Unchecked, these weapons can decimate long-ranged combatants, usually sporting a higher CDR to catch them off guard and end them before they can let off more than one shot. The primary outliers to the average CDR rating are Hammer and (to a lesser extent) Ricochet. 

 

Fox S-A (Firebird)

Fox S-B (Freeze)

Fox S-C (Isida)

Wolf S-A (Twins)

Wolf S-B (Hammer)

Wolf S-C (Ricochet)

Ocelot D-A (Firebird, Isida)

Ocelot D-B (Isida, Freeze)

Ocelot D-C (Firebird, Freeze)

Ocelot D-D (Isida, Hammer)

Panther D-B (Twins, Hammer)

Panther D-D (Twins, Ricochet)

Badger T-B (Firebird, Freeze, Hammer)

Badger T-B (Isida, Freeze, Ricochet)

Badger T-E (Firebird, Isida, Hammer)

Badger T-F (Firebird, Twins, Freeze)

Badger T-H (Firebird, Isida, Freeze)

Lion T-A (Firebird, Twins, Hammer)

Lion T-B (Firebird, Twins, Ricochet)

Lion T-C (Freeze, Ricochet, Hammer)

Lion T-D (Twins, Ricochet, Hammer)

Lion T-E (Isida, Ricochet, Hammer)

 

 

Total: 22

 

Overall Rating: Half_Star_Rating.png-- If you're constantly playing on maps like Ping-Pong, Island, and Garder, then purchasing one of these is a must. While the Fox and Wolf families are mainly cheap protections that won't do fantastic when under stress from multiple opponents, the Ocelot family is an excellent choice, removing threats of two proximity weapons and allowing you to focus more on ranged armament without emptying your wallet entirely. However, while having those two protections is appreciable, it still leaves the owner vulnerable to opponents that can fight from longer distances, such as Twins, Ricochet and Hammer. While the Panther family alleviates this to some extent, the problem is then reversed. A purchase you will never regret despite the exorbitant price is any member of the Lion family, sporting a great balance of purely close ranged and mid-ranged defense. Which member you choose, however, should depend on what proximity weapon gives you the most grief.

 

 

 

Longer Ranged Modules 24px-Smoky_mod.png 24px-Thunder_mod.png 24px-Vulcan_mod.png 24px-Railgun_mod.png 24px-Shaft_mod.png

 

The common warriors of Stadiums, Madnesses and Monte Carlos everywhere find these turrets to be the most effective at blowing other tanks skyward, and for fairly understandable reason. Logic would dictate that in the previously stated maps, one would find them difficult to deal with from the other end of the stick, usually leading to 200% total player resistance to any one of these turrets. While Smoky and Thunder are known to trawl mid-sized maps to keep their power per shot as high as possible, it's still possible and well known for Railguns, Shafts and Vulcans to thrive under the same conditions.

 

Dolphin S-A (Smoky)

Dolphin S-B (Thunder)

Dolphin S-C (Vulcan)

Falcon S-A (Railgun)

Falcon S-B (Shaft)

Eagle D-A (Railgun, Shaft)

Eagle D-B (Railgun, Thunder)

Orka D-A (Smoky, Railgun)

Orka D-D (Smoky, Vulcan)

Griffon T-A (Railgun, Thunder, Shaft)

Griffon T-B (Smoky, Railgun, Shaft)

Griffon T-C (Railgun, Shaft, Vulcan)

Griffon T-D (Smoky, Railgun, Thunder)

Shark T-B (Smoky, Railgun, Vulcan)

Shark T-E (Smoky, Thunder, Vulcan)

 

Total: 15

 

Overall Rating: -- Since sprawling maps are extremely popular at low ranks and high, a module with resistances to weapons that feel right at home there should be number one priority. Granted, there are many ways to go about this, and the previously catalogued modules are not at the top nor the bottom of the list of best ways to cope. Remember, the S-type chips are to be used as backups only until a more suitable module is purchased. For the sake of your wallet, do not invest into these modules forever, as purchasing a D- or T-type module will be far more influential to your success on the battlefield. While Orka D-A is especially notable due to its resistances to both Railgun and Smoky (two primary clan weapons), the other D- modules aren't quite worth the investment, since the entire mid- and long-ranged weapon selection is so vastly popular. Griffon T-C is perfect for maps like Berlin, Skyscrapers and Massacre, where wide open spaces are plentiful, while Tribute and Dusseldorf serve Griffon T-A/D better. The applicable Shark family members are situational, but can be used if you have specific trouble with those weapon types, say, if you're a Wasp user and recoil is more of a pain to recover from.

 

 

 

High CDR Modules 24px-Firebird_mod.png 24px-Freeze_mod.png 24px-Isida_mod.png 24px-Twins_mod.png 24px-Vulcan_mod.png

 

For players that find it difficult to deal with consistent cumulative damage, these modules are here to the rescue. Specifically, heavy hulls that draw these kinds of turrets like a moth to the flame. Isidas have an endless amount of health to draw from while dodging the altogether low turning speed of the turret and hull, Firebird's burn is extended to the fullest, Twins can never miss, you know. However, the most notorious of these is Freeze's ability to render heavy hulls and their turrets as defenseless as a newborn baby, paralyzing the already molasses-speed machine and rendering its mountains of armor moot.

 

Dolphin S-C (Vulcan)

Fox S-A (Firebird)

Fox S-B (Freeze)

Fox S-C (Isida)

Wolf S-A (Twins)

Ocelot D-A (Firebird, Isida)

Ocelot D-B (Isida, Freeze)

Ocelot D-C (Firebird, Freeze)

Panda D-C (Isida, Vulcan)

Badger T-F (Firebird, Twins, Freeze)

Badger T-H (Firebird, Isida, Freeze)

Ursa T-F (Twins, Isida, Vulcan)

 

Total: 12

 

Overall Rating: -- Every Titan and Mammoth should have one of these on their wish list. Since have a better chance of escape than the heavy hulls, they shouldn't expect to outpace all of those Hornet/Firebirds and Wasp/Freezes that are bound to target them. So, the next best option would be to do what heavy hulls do best -- defend! Elaboration: defend yourself. The Ocelot family is excellent for the purposes mentioned in the Purely Close Ranged Modules section, as do the selected members of the Badger family. An unique entry, Panda D-C may actually have some viability in the specialist module world as a niche encampment eliminator. If there's a Vulcan guarding an entrance somewhere on a mid-sized map with a pocket Isida nearby, you're perfectly equipped to crush both of them. In closer ranged matches, Ursa T-F does even better at this role, granting it abilities to fight in single point CPs.

 

 

 

IC Modules 24px-Smoky_mod.png 24px-Ricochet_mod.png

 

While IC weapons are considerably far an in-between, there's still a number of them that can be tackled within a certain field type, specifically the smaller mid-sized maps. Smoky and Ricochet are known for being pestering weapons, with each partitioned shot inflicting decent recoil and interrupting tankers of all play styles.

 

Dolphin S-A (Smoky)

Wolf S-C (Ricochet)

 

Total: 2

 

Overall Rating: -- There just are not enough weapons in this category to have your focus only be about resisting them. Sure, they're both the bane of every Wasp's existence, but there's not even a D-type module to use here, for goodness' sake! You're better off using Ursa T-B/C, since they both contain full IC resistance and have a high DPS counter, another turret type light hulls hate.

 

 

 

High DPS Modules 24px-Hammer_mod.png 24px-Thunder_mod.png 24px-Railgun_mod.png 24px-Shaft_mod.png

 

Light hulls, beware: without one of these, you're in for a scare. No joke; Hammers and Shaft blasts out of nowhere leave people reeling in their seats for full seconds afterwards. Every Hornet and Wasp user knows how dangerous one of these weapons on a Double Power spree can be, especially when they find you before you find them. The reason light hulls are so much more susceptible to these types of weapons is that bar Hammer, it's impossible to outrun one of these on open ground. (While giant hulls don't exactly perform better than the light hulls in retreat, a good player will know how to select the proper turret match to counter high DPS weaponry.)

 

Dolphin S-B (Thunder)

Falcon S-A (Railgun)

Falcon S-B (Shaft)

Wolf S-B (Hammer)

Eagle D-A (Railgun, Shaft)

Eagle D-B (Railgun, Thunder)

Griffon T-A (Railgun, Thunder, Shaft)

 

Total: 7

 

Overall Rating: -- While few in number, they shouldn't be considered as non-essentials; on a Stadium or Madness CTF, these will do serve their purpose well. The fact that there's only one T-type chip is fairly disappointing, but any veterans who've used Prodigi in the past can attest to the resistance combination being exemplary in almost any ranged situation. (Granted, the nearly vestigial Firebird protection was still useful in its own way, but it didn't justify proximity combat use.) The Eagle family may or may not be a consistent member of your garage, depending on which maps you play more often, but if you're not looking for mountains of long-ranged resistance, they're worth investment. The S-type modules are recommended for only emergency resistance or something to purchase during the beginning of your Tanki Online career.

 

 

Universal Modules (Range) Universal_Module_Denotion_RANGE.png

In the wide assortment of modules organized based on certain resistance categories, there's always a few that throw order to the wind and select random spectrums of turrets to add to their digital bastion. The sales pitch for these is usually something along the lines of "will be effective in any situation" or "can be used in all kinds of battles", since there's no real basis that the chip stands on, therefore labeling itself as a universal module. These ones in particular have an odd assortment of ranges, one protection from purely short, plasma (>55m but not infinite), medium (infinite but has range of max damage) or long range each.

 

Panda D-A (Firebird, Thunder)

Panda D-B (Freeze, Shaft)

Panda D-C (Isida, Vulcan)

Grizzly T-B (Railgun, Isida, Hammer)

Grizzly T-H (Freeze, Ricochet, Vulcan)

Kodiak T-A (Railgun, Firebird, Thunder)

Kodiak T-C (Twins, Railgun, Thunder)

Kodiak T-D (Railgun, Thunder, Freeze)

Kodiak T-E (Isida, Thunder, Shaft)

Kodiak T-F (Railgun, Thunder, Ricochet)

Kodiak T-G (Firebird, Twins, Railgun)

Kodiak T-H (Smoky, Firebird, Railgun)

Lion T-A (Firebird, Twins, Hammer)

Lion T-C (Freeze, Ricochet, Hammer)

Lion T-E (Isida, Ricochet, Hammer)

Ursa T-A (Smoky, Twins, Shaft)

Ursa T-B (Smoky, Ricochet, Railgun)

Ursa T-C (Smoky, Ricochet, Shaft)

Ursa T-E (Smoky, Twins, Railgun)

Ursa T-F (Twins, Isida, Vulcan)

 

Total: 20

 

Overall Rating: Half_Star_Rating.png -- In most scenarios, logic would point to being a jack of all trades resulting in mastering none. While this truth is fairly glaring when faced with the task of trying to cover eleven weaknesses with three defenses (two in the Panda family's case), it doesn't mean that the problem is completely insurmountable. If you understand exactly what your tank's honest weaknesses and strengths are, then owning one of these modules may patch up those niche problems. For example, Hornet/Firebird suffers severely from being 1HKO'd from a distance, heavy and repetitive recoil, and not being able to survive long after expending its entire fuel charge. Kodiak T-E would be the perfect answer for these specific problems, resisting Isida (of whom can sap health from the Hornet long enough to outlast Firebird's own lifespan, with the right resistance module), Thunder (reasonable recoil and splash damage can still throw a Hornet off by a considerable margin), and Shaft (since Railguns of the same modification cannot !HKO a Hornet without MUs, Shaft is considered far more dangerous).

 

 

 

2:1 Modules (Range) 2_1_Module_Denotion_RANGE.png

The border between universal and specialist modules, 2:1s offer the unique advantage of protection from two bothersome weapons of one category and an outlier that may come in handy depending on the situation. Tactically, this is extremely valuable in combat for not only a satisfactory coverage range on the map in question, but it also allows use in the area that the outlying defense specifies as well, if only half as effective as its primary region of interest. In shorthand, two will be of one maximum damage range class (wm<xm<ym<zm), while one will not match the others.

 

Badger T-A (Firebird, Freeze, Hammer)

Badger T-B (Isida, Freeze, Ricochet)

Badger T-C (Isida, Thunder, Freeze)

Badger T-D (Firebird, Thunder, Freeze)

Badger T-E (Firebird, Isida, Hammer)

Badger T-F (Firebird, Twins, Freeze)

Griffon T-A (Railgun, Thunder, Shaft)

Griffon T-B (Smoky, Railgun, Shaft)

Griffon T-C (Railgun, Shaft, Vulcan)

Griffon T-D (Smoky, Railgun, Thunder)

Griffon T-E (Railgun, Ricochet, Shaft)

Grizzly T-C (Isida, Hammer, Vulcan)

Grizzly T-F (Firebird, Hammer, Vulcan)

Grizzly T-G (Smoky, Firebird, Hammer)

Grizzly T-J (Smoky, Railgun, Hammer)

Grizzly T-K (Freeze, Hammer, Vulcan)

Lion T-B (Firebird, Twins, Ricochet)

Lion T-D (Twins, Ricochet, Hammer)

Shark T-A (Thunder, Ricochet, Vulcan)

Shark T-B (Smoky, Railgun, Vulcan)

Shark T-C (Smoky, Isida, Thunder)

Shark T-D (Twins, Thunder, Vulcan)

Shark T-E (Smoky, Thunder, Vulcan)

Shark T-F (Isida, Thunder, Vulcan)

 

Total: 24

 

Overall Rating: -- Tactically, these modules are probably the best offers you can get your hands on. As previously mentioned, while they share characteristics with a specialist module in being able to cover several different threats of the same flavor, an opportunity presents itself from the universal standpoint to fight on multiple stages effectively. However, on specialist maps like Stadium or Ping-Pong, that extra defense may come in handy should someone decide to bring in a weapon that does not follow flow with the second Law of Map Relativity. (Law II: In relation to the size of the map, the range of turrets increases and decreases congruently.) Since many players don't abide to these laws, the practicality of this outlier is greatly enhanced. As mentioned in the Universal Modules (Range) section, many combinations have niche resistance requirements in order to repair certain issues. Viking/Shaft can use Griffon T-E very effectively, for example, since high impact force is bothersome to any Shaft. 

 

 

 

Universal Modules (DPS - CDR) Universal_Module_Denotion_DAMAGERATE.png

Yes, the relationship between DPS/CDR and range fairly similar, but it's worth panning out all of the available options anyways. Range tends to lean more towards a turret's standalone efficiency, while damage rating is geared more towards categorizing what hulls would fare better under certain onslaughts. The universal spectrum consists of damage per shot (DPS), cumulative damage rate (CDR), and the middle ground, intermediate class (IC), and each option on a T-type module should contain one of these.

 

Grizzly T-G (Smoky, Firebird, Hammer)

Kodiak T-H (Smoky, Firebird, Railgun)

Lion T-C (Freeze, Ricochet, Hammer)

Lion T-D (Twins, Ricochet, Hammer)

Lion T-E (Isida, Ricochet, Hammer)

Shark T-A (Thunder, Ricochet, Vulcan)

Shark T-B (Smoky, Railgun, Vulcan)

Shark T-C (Smoky, Isida, Thunder)

Shark T-E (Smoky, Thunder, Vulcan)

Ursa T-A (Smoky, Twins, Shaft)

Ursa T-E (Smoky, Twins, Railgun)

 

Total: 11

 

Overall Rating: -- The damage rating's low number of categories and small IC pool leave the truly universal damage rating modules somewhat shallow in number compared to some of the larger categories (range, the basis of which the chips were drawn). Furthermore, universatility in damage reception is overshadowed by specialist methods, considering the hull used is more important to damage rating than the turret. However, for weapons that have severe self-recoil, damage rating becomes more effective, specifically the IC and DPS categories due to their conjunctive impact force against such tanks. Lion T-C stands out as an excellent choice for Wasp/Railgun users, as it resists not only weapons that ruin the light hulls with their recoil (at the same time possibly granting them another chance to fire) but also a crippling secondary effect weapon that could render them useless if ignored. 

 

 

 

2:1 Modules (DPS - CDR) 2_1_Module_Denotion_DAMAGERATING.png

Range and damage rating go hand in hand in most cases, but several outliers have damage ratings that go against their mainstream range requirements, resulting in a probable warrant to construct a second 2:1 category. As effectively as their counterpart modules can repel opponents due to their excellent cross breeding between specialist and universal defenses, the damage rating based types can do so as well, albeit somewhat crossing grounds with typical universal range types that would not be included otherwise.

 

Badger T-A (Firebird, Freeze, Hammer)

Badger T-B (Isida, Freeze, Hammer)

Badger T-C (Isida, Thunder, Freeze)

Badger T-D (Firebird, Thunder, Freeze)

Badger T-E (Firebird, Isida, Hammer)

Badger T-G (Smoky, Firebird, Freeze)

Griffon T-B (Smoky, Railgun, Shaft)

Griffon T-C (Railgun, Shaft, Vulcan)

Griffon T-D (Smoky, Railgun, Thunder)

Griffon T-E (Railgun, Ricochet, Shaft)

Grizzly T-A (Smoky, Twins, Freeze)

Grizzly T-B (Railgun, Isida, Hammer)

Grizzly T-C (Isida, Hammer, Vulcan)

Grizzly T-D (Smoky, Twins, Isida)

Grizzly T-E (Smoky, Freeze, Ricochet)

Grizzly T-F (Firebird, Hammer, Vulcan)

Grizzly T-H (Freeze, Ricochet, Vulcan)

Grizzly T-J (Smoky, Railgun, Hammer)

Grizzly T-K (Freeze, Hammer, Vulcan)

Kodiak T-A (Firebird, Railgun, Thunder)

Kodiak T-B (Shaft, Hammer, Vulcan)

Kodiak T-C (Twins, Railgun, Thunder)

Kodiak T-D (Railgun, Thunder, Freeze)

Kodiak T-E (Isida, Thunder, Shaft)

Kodiak T-F (Railgun, Thunder, Ricochet)

Kodiak T-G (Firebird, Twins, Railgun)

Lion T-A (Firebird, Twins, Hammer)

Lion T-B (Firebird, Twins, Ricochet)

Shark T-D (Twins, Thunder, Vulcan)

Shark T-F (Isida, Thunder, Vulcan)

Ursa T-B (Smoky, Railgun, Ricochet)

Ursa T-C (Smoky, Ricochet, Shaft)

Ursa T-D (Twins, Shaft, Vulcan)

Ursa T-F (Twins, Isida, Vulcan)

 

Total: 34

 

Overall Rating: Half_Star_Rating.png -- For the same reason as the range-based 2:1 modules and as stated above, the listed chips excel in two out of three possible field designs (small, medium, large), even if the listing was not designed to be so. Of course, when the category is so extensive that it takes nearly every T-type module available, then it becomes easily apparent that multiple listings can reside within. Regardless, the cumulative vs. single-shot organization makes for great selection dependent on the hull used. Any light hull using a proximity turret would greatly appreciate the applicable Griffon choices and Shark T-D, the packets granting a second chance to players that get their aim screwed over by a heavy impact shot or not dodging that Shaft beam on time. At the same time, a user of a heavy hull should certainly consider Grizzly T-A for deathmatches or the Badger family for single point CPs or CTF defense.

 

 

Quad LGC Modules Quad_Module_Denotion.png

The modules left behind from the days of paint and defense connections had two unique features that today's new chips will never see the dawn of: varying defense levels and more than three weapon resistances. That is what makes these modules unique from the rest of the group; while they may no longer be for sale, they're still applicable in today's war zones.

 

Desert (Smoky, Twins, Ricochet, Hammer)

Swash (Smoky, Firebird, Twins, Isida)

Sandstone (Twins, Railgun, Thunder, Shaft)

Loam (Firebird,Thunder, Freeze, Ricochet)

Winter (Firebird, Railgun, Thunder, Shaft)

Urban (Firebird, Twins, Isida, Ricochet)

Atom (Firebird, Twins, Freeze, Hammer)

Jade (Smoky, Thunder, Shaft, Hammer)

Taiga (Firebird, Twins, Isida, Ricochet)

Nano (Smoky, Firebird, Ricochet, Hammer)

Prodigi (Firebird, Railgun, Thunder, Shaft)

Rock (Twins, Isida, Freeze, Hammer)

Raccoon (Railgun, Isida, Hammer, Vulcan)

Picasso (Railgun, Thunder, Freeze, Shaft)

Lumberjack (Firebird, Isida, Freeze, Vulcan)

Africa (Twins, Thunder, Hammer, Vulcan)

 

Total: 16

 

Overall Rating: -- With four protections available, there's plenty of usage opportunities for these historic modules, considering most of them have universal range coverage, spare Desert and Atom, the two having uniform range effectiveness. However, on many of these it should be noted that the maximum percentage of the least defense rarely rises above 15%, even with the LGCs that were considered M3 class at their time. That would equal an M1 module in status today, and defenses that low are arguably useless in juxtaposition to the high 30s to 40s roaming the streets in any given Marshal match. Their redeeming qualities as a whole are their one (or possibly two) stronger resistances, which may give them reason to see more daylight, keeping them from becoming obsolete and able to be plastered over by another stronger module.  

 

 

 

If you didn't have your heart already set on a specific set of resistances already or are just looking for a more tactical viewpoint on these chips, then hopefully this guide has sufficed to accomplish all of these. As a last note (this one is fairly obvious to anyone who's played the game), but try to avoid clustering the same protections in your garage. Allow each chip in your inventory to retain its value to your arsenal, requiring you to download every defense you own time and time again to fit the battle situation best. The most dangerous thing you can do to your wallet is buy a module that you don't need or purchase one that overshadows older chips, rendering them obsolete and a waste of your previous crystals. Unless they're an LGC or one of the M-type modules, they can always be pumped up to reach 50% resistance, which is never something to scoff at.

 


 

I hope you found this article both informative and useful! Feel free to share your thoughts on the new modules and their effectiveness below. Take care, and choose wisely. 

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Edited by Shedinja
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Modules cannot be downloaded. Why does the title of this page say "Downloadable Defences"?

In the typical sense, no, modules are not typically downloadable devices. However, a download is a packet of data being taken from a larger source, i.e. the module selection area in the garage, and brought to a potential consumer, i.e you and your tank. In this sense, technically, they would be considered downloadable, though they are not permanent emplacements as a typical download would offer.

 

Besides, Downloadable Defenses is far catchier than Attachable Defenses or Implacable Defenses, wouldn't you think? There's really nothing that can be done about the title now anyways, even if there was a better option. Had I left the article as A Guide To Module Types, that would have served its purpose just as well to attract the interest of anyone curious about the topic, but that seemed a bit too bland to me.

 

Disregarding all of the above, the title is not of major concern in juxtapose to the content of the article itself. I would imagine that's where the real importance of the article should lie, instead of just having a half-way decent hook to interest players in reading said article.

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