Greetings, Pilots!
As previously announced, in this mid-season update, we will also be making certain adjustments to the mod system.Through past surveys and player feedback, we have received many suggestions regarding mods. Due to various reasons, we have had to address these issues step by step.In the last update, we added a "lock" function for mods to prevent pilots from accidentally losing important mods during operations. This time, we're introducing [Mod Tuning] and [Mod Dismantling] to address the issues of excess mod inventory and the high randomness of mod acquisition.Pilots can access this system via [Striker Bay] - [Mods] - [Mod Research] on the home screen. We have added two new pages in the previous [Mod Assembly] location to handle these two functions.
The Mod Tuning function, which is the previously mentioned mod affix re-roll function, allows pilots to select a single mod affix and re-roll it multiple times. This process will consume a certain amount of resources and materials.We can give a brief introduction on the current page.
The tuning function will only apply to Perfect Mods, i.e., Orange Mods.
After selecting the mod, we can choose one of its three affixes as the tuning target. In this case, clicking "Start Tuning" will generate two alternative affixes for that affix, as shown in the image below.
For the affix selected for tuning and the two additional affixes generated, the Pilot can choose one to complete the tuning. Each mod allows tuning on only one slot. Once selected, the other two slots are permanently locked and cannot be selected for tuning.
First, tuning preserves stat polarity—positive stats yield positive alternatives, negative stats yield negative ones. The mod's overall count of positive and negative stats remains unchanged.Second, mods are categorized by type, and the affixes generated by tuning will always match the type of the mod. For example, tuning a [CARBOTANIUM SKELETON] (defense, survival-related) mod will never produce affixes such as [MINDBRIDGE COCKPIT] (lock-on, reload-related).Lastly, it is impossible to tune two identical positive affixes, meaning a mod cannot have two positive affixes such as "Physical DEF +9%" and "Physical DEF +8%" simultaneously, but a mod with "Physical DEF +8%" paired with "Overall DEF +4%" is possible.
Once tuning is complete, the tuned mod will display a tuning mark in the inventory, and it will become non-tradable.
If pilots want better results from tuning, they can continue tuning the same affix—there is no limit on the number of tuning attempts.
Completing one mod tuning requires three types of resources—Currency: Tuning consumes a certain amount of Credits, and the cost increases with each tuning of the mod; after reaching a certain threshold, additional Corite is required for further tuning.General Mod Component: Think of it as a general point system. Each tuning consumes 20 units of this item, with a fixed consumption amount that does not increase with the number of tunings. It can be obtained by dismantling mods of various qualities.Specialized Function Component: Think of it as a specialized point system. Each tuning consumes 1 unit of this item, with a fixed consumption amount that does not increase with the number of tunings. It can be obtained by dismantling orange mods of the corresponding type.
Dismantling mods of different qualities consumes varying amounts of Credits and yields corresponding quantities of [General Mod Components]; in addition to [General Mod Components], orange mods also yield [Function Components] for the corresponding slot.
For example, to tune a mod of the [CARBOTANIUM SKELETON] type, we must consume 20 [General Mod Components] and 1 [Framework Function Mod] obtained by dismantling an orange mod of the [CARBOTANIUM SKELETON] type.Some Planned Ongoing OptimizationsAs mentioned at the start, based on your feedback and suggestions, we are aware that there is still plenty of room for optimization. For example, the related sorting and filtering functions are already in the pipeline. We also welcome your continued feedback and suggestions to help make Mecha BREAK even better.See you on the battlefield!