BREAK ARTS II

BREAK ARTS II

Not enough ratings
To New Players: Modules' Attribute, and Their Effect
By Arc_angel_J97
Attributes only till Grade 05, not sure if there will be new attributes after this. I tried to put the attributes at the tab/category they first appeared since Grade 01, so that newcomers won't have a hard time finding them. There are also some tips and relationships between modules below the list for new designers (for example increasing XXX attribute will lead to the decrease of YYY & ZZZ stats).


Machine Design Searching Tabs/Categories:

Head:
Cosmetic only

Armor:
  • Data Load: Uses up some of the maximum "Data Load". (Basicallt "electricity required + weight" combined into one, at least you can interpret it as if it's this combination. So if you go out of the max. data load, you don't have the electricity to power up your mech in order for it to function)
  • Shield: Increases "Shield Endurance", or how much damage you can take.
  • Energy Reserves: Increases maxium "Total Energy"
  • Hit Energy Absorption: Appeared at Grade 05, increase "Hit energy Absorption Rate". (I think it converts some damage you took into energy for boost, not sure since I haven't checked it out yet)

System:
  • Throughput: Decreases "System Error Recovery Time", shortens the time of boost error that keeps you from boosting.
  • Lock-on Range: Increases "Lock-on Range", allows you to aim farther. Kind of a double edged sword for now.
  • Generator Output: Increase "Generator Output", increases effectiveness for Energy regen.

Thruster:
  • Thrust: Increase "Speed" and "Acceleration". "Speed" is maximum cruising speed, no boost.
  • Turning Thrust:Increase "Cornering", makes your mech easier to turn, more effective for bigger turns, but not so for sharp corners (at least not on heavy mechs).
  • Maximum Data Load: Increase Maximum allowed "Data Load".

Booster:
  • Boost Thrust: Increases "Boost Acceleration" and "Boost energy Consumption". "Boost Acceleration" basically adds the number onto the speed during boost on "normal zone", and adds onto the "Acceleration" when in the "slow zone"
  • Side Boost Thrust: Increases "Side Boost Acceleration" and "Side Boost Energy Consumption", good for sharp turns, but too much may push you right into the "slow zone".

Joint:
It's pretty clear in the default descriptions

Assisst:
Same as joint, not explaining here.


Tips:
1. Increase of one stat generally leads to decreases in other stats , for example, increase Boost Thrust will lead to increase in Data Load, Boost Acceleration, Boost Thrust, Boost Energy Consumption, but decrease in Speed, Acceleration, Cornering, and Energy Regenerations. Same for the other way around. Increase in turning decreases stats related to speed, acceleration, boost, and side boost in general. However, some parts unlocked in later Grades can contain Boost, Turning Thrust, and Energy Reserves all in one, or a mix of other multiple attributes. Balancing thus becomes something worth considering.

2. Weapons also consume Data Load on the mech, so when building weapons, do take this into consideration, else you can come up with a fantastic weapon, but your mech might not be able to handle it. Same with the Shield Endurance on your weapons, it also gets carried over to your mech.

3. Lock-on Range is a double edged sword because the current patch/game by default locks on to the target that's the farthest away from you, instead of the one before you. Thus if you ran passed the mech in front of you, even if you took out the one running far ahead, it still won't help preventing you to be shot and killed by the very mech before you.

4. Since physical collisions does not exist in this game, you can take advantage of it and stack multiple modules within a somewhat compact space, making your mech's physical appearance not too bulky. Utilize this element when building mech that you want it to look slim and elegant, or if you're trying to build a more feministic mech. However, hiding modules within modules will take more efforts when compared to building mechs by stacking modules upon the connectors all over the mech. Since you cannot directly fix what is inside another module, you will have to take off the covering module, fix the ones inside, and cover it up again. This may be hard to do at times, especially when you misplaced modules in the wrong space, or you don't know exactly where did you placed the new modules, it is often very hard to fix since the game does not have an "undo" button as of now. This gets extremely frustrating if you accidentally deleted a module, and you don't know which one did you deleted, or that a bunch of other modules connected with it gets deleted at the same time as well. One piece of advice would be saving constantly, just so if anything gets wrong, at least you have a backup.

5. Not sure on this one, but it seems like that increasing max data load also increases energy regen sometimes. Someone can test this out and see.



These are the things that I can think of as of now. I might write about the weapon attributions if anyone found this to be useful, though I am still figuring the weapons' part out. Mainly focused on building the Angel mech I wanted since game started :D

P.S. If anyone needs a Chinese version, I can translate it and post it here as well. Can't do a Japanese version, though I would like to, but I am still learning its basics for now...
   
Award
Favorite
Favorited
Unfavorite
6 Comments
Schwab's top guy 1 Jul, 2020 @ 6:29pm 
Thanks for this
zerisk10 1 Jan, 2020 @ 6:09pm 
I never thought of hiding modules within eachother. Thanks!
Kopp Kapudd 20 Dec, 2019 @ 7:54am 
Throughput decreases lock-on time as well. it's basicaly processing power.
BURNING 17 Nov, 2019 @ 1:42pm 
Hella helpful
Arc_angel_J97  [author] 28 Oct, 2018 @ 1:34am 
This is such an ancient post by now, and since I have not been playing BA2 for a while, I cannot be sure if things have been changed or not. But anyway, thanks for putting this here :D
Jon01 27 Oct, 2018 @ 10:25pm 
Well, I've actually found that assist modules do 'do something' and just noticed this guide and figured I'd mention it.

To clarify, stuff like the SSA-Sys assist module will add a passive cornering function that simply makes it easier for you to adjust when turning, it's a small boost though so you need more than one to make it useful, otherwise it just clutters up a joint slot and takes up Data Load.