test content
What is the Arc Client?
Install Arc

Fusion and Mods

I think we need a new "Max Plank" the tutorials on Fusion and Mods did not teach me anything. There way too much gibberish coming from the on-game character. We need a better tutorial, it doesn't say what to do with what after all things done and so on. Unless he did and I can't grasp it because I have limited hearing. So...someone has to walk this through, this game is not getting me anywhere if someone can't come up with better functions within the game. And yes I need for it to be slow, somewhat. I just know this "Max Plank" character is not telling me all I need to know.

Comments

  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    You get the Max Plankc missions (one for gear and one for vehicles) when you get a piece of slottable gear or a vehicle. The purpose of the tutorial is to teach you how to fuse mods and how to slot them into your gear/vehicle.

    For equipment, the first thing to do I think is choose an R&D school. Arms, Science, or Mysticism. This part is a little wonky and you have to tell him like twice which one you want. Check your character sheet at the bottom right. If it shows any of the schools there, the. You're set.

    Next you need to gather up some components from a nearby table. These will be for a mod, and it's five pieces of a "broken" mod, basically five level 0 mods. CTRL-right click the mod pieces in your inventory and a new window should pop up, with your mods loaded into the fuse slot. Don't worry about the catalyst slot at this point. Click the fuse button and it should fuse. (I've heard that some people have failed this first fusion, and it basically breaks the tutorial. Never seen it happen but if it does it's not really a big deal.)

    Now you can get your mod (which I think is an Impact Prism) and slot it into a piece of gear by CTRL-right clicking on the piece of gear. If it has any slots (the icon will have little black dots on the frame), a new window pops up showing you the available slots.

    All slottable gear can have three types of slots. Cores, enhancements, and armoring. The basic cores (like the Impact Prism) can be slotted into any Core slot and has a different effect whether it's slotted into an Offense, Defense, or Utility gear. Other mods, like Enhancements and Armoring, can only go into their respective slots. Offense gear can have core and enhancement slots defense gear has core and armoring slots, while utility gear has core, and splits between enhancement and armoring.

    So slot in your mod wherever it fits, click the commit button, and you're on your way.

    Vehicle mods and the tutorial are much the same except the slots are Weapon, Support, Defense, and some other stuff I can't think of.

    If any of this wasn't clear, let me know and I'll be happy to elaborate further.
    biffsig.jpg
  • jonsillsjonsills Posts: 6,318 Arc User
    When you fuse those five broken pieces, your chances of success are listed at 100%. How can that fail?

    At least, on forty-some toons that have gone through the tutorial since the revamp, I've never once had that happen. Then again, I never found the instructions at all difficult to understand - I just dislike the accent.
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
    Get the Forums Enhancement Extension!
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    I allways thought he was very clear what to do, where and how.
    I mean theres audio/visual narrative with pictures. The Gloving Thing that most of game shave to tell you theres something to do there. Stuff you get goes into your Bags and stuff like that.
    Must me my cursed non-native english language and nordic mentality with some good old Sisu.
    :#
    CHAMPIONS ONLINE:Join Date: Apr 2008
    And playing by myself since Aug 2009
    Godtier: Lifetime Subscriber
    tumblr_n7qtltG3Dv1rv1ckao1_500.gif
    Get the Forums Enhancement Extension!
  • beezeezebeezeeze Posts: 927 Arc User
    jonsills said:

    When you fuse those five broken pieces, your chances of success are listed at 100%. How can that fail?

    At least, on forty-some toons that have gone through the tutorial since the revamp, I've never once had that happen. Then again, I never found the instructions at all difficult to understand - I just dislike the accent.


    I have failed to successfully fuse the vehicle mods for the vehicle tutorial but it does not seem to break anything as slotting the mods after you fuse them is not a requirement for the mission unlike the plain old mod fusion tutorial.(which indeed has a 100% success chance.)

  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    spinnytop said:

    I made this helpful video tutorial o3o

    3/10 needs superheroes.
    biffsig.jpg
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    I now feel the urge to find a way to permanently break this mission. hmmmm.... What happens if you decide to change crafting schools after you pick up the broken mod pieces but before fusing them?
    ChampsWiki
    -=-=-=-=-=-=-=-
    My characters
  • chaelkchaelk Posts: 7,732 Arc User
    I have bad hearing, I play with all sound off, as I find it a major distraction.

    ok, did you do the vehicle mission too?
    if so , make sure you are not trying to use the 5 vehicle mods you got as rewards, for the normal mods mission.

    step 1. train in either arms, mysticism or science. It will ask you twice, to make sure you want to train in that.
    step 2. Speak to max plank with a piece of slotted gear in your bag. I go to the AH and just buy a cheap one.
    step 3. cutscene starts, hit esc.
    step 4. examine the glowing item on the next table. This will give you your 5 fragments.
    step 5. cutscene starts. hit escape again.
    step 6. move to the glowing table to your left. Select use it.
    step 7. use your 5 normal fragments NOT vehicle mods. Fuse, you should have 100% chance.
    step 8. insert your new mod into the slotted gear. There's a tab on the left of your main bag or you can ctrl right click on the gear. Drag the mod into the mod slot and hit the button to confirm.
    ---------------

    you can only fuse mods of the same type/number.
    you must have 5 to fuse.
    success gives you one mod of the next rank up.
    the higher the rank mod, the lower the fuse chance.
    The higher your skill rank, the higher the chance to fuse.
    Failure means you lose one of the mods.
    using Safeguard Catalysts means you don't lose a mod on failure, you lose the catalyst instead.
    3/5/7/10% catalysts improve your fusing chances.
    Stuffing up Freeform builds since Mid 2011
    4e1f62c7-8ea7-4996-8f22-bae41fea063b_zpsu7p3urv1.jpg

    Get the Forums Enhancement Extension!
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User

    I now feel the urge to find a way to permanently break this mission. hmmmm.... What happens if you decide to change crafting schools after you pick up the broken mod pieces but before fusing them?

    The mods don't care what R&D school you have. I'd imagine the only way to truly break the mission is to fail the fusion or purposely delete some of the shards, in which case you could just drop the mission and take it again.
    biffsig.jpg
  • wisedoomwisedoom Posts: 19 Arc User
    If you ask me, this game can do with the Fuse and Mod system. All it needs is a place where people can go to, to up grade the items that goes into their slots. Why create a system that gives nothing but run-arounds with a Fusion and Mods system? That's a bit backwards to me.
  • ealford1985ealford1985 Posts: 3,582 Arc User
    There is a place...
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited December 2017
    Is it a house, in New Orleans, named the Rising Sun?
    CHAMPIONS ONLINE:Join Date: Apr 2008
    And playing by myself since Aug 2009
    Godtier: Lifetime Subscriber
    tumblr_n7qtltG3Dv1rv1ckao1_500.gif
    Get the Forums Enhancement Extension!
  • spinnytopspinnytop Posts: 16,450 Arc User
    wisedoom said:

    If you ask me, this game can do with the Fuse and Mod system. All it needs is a place where people can go to, to up grade the items that goes into their slots. Why create a system that gives nothing but run-arounds with a Fusion and Mods system? That's a bit backwards to me.

    What the hell are you even talking about?
  • chaelkchaelk Posts: 7,732 Arc User
    wisedoom said:

    If you ask me, this game can do without the Fuse and Mod system. All it needs is a place where people can go to, to up grade the items that goes into their slots. Why create a system that gives nothing but run-arounds with a Fusion and Mods system? That's a bit backwards to me.

    you only have to go to Max Plank for the training mission. You can fuse from your bag. The two tabs on the left side.
    we got this a a live test for NW gear enchanting system. They got upgraded and changed, we are stuck with the base model.
    Stuffing up Freeform builds since Mid 2011
    4e1f62c7-8ea7-4996-8f22-bae41fea063b_zpsu7p3urv1.jpg

    Get the Forums Enhancement Extension!
  • deadman20deadman20 Posts: 1,529 Arc User
    I mean, you could click on the one link in my signature to get tossed into a steam guide on the subject of mods/fusion if you wanted to. Might help as a resource.​​
    Steam Guide to Modifications and Equipment (Champions Online) - DZPlayer's Builds (Last updated: 3/26/2018)
    And I will always be @DZPlayer122.

    Get the Forums Enhancement Extension!
Sign In or Register to comment.