Retrofits allow players to upgrade their vehicle, picking and choosing from specific upgrade options to improve their vehicle in the way that they choose.
Slots[edit | edit source]
Each vehicle has a number of retrofit slots available. Some of these are "stock" on the vehicle, and others are unlocked as part of the vehicle upgrade tree. Vehicles that previously were sparse on upgrades will generally have more slots, since this helps make their progression more similar to other vehicles and helps to balance them against the vehicles with more upgrades.
There are five types of retrofit slots. The first four correspond to the four main sections of the upgrade tree - Firepower, Armor, Mobility, and Technology. The fifth type is Universal. Retrofit slots can only incorporate retrofit upgrades of the same type as the slot whereas Universal slots can use any type of upgrade.
Upgrades[edit | edit source]
Retrofit upgrades can be purchased and equipped into the retrofit slots on a vehicle. These are purchased on a vehicle-by-vehicle basis, using credits. Players start out with a set of retrofit upgrades that they automatically have access to that can be used on any vehicle, but they can also unlock more types of retrofit upgrades through schematics.
Only one retrofit can occupy each slot on a vehicle. If the player wants to switch out a retrofit, they must remove it first, freeing the slot up for a new retrofit. Before, the removed Retrofit would be destroyed, slightly refunding the player with credits. However, as of 0.16, the removed Retrofit goes into the player's inventory, allowing a player to switch back to it if they want.
Retrofit costs vary greatly. A Mk. I retrofit will cost less than a Mk. 3 version of the same retrofit. The tier of the vehicle also matters. Where a tier 3 vehicle may cost around 30 000 credits for a retrofit, a tier 9 vehicle may cost upwards of 3 million credits for a retrofit. Other factors include the type (firepower retrofits typically cost the most), the level of the player's Airport building in their base (decreases retrofit cost) and if the retrofit provides multiple bonuses or a single one. Single bonus retrofits cost less than multiple bonus retrofits. For example, a Magnetic Actuator which decreases reload time slightly and increases damage slightly, will cost more than an Experimental Propellant retrofit, which only increases damage, but to a larger degree than the Magnetic Actuator.
Schematics[edit | edit source]
Schematics give players access to new and better types of retrofit upgrades to use on their vehicles. These upgrades might offer different statistics than the default upgrades, or multiple statistics at smaller values than the default upgrades. Some schematics are for more advanced versions of specific retrofit types. For example, a player might start out with the ability to upgrade their health points with "Internal Hull Reinforcement Mk. I" and later unlock a schematic for "Internal Hull Reinforcement Mk. II", which provides a larger bonus.
Initially, these schematics are unlocked in second half of a vehicle's progression (e.g. the time after the vehicle reaches "Proven" status, but before the vehicle reaches "Renowned" status, or in other words, once the player has gained enough reputation in that vehicle to be halfway towards unlocking the next vehicle in that line). Once a schematic has been unlocked, it can be used to upgrade any vehicle with the appropriate type of slot. For example, if a player unlocked "Experimental Propellant Mk. II" while playing the T-72A, they could use that schematic to upgrade the damage on the Leopard 2, assuming it has an appropriate slot available (Firepower or Universal).