Please note that this is mainly based on your needs, pick the stuff based on what you decide is most important.
Default Scout
- Suspension (less chance of being tracked for T-50 mostly)
- Coated Optics (Spot things further and faster)
- Toolbox / Binoculars (Repair tracks faster / spot more no matter if you are moving or sitting)
Passive Scout
- Binoculars (you're sitting in a bush just close enough to spot)
- Camouflage net (Don't want to be seen)
- Optics (While driving to the bush, you can see if someone might spot you)
Brawler
- Rammer (More damage)
- Vents (More Damage and Accuracy)
- Vertical / Toolbox (Easier to hit crap / Less being tracked)
Sniper
- Rammer (More Damage)
- Vents (More Damage and Accuracy)
- Camonet / Binocs (Don't get shot / Spot tanks for yourself while sitting behind yer bush)
Artillery
- Rammer (My devil the reload speed bonus is AMAZING)
- Gun laying (My god that aim time reduction)
- Camo net / Spall liner (half a second safer from scouts / less likely to be killed due to country arty splash)
- BONUS: If your artillery can get vents, get it! (Obj. 212 as an example)
Breakdown of each module
| Image | Name | Role | Modules | Why |
|---|---|---|---|---|
| Net | Sniper / Passive Scout / SPG | 3rd | +25% for camo rating while stationary, best on TD and snipers supporting behind a bush. | |
| Binocs | Scouts / Campers | 3rd | The biggest disadvantage is that you have to stay still to get the view range bonus. In heavies and meds you'll be moving too often to be useful. | |
| Toolbox | All but SPG's | 3rd | +25% repair is AMAZING on all tanks and until you need the 3rd module this is highly recommended just because that 25% could be the difference between a fatal blow to your side and backing up behind that building. | |
| Spall Liner | Big Ass Tanks and SPG's | 3rd | Decrease (counter) arty damage from splash / Derp protection / decrease ram damage for those silly buggers. | |
| Wet Ammo | Certain Tanks | 3rd | If your tank gets ammo racked and blows up a lot and you have not learned safe stowage then you'll want this. | |
| Engine Filter | Certain Tanks | 3rd | +50% engine health so it helps stop it from being set on fire or killed as often. | |
| Fuel CO2 | Certain Tanks | 4rd | +50% fuel tank health, Same as the engine one, get if the fuel tank gets set on fire a lot. | |
| Suspension | Scouts and certain tanks | 1th / 3rd | Suspension can mean the life or death of scouts, and certain tanks like a Churchill where your tracks are very far out there can benefit greatly from this. | |
| Gun Rammer | Anyone Shooting | 1st | -10% reload rate will boost your damage, experience, kills, and survivability a great deal. That 1~10 seconds boost to reload is a blessing. | |
| Enhanced Aiming | SPGs | 2nd | SPG's LOVE it with their 30 second aim times. It can be put on other tanks but should be the 3rd module as a lot of tanks can use something better. | |
| Vertical Stabilizer | Brawlers | 2nd | If you do any kind of moving and shooting get this if you can, that 20% less movement penalty will mean you are incredibly more accurate when moving like during a peek-a-boo | |
| Coated Optics | Scouts and 3rd module | 2nd / 3rd | Amazing for scouts and those that decide to use their 3rd module slot for spotting the enemy that small amount further. | |
| Grousers | Certain Tanks | 4th | So you have better traction, maybe good on the artillery but meh. | |
| Ventilation | All Tanks | 2nd | +5 crew efficiency means everything is better. This includes Mentor. |