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Modules, Sense Or Nonsense?


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#1 Peter Powers

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Posted 17 March 2013 - 02:06 AM

Hello everyone,

it took me quite a while to grind for my first module, which was advanced zoom, and after i invested the gxp and the huge amount of cbills involved, it turned out to be a pretty crappy module.
While the basic idea is great, the zoom just enlarging the pixels, given you a pretty pixelated sight makes it almost useless, especially since the HUD tends to jump, showing the lock somewhere else than the locked mech, while using advanced zoom.

Now i spend alot more time grinding, and bought target decay for my LRM Catapult. Its description gave me high hopes of finally being able to lock stuff for long enough to have my missiles hit something.
Turns out, it doesn't seem to be working at all, i still have hostile mechs showing up, and as soon as my missiles launch flickering out. Reading the forums a few people mentioned target decay is useless when ecm is in play.
Now, did i just hit the two worst modules, are the others better? does it make sense to grind for one several weeks? What am i doing wrong?

#2 Faydeaway

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Posted 17 March 2013 - 06:25 AM

Enhanced Zoom - Even the Devs have stated this module and is slated to be reworked and tweaked to make it more functional.

The Sensor Range module tends to be a popular choice.

#3 Nicholas Carlyle

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Posted 17 March 2013 - 06:29 AM

They are all crap crap currently. Buy mechs till they sort it out. If they ever do.

#4 AnnoyingCat

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Posted 17 March 2013 - 09:50 AM

Modules does help, but sometimes you just don't feel it

#5 BoydofZINJ

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Posted 19 March 2013 - 12:20 PM

The 360 module can be nice, but ... on the @#*& side. It just depends. If you are a good pilot and rarely get jumped on... it wont help. However, I find in a light if you like to dive into target and you need to turn and run, you wont be able to target 'mechs so it shines... a BIT.

The best module, by far, is the accerlated cap enhancement (or what ever it is called) - to increase how fast to cap. However, if you never make it to an enemy base to cap... then.... @#(*@)*(@#*@)#*()@#(#*()@#*()#()@#*(@()

#6 The Decoy

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Posted 19 March 2013 - 01:39 PM

I've found all of the modules produce very minor, but noticable, benefits.

Enhanced Sensor Range is great until it encounters ECM, then you lose any benefit.

Target Duration is great on anything that uses lockable missiles. As above, ECM neutralizes the benefit, but its very handy once the ECM carrier is destroyed or if it wasn't present to begin with. Also works very well with...

360 Target Retention. If the mech you are piloting is going to be within brawling range then not having your target disappear the second they get past a flank is a huge perk. Also works very well with the above Target Duration Extension module when using SSRMs.

Target Info module is one of my personal favorites as it presents a really underestimated benefit. The more quickly you can exploit a vulnerability on an opponent's mech, the less damage you or one of your teammates is going to sponge from them. Knowing that the raven's or stalker's right leg is down to internals before they find your "soft spot" means you aren't going to blindly fire into their core with your first barrage. It also lets you know if that CAT-A1 is going to be defenseless as you close within 180m due to an LRM loadout or whether you are foolishly rushing into the optimal kill range of a six pack of SRM6's. Information is valuable and if you can get it faster than your opponent then you're probably at an advantage against them. Fantastic on a mech with BAP, you will get almost instantaneous information on your targets.

Accelerated Cap module is very expensive for the benefit. Depending on the mech type(lights) and the map, if you are rushing for a cap victory then it is definitely worth it. I only own a single of this module and this would probably be replaced if anything better became available.

Optical Zoom was very disappointing. I'm optimistic that it will at least provide a more accurate zoom option in the future. If it wasn't the least expensive module then I'd recommend avoiding it entirely. As it is now, pick one up just in case the cost is increased once it has been rebalanced. It's definitely not worth equiping presently in favour of the more functional modules listed previously.

Edited by The Decoy, 19 March 2013 - 01:41 PM.


#7 Dauphni

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Posted 20 March 2013 - 08:41 AM

The Capture Accelerator is a must have if you ever intend to drop on Conquest mode.

The Sensor Range module is actually a great counter against ECM if you're using guided missiles such as LRMs and Streaks. ECM only completely jams your locks out to 180m, and with Enhanced Sensor Range you can still get locks if you're within the 180-250m range bracket.

Advanced Zoom is the way it is because of a limitation in the CryEngine, unfortunately, so it's not an easy thing to fix.

#8 Hayashi

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Posted 20 March 2013 - 01:00 PM

If you pilot light mechs 360 is redundant if you have retention, as it will retain targeting long enough for you to turn around.

Adv Sensor Range is EXTREMELY powerful in combination with a SSRM+LRM build as it means that you can consistently fire in the 200-250m optimal overlap range regardless of whether your target has ECM or not.

Target Information is very useful for exploiting weaknesses asap or hiding from strengths and placing yourself accordingly.

Accelerated Capture is nearly a must-have for Conquest if you're in a light.

Basically:

Sniper - Adv. Zoom, Target Info, Adv Sensor Range
Slow Brawler - 360 Target, Target Info, Adv Target Retention
Fast Mech - Target Info, Adv Target Retention, Cap Accel
LRM/Streak user - Adv Target Retention, Adv Sensor Range, 360 Target (for Streaks)

Spare slots - Coolant Flush

If you pick the wrong module for the wrong role, it will be useless. So if you play a mix of builds, you'll want to push for Adv Target Retention, Target Info and Adv Sensor Range in that order, before specialising. As I like fast mechs, I went for Cap Accelerator early.

Edited by Hayashi, 20 March 2013 - 01:02 PM.


#9 Hauser

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Posted 20 March 2013 - 02:18 PM

Target Info tends to be my go to module. It's very important to know which mech is weak and where, being able to see this faster allows me to juggle targets faster. This is especially useful when piloting medium mechs, you focus fire on what ever the big guys are shooting but you keep an eye out for mechs that have been damaged and retreated.

Target decay is awesome if you have LRMs. Your targets will try to get away by breaking LOS which causes the LRMs to lose tracking with target decay they stay on target for a few seconds longer, usually just enough to get a hit in. It also lets you keep lock if your target breaks LOS for just a second.





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