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Modules Advice


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#21 sosegado

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Posted 01 November 2013 - 02:31 PM

View PostLevon K, on 29 October 2013 - 02:57 AM, said:

Don't use consumables.


I knew this would come up here.

For the most part I agree.

I'm gonna get pounced on, but here me out.

There's going to come a time when you have more money then you care about.

Then consumables are really fun to play around with.

I use both cool shots.

They can give you that last alpha or chain fire that you need to turn the tide in a brawl if you use them correctly.

Most times I don't need them but they have saved my life many times and honestly made the difference in me continuing to contribute to the team win (or loss) or being a smoking ruin.

Edited by Stab Wound, 01 November 2013 - 02:32 PM.


#22 Peter2k

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Posted 01 November 2013 - 02:54 PM

I like seismic and target decay the most.
Even in a light, it's practical to know how many mechs are around the corner,
Target decay helps me more keeping a lock as 360 targeting for my teams LRM's, I'll be dodging behind buildings n stuff, so technically speaking they are not just behind me, they are out of sight.

Capture accelerator is nice, but it doesn't stack with any of you're teammates accelerators, only one counts when capping.
Info gathering is only good if you know how to hit things with at least some kind of accuracy, but it's nice knowing which side of a mech can be blown off faster.
I have to come to like artillery since they upped the damage by 400%.

The new announced modules are probably rather dull/ ie rather useless.

However bear in mind that those modules are also expensive on c-bills.
And seismic is getting a strong nerf sooner or later.
Well I guess it was originally meant as a way for those immobile atlai to know when a fast light mech is approaching from behind.

#23 Not A Real RAbbi

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Posted 03 November 2013 - 09:01 AM

If you're playing Conquest, especially in a light, Capture Accelerator is a MUST. Also, if you are flying light on a team that likes to use base cap, it's very helpful.

UAVs are great for scouts. Sneak in behind a large group of enemies, pop your UAV, call for LRM support, and sit back.

Artillery and Air Strikes are quite useful in that same situation, as well as for slowing down a large group of enemies. Everyone suddenly respects the smoke. And if they don't see it? Well, kills are suddenly scoring again via artillery. Give 'er a go.

Seismic Sensor is super handy to have in close quarters where there's lots of cover/concealment. Knowing where your enemy is is NEVER a net negative.

Target Decay is useful for LRM boats and spotters, but otherwise I'd avoid it. That extra little bit of time may be the difference between a bunch of missiles hitting their target, and a quarter ton of wasted LRM ammo. And there is NOTHING more frustrating for an LRM boat than watching your locks disappear on fast-moving mechs RIGHT BEFORE the missiles hit.

360 Target Retention is a great one for brawlers, and for anyone that has problems dealing with light mechs.

Advanced Sensor Range is a great pick for snipers and for scouts. Extending the range to nearly 1000 meters (and it stacks with Beagle Active Probe, last I heard) means being able to put Gauss/AC2 on target AND see what you're doing to the enemy beyond the normal half-mile sensor range. And it also gives missile boats the opportunity to be effective on target that much further out.

Advanced Zoom is pretty much a snipers-only module. But it has been improved recently, FINALLY, and for snipers it's basically a MUST HAVE. Even non-sniper builds with some long-range direct-fire weaponry will get some use out of it.

Cool Shot? If you're in a gotta-have-it mech build that just runs hot in the fight, you want these. There is hardly any worse feeling in the game than overheating in front of a nearly-crippled enemy, then watching as he carves your mech like a pumpkin. Helplessly. No, if you're in a hot build, you need coolshot first of all.

Anything else, I have little relevant experience with.

A typical day out with my RVN-3L would have a UAV, ASR, Seismic, and maybe Artillery Strike. Throw-in BAP and Guardian ECM, and it's as good a multirole scout/EW mech as there's ever been.





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