Question: Modules
#1
Posted 25 April 2013 - 01:26 PM
I've heard conflicting things about this and I can't seem to find an official post that explains it
#2
Posted 25 April 2013 - 01:30 PM
#3
Posted 25 April 2013 - 02:24 PM
I have no idea if BAP's accelerated info gathering stacks with the module version that accomplishes the same thing. It probably should though....
#4
Posted 25 April 2013 - 07:15 PM
#5
Posted 26 April 2013 - 09:20 AM
Deathlike, on 25 April 2013 - 02:24 PM, said:
I have no idea if BAP's accelerated info gathering stacks with the module version that accomplishes the same thing. It probably should though....
I agree, the Advanced Sensor Range does stack, and is why I use BAP on LRM mechs with my module.
I don't have the accelerator, and not sure I would use it even if I did, in the Mechs that I use BAP, it is mostly for the sensor range and for missle lock time, not to get the paper doll info quicker. It's just not that important for Missles or Scouting which are the two things I have limited myself to so far. Really not sure if it is all that useful for brawling either, it's not like it takes that long to get the paper doll info.
#6
Posted 26 April 2013 - 01:06 PM
HammerForge, on 26 April 2013 - 09:20 AM, said:
The only factor is ECM, which would negate BAP or the module. In theory though, having both BAP+module might negate ECM's neutralization effect.
#7
Posted 26 April 2013 - 04:29 PM
Base sensor range 800m + 25% BAP + 15% Sensor Module = 1120m and with Advanced Sensor Module it should be 1200m.
The only thing I am not sure of, is if the maths goes 800 + 25% = 1000 + 15% = 1150m. I don't think this is how it works but not 100% sure. This would make the top end range with BAP + ASM 1250m.
Even though I've switched to SRM6's for my Treb I've kept both the BAP and the module. The increased sensor range is still very helpful for deciding tactics if I can get to a decent scout point for a few minutes for a good look around.
#8
Posted 27 April 2013 - 01:10 AM
#9
Posted 27 April 2013 - 02:29 AM
Also: It would be nice to see a loadouts sensor range (and strength?) on the left info box in the mechlab.
#10
Posted 27 April 2013 - 07:25 AM
The modules are still pretty weaksauce, but since they stack, not too terribad.
#11
Posted 27 April 2013 - 10:56 AM
I know they stack with the range and such, but the Target Info is what I'm after.
#12
Posted 27 April 2013 - 11:12 AM
Roadbeer, on 27 April 2013 - 07:25 AM, said:
The modules are still pretty weaksauce, but since they stack, not too terribad.
Last I checked, the sensor ones don't stack with Sensor Range against ECM'd mechs, which is the one reason I'd most consider taking a BAP. I use smaller mechs generally - why use up 1.5 tons and 2 crit slots when I can get the lion's share of the effects for free?
BAP really needs a buff.
#13
Posted 29 April 2013 - 07:32 AM
You and I have talked about this before. I get it that ECM is the core of the IW pillar at this point. but they've only bricked in that column about 1/3 of the way, using very tiny, almost insignificant bricks.
#14
Posted 29 April 2013 - 09:24 AM
Wintersdark, on 27 April 2013 - 10:56 AM, said:
I know they stack with the range and such, but the Target Info is what I'm after.
We do not. Nobody has posted anything but anecdotal evidence. How do you even know for a fact that they stack with range and your teammate wasn't spotting the target 'mech for you?
Until you test it for yourself or see screenshots showing proof, I wouldn't make up my mind either way.
#15
Posted 29 April 2013 - 09:32 AM
I had to check code to make sure. My bad, I was given bad info.
BAP stacks with sensor module for targeting range.
BAP does not help against ECM. The targeting band you get is from the sensor range module. Adv. Sensor range makes the band even bigger.
Sorry for the confusion.
http://mwomercs.com/...ost__p__2133932
#16
Posted 29 April 2013 - 11:09 AM
Roadbeer, on 25 April 2013 - 01:26 PM, said:
I've heard conflicting things about this and I can't seem to find an official post that explains it
Simple answer is Yes, they stack. I can't think of anything in that game that Doesn't stack. It's all additive as far as game mechanics.
And the game also has a top down hierarchy for determining effectiveness. Simple tree programming.
same post (older) that goes into more detail:
http://mwomercs.com/...e-pilot-module/
Edited by Shinikaru, 29 April 2013 - 11:13 AM.
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