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Recommended Pilot Skills?


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#1 General Peron

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Posted 31 May 2013 - 02:58 PM

Hi, i'm a CTF user (poptart CTF-3D) and i'm about to reach 15.000 GXP. My question is what pilot skills/modules are recommended? Right now i'm playing pugs, but i think someday i'll try to play in a team


Thx a lot!

#2 John MatriX82

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Posted 31 May 2013 - 03:16 PM

Be careful to invest in modules, they are very costly and the GXP grind is the hardest of the game. Use GXP only for modules, NEVER to exp variants, use the normal mech XP for those, unless the mech is so crappy that you can't really stand the necessary time to exp that particular variant (and you have plenty of GXP sitting ducks!). Always plan to try a mech variant and if you like it buy 2 more and exp them so you can unlock the other skills up to master level. And remember that if you mastered some chassis in one weight category (eg. you have mastered the cataphracts) to reach master level on the catapults, you only need to fill the basics on three variants, then you can sell 2 and with the remaining one can reach master without exping to elite the sold ones.

The best module so far looks to be the recently introduced seismic sensor, when upgraded it's virtually a wall-hack (map-sided) from 0 to 400m, I even hope PGI will nerf it. It awards you of a superior SA of the incoming mechs and virtually cripples enemy flanking initiatives or you know when somebody is going to crest or to corner from cover.

If you rely on energy weapons/PPCs, also cool shots can be of great help, but virtually only the 9 by 9 is really helpful.

The above are the two fundamental modules, but since seismic *might* be revised due to the feedback I'm reading, I'd go with the coolant flushes first, they'll be helpful always.

Other good modules are Adv Sensor Range, I also like Target Info (but BAP can do the same and doesn't cost GXP).
Target decay it's useful for LRM boats, 360 target retention is helpful for lights or heavy-streak relying users (along with target decay); capture accel of course should be taken when using lights.

Avoid the Zoom, it's really blurry and nearly useless, avoid even more artillery strikes and air strikes, they are worthless.

Edited by John MatriX82, 31 May 2013 - 03:22 PM.


#3 OneEyed Jack

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Posted 31 May 2013 - 03:30 PM

Seismic, followed by Coolant (9x9, then Boost).

Don't bother with Zoom. It's just not very useful in it's current state.
Air and Arti Strike do low damage, so they aren't terribly useful. Mostly for pre-mades, I'd say.
Capture Accel. is good, but mostly for faster mechs.
360 Target has been mostly replaced by Seismic, except in the role of scouts maintaining lock for missile boats while maneuvering.
Target Info Gathering is good for pin-point alpha mechs, but kind of second-tier. Some claim it also helps speed up missile lock, but if so, I haven't noticed.
UAV can be useful, but in limited roles.
Sensor Range and Target Retention are great for missiles, with SR decent for "snipers".

#4 MistenTH

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Posted 01 June 2013 - 12:20 AM

Adv Sensor and target decay for ssrm or lrm mechs.

Seismic, faster target info for most combat mechs.

Coolshots if you can fit for most hot mechs, especially ac2 uac5 mechs that generate low heat but can't get rid of it quickly.

Uav for scouts if you can fit. No direct benefit to you but great for your team. Low priority unless you got lots of gxp from xp conversion.

#5 General Peron

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Posted 01 June 2013 - 05:24 PM

Thx guys. I think i'll wait for the tweaks in the seismic and then i'll make a decision

#6 Gremlich Johns

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Posted 01 June 2013 - 06:15 PM

View PostJohn MatriX82, on 31 May 2013 - 03:16 PM, said:

Avoid the Zoom, it's really blurry and nearly useless, avoid even more artillery strikes and air strikes, they are worthless.


The zoom window is "projected" over the game video - in essence, they are still rendering the game video UNDER the zoom window. That's why the resolution is teh suxxorz.

The MW:LL guys figured out how to eliminate the problem.

Edited by Gremlich Johns, 02 June 2013 - 04:41 PM.






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