Best Modules For Light Mechs?
#1
Posted 31 December 2013 - 07:21 AM
#2
Posted 31 December 2013 - 07:44 AM
Target Info Gathering (find weak spots quicker)
Cap Accelerator if you enjoy Conquest
Coolshot 9x9, for literally everything except the Trollmando and possibly a streak equipped RVN-3L.
I tend to go with Target Info on all of them, plus Coolshot(s). Adding Seismic for the PPC Spider/ERLL 3L. Cap Accelerator when playing with a group of lights.
Generally, consumables are the most worthwhile. Arty, Coolshot and UAV all work wonders.
#3
Posted 31 December 2013 - 07:57 AM
Personally I don't think Cap Accelerator is worth is for the 15% difference. I don't use coolshots or the other consumables, so can't comment beyond pointing to the current glut of Arty Strikes in PUG.
Avoid Advanced Gyros, Hill Clilmb and 360 Target Retention, as they're all useless cash sinks.
#4
Posted 31 December 2013 - 09:14 AM
William Mountbank, on 31 December 2013 - 07:57 AM, said:
Personally I don't think Cap Accelerator is worth is for the 15% difference. I don't use coolshots or the other consumables, so can't comment beyond pointing to the current glut of Arty Strikes in PUG.
Avoid Advanced Gyros, Hill Clilmb and 360 Target Retention, as they're all useless cash sinks.
your wrong
#5
Posted 31 December 2013 - 09:45 AM
So you think the Hill Climb module is worth it? Preliminary reports were not positive, but those were likely theory crafted reports and not actual field use reports.
I thought about trying one on my Atlases and Battlemaster, both of which seem to really slow down on the slightest of inclines.
#6
Posted 31 December 2013 - 06:39 PM
#7
Posted 01 January 2014 - 08:08 AM
Tanar, on 31 December 2013 - 06:39 PM, said:
360 Target Retention does not do anything to locks, only the targeting selection. That means that if you have a missile lock on a light, and he runs behind you out of view, you will lose your lock whether you have 360 or not, but with 360 your target selection will remain if he stays within 200m. It's useful for spotting for LRM boats, but won't affect your own missile locks. Unless you plan to spend a lot of time within 200m of the enemy, then Target Decay is vastly more useful, as it affects targets at any range.
DONTOR, on 31 December 2013 - 09:14 AM, said:
Hill Climb reduces your deceleration by 10% when you hit a slope that would slow your mech. So for the Locust, which only starts to slow down at 40° and stops at 45°, or for the other lights which only start to slow down at 35° - the hill climb module amounts to allowing you to move a few centimetres further up a steep slope. You will still stop, and still start to stop at the same angle slope. You will just be a few pixels worth of game space further forward. In fact, the difference is so small on lights as to be below the human ability to observe. If you put Hill Climb on an Atlas, it'll give you a few extra metres up a hill, maybe enough to crest a low hill that is normally off limits - put it on a light and you'll notice the loss of a module slot, but nothing else.
Edited by William Mountbank, 01 January 2014 - 08:11 AM.
#8
Posted 01 January 2014 - 10:02 AM
#9
Posted 01 January 2014 - 10:45 AM
#10
Posted 01 January 2014 - 11:12 AM
#11
Posted 01 January 2014 - 11:40 AM
#12
Posted 01 January 2014 - 12:16 PM
#13
Posted 01 January 2014 - 12:44 PM
I'd say that the UAV is pretty much the 'mandatory' module, the recon it gives your team results in more damage than an upgraded air/arty strike nine times out of ten, gives more info than any of the targeting/sensor upgrades as well. Also gives good XP, great way to elite lights.
#14
Posted 01 January 2014 - 01:35 PM
Adv. Sensor Range
Cap Accelerator (swapped with either Adv. Target Decay or 360 Target Retention in skirmish)
Adv. Seismic Sensor
Improved UAV
Combined with the BAP on my mech, this Raven is an absolute beast at recon, having a 50% greater sensor range than normal, the Seismic only works when you are stationary, but is a very useful tool for both fighting and scouting. Find a bunch of enemies on seismic, and you can deploy a UAV to pinpoint their location for your team. (You should definitely try to do this if your team has a number of missile boats.) When using the UAV, be aware that it can be shot down, so try to place it in a manner that will maximize it's duration.
#15
Posted 12 January 2014 - 09:11 AM
{This is my opinion formed from personal experience and working within a lance. The ratings I have given to these modules range from Specialist, being the lowest tier for a versatile light (high tier for one trick ponies), to Universal, being the best for a versatile light mech that can help the team in multiple ways and compliment the entire formation throughout all 15 minutes of the drop.}
Edited by IraqiWalker, 12 January 2014 - 09:13 AM.
#16
Posted 20 January 2014 - 06:31 AM
coolshot
artillery
airstrike
uav
in team play:
uav
artillery
airstrike
coolshot
#17
Posted 03 February 2014 - 04:15 PM
I have been playing conquest alot lately. So enjoy the Cap asst. module. It does make a difference.
I also like advanced target decay. It helps the LRM boats alot.
And Arty strike is great when a PUG decides to ball up.
Seismic is no longer super upber. I do not run it anymore. The nerfed that one to high hell.
Advanced sensor range is kinda like a old standby, not great, but can be helpful.
Target gathering is good, but I do such a bad job of situational awareness at times, that I even when I lock up a target I am not focusing on where its is most damaged. I need to get better at that.
By, and by... Modules are small little perks, nothing game changing.
My favorite 2 right now are Cap Asst, and Arty shot.
I
#18
Posted 03 February 2014 - 09:37 PM
#19
Posted 03 February 2014 - 11:52 PM
Atlantean, on 31 December 2013 - 07:21 AM, said:
Improved UAV - This is extremely worth it for light 'mech pilots. While it costs 40,000 cbills to purchase, you not only get the ability to counter ECM and light up enemy positions that can make massive differences to the flow of a game, but also just rake in XP. UAV will let you level up the very worst of 'mechs rather quickly if you drop them on the enemy main body; you'll get an XP explosion for the detection followed by huge bonuses from C-ECM, LRM Assists, etc. following shortly thereafter. A super good module that is every bit worth the upgrades; it'll be your best friend when grinding variants to master.
EDIT: True story - One of the pilots in my unit had a very good run with a UAV, LRM boats, and also some direct damage and it netted him 8600 XP in a single drop on the 2x first drop of the day bonus. UAVs are a SERIOUS XP farming tool that's also extremely useful at competitive levels. I can't endorse them enough.
Airstrike/Artillery - Another set of consumables that do not provide direct XP rewards, but can net you huge amounts of damage with a well placed shot that make up for it. The basic models are useless, but the improved models - for 40k a pop - can allow your single light 'mech to splash up to hundreds of points of damage on an unsuspecting enemy formation. Everyone can benefit from strikes, but lights can often get into the best positions to use them. These can outright make or break a game sometimes! WARNING: Do not buy the Accuracy upgrade module. Not only is it a downgrade (You WANT a large blast radius, not a narrow one; the focus damage is too unreliable), but it eats an entire module slot to slightly "improve" a single strike attack. Avoid this "upgrade" at all costs.
Cool Shot 9 by 9 - Another consumable, this one without the XP rewards, is none the less a major game changer if you're driving hot lights like the Jenner 5x ML or 6x SPL setup. This can give you a real shot in the arm when you need it the most, or boost your initial staying power. It will cut into your profits though and again, doesn't provide you the XP rewards of UAVs.
Capture Accelerator - Highly recommended if you're playing any game mode other than Skirmish. They're making a dent in the LONG, LONG cap timers - enough of one that can make or break some tight games. Totally free of course, too.
Adv. Seismic Sensor - This is mostly useful for lights in organized play, so they can park and watch areas like the cave on Forest Colony or the pass on Frozen City safely. Since they don't work when moving, they're not super vital.
Adv. Zoom - I never use this in serious drops since it's too much of a sacrifice, but it's been fixed and is super fun in casual drops. One touch 4x zoom that's no longer the blurry mess it once was (if you remember the old days). Check it out.
--
While some people like it, I dislike Target Info Gathering as all it does is get more detailed information about the target faster. While that's nice - it really is - it's very hard to sacrifice a vital module slot for it.
Edited by Victor Morson, 03 February 2014 - 11:55 PM.
#20
Posted 04 February 2014 - 02:37 AM
After those two if the machine I run is only 3 modules max then it will either include the UAV or Adv. Airstrike consumables depending on what role I'm filling in and luck of the night in pug matches. For 12's it will always be a strike of some variety, and if I'm feeling cheap then just Target Info Gathering, mostly to aid in the identification of threats and their weakness on the field.
If the mech I run has 4 modules, as one Jenner and Raven variant do, then I will either include a second consumable module, Capture Accelerator, or Target Info Gathering. But it all depends on circumstances, my teams drop deck in 4man or 12's, and the general feeling of how the modules are holding up under my current gameplay style at the time.
I'm not a player that uses coolshots alot, I just feel like their a waste of module and space when you have the ability to disengage and cool-down which is how I try to blend speed with firepower in the majority of my mechs. Just take the time and find out what you like and can use to improve your game and the experience of your teams.
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