

What Modules To Use?
#1
Posted 13 November 2013 - 02:47 PM
Personally I also like Target Decay and Target Info modules, regardless of my weapon loadout. Target Decay often lets you get detailed enemy info even if you lose contact. Stack them up for even better results. Knowing your enemy's configuration is key to defeating him quickly.
Target Decay is pretty much mandatory if shooting lots of missiles.
Sensor Range can be useful for getting spotting assists (bonus XP). It also stacks with BAP for even more range. I don't feel it's all that necessary for missile boats though, as launching at long range is mostly a waste of ammo.
I've never had any luck with 360 Retention and sold it. Target Decay seems much more useful with similar benefits.
It used to be Seismic was required for all mechs. Now it only works when your fully stopped, so it's use is limited. I think it could be helpful for scouts and LRM boats, but I haven't played those roles since the changes went in so can't really offer much opinion now.
I also use the consumables Artillery strike and UAV (Improved versions), but you gotta pay for them. Definitely can be fun, especially in a light mech.
#2
Posted 13 November 2013 - 02:58 PM
Cody Furlong, on 13 November 2013 - 01:30 PM, said:
Though to me the Cap Accel and The Target Retention didn't seem to do much of anything when using them on my light mechs. I didn't notice any visible decrease in capture time, or if the 360 targeting was working or not. I could see the Advanced Sensor Range being good for missile users, but currently none of my mechs use lrms, so that's not much of a help to me either.
So what are everyone elses recommended modules to use?
If you are Assault or Heavy "advance zoom" is must have .
Upgraded "Cooldown Flash" or "Air Strike" make more impact on the game's outcome than those "senror" modules . The only downside is CB 10.000-40.000 CB cost .
I use it anyway so i can win more games .
Lights can benefit more form "Capture accelerator"
Edited by MadCat02, 13 November 2013 - 02:59 PM.
#3
Posted 13 November 2013 - 11:20 PM
#4
Posted 13 November 2013 - 11:26 PM
XenonCx, on 13 November 2013 - 02:47 PM, said:
Personally I also like Target Decay and Target Info modules, regardless of my weapon loadout. Target Decay often lets you get detailed enemy info even if you lose contact. Stack them up for even better results. Knowing your enemy's configuration is key to defeating him quickly.
Target Decay is pretty much mandatory if shooting lots of missiles.
Sensor Range can be useful for getting spotting assists (bonus XP). It also stacks with BAP for even more range. I don't feel it's all that necessary for missile boats though, as launching at long range is mostly a waste of ammo.
I've never had any luck with 360 Retention and sold it. Target Decay seems much more useful with similar benefits.
It used to be Seismic was required for all mechs. Now it only works when your fully stopped, so it's use is limited. I think it could be helpful for scouts and LRM boats, but I haven't played those roles since the changes went in so can't really offer much opinion now.
I also use the consumables Artillery strike and UAV (Improved versions), but you gotta pay for them. Definitely can be fun, especially in a light mech.
Pretty much that.
#5
Posted 14 November 2013 - 10:31 AM
Target Decay is still a must for LRM platforms. Even my Locust 3S when running paired LRM5s uses it.
Siesmic is still useful. In a light or medium you stop before exposing yourself and take a quick look see with it. Also good if your being hunted, turn a corner and watch enemy movement so you can see where it is safe to move to. Heavier mechs get benefits of being able to tell where enemies are around corners, so they can 'aim' before exposing themselves around obstacles.
I almost never use sensor range anymore (& I accidentally own several). It's mostly useful paired with LRMs or if you want to target distant mechs as a scout.
Capture Accelerator can mean the difference between winning or losing any time a cap comes up as the deciding factor in a game. I run them on my lights and even my mediums fairly often, though anything heavier usually has something else it could get more regular use out of.
I've never bought either 360 target retention or target info gathering. Just don't see enough of a boost from it.
Consumable modules have good uses in certain situations, but I hate spending the money for them.
#6
Posted 14 November 2013 - 10:55 AM
I'm guessing it allows you to keep a lock on a target a bit longer when theyve gone out of LOS?
#7
Posted 14 November 2013 - 11:14 AM
Thejuggla, on 14 November 2013 - 10:55 AM, said:
I'm guessing it allows you to keep a lock on a target a bit longer when theyve gone out of LOS?
You got it. It also gives your targeting computer a few more seconds to get detailed info on a target that just "blips" on your radar.
#8
Posted 14 November 2013 - 11:28 AM
#9
Posted 14 November 2013 - 11:28 AM
1. Advanced Seismic. Yeah, it's been nerfed, but it's still by far the most useful non-consumable module available. I'm primarily a brawler, too, yet I still find that I stop often enough to get a quick reading about what's around the corner or over that next hill.
2. Advanced Sensor Range. I use the mini-map a lot, and despite the fact that I'm usually brawling I want to know as much as I can about as many Mechs as possible. 25% more range from your radar is really powerful. It's even more powerful if you're a missile boat or sniper.
After that it varies depending on role. In a missile boat you absolutely want Advanced Target Decay. In a light or medium you probably want Cap Assist (though I often install it on faster heavies as well). Target Info is useful as well... as a brawler I use it to help me decide who to engage next.
That's about it for me. I'll carry an artillery strike once in a while, but only rarely. I don't feel that any of the consumables are worth the cost, but that's fine with me. Realistically I don't want a situation where I feel compelled to use consumables in order to be competitive.
#10
Posted 15 November 2013 - 07:30 AM
#11
Posted 15 November 2013 - 03:22 PM
It really depends on the role you see yourself in. For example I run two basic types, the Atlas and the Spider. All three of my Atlai have evolved into Sniper builds and all three carry the 4 x Zoom Module, even though it's not that good. What it does do is to let me practice my art on static targets, for example the arm or leg sticking out from one of the pillars in the Crimson scenario.
The Spider went a very different direction, although it does share some common ground with the Sniper. Essentially my Spider is a Recon only unit; it literally has 1 x MG array and an AMS, both for protection. Again I went for the 4 x Zoom Module, but this time it's used to observe the battlefield instead of it's obvious Sniper role. The second Module crept in over time, initially just to explore its potential and later as a permanent fixture; It's the Artillery Strike Module.
Recon, FOO
Initially I used the Spider as pure Recon, sending in target grids, sizes and Mech types. Later in Alpine I found another use for the Artillery Strike Module; it's actually what all our long range weaponry should be; Long Range, that is more than 1km. I was perched on the side of a very steep hill looking for enemy locations to call in when I noticed our originating base indicator start to flash. Turning left I could just about make out some activity around the resource collector, it was being Capped. I went to 4 x Zoom and could see that it was a pair of Ravens; first I sent a message to what was left of my Fire Group updating them on target composition and strength. Next I waited for them to settle at the base of the rig, (They got tired of circling) set my aim point right in the middle of them and pressed Home. Fire Mission Battery! It didn't take them out but it did damage both of them and made them start to patrol away from the rig. End of Mission, Enemy in disarray. One to Light Recon.
Never Underestimate Recon

#12
Posted 15 November 2013 - 04:35 PM
Missile dependent: advanced target decay, advanced sensor range (LRM) or 360 targeting (SSRM)
Target info helps me immeasurably... It allows me to make up deficiencies in firepower or positioning by hitting the weak spots and/ or getting the educated guess on XL or ammo placement. I use advanced zoom like I am out birding, lots of fun now that it isn't so grainy.
Missiles need locks, anything that helps with that is warranted.
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