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#41 Roughneck45

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Posted 11 December 2013 - 10:07 AM

View PostDragonsblood, on 11 December 2013 - 09:42 AM, said:

I'll be more specific; pilot modules.

Now that is where it gets a bit trickier. This is all my opinion of course.

The Best - The consumables, unfortunately. Coolshot 9x9, artillery strike, and air strike are the strongest. UAV is a great one too. Be careful investing in these early though, at 40,000 each they are not a cheap and can make it difficult to save c-bills.

The Good - Advanced zoom, does exactly what it implies. Works best with ER Large lasers.
Target Decay, an absolute must if you are using LRM's or massed streaks. Useless with other loadouts.
Sensor range and target info gathering are a solid investment, nice upgrades for any mech, obviously more advantageous with ranged weaponry. BAP is pretty much these modules combined at the cost of using tonnage on the mech.
Seismic sensor, used to be the best until it was nerfed. Still useful without being game breaking.

The "meh" - Capture accelerator, it is good and will help if you plan on capping, but it really only shines if you get a few others to run it with you and cap as a group.
360 target retention is ok. I've found it only really helps if you are a light boating streaks, so that you don't lose locks as easily in a knife fight.

The bad - Air and artillery strike accuracy. These concentrate the strikes into a smaller location but the general consensus is that it makes them worse. Limits their ability to hit multiple mechs and makes them more of a single mech killer.

Edited by Roughneck45, 11 December 2013 - 10:08 AM.


#42 Dexter Herbivore

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Posted 11 December 2013 - 10:21 AM

Modules? Depends on the mech but generally I go for coolant flushes as a situational firepower boost. Obviously not necessary for mechs with a high heat efficiency.

Advanced zoom for sniper mechs, now that it's fixed, Scout modules for scouts (adv. target decay, range, UAV, info gathering etc... lots of good scout modules). Adv. range is a good all-rounder unless you brawl. Arty and air strike can be kind of useful now that they've been buffed, I curse them now when I don't pay attention and get hit; rather than laughing maniacally.

BTW, unless you're really struggling for space or pure laser/AC, Beagle is usually very good to equip. Especially now that you get a bonus for ECM countering.

#43 Bront

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Posted 11 December 2013 - 11:45 AM

To go into more details, here's how I generally buy them:

Coolrun - It's like getting free heatsinks. Best bang for your XP buck.
Heat Containment - Increases your heat cap, useful for simply not shutting down, but not as useful as cool running overall.
Anchor Turn - Expensive, but makes a huge difference in the ability to turn. I buy this first if on my first game I have enough XP to buy it flat out.
Kenetic Burst/Hard Break - Lets you start up or slow down faster. Makes a huge difference in maneuverability for most mechs.
Twist X - Increased twist range, useful to keep your back safe or move one way while firing another. On larger assaults, this might be more important that Burst/Break.
Twist Speed - Twist Faster. On larger assaults, this might be more important that Burst/Break.
Arm Reflex - Probably the least useful one, as Twist speed helps with this to a point already.

Elites:
Speed Tweak - Speed increase is a HUGE bonus. It's a free engine upgrade. For larger mechs, it lets them get into position faster. For smaller mechs, it's an extra lease on life.
Fast Fire - Lets you fire a little faster, with all the bonuses and problems that come with that.
Quick Ignition - Ideally shouldn't be used much, but it can come in handy when you need it.
Pinpoint - Doesn't do anything. ALWAYS make it last.

With just about every mech, that's how i buy the skills. Speed tweak is the one I notice the biggest difference from though.

#44 Alaskan Nobody

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Posted 11 December 2013 - 11:50 AM

View PostBront, on 11 December 2013 - 11:45 AM, said:

Fast Fire - Lets you fire a little faster, with all the bonuses and problems that come with that.


They disabled fast fire, back when they thought it was causing the AC/2 ghost heat.
Last I checked it was still another 'do nothing' unlock.

#45 Bront

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Posted 11 December 2013 - 12:20 PM

View PostShar Wolf, on 11 December 2013 - 11:50 AM, said:


They disabled fast fire, back when they thought it was causing the AC/2 ghost heat.
Last I checked it was still another 'do nothing' unlock.

I thought so too, had someone prove me wrong in video.





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