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Do You Carry Utility Items On Your Mech?


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#1 Flyby215

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Posted 05 January 2014 - 07:22 AM

My Jester carries Dual AMS, BAP, JJs, Artillery Strike, Capture Module, Seismic Module.

Perhaps not the most common items for a heavy, especially an energy-based heavy (BAP, Capture).

Just wondering, how many pilots out there carry such utility items on their mechs? Why do you carry them?

#2 CDLord HHGD

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Posted 05 January 2014 - 07:38 AM

JJ if equippable are used, AMS usually if I have a spare 1.5 tons and 2 crits (or otherwise building a mech for missile defense). Seismic--always. Love that module. ECM-of course if available. BAP.... That's a hard one. Sometimes, maybe. Been using a lot of air strikes lately too.

Of course my loadouts and necessary modules/equipment vary significantly between PUG matched and full company drops with my unit.

#3 stjobe

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Posted 05 January 2014 - 08:28 AM

I don't bother with AMS usually, and BAP only if I mount Streaks.
ECM on all capable 'mechs is a no-brainer, same with JJs.
Seismic isn't a fixture any more since it no longer giving readings at speed - I'm very seldom stationary (I prefer playing lights and fast mediums).

Never mounted an artillery strike or airstrike ever, lots of other modules though; enhanced sensor range, target decay, 360 targeting and so on. Those all get used regularly.

Never used a cool shot either, come to think of it ;)

#4 NRP

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Posted 05 January 2014 - 08:37 AM

Cap accelerator and sometimes arty if running a light. Target info gathering on almost all mechs. BAP only if running streaks.

I don't consider JJs auxiliary equipment. If the mech can equip them, they're on it. Same with ECM. I seldom bother with AMS, the tonnage and crit slots are almost always better used for something else.

#5 Turist0AT

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Posted 05 January 2014 - 08:41 AM

Dual AMS is so dandy to have.
But it depends on the mech. Streakboats BAP, 360 and Target info gathering. Balistic mechs Advanced zoom is a must. Seismic sensor is on most of the mechs.
Gyros just dont work still get screen shake. At least one JJ but i try to keep it max.

Edited by Turist0AT, 05 January 2014 - 08:45 AM.


#6 Amsro

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Posted 05 January 2014 - 08:52 AM

Modules depend on the loadout. I use quite a few of them.

BAP goes on if I have "free tonnage" for it, or streaks.

AMS I've swapped out for cover, this tonnage is better suited to almost anything else for me. :D

Coolant Flush isn't even unlocked, never mind equipped! ;)

Air and Arty Strike are fun on some of my builds. Kinda feels like cheating though. (This should be a command console feature)

Edit; most of my builds run on 1 JJ, only lights and the odd medium mech get more JJ.

Edited by Amsro, 05 January 2014 - 08:53 AM.


#7 Owlfeathers

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Posted 05 January 2014 - 10:07 AM

Jump Jets, upgraded Seismic, Sensor Range, and Advanced Zoom. All are pretty useful for a mobile sniper, though I wish I could put in an Airstrike too.

#8 Dayuhan

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Posted 05 January 2014 - 11:09 AM

UAV or Improved UAV. I rarely see it in use, but I carry one on almost all my 'mechs. Most think the UAV is only useful for helping LRM builds on your team but it does a whole lot more than that; for 30 to 45 seconds your whole team knows exactly where the 'mechs inside the range of the UAV are located. A UAV gives your team a tactical advantage. For those who pay attention to their mini-map this allows them to see enemy movements and know if they are staying in a mass, ideal for Artillery strikes, or if some units are breaking away that can ambushed and taken down by skirmishers.

#9 lsp

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Posted 05 January 2014 - 06:03 PM

Other than JJ's and modules no. I don't even use coolshots or any of those new items.

#10 Eddrick

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Posted 05 January 2014 - 06:19 PM

Duel AMS: No. I would rather use cover. BAP: As a filler or if it uses Streaks. Jump Jets; It depends. The extra mobility is nice. I just have to sacrifice Speed for it most of the time. Artillery Strike: I still have a greater purpose for C-Bills. So, I haven't even bothered unlocking it yet. Capture Accelerator: Only on a Light Mech. They make the best use of it. Seismic Sensor: Since, you have to be stationary for it to work. I am having trouble convincing myself to get it. ECM: I don't like any of the ECM capable Chassis.

I like the Sensor Range Module and Advanced Zoom. Sensor Range helps my team a lot more then it does me. Especially, since a lot of people seem to have trouble seeing enemies if they don't have a triangle over their head. Advanced Zoom is my favorite. It lets me see farther.

#11 Satan n stuff

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Posted 06 January 2014 - 06:40 AM

With my mech builds, jump jets are usually maxed if available, I use BAP on any streak build and any LRM build that will fit it, TAG on all LRM builds and the occasional streak build, ECM is always equipped if available, I use AMS only when I can spare the weight.
Modules vary but my default config is capture assist and seismic sensor, with target decay instead of seismic if I'm running LRMs. I've never actually used any consumable modules, as I prefer passive bonuses that I don't have to buy again after every use.

Edited by Satan n stuff, 06 January 2014 - 06:40 AM.


#12 Escef

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Posted 06 January 2014 - 06:47 AM

Jump jets if I can, BAP if I have Streaks, AMS is an after thought (at most). I like sneaking in arty or UAV if I can, but on some mechs I really need those cool shots.

#13 oldradagast

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Posted 06 January 2014 - 09:14 AM

AMS on all Heavies and Assaults if at all possible since they are too slow to get out of the way. Mediums and under, they rarely have it since they can usually get to cover fast enough.

ECM and Jump Jets are mandatory if the mech can equip them, and I usually go with 2 Jump Jets to avoid embarrassing "almost got on top of that ledge, but not quite" situations that can crop up with 1 jet.

Most modules slots are used with a mix of whatever is appropriate... I do need to start using Strikes more often on faster mechs. They seem quite effective since the buff.

Edited by oldradagast, 06 January 2014 - 09:14 AM.


#14 Bilbo

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Posted 06 January 2014 - 09:33 AM

I use AMS and Bap, with various and sundry modules depending on the mech. I don't use any of the consumable modules.

#15 DONTOR

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Posted 06 January 2014 - 11:50 AM

I try to BAP almost everything I have, because I use target info gathering and I want to know the enemies weak points 50% faster.

#16 process

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Posted 06 January 2014 - 12:12 PM

Equipment:
  • Jumpjets when available. Preferably two or three, but a single one seems to be enough for general maneuvering.
  • ECM when available.
  • BAP almost always. The extra sensor range and info acquisition lets me see things I might otherwise miss.
  • AMS seems unnecessary unless I'm piloting something big and slow. Battlefield awareness is a much better way to avoid missiles.
Modules:
  • Seismic Sensors, still excellent for situational awareness, especially in maps with tight quarters and visual obstructions.
  • Target Info Gathering, probably the most useful module in brawls.
  • Sensor Range, when I don't have room for BAP; detection over 1000 meters doesn't seem to be necessary.
  • Artillery strike, if I'm piloting something fast and jump-capable, or if I have an extra slot.

Edited by process, 06 January 2014 - 12:12 PM.


#17 Zerberus

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Posted 06 January 2014 - 12:20 PM

AMS: Only on mechs that carry 2, and then I mount 2. In most cases I`d rather take a BAP or another ton of ammo, as cover is always the most effective AMS.
JJs: Minimum of 2 if equippable, more if possible.
ECM: Hardpoint gets filled first on any compatible mech.
BAP: On anything w/Streaks, some LRM builds, and as a filler /perk on anything else that happens to have room for it.

Seismic: Always
Target retention: all LRM builds
Info gathering: all direct fire builds
Zoom: sniper / LR troll builds
Sensor range: when I have the slot free.
Cap accelerator: On all lights.
Consumables: Never.

Edited by Zerberus, 06 January 2014 - 12:21 PM.


#18 Levi Porphyrogenitus

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Posted 06 January 2014 - 01:23 PM

For utility, here are my personal guidelines:

1 - If ECM is available, always take it.

2 - Again, make absolutely sure you have ECM if possible.

3 - If you're using SSRMs, and can't take an ECM, bring a BAP.

4 - If you can make it fit with a build, take an AMS with one ton of ammo. Sacrifice this if the build requires it, but better to have it than not.

5 - If you can take JJs then take 2 minimum. Don't take more unless your build is otherwise complete and you already have or cannot fit an AMS.

6 - TAG if you don't have too many trigger groups already, have a free energy hard point, and especially are either packing LRMs yourself or are dropping with someone who is bringing them. Once TAG gets a toggle it'll be far harder to justify skipping.

7 - Take target info on pretty much all mechs. It's crazy strong for those quick-draw situations that are so frequent in MWO.

8 - Sensor range is a great boost, especially if you have SSRMs or LRMs, and it helps both you and the team.

9 - Take target decay on all LRM builds, and as a third module if you want to help your team by doing some spotting.

10 - Skip capture accelerator. You're better served with the above modules. If you have four module slots seismic is better if you want to make capturing more effective, as you can then see as enemies approach the capture point, which can save your life.

11 - Zoom is great if you have weapons capable of engaging targets reliably at greater than 1km or so. I mostly reserve it for my AC2 builds (I don't do much with Gauss or ERPPCs, and my AC5 builds are generally more medium-range fighters).

12 - UAV is an okay extra on lights and brawlers. Artillery and air strikes are strong but I only really take them if I have a bunch of module slots and don't feel like bringing target decay.

#19 sC4r

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Posted 06 January 2014 - 01:33 PM

i try to put ams if possible on every mech... its very situational but it helps

if jump jets are equipable i allways pick at least one thats one of the best things in the game
same goes for ecm

bap... well only for streak mechs

as for modules i carry airstrike on all mechs and i have few modules that are on my most used mechs ->sensor range, seismic, 360 retention, target info

#20 Oppresor

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Posted 06 January 2014 - 02:23 PM

My Spider 5K is entirely geared around Recon / Spotter. It only has 2 MG Arrays for last ditch defence or opportune harassing support.

The main config is:

Endo Steel
AMS x 1
BAP
TAG
JJets x 2
CASE for AMS Ammo
4 x Zoom Module
Artillery Strike Module

The main purpose is to observe and report enemy locations, types and strengths to my Assault group.
Secondary role is to suppress enemy trying to CAP one of our Resource Collectors via Art Strike.
Third role is to use TAG to designate targets for LRM fire.
Forth role is to CAP.

Light Recon - Life On The Edge

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