

Do You Carry Utility Items On Your Mech?
#1
Posted 05 January 2014 - 07:22 AM
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
Posted 05 January 2014 - 07:38 AM
Of course my loadouts and necessary modules/equipment vary significantly between PUG matched and full company drops with my unit.
#3
Posted 05 January 2014 - 08:28 AM
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
Posted 05 January 2014 - 08:37 AM
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
Posted 05 January 2014 - 08:41 AM
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
Posted 05 January 2014 - 08:52 AM
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.

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
Posted 05 January 2014 - 10:07 AM
#8
Posted 05 January 2014 - 11:09 AM
#9
Posted 05 January 2014 - 06:03 PM
#10
Posted 05 January 2014 - 06:19 PM
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
Posted 06 January 2014 - 06:40 AM
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
Posted 06 January 2014 - 06:47 AM
#13
Posted 06 January 2014 - 09:14 AM
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
Posted 06 January 2014 - 09:33 AM
#15
Posted 06 January 2014 - 11:50 AM
#16
Posted 06 January 2014 - 12:12 PM
- 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.
- 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
Posted 06 January 2014 - 12:20 PM
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
Posted 06 January 2014 - 01:23 PM
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
Posted 06 January 2014 - 01:33 PM
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
Posted 06 January 2014 - 02:23 PM
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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