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Cap Module


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#1 JC Daxion

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Posted 09 January 2014 - 09:45 AM

Any idea how much faster this module caps? they changed things so it is now pretty slow, i wonder if these modules are worth using on scouts and fast mediums

#2 Bront

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Posted 09 January 2014 - 09:47 AM

15%, as it says in the description.

That's 15% total, so it does apply to all friendlies, and stacks with other cap modules, so a group of mechs all with cap modules can cap pretty quickly.

#3 JC Daxion

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Posted 09 January 2014 - 10:19 AM

Did not even think to look at the module.. I unlocked it last summer but never got around to buying it. It costs 2m, which i have just saved... Was working towards building a new mech.. Just trying to decide if taking a 2m step back would be worth grabbing the module.

#4 TercieI

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Posted 09 January 2014 - 10:39 AM

It's 6MM, actually.

I have one and I used to put it on lights all the time. Now I find I like other things more (especially now that strikes are good). Maybe in an organized team, there would be a good use, but unless you're playing a lot of conquest, I think I'd stay focused on the new mech. JMO, of course.

#5 JC Daxion

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Posted 09 January 2014 - 11:45 AM

Ahh you are right, the zoom is the one that is 2m.. Yup, defiantly gonna pass and just get the mech outfitted.. I went this long with out it, i think i can go a bit longer. I really wish i had known how useful modules are before i bought extra mechs.. I could of easily skipped the atlas that i have never used, and bought 2 Modules with the cash instead. Ah well live and learn.. Maybe i will make a newbie guide one day, and tell everyone all the mistakes i made.. :)

#6 Bront

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Posted 09 January 2014 - 11:52 AM

View PostTerciel1976, on 09 January 2014 - 10:39 AM, said:

It's 6MM, actually.

I have one and I used to put it on lights all the time. Now I find I like other things more (especially now that strikes are good). Maybe in an organized team, there would be a good use, but unless you're playing a lot of conquest, I think I'd stay focused on the new mech. JMO, of course.

It depends.

Cap module is useless in Skirmish, has some potential in Assault, and is a tide turner in Conquest.

In assault, if you ever end up in a cap war, cap module can win the day for you. Even if you don't, the extra 15% time difference might make the difference between getting engaged and the base defended vs finishing the base cap and winning. That said, it requires you to be on the cap point.

In conquest, it means 15% less time you need to cap, which can swing you in sole survivor light matches, allow you to cap and then engage faster, and will earn you a few extra cbills simply from the extra resources (not a lot, but it can add up). On conquest, it's the #1 module for a light IMHO.

#7 TercieI

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Posted 09 January 2014 - 12:10 PM

View PostJC Daxion, on 09 January 2014 - 11:45 AM, said:

Ahh you are right, the zoom is the one that is 2m.. Yup, defiantly gonna pass and just get the mech outfitted.. I went this long with out it, i think i can go a bit longer. I really wish i had known how useful modules are before i bought extra mechs.. I could of easily skipped the atlas that i have never used, and bought 2 Modules with the cash instead. Ah well live and learn.. Maybe i will make a newbie guide one day, and tell everyone all the mistakes i made.. :)


You can add this one from me: Don't start with Commandos. :rolleyes:

@Bront: I used to think that, too. My recent experience says it turns way less games than strikes/well-timed cool shot/kill-shot made due to TIG... May be style, but when I "module up," it doesn't make the cut very often any more, even on a four-slot RVN-3L.





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