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Are Range Upgrades Worth It/useful?


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#61 Vanguard319

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Posted 15 February 2014 - 04:03 PM

View PostTerciel1976, on 15 February 2014 - 10:29 AM, said:


And range increases measured in single digits are SO worth worth giving up real modules for... (Sarcasm yerself)


really?

LB 10-X range 2: Long +22m, max +66m, heat +.08
AC/5 range 2: Long +26m, max +78m, heat +.04
MG range 2: Long +5.2m, max +10.4m, no heat penalty
Med Laser range 2: Long +10.8m, max + 21.6m, heat +.16
sm Pulse Laser range 2: Long +4m, max +8m, heat +.096
SRM2 range 2: long/max +12m, heat +.08
SSRM2 range 2: long/max +12m, refire rate -.08

For all the modules I just listed, the only ones with single digit range increases are still pretty significant in relation to the weapon's actual range, (spl has a long range of 90m, mgs 120m) the heat penalties for those weapons are either insignificant or non-existent.

If you have module space available, there's no reason not to carry one.

Edited by Vanguard319, 15 February 2014 - 04:10 PM.


#62 Ertur

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Posted 15 February 2014 - 04:46 PM

If you're shooting SRMs or LBX10s at maximum range then you're doing it wrong.

#63 NRP

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Posted 15 February 2014 - 06:51 PM

IMO, these range modules are useless. A few extra meters of range is nothing that can't be managed by positioning, and any heat increase at all is unacceptable given everything runs too hot as it is. As others have said, there are far more practically useful things to use your module slots for. If PGI wants to go this route, they should have weapon-specific module slots for weapon modifiers. But sometimes it seems like PGI has trouble thinking too far ahead.

#64 TercieI

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Posted 15 February 2014 - 06:58 PM

View PostVanguard319, on 15 February 2014 - 04:03 PM, said:

If you have module space available, there's no reason not to carry one.


That's a big "if." Insurmountable, actually.

I admit hyperbole saying "single digits." I was thinking of %s but didn't say it that way. My bad.

That said, of the ones you list, there is not a single one that makes sense to bump off a more useful module. Seismic, zoom, sensor range, cool shot, UAV, air/arty, TIG, target decay...all more useful than paltry range increases that (mostly) come with additional penalties.

#65 IraqiWalker

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Posted 15 February 2014 - 10:50 PM

The range increases do actually add damage as well. That's what people keep forgetting. Might not be much, but if you have nothing else to mount or are going to be in a role where you will have an extra module slot, then yeah, pick one up.

#66 Vanguard319

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Posted 18 February 2014 - 08:41 AM

View PostIraqiWalker, on 15 February 2014 - 10:50 PM, said:

The range increases do actually add damage as well. That's what people keep forgetting. Might not be much, but if you have nothing else to mount or are going to be in a role where you will have an extra module slot, then yeah, pick one up.

This, if I'm one-on-one with an opponent with the same mech, same weapon loadout, and same skill level, and start firing at each other at the same time, then in theory, we'd kill each other at the same time, but if I have weapon modules, on my mech, and we engage outside of long range, then I will win due to the increased damage over distance, And as I stated before, the heat penalty on some of these modules is not detrimental enough not to consider using them.

#67 TercieI

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Posted 18 February 2014 - 09:21 AM

View PostVanguard319, on 18 February 2014 - 08:41 AM, said:

This, if I'm one-on-one with an opponent with the same mech, same weapon loadout, and same skill level, and start firing at each other at the same time, then in theory, we'd kill each other at the same time, but if I have weapon modules, on my mech, and we engage outside of long range, then I will win due to the increased damage over distance, And as I stated before, the heat penalty on some of these modules is not detrimental enough not to consider using them.


Except he just dropped an arty strike on your head that you don't have equipped and you're starting down 15% of your total health.

If you're going to make up theoretical situations, those module slots can still be used far more effectively.

#68 Alaskan Nobody

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Posted 18 February 2014 - 09:57 AM

View PostTerciel1976, on 18 February 2014 - 09:21 AM, said:

Except he just dropped an arty strike on your head that you don't have equipped and you're starting down 15% of your total health.

Anything faster than a Stalker or Atlas that cannot move out of one of the Strikes..... probably wasn't paying enough attention to really be winning the fight.

(Yes you can drop it behind them, but if they are twisting well...... oh wait! the Shawk can't twist that far! :))

#69 LordBane

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Posted 18 February 2014 - 10:51 AM

The short answer... No!.

The long answer... absolutely not. These modules add a penalty to every shot you take, while only benefiting very very few shots.

#70 TercieI

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Posted 18 February 2014 - 10:54 AM

View PostLordBane, on 18 February 2014 - 10:51 AM, said:

The short answer... No!.

The long answer... absolutely not. These modules add a penalty to every shot you take, while only benefiting very very few shots.


Excellent POV on it, hadn't put that thought together since even if they were straight buffs I can't swallow the opportunity cost of a "real" module for any of them (possible exceptions for the penalty-free MG and AMS modules in very particular cases)

#71 IraqiWalker

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Posted 18 February 2014 - 04:42 PM

So far, with Tier 1 the AMS, MG, and LBX are looking to be the best. The ML one would be good simply because they are the most ubiquitous weapon in the game.

The rest, you can hold off on getting until Tier 2 or 3 (for the LPL) arrive. It's gonna be the same cost if you do it now, or then. Just make sure you save up 3Mil for each module you plan on buying eventually.

#72 Nightmare1

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Posted 18 February 2014 - 04:49 PM

These modules are largely worthless because of the disparity between range gained versus increased heat. The only one I bought was the AMS module; I figure that it will wind up bagging one extra missile with that module installed, which will be worth it on a dual-AMS build.

Frankly, I would like to see a module tightening the grouping on the LBX cannons. Let's say that it tightens the group by 20% with zero penalty whatsoever. That would be nice, and would be akin to putting a choke on the end of a shotgun barrel.

Totally off-topic here, but I would also like to see ThunderShock mines like the ones used by Amanda Black in Flashpoint. ;)

Edited by Nightmare1, 18 February 2014 - 04:49 PM.


#73 IraqiWalker

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Posted 18 February 2014 - 04:52 PM

View PostNightmare1, on 18 February 2014 - 04:49 PM, said:

These modules are largely worthless because of the disparity between range gained versus increased heat. The only one I bought was the AMS module; I figure that it will wind up bagging one extra missile with that module installed, which will be worth it on a dual-AMS build.


Actually if I'm doing the math right, you will get 2 more missiles at least if you're just standing still per AMS. Which means if you are running away from the LRMs and going at a decent speed, you can wipe out a massive chunk of the salvo or possibly all of it.

(1 AMS destroys 2 missiles per second)





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