Advanced Zoom Module
#1
Posted 15 February 2014 - 05:58 PM
This would have multiple uses though for a few mechs that I own though - it's probably a stupid question, but if I purchase this module, can I then unequip it from one mech and put it on another? Or are these solely bought for that mech only, and not transferrable like the loadout parts?
I'm assuming they are locked to the specific mech that you buy it for, but if I could transfer this from mech to mech then I'd go for the purchase I think. So much stuff to buy and try out though! lol I think I spend probably most of my time in the mechlab at the moment and not in game.
#2
Posted 15 February 2014 - 05:59 PM
Modules are considered "end game" by the devs, and the gxp/cbill cost is expected to be well outside of the range of new players.
#3
Posted 15 February 2014 - 06:05 PM
#4
Posted 15 February 2014 - 06:17 PM
#5
Posted 15 February 2014 - 07:56 PM
#6
Posted 15 February 2014 - 11:05 PM
#7
Posted 15 February 2014 - 11:13 PM
Now it brings normal view to 4x (as opposed to 3x) and the PIP to 5x.
#8
Posted 15 February 2014 - 11:36 PM
Sid The Kid, on 15 February 2014 - 06:05 PM, said:
Fixed
drunkenjawa, on 15 February 2014 - 05:58 PM, said:
This would have multiple uses though for a few mechs that I own though - it's probably a stupid question, but if I purchase this module, can I then unequip it from one mech and put it on another? Or are these solely bought for that mech only, and not transferrable like the loadout parts?
I'm assuming they are locked to the specific mech that you buy it for, but if I could transfer this from mech to mech then I'd go for the purchase I think. So much stuff to buy and try out though! lol I think I spend probably most of my time in the mechlab at the moment and not in game.
2 Million are the cheap brand of Modules, wait until you see the 6 Million C-Bill Modules.
I can say the module is worth it, advanced zoom is good. Don't brawl with it though.
I've bought nearly 1 of each and I equip them to the mech I'm going to use. You can swap them as you like.
#9
Posted 15 February 2014 - 11:37 PM
2 mil is pricy, but not as pricy as some of the other module costs. Its probably one of the lowest barrier to entry modules outside of the consumables. (Which are all well worth it, especially after you level them up.)
#10
Posted 15 February 2014 - 11:39 PM
A huge grind wall is intimidating, but breaking it into a cheaper fixed modification encourages people to try it. Besides which, I and others would absolutely end up shelling out more than 2 mill to put a useful module on multiple 'Mechs, or be willing to overwrite modules to try new ones if it were laid out that way. The current module system is simply poor design from both a game play perspective, and as a money sink.
Edited by Osric Lancaster, 15 February 2014 - 11:49 PM.
#11
Posted 16 February 2014 - 12:35 AM
Speaking of which; what happened to MAG vision? I remember hearing that was coming in the next few patches -- back in August?
#12
Posted 16 February 2014 - 06:34 AM
#13
Posted 16 February 2014 - 10:25 AM
BoPop, on 15 February 2014 - 06:17 PM, said:
As an alternative to spending that much on duplicate modules/engines, try just removing them when you are don with the mech.
Someone (I wish I could remember who) called it putting the mechs to bed. That way if you are leveling multiple mechs, you just move parts around as needs be. If you are only leveling one mech, you can leave them in place.
sneeking, on 16 February 2014 - 12:59 AM, said:
it really is a hard start mwo.
This is helpful how? Stop padding your post count with gibberish.
#14
Posted 16 February 2014 - 10:36 AM
drunkenjawa, on 15 February 2014 - 05:58 PM, said:
This would have multiple uses though for a few mechs that I own though - it's probably a stupid question, but if I purchase this module, can I then unequip it from one mech and put it on another? Or are these solely bought for that mech only, and not transferrable like the loadout parts?
I'm assuming they are locked to the specific mech that you buy it for, but if I could transfer this from mech to mech then I'd go for the purchase I think. So much stuff to buy and try out though! lol I think I spend probably most of my time in the mechlab at the moment and not in game.
Your first module should be seismic sensor. It is expensive, but it saves your life more than once.
Edited by o0Marduk0o, 16 February 2014 - 02:27 PM.
#15
Posted 16 February 2014 - 10:38 AM
At this point I have 12 unlocked but, only 6 purchased. I'm still afraid to buy seismic because no one seems to use it anymore after the nerfs.
#16
Posted 16 February 2014 - 10:56 AM
Nick Makiaveli, on 16 February 2014 - 10:25 AM, said:
This is helpful how? Stop padding your post count with gibberish.
I'm pretty sure they were making a point, that the game is very difficult to get started in.. which is very valid..
To the OP:, I hear ya, I am trying to decide if i wan't to spend 10m on a couple modules and a single engine, or buy a new mech to help finish my raven or dragon, or start out with a brand new thunder bolt.... It would not be so hard had i more money!
ADV zoom, is a cheap module, i say pick it up... (this coming from a guy that has had it unlocked since last summer and not bought it yet)
#17
Posted 16 February 2014 - 02:41 PM
RiotHero, on 16 February 2014 - 10:38 AM, said:
Wrong, still the best module. You see when something is behind a corner or know when enemies walk though the tunnel in some maps. Informations are one element to win a match.
#18
Posted 16 February 2014 - 02:47 PM
o0Marduk0o, on 16 February 2014 - 02:41 PM, said:
I agree it's still useful in some games. The other night our premade used one to win a game vs 3 good premades that dropped on the other team.
#19
Posted 16 February 2014 - 09:28 PM
Here's the logic behind it with a proper module hierarchy for a sniper mech:
1- ADV. Zoom helps with your accuracy at long ranges, which is where you will be if you are playing a sniper right. (especially with a 2xGauss JMS6-DD)
2- Target Info Gathering (T.I.G.) is what you need next to find the weakest spot on your opponent's mech ASAP, and take it out. Why waste 4 shots on their CT when one shot to their Side Torso would kill their XL engine. You wouldn't know that piece of information until you get the lock and get the info.
Third place is a tie between Seismic and Adv. Sensor Range
3- Adv. Sensor Range: Helps you establish locks from longer distances (making your T.I.G. module even more important), which can help with your long range engagements.
3- Seismic Sensor: You're a sniper hitting people from a mile away and you're not moving much. Seismic lets you know when the enemy light is getting close, so you can relocate.
Adv. Sensor and Seismic are equal in value for a sniper build and come last because of their utility for that mech. Do you want longer lock on ranges? Or do you want a more secure position?
Seismic is extremely more useful on brawlers and ambush set up mechs. On snipers it's in the "nice to have" category along with Adv. Sensor Range. They're icing on the cake that is Adv. Zoom and T.I.G.
#20
Posted 17 February 2014 - 12:06 AM
And on Tourmaline using Dakka with Improved Arty Strike and Air Strike
Edited by JigglyMoobs, 17 February 2014 - 12:15 AM.
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