Are Weapon Upgrade Modules Worth It?
#1
Posted 19 February 2014 - 09:29 AM
Module Slot + Heat for a little extra range.
#2
Posted 19 February 2014 - 09:33 AM
The AMS and MG ones may have some use in very specialized cases (dual AMS mechs and Embers being the lead contenders), but the rest are hilariously, tragically, unbelievably awful and I'm frankly embarrassed for PGI that they put them in the game in this state. /rant
EDIT: my QFT from LordBane, post 69, here:
http://mwomercs.com/...ul/page__st__60
Edited by Terciel1976, 19 February 2014 - 09:42 AM.
#3
Posted 19 February 2014 - 09:53 AM
They are cool and add spice to the game. If they change the way the module slots work in the future I am sure they will at some point show their value.
but right now. No.
#4
Posted 19 February 2014 - 10:09 AM
#5
Posted 19 February 2014 - 11:13 AM
#6
Posted 20 February 2014 - 05:46 AM
I used it on a jester with Six MPL. I am quite happy with a 208 range.
The mods are invaluable to certain styles and builds. A light mech would certainly get a large boost from having more range on their medium lasers so they don't need to get too close to an engagement.
Also Tier 5 Weapon Module for MPL for either be a 20m bonus to range for .5 heat or it will double up exponentially as a 64 range boost for 1.6 heat. Nearly the same range as a medium laser but fires faster and has a slight increase in damage for just a tad bit more heat? I can handle that.
#7
Posted 20 February 2014 - 06:21 AM
Bonuses like these should be something related to a tree regarding pilot's skills. Nothing else, imho of course.
#8
Posted 20 February 2014 - 01:08 PM
John MatriX82, on 20 February 2014 - 06:21 AM, said:
This. Or as Terciel1976 put it, the opportunity cost isn't worth it.
In simple terms, you'd rather have almost any other module than one of these weapon range modules. For the cost of a module slot, the range increase is off by a factor of 10 IMO.
#9
Posted 20 February 2014 - 01:13 PM
Tichorius Davion, on 20 February 2014 - 05:46 AM, said:
Really? I find that hard to believe. You do realize that the module only helps on shots that take place between 200 and 208 meters, right? You'll move more than 8 meters forward just by jumping in your Jester.
It's nearly impossible to hold your range between 208 and 200 meters unless your target is standing still. And if your target is standing still, those extra 8 meters of range really aren't needed to help you kill the n00b.
#10
Posted 20 February 2014 - 01:22 PM
#11
Posted 20 February 2014 - 02:11 PM
Roadkill, on 20 February 2014 - 01:13 PM, said:
It's nearly impossible to hold your range between 208 and 200 meters unless your target is standing still. And if your target is standing still, those extra 8 meters of range really aren't needed to help you kill the n00b.
I take any opportunity I can get. The sooner I can optimally engage the better. Sure once I reach within 180 meters that bonus is useless relatively but I can fire at ~ 208 m and then move to wait for the cool down.
Is the cost worth it? I bet in a cases it would be.
Until tier 5 modules come out I won't make a definitive answer. I am using 2/5 the potential of a module.
#12
Posted 20 February 2014 - 03:51 PM
#13
Posted 20 February 2014 - 04:09 PM
Flagrant, on 20 February 2014 - 03:51 PM, said:
Weapon Modules smell like freshly baked cookies made with love from gram gram.
#15
Posted 20 February 2014 - 09:33 PM
Flagrant, on 20 February 2014 - 03:51 PM, said:
Yeah, and if you're gonna make a terrible mech, you midaswell double down on the trash.
#16
Posted 20 February 2014 - 09:36 PM
#17
Posted 20 February 2014 - 09:41 PM
Just thinking aloud here.
#18
Posted 20 February 2014 - 11:59 PM
#19
Posted 21 February 2014 - 12:17 AM
the medium pulse with 8 meters? for even more heat? You can do 6 Damage at 200m and 0 Damage at 400m so you do 5.76 Damage at 208m without the module.
For 6 MPL that's 34,56 Damage without the module, only 1,44 less than with the module. I'd guess you won't even notice this little drift in damage.
What you will notice will be the extra heat with every shot.
And besides all that, a jester with 6 MPL? Knife fighting range? In a Catapult? Really?
#20
Posted 21 February 2014 - 01:53 AM
(improved gyros is a better use though)
The Increased AMS range/Machinegun/Ac5-AC 20
are probably the only ones that are acceptable i guess
but increased SRM and Streak range could helps because iv been just shy of 270 meters plenty of times
and it increases its max range where it explodes not optimal because srm and sreaks only have a maximum range until they explode
aside from that 3-million -C-Bills for 4 more meters on a flamer is the dam worst (where is the logic!?)
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