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Are Weapon Upgrade Modules Worth It?


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#1 Death Mallet

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Posted 19 February 2014 - 09:29 AM

Thinking about getting the range extension module for the SRM6s on my Atlas. Wondering what others think of the tradeoffs.

Module Slot + Heat for a little extra range.

#2 TercieI

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Posted 19 February 2014 - 09:33 AM

No. The opportunity cost of almost any other module is not worth it, plus (and I'm stealing this line, but in a QFT way) they come with a penalty to every single shot and a bonus to really very few shots.

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 Sinthrow

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Posted 19 February 2014 - 09:53 AM

Right now, I would say no. Other Modules or consumables help your team more. to give up one module slot for some added range. just isn't worth it.
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 xXBagheeraXx

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Posted 19 February 2014 - 10:09 AM

Ive only bothered using xp on the medium laser one because 99% of my mechs in my garage use that weapon...havent purhchased/used the module at all yet.

#5 Deathlike

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Posted 19 February 2014 - 11:13 AM

It's mostly not worth it. Only when you are using Ballistics and AMS where it would be worth it (because, they are terribly balanced).

#6 DEN_Ninja

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Posted 20 February 2014 - 05:46 AM

I've XP'd, bought, and used the Modules on a MPL.

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 John MatriX82

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Posted 20 February 2014 - 06:21 AM

These things shouldn't be modules. The simple fact that they require a module slot makes them worthless, considering that many mechs will equip cool shots, seismic sensors or other stuff (until I was playing this game, for me the target info gathering was a must have).

Bonuses like these should be something related to a tree regarding pilot's skills. Nothing else, imho of course.

#8 Roadkill

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Posted 20 February 2014 - 01:08 PM

View PostJohn MatriX82, on 20 February 2014 - 06:21 AM, said:

The simple fact that they require a module slot makes them worthless, considering that many mechs will equip cool shots, seismic sensors or other stuff

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 Roadkill

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Posted 20 February 2014 - 01:13 PM

View PostTichorius Davion, on 20 February 2014 - 05:46 AM, said:

I used it on a jester with Six MPL. I am quite happy with a 208 range.

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 CeeKay Boques

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Posted 20 February 2014 - 01:22 PM

I'm very aware of my ranges. I often fire my LPL over 300m, in the 400 range. Adding a small boost to that is worth it for me, as I know my usual engagement ranges.

#11 DEN_Ninja

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Posted 20 February 2014 - 02:11 PM

View PostRoadkill, on 20 February 2014 - 01:13 PM, 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.


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 Flagrant

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Posted 20 February 2014 - 03:51 PM

I use the mpl one for mechs that boat 4+ mpls. Most modules suck so it's as good as any. Do I see a difference? No but it gives me confidence.

#13 DEN_Ninja

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Posted 20 February 2014 - 04:09 PM

View PostFlagrant, on 20 February 2014 - 03:51 PM, said:

I use the mpl one for mechs that boat 4+ mpls. Most modules suck so it's as good as any. Do I see a difference? No but it gives me confidence.


Weapon Modules smell like freshly baked cookies made with love from gram gram.

#14 Sephlock

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Posted 20 February 2014 - 09:23 PM

View PostFlagrant, on 20 February 2014 - 03:51 PM, said:

I use the mpl one for mechs that boat 4+ mpls. Most modules suck so it's as good as any. Do I see a difference? No but it gives me confidence.


"When I see pulse lasers... goooood!"

#15 Roland

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Posted 20 February 2014 - 09:33 PM

View PostFlagrant, on 20 February 2014 - 03:51 PM, said:

I use the mpl one for mechs that boat 4+ mpls. Most modules suck so it's as good as any. Do I see a difference? No but it gives me confidence.

Yeah, and if you're gonna make a terrible mech, you midaswell double down on the trash.

#16 Levi Porphyrogenitus

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Posted 20 February 2014 - 09:36 PM

Right now it's all about opportunity costs. By taking a weapon module you are sacrificing something else. Maybe once we see higher-tier modules, or once the initial numbers get balance tweaks, or even if PGI introduces module types (I'm hoping for weapon, sensor, gyro, support, universal, at a minimum), then they'll find a place, but for now you just have to sacrifice too much to bring one along.

#17 cleghorn6

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Posted 20 February 2014 - 09:41 PM

I wonder if the equation changes for a new player. The GXP cost is an order of magnitude cheaper and while the module itself still costs 3 mil, there's a much lower barrier to entry for the weapon modules. If you're just starting out, the opportunity cost balances differently since you don't have any other module to put in there.

Just thinking aloud here.

#18 ogy

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Posted 20 February 2014 - 11:59 PM

personally I made the decision to buy and use the mg and the ams on my ember simply because I'm betting that level 3, 4 and five will be longer / better increases and worth while the 5 mill cbills .... I had a load of old engines I never used any way ..... :)

#19 627

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Posted 21 February 2014 - 12:17 AM

The only one I unlocked is the AMS module but I still need to buy one... all others, meh.

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 kesuga7

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Posted 21 February 2014 - 01:53 AM

If you have extra module space
(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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