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When Should A New(Ish) Player Consider Buying The Modules?


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#1 Nabbis

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Posted 28 March 2014 - 03:56 AM

So yea the question is at what point should you start saving up for the modules cause most of them seem to be quite expensive just like the damn engines and is it worth it at the end anyway?

#2 Redshift2k5

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Posted 28 March 2014 - 04:10 AM

Honestly, I end up running my mechs without modules most of the time because it's too much trouble to swap modules between mechs between drops. The mechs I use the most have a few modules, especially Target Decay on my LRM mechs,. but most mechs I've mastered don't have all their slots full.

Since the Seismic Sensor was nerfed there are few "must have" modules and they're generally very specific in their application, so when/which modules to buy can depend on what mechs you are playing with.

It depends on how many mechs you want to have, and which modules suit those mechs. If you're a non-paying player and you only have 4 or 5 mech bays, save up for modules once you have those few bays full. Other players may prefer to have a larger stable of mechs before buying modules.

Edited by Redshift2k5, 28 March 2014 - 04:17 AM.


#3 PhoenixFire55

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Posted 28 March 2014 - 04:12 AM

Depends on the module. Target decay is a must if you use LRMs / SSRMs a lot. Pretty much everything else is useful but not really game changing. Keep in mind that you can use one module in all your mechs, you'll just need to put it into one you drop with.

#4 Modo44

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Posted 28 March 2014 - 04:25 AM

The UAV and strikes are great for scoring assists, i.e. leveling mechs much faster. The other stuff should probably wait until you have at least one mech mastered. Modules really are end game content. The most useful of the relatively cheap ones would be sensor range.

#5 Gtbuck

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Posted 28 March 2014 - 06:31 AM

Just about all modules help, but for new players, I wouldn't suggest buying one until you've gotten several mechs you enjoy playing. Modules will make your mech better but not excessively so, c-bills spent on the equipment for a good build will help you much more.

#6 Edustaja

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Posted 28 March 2014 - 07:02 AM

I think the Seismic module can be generally useful a new or a solo player. It gives you a chance to see if there's a blob of enemies behind the buildings you're about to go around etc. Situation awareness is one of the cornerstones of successful solo play.

#7 CarnageINC

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Posted 28 March 2014 - 07:11 AM

View PostEdustaja, on 28 March 2014 - 07:02 AM, said:

I think the Seismic module can be generally useful a new or a solo player. It gives you a chance to see if there's a blob of enemies behind the buildings you're about to go around etc. Situation awareness is one of the cornerstones of successful solo play.


I back this statement 100%! Seismic is still a very viable module. I almost carry this every drop specifically for situational awareness.

#8 Spheroid

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Posted 28 March 2014 - 07:24 AM

Sensor range is cheap. I strongly recommend that.

#9 TheCaptainJZ

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Posted 28 March 2014 - 07:38 AM

First, outfit your mechs how you want. Work on purchasing and mastering at least 3 mechs. After that, you can consider Sensor Range. It extends your LoS out to about 1K meters which is great for spotting assists and seeing what's pelting you from long range. It's also fairly cheap as modules go. BAP does the same thing and more though, so I wouldn't use it with BAP. You can, and they stack, but at that point, get a different module.

#10 Jody Von Jedi

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Posted 28 March 2014 - 07:41 AM

Below are the modules I've purchased and my experience with them.

Advanced Zoom module for sniper builds
Seismic Sensor for the city maps and Canyon it's great. Caustic Valley, Tourmaline, and Alpine it's almost useless.
Target Decay for LRM and SSRM.
Sensor Range and Target Info are good for all builds, but LRM and SSRM probably benefit the most.
Cap Accelerator for light and medium fast mechs, but useless in Skirmish mode. Very little benefit to Assault mode since they put the Base Turrets in.

I bought a couple of the weapons modules, but I don't really see much difference. I don't even know for sure which chassis I put them in. That's how ineffective I believe them to be.

Jody

#11 DONTOR

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Posted 28 March 2014 - 07:44 AM

The Advanced zoom module is rwly cheap and very fun / immersive. Helps alot with gauss aswell, highly recomend it.

#12 Nemesis Duck

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Posted 28 March 2014 - 08:14 AM

Here's what I bought in the order in which I aquired them:

Seismic Sensor
Target Decay
Target Acquisition Info
Sensor Range
Cap Accelerator
Hill Climb

Of these, IMHO, the most useful ones that work well on all mechs are Seismic Sensor, Target Acquisition Info and Sensor Range.

#13 Darwins Dog

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Posted 28 March 2014 - 08:48 AM

I started thinking about modules once I had two "go to" mechs. Two that were set up exactly how I wanted them, and that I really enjoyed playing.

When you have the loadout right, then modules are just the little tweaks you need to make them perfect.

It's a personal choice though. Modules cost as much as mechs, so choose wisely.

Edited by Darwins Dog, 28 March 2014 - 08:49 AM.


#14 IraqiWalker

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Posted 28 March 2014 - 10:30 AM

Here's how each model helps with the roles we have:

Weapon modules: Weapon dependent, however, the AMS ER module is amazing for it's cost.

Scout: UAV, Sensor Range, Advanced Target Decay, Seismic Sensor, Cap Accelerator, plus Target Info Gathering (Most versatile module TBH).

These modules allow you to spot your enemies a mile away, and makes sure no one sneaks up on you. The Target Decay module helps with LRM locks too. Target Info Gathering allows you to scout enemy builds, set ups, and variants quickly. UAV is just magnificent on lights for LRM support and spotting in general. While Cap Accel is more useful in Assault and conquest on lights.

Brawler: Target Info Gathering, Seismic, Improved Gyros.

These modules allow you to figure out your opponent's weaknesses quickly (XL vs STD engine), always get the drop on them (seismic blips), and weather the hail of shots you'll take without your cockpit falling off.

Snipers: Advanced Sensor Rane, Advanced Zoom,Target Info Gathering, Seismic Sensor

Advanced Sensor Range allows you to spot enemies from farther away, T.G.I. will allow you to identify weaknesses in your enemy quickly, and Advanced Zoom will help you place the shot with pinpoint precision, while Seismic makes sure no one sneaks up on you while you're hiding/sniping.

F.S.U.: Advanced Sensor Range, Advanced Target Decay, Seismic Sensor

(Yes, I know that snipers are F.S.U.s too, but they are different styles from LRM/artillery mechs)
Advanced Target decay is almost mandatory for LRM F.S.U.s, as it allows you to land shots even after your enemy breaks visual contact with your spotters.

Escort: ER AMS, Seismic Sensor:

Seismic sensor allows you to spot any light raiders that might be closing in on your charges (mechs you are protecting/escorting), ER AMS is just very helpful and in this case will allow you to down an extra 1 or 2 more LRMs.

Arty/UAV/Airstrike

#15 Turist0AT

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Posted 28 March 2014 - 10:33 AM

Modules are nice but they are not a must. So when you feel you dont need to grind money for any particular mech, buy a module or two.

#16 TheCaptainJZ

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Posted 28 March 2014 - 11:38 AM

View PostJody Von Jedi, on 28 March 2014 - 07:41 AM, said:

I bought a couple of the weapons modules, but I don't really see much difference. I don't even know for sure which chassis I put them in. That's how ineffective I believe them to be.

Did you read the descriptions? They only increase the beam length by a few meters. 4 meters on a medium laser is not going to make one bit of difference.

#17 Jody Von Jedi

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Posted 28 March 2014 - 11:51 AM

View PostTheCaptainJZ, on 28 March 2014 - 11:38 AM, said:

Did you read the descriptions? They only increase the beam length by a few meters. 4 meters on a medium laser is not going to make one bit of difference.


I did, but wanted to try them out anyway. Agreed. They make no discernible difference.

#18 Modo44

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Posted 28 March 2014 - 12:08 PM

The range increase modules are what we call "situational". Meaning, they are shit in most situations.

#19 IraqiWalker

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Posted 28 March 2014 - 12:10 PM

View PostModo44, on 28 March 2014 - 12:08 PM, said:

The range increase modules are what we call "situational". Meaning, they are shit in most situations.


I disagree, I've had great success with the ERML and ERMG modules. In fact the increase is not only range, but also in damage above max effective range. MLs past 270 meters without ER modules deal less damage than those with ER modules. I don't remember the math myself, but if you know what you're doing, they can be worth it.

#20 Modo44

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Posted 28 March 2014 - 12:14 PM

That, ladies and gentlemen, is what we call "projection". The supposed benefits just happen to be super important. However, it really is only 4%.





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