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Module Nerf The Dire


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#1 Monkey Lover

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Posted 29 July 2014 - 04:44 PM

Might just be me but the way i play the dire this module upgrade really hurt it. There is only one system module now. Im having to pick from radar module or zoom.


All the weapons modules are kind of worthless because of the heat. Im finding it better not to use them at all. Its not like the clan weapons need extra range at the cost of more heat.

Anyone using a setup where they are happy to have weapons modules on this mech?

Edited by Monkey Lover, 29 July 2014 - 04:55 PM.


#2 Accused

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Posted 29 July 2014 - 05:47 PM

It's not a module upgrade it's a module nerf. Uhhhg.

Mastery brings one more mech slot, which is still one short of what I need. I'll let you know if I find a combo I can deal with though.

#3 El Bandito

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Posted 29 July 2014 - 06:48 PM

Just master it and have both Radar Derp and Zoom. As for weapon modules, how about Clan UAC10/5 or LB10X range? Those weapons don't use any noticeable heat in the first place.

Edited by El Bandito, 29 July 2014 - 06:54 PM.


#4 Khobai

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Posted 29 July 2014 - 06:54 PM

equipping bap and a targeting computer has replaced target info gathering for me. So im fine.

#5 Monkey Lover

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Posted 29 July 2014 - 07:47 PM

View PostEl Bandito, on 29 July 2014 - 06:48 PM, said:

Just master it and have both Radar Derp and Zoom. As for weapon modules, how about Clan UAC10/5 or LB10X range? Those weapons don't use any noticeable heat in the first place.


hmm i was under the impression the dire extra module slot was locked. I never took the time to elite the other two mechs. I masters the summoner and kitfox without having to elite the other two. I got like 500k xp on the prime dire haha


As for uac10. I tried that i over heated way to fast wasnt worth it. Lb10 maybe but not really a good weapon in my view.

uac10,uac5,lb5 uac20 lb20 all add to much heat when you get to boat so many of them.

Edited by Monkey Lover, 29 July 2014 - 07:51 PM.


#6 El Bandito

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Posted 29 July 2014 - 07:54 PM

View PostMonkey Lover, on 29 July 2014 - 07:47 PM, said:

hmm i was under the impression the dire extra module slot was locked. I never took the time to elite the other two mechs. I masters the summoner and kitfox without having to elite the other two. I got like 500k xp on the prime dire haha As for uac10. I tried that i over heated way to fast wasnt worth it. Lb10 maybe but not really a good weapon in my view. uac10,uac5,lb5 uac20 lb20 all add to much heat when you get to boat so many of them.


What? Clan UAC5 has only 0.60 heat per second. Clan UAC10 has only 1.2 heat per second--that's almost as same as single ERML, but with over twice the DPS! You just need trigger discipline to know when to double tap, and when not to.

Is your Direwolf still in basic?

Edited by El Bandito, 29 July 2014 - 07:57 PM.


#7 Monkey Lover

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Posted 29 July 2014 - 07:57 PM

View PostEl Bandito, on 29 July 2014 - 07:54 PM, said:


What? Clan UAC5 has only 0.60 heat per second. Clan UAC10 has only 1.2 heat per second--that's almost as same as one ERML!



Do you run the dire? It doesnt just run few weapon. Putting 6 ac/lb weapons on a dire you will overheat if you fight more then one player. If you add modules i find you overheat before you get even kill one. Little extra range isnt worth it. I run them on my lights but who cares about heat on them :huh:

Edited by Monkey Lover, 29 July 2014 - 07:58 PM.


#8 El Bandito

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Posted 29 July 2014 - 07:59 PM

View PostMonkey Lover, on 29 July 2014 - 07:57 PM, said:

Do you run the dire? It doesnt just run few weapon. Putting 6 ac/lb weapons on a dire you will overheat if you fight more then one player. If you add modules i find you overheat before you get even kill one. Little extra range isnt worth it.


That's due to Ghost Heat. Don't boat excessive amount of them. 2 UAC10 or 4 UAC5 + energy weapons is more than enough. You can even add a couple of LRM/SRM launchers with A config left torso.

Also, the heat penalty for UAC10 range is +0.08 heat. That is nothing. UAC5 heat penalty is +0.05 heat. That is even more laughably small price to pay for the range increase.

Edited by El Bandito, 29 July 2014 - 08:05 PM.


#9 Monkey Lover

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Posted 29 July 2014 - 08:08 PM

View PostEl Bandito, on 29 July 2014 - 07:59 PM, said:


That's due to Ghost Heat. Don't boat excessive amount of them. 2 UAC10 or 4 UAC5 + energy weapons is more than enough. You can even add a couple of LRM/SRM launchers with A config left torso.

Also, the heat penalty for UAC10 range is +0.08 heat. That is nothing. UAC5 heat penalty is +0.05 heat. That is even more laughably small price to pay for the range increase.



Do you find you need this extra range for any amount of heat added for the few times you might use it?


Do you find taking away a system module for weapons module was worth it? I sure as heck dont. In my view they nerf assaulted . Of course my light is way better now. I can drop two strikes every game at zero cost.

Edited by Monkey Lover, 29 July 2014 - 08:14 PM.


#10 El Bandito

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Posted 29 July 2014 - 08:13 PM

View PostMonkey Lover, on 29 July 2014 - 08:08 PM, said:

Do you find you need this extra range for any amount of heat added for the few times you might use it? Do you find taking away a system module for weapons module was worth it? I sure as heck dont. In my view they nerf assaulted . Of course my light is way better now. I can drop two strikes every game as zero cost.


1. Pretty sure two strikes will cost you 80K C-Bills each game.

2. The extra range is miniscule, but for the even more miniscule heat added, I'll take it--if I have the C-Bills for it.
If you don't want to, you don't have to.

3. Some of my favorite mechs are the Stalkers and the A1, and their module slot got buffed thanks to this patch, so I am sure as hell not complaining.

Edited by El Bandito, 29 July 2014 - 08:16 PM.


#11 Monkey Lover

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Posted 29 July 2014 - 08:17 PM

View PostEl Bandito, on 29 July 2014 - 08:13 PM, said:


1. Pretty sure two strikes will cost you 80K C-Bills each game.

2. The extra range is miniscule, but for the even more miniscule heat added, I'll take it.

3. Some of my favorite mechs are the Stalkers and the A1, and their module slot got buffed thanks to this patch, so I am sure as hell not complaining.


Really got to argue about everything i say? Zero cost as in i dont have to give up anything other than cbills. I got over 60million i could care less about them. I think most people are the same .

Only people who take extra heat for extra range would be low power mechs. So something with a lot of firepower say the Nova or dire doesnt help out.

#12 Eboli

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Posted 29 July 2014 - 08:58 PM

View PostMonkey Lover, on 29 July 2014 - 08:17 PM, said:


Only people who take extra heat for extra range would be low power mechs. So something with a lot of firepower say the Nova or dire doesnt help out.


For my x12 Clan small lasers Nova I have actually paid the 3 million (had spare CBills) for the weapon module and added Level 3 Targeting Computer for additional range and other benefits (replacing need for Information Gathering and Advanced Sensor modules). It means I have dropped my 4MGs for an extra 14m of maximum damage range.

For 2 less metres I can put in a Targeting Computer lvl 2 instead and add BAP. Need to work out whether this is of more benefit.

14m may seem like nothing but for a short range brawler it can make a difference as I can extend reduced damage to around 300m. And I still get to keep my Radar Deprivation and Seismic and can now add Coolshot to keep my Nova going for longer in a serious firefight.

5 out of six module slots have been filled and all are very useful. Shock Absorbance was the casualty module

Other mechs of mine have suffered from these changes... :huh:

Cheers!
Eboli

Edited by Eboli, 29 July 2014 - 09:03 PM.


#13 Pjwned

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Posted 29 July 2014 - 09:00 PM

If you were previously running sensor range and zoom then just keep zoom and cram in a BAP for more sensor range + ECM countering.





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