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Useless Mech Modules


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#1 Clydewinder

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Posted 16 September 2014 - 07:43 PM

With the change and limitation to Mech module deployment, the vast majority of the modules are utterly useless. Speed retention, cap accel, hill climb, etc... when you are limited to 1 or 2 module s for most mechs these will never ever be used. At 6 mil c-bills for purchase plus the GXP cost to unlock, it's just a waste for these second-tier modules to exist.

#2 Deathlike

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Posted 16 September 2014 - 07:49 PM

We know, but some people won't admit to the reality.

There are only "the modules" and "just modules"...

#3 Tezcatli

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Posted 16 September 2014 - 07:53 PM

Yeah. If I'm gonna grind for modules. It's not going to be for those. I guess if you play a lot of matches a day it adds up. But that's not me.

#4 ShadowbaneX

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Posted 16 September 2014 - 07:56 PM

one solution might be to give all mechs 90 m of seismic sensors and then give the module an increase of that range. Not sure how to tweak Radar Deprivation unless it just reduces the amount of time as opposed to cancelling locks immediately. Still, those are probably going to be the top 2. #3 is a bit different, but I'd go with Advanced Zoom, Target Decay, Target Info Gathering or Advanced Sensor Range for #3 depending on if you're playing a Sniper, Missile Boat, Brawler or Scout respectively, but that's arguable and even if you come to a conclusion the first thing anyone says is "well, why aren't you using Seismic & Radar Deprivation instead?".

As for the others, Hill Climb? Speed Retention? 360 Targeting? Yeah, not worth the c-bills...not even worth a fraction of the c-bills.

#5 Bill Lumbar

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Posted 16 September 2014 - 08:10 PM

I just got the AC/20 cool down and maxed it to level 5. It just doesn't seem like its working at bringing down the cool off time... Is this just me?

#6 pulupulu

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Posted 16 September 2014 - 08:20 PM

i tried the gyro shake module in test server, and man is it ineffective.

#7 BourbonFaucet

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Posted 16 September 2014 - 08:40 PM

Why not provide all 'mechs with another "utility" slot for the hill climb, speed retention, etc. Could help.

#8 Inti Raymi

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Posted 16 September 2014 - 08:42 PM

View PostBill Lumbar, on 16 September 2014 - 08:10 PM, said:

I just got the AC/20 cool down and maxed it to level 5. It just doesn't seem like its working at bringing down the cool off time... Is this just me?


It doesn't make your mech cool off faster, it decreases the "loading" time for the weapon so you can fire, and thus overheat, faster.

#9 Solomon Ward

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Posted 16 September 2014 - 09:04 PM

Just one module slot : Radar Deprivation

Two : Seismic Wallhack

Those few mechs with a third one offer a choice.


Get 4 Radar Deprivation + 4 Seismic for Community Warfare.

#10 El Bandito

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Posted 16 September 2014 - 09:13 PM

View PostClydewinder, on 16 September 2014 - 07:43 PM, said:

With the change and limitation to Mech module deployment, the vast majority of the modules are utterly useless. Speed retention, cap accel, hill climb, etc... when you are limited to 1 or 2 module s for most mechs these will never ever be used. At 6 mil c-bills for purchase plus the GXP cost to unlock, it's just a waste for these second-tier modules to exist.



Same reason as to why the 5V and Command Console exists.

#11 Mazerius

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Posted 16 September 2014 - 09:25 PM

View PostSolomon Ward, on 16 September 2014 - 09:04 PM, said:

Just one module slot : Radar Deprivation

Two : Seismic Wallhack

Those few mechs with a third one offer a choice.


Get 4 Radar Deprivation + 4 Seismic for Community Warfare.

This.. sooo much this. Cap accelerators probably one of the worst offenders atm, mostly because of the massive nerf to cap times on assault(ok fine some people thought base capping early was lame) and conquest( "we heard you like skirmish so we turned the only objective based game type into skirmish too!!" ) -_-

#12 Cyborne Elemental

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Posted 16 September 2014 - 09:28 PM

The GOOD!

Radar Deprevation = 6,000,000 Cbills
Absolutely a necessity anymore, its debatable, but IMO this is just as effective as triple AMS, and a damn near ECM grade protection against LRM's, plus it weights nothing. (Its op IMO, but nobody will ever admit to it)
10/10

Advanced ZOOM = 2,000,000 Cbills
Its a must have for ranged combat and sniping, and even quite useful for anyone just for scouting.
(Needs a toggle to allow for ARM tracking or CT tracking, using it with Arms free can really throw you off)
9/10


THE BAD!

Shock Absorbance = 6,000,000 Cbills
A necessity for lights and most Mediums, as any leg damage taken that isn't Enemy fire and you're just handicapping yourself.
Not a great way to spend 6 mil Cbills, but it does have its uses.
6/10

Improved Gyros = 2,000,000 Cbills
Good during events, because everyone just HAS to load up LRM 9000, and this actually does help out screenshake, except against Clan LRM's where the effect is not particularly helpful.
5/10

Advanced Target Decay = 6,000,000 Cbills
Completely void in the presence of Radar Deprevation module, but If you're a LRM spammer it can be extremely dangerous to targets without Radar Deprevation.
4/10

Advanced Sensor range = 2,000,000 Cbills
Can be good when combined with BAP, but still doesn't extend ECM counter range, so bleh.
4/10

Seismic Sensor = 6,000,000
Good for urban maps, great for maps with bridges/platforms where the enemy can be directly above or below you or nearby behind cover, situational and quite expensive
4/10

360 Target retention = 6,000,000
Actually fairly useful for brawling, and for spotters who make dashes through the enemy and want to keep a lockon for LRM boats to pound your target, a little too expensive for what you get, but still effective.
5/10

Target Info Gathering = 4,000,000
Combined with advanced sensor range, and you pretty much get 0 tonnage BAP, only no ECM counter.
Equipping BAP is still the better way to go IMO.
3/10

THE UGLY! (really bad)

Artillery/Airstrike Accuracy = 4,000,000 Cbills
Mostly pointless, big explosions are big explosions :D
1/10

HillClimb = 6,000,000 CBills
Useless, needs additional 5% slowdown reduction OR 5-8% increased slope tolerance (sucks getting stuck on slopes and pebbles)
1/10

Speed Retention = 6,000,000 Cbills
Never tried it, but if it doesn't remove the 15kph slowdown after taking damage when legged, then its 100% useless
1/10

Capture Accelerator = 6,000,000 Cbills
Decent on Assault/Conquest, but 9/10 nobody plays the cap game, its just Skirmish with flags to distract you :D
2/10

Edited by Mister D, 16 September 2014 - 09:35 PM.


#13 Monkey Lover

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Posted 17 September 2014 - 07:50 AM

They need to make these "junk " modules take up half a slot. I might use two of these compared to a good module. (maybe)

Edited by Monkey Lover, 17 September 2014 - 07:51 AM.


#14 Clydewinder

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Posted 17 September 2014 - 09:30 AM

View PostMonkey Lover, on 17 September 2014 - 07:50 AM, said:

They need to make these "junk " modules take up half a slot. I might use two of these compared to a good module. (maybe)


Brilliant idea.

#15 Bront

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Posted 17 September 2014 - 09:35 AM

View PostMister D, on 16 September 2014 - 09:28 PM, said:

Advanced Target Decay = 6,000,000 Cbills
Completely void in the presence of Radar Deprevation module, but If you're a LRM spammer it can be extremely dangerous to targets without Radar Deprevation.
4/10

Actually, this offsets Radar Derp, so it makes it a wash vs Radar Derp.

And in conquest, Cap Accel is amazingly good, since it stacks with every mech on the point. In competitive play involving conquest, it's highly recommended.

Edited by Bront, 17 September 2014 - 09:36 AM.






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