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Modules, Are They Really Necessary?


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#21 Motroid

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Posted 30 October 2014 - 04:09 AM

View Postmad kat, on 30 October 2014 - 03:40 AM, said:

????? Don't know how to answer that one. I can look after myself just fine and i do not rely on my team mates to watch my back unless im in a hapless long range mech loaded out with ppc's and lrm's (which i virtually never use anyway) and even then playing pug i know everyone usually has their own agenda.

The point of this thread is that i've been doing just fine for years without needing a module to tell me that there may be an enemy around the corner. And conversely an enemy may know i'm there but until he actually does something about it as a direct result of the what the module states then it's kinda pointless.

Modules are considered "end game content". You can choose to NOT equip them like you can choose to NOT equip JJ on a JJ capable mech. That's your problem. Some like it "hard mode". To me and my unit they are mandatory like the mastery module slot.
Sure you can leave your mech/weapon module slots empty and gimp yourself since more and more players will equip them to min/max their builds and wreck your face more with every passing day.
I see people buying duplicate modules because they want their favourite mechs ready to go at maximum power. See that grind and time sink here? Welcome to another "beautiful" aspect of F2P done right. No serious, what was your question again?

#22 mad kat

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Posted 30 October 2014 - 04:16 AM

At 4-6mil a whack + xp time thats just not feesible to me.

I would use them if lets say they cost 15-20% rough figure of the chassis worth or weight rather. Like es and ff does.

But no amount of rational can make me spend the worth of a thunderbolt on a module that only adds a little bit of ability to just one mech.

Edited by mad kat, 30 October 2014 - 04:17 AM.


#23 Soulscour

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Posted 30 October 2014 - 04:34 AM

View Postmad kat, on 30 October 2014 - 04:16 AM, said:

At 4-6mil a whack + xp time thats just not feesible to me.

I would use them if lets say they cost 15-20% rough figure of the chassis worth or weight rather. Like es and ff does.

But no amount of rational can make me spend the worth of a thunderbolt on a module that only adds a little bit of ability to just one mech.


It takes just a few seconds to switch a module to a different mech. You only have to own one. Personally I think owning 2 or more of seismic and radar depreciation is generally a good thing for long term cbill grinding so you are optimal even when your other mech is stuck in a match.

#24 Octantis

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Posted 30 October 2014 - 11:17 AM

As a light pilot who favors Jenners and Firestarters I will say that the only module that is necessary is Radar Deprivation. My style of play is to make lots of runs through the enemy's ranks diving from cover to cover. The Derp Mod keeps missiles off my back.

I'm not saying it's necessary for those chassis but for my style of play it is.

#25 StraferX

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Posted 30 October 2014 - 06:25 PM

I love to watch people use the advanced zoom tracking and trying to get that head shot, they never know that I am behind them and drop 3 alphas to there core and they are left on the death chat complaining about everything. I do not really want the range bonus mods as I really just want to get in your face or back and drop the hammer. I build fast hard hitting mediums and find that seismic is essential and that target gathering is very useful, Radar derp is good but LRM's can generaly be outrun so not a big deal.

I only recommend seismic and target gathering. I had not been able to use any mods until about 2 months ago, for some reason it was broke and never got fixed until then, I have =given them a go and find that I would rather run mostly old school.

#26 Nightshade24

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Posted 05 November 2014 - 05:01 AM

Nope, played for ages now and still rarely use modules. they cost so much and to people who say just buy 1 and switch it around I do not have time to search through 150 + mechs for 1 module....

#27 Catra Lanis

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Posted 05 November 2014 - 05:10 AM

Imo they help but are not a must. 30 m extra range? half will probably get eaten by lag if you aim at a light mech. Granted you still get extra 30m. but the variance in lag from match to match will probably be as great as 15 m.

Extra range on EPPC:s? Sure if you are a dedicated sniper but half the playerbase won't be able to hit a barn at 400 m so...

#28 That Dawg

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Posted 05 November 2014 - 05:13 AM

Seismic. Worth every penny. And then some.

The rest...Unless you drop the full boat of xp into each of them and go level 5...its costing you an arm, and a leg to add 40-50 meters?
do yourself a favor, go to a test map....4-5 steps is what you gain.
Cool down...what a joke..cycle faster is accurate, and firing anything faster makes more heat.
MG range? the damage a machine gun can do at its max level 5 range still doesn't compare to what a stock small laser will generate in the same time.

any module that adds to the range, increases your detection of enemies, or keeps them "locked up" longer is worth gold.
the rest, they are.... cute, and if by God you think you're more awesome than Blake, then clamp those puppies on your mech next to that lime green and gloss black tiger stripe paint job and ADVANCE SOLDIER, ADVANCE!!!!

p.s. I have a bunch of modules, some are a quicker death.
Take laser cool down on my nova...yes...went full level five for that minutes after that patch hit....only to realize I cooked that poor thing even quicker, LOL.
I busted out MG range, SML cycle and range, ML range cycle both clan and IS...and a whole bunch others..

the Tell is when I have a great game, bang out my daily double, think what an awesome player I am, take a screen of that battle, and move onto the next mech...go into the lab, click modules... and..WHAT..NO modules??
I completely forgot to move anything into that mech before taking it out?? HOW DID I SURVIVE????

your mileage may vary, just my .02

#29 CimaGarahau

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Posted 05 November 2014 - 05:19 AM

Right, seismic sensor and (especially for me) radar deprivation is very important.
As a light fanatic I also use UAVs quite a lot!

#30 mad kat

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Posted 05 November 2014 - 05:52 AM

There are some very convincing arguments here. It seems when it comes to weapon modules its a case of max level for range and cooldown, anything less is wasted.

Seismic keeps coming up again and again and when i watch players as spectator and see seismic in action it does seem to encourage cowardice more than anything. I.e. they see an enemy and do everything to avoid it. But that's probably purely due to it being late game and theyre probably hurting anyway.

My prefered approach is to keep my mech in cover as much as possible i build my mechs to hit hard with line of sight and move back into cover or elsewhere. I try to keep my mechs cool too and i favour ballistics and seem to get on quite well with lb-10x and pulse lasers. Therefore target info gathering is probably the most relevant to me.
Like last night when i ended up too close to a tw in my wubcada (6mpl). I didnt have much time to analyse his paper doll which showed up but could see his legs were in a bad way. So i managed to remove his left leg and then the right. Having that info faster would of helped me prevent him from cresting that ridge quite so soon. But there was no way i was gonna stand still in a cicada so seismic would be useless in that mech and situation.

Edited by mad kat, 05 November 2014 - 05:54 AM.


#31 That Dawg

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Posted 05 November 2014 - 06:10 AM

View Postmad kat, on 05 November 2014 - 05:52 AM, said:



Seismic keeps coming up again and again and when i watch players as spectator and see seismic in action it does seem to encourage cowardice more than anything.



words fail.
Seismic is king of the ambush, the serious tool of the stalking hunter, an excellent choice NOT to step around the corner into 4 unknowns....

Quote

My prefered approach is to keep my mech in cover as much as possible i build my mechs to hit hard with line of sight and move back into cover or elsewhere.


rather cowardly sounding, no?

#32 mad kat

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Posted 05 November 2014 - 06:30 AM

View PostThat Dawg, on 05 November 2014 - 06:10 AM, said:



words fail.
Seismic is king of the ambush, the serious tool of the stalking hunter, an excellent choice NOT to step around the corner into 4 unknowns....



rather cowardly sounding, no?


Yeah it does read like that i agree. But using cover while moving is probably a better way of saying it. In other words if im in the open im more often than not either engaged or doing the monty python 'run away' thing. Srm's lb10x and pulse lasers take up the lions share of my aresnal. Not exactly cowardly weapons like lrm's. Loitering in the open is certainly not wise. ; )

Brawlers on the other hand can stay exposed more. So target info gathering and radar dep is prob better there.

Edited by mad kat, 05 November 2014 - 06:35 AM.


#33 InspectorG

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Posted 05 November 2014 - 07:29 AM

The cooldown modules make certain mech's DPS viable that otherwise wouldnt. Tier 5 for example.

#34 CimaGarahau

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Posted 05 November 2014 - 11:06 PM

I have to admit that I even use cooldown modules for lights, like the spider or jenner. My excuse, I like to shoot lasers!

#35 Soulscour

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Posted 06 November 2014 - 02:14 AM

Big question for everyone. If they added a mech module that increased Cbill earnings, how much of a percentage would it have to be before you pick it over a module like seismic, radar dep, or whatever your favorite module is. Personally I think 7% would convince me to pick it over radar dep, but it would have to be 15% or higher for me to pick it over seismic.

#36 mad kat

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Posted 06 November 2014 - 04:44 AM

I'd take a cbill boost module first off!

#37 CimaGarahau

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Posted 06 November 2014 - 08:02 AM

View PostSoulscour, on 06 November 2014 - 02:14 AM, said:

Big question for everyone. If they added a mech module that increased Cbill earnings, how much of a percentage would it have to be before you pick it over a module like seismic, radar dep, or whatever your favorite module is. Personally I think 7% would convince me to pick it over radar dep, but it would have to be 15% or higher for me to pick it over seismic.


Depends on my performance with that specific mech. If my average perfromance is good I would use such a Cbill Module.

#38 Shalune

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Posted 06 November 2014 - 01:07 PM

Modules are meant as an endgame for people that lack other things to buy, or would rather improve a beloved mech by a small amount than have a new one. If you like variety and don't have a massive garage you simply may not be at the point where modules make sense yet.

Very few modules will even have a meaningful effect on your games in any given mech. Seismic is an obvious one, but all others are highly situational. To name a few: weapon CDR mods aren't great if you're limited by heat or not using a build that sits in place, weapon range mods offer tiny bonuses, info gathering is mostly good stacked with AP and TC/Console, target retention only matters for LRMs, etc.

#39 InspectorG

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Posted 06 November 2014 - 03:59 PM

After some use, the MPL cooldown modules for the Spider V and Cicada B are GOLD

The Spider needs it.

The Cicada...i will not speak of such evil. For once you go full Wub, you do not go back.

#40 White Bear 84

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Posted 06 November 2014 - 04:13 PM

View Postmad kat, on 16 October 2014 - 02:27 AM, said:

Sure Radar Dep would be nice with the current LRM spam these days and Advance zoom would come in handy but i feel modules are just compensating for lack of situational awareness and preventing yourself from being in the wrong place at the wrong time.


Radar derp yes - very useful for mechs that have to run in an out of cover to hit enemies.. ..think the fragile locust..

Advanced Zoom - not all its cut out to be. I don't run this on any of my long range sniping mechs

Seismic - This is actually increasing situational awareness and gives you an advantage on enemy locations; knowing that the tunnel is not clear or that they are about to push is invaluable intel..

Coolant flushes (only consumable will discuss/focusing on fixed) - Never use them, always manage heat the way nature intended..

Hill Climb - Not really worth the cost

Screen Shake - Good if you expect to take a pounding, but still the cost is not worth it

Capture - Not really viable with current cap speeds, but still a plus is a plus

Speed retention - Not really worth the cost imo..

Nutshell verdict; only two I would real value to are seismic and radar derp. If you can get these, then get them :)

Edited by White Bear 84, 06 November 2014 - 04:14 PM.






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