I've read that the range extension mods are not really worth it. However, there are times when I wish I had a bit more reach on the JR7-F w/6ML. Has anyone tried the ML range module with success on the JR7-F? I'm more interested in seeing how useful it is in pushing you further along on the damage decay curve.


Ml Range Mod For Jr7-F?
Started by zje, Dec 04 2014 09:21 PM
6 replies to this topic
#1
Posted 04 December 2014 - 09:21 PM
#2
Posted 04 December 2014 - 09:32 PM
If you have the money and gxp to spare, go for it.
As range module work now, a level 5:
-give 10 % increase on both optimal and max range
-have no heat malus,
-cost 3 000 000 c bill and 3500 GXP
medium laser are a nice addition in most build that you can think of, so this module will be usefoul in other mech as well.
As range module work now, a level 5:
-give 10 % increase on both optimal and max range
-have no heat malus,
-cost 3 000 000 c bill and 3500 GXP
medium laser are a nice addition in most build that you can think of, so this module will be usefoul in other mech as well.
Edited by Nazar24, 04 December 2014 - 09:34 PM.
#3
Posted 04 December 2014 - 09:32 PM
With it at max, your range is 297 vs. 270. Now that the heat has been removed and you have two dedicated module slots, there's really no reason not to run it and cooldown. I find it quite handy on my JR7-F.
#4
Posted 04 December 2014 - 10:04 PM
If you can afford it, there's no reason not to have it.
#5
Posted 04 December 2014 - 10:34 PM
Yeah anything you read about it being a bad idea to have range extension is very outdated.
Once upon a time there was extra heat to go with that range, so no right thinking individual would use it.
But then the powers that be knew that this game needed more cbill sinks, grind and a way to punish those filthy nubs further!
From that day onwards range and cooldown modules are mandatory on all builds
and players just starting out had to start even further behind
Once upon a time there was extra heat to go with that range, so no right thinking individual would use it.
But then the powers that be knew that this game needed more cbill sinks, grind and a way to punish those filthy nubs further!
From that day onwards range and cooldown modules are mandatory on all builds
and players just starting out had to start even further behind
#6
Posted 05 December 2014 - 12:31 AM
To summarize the above posts:
So go get them when you've got the C-bills and GXP to spare!
- Range Extension modules have no downsides anymore
- Your mech has only one weapon type
- Your mech has 2 Weapon Module slots
- There are only 2 different weapon modules for your only weapon (cool down & range extension)
So go get them when you've got the C-bills and GXP to spare!
#7
Posted 05 December 2014 - 06:28 AM
well not outdated but not worth it unless you unlock them to level 5.
with the ML being pretty much the standard go to weapon on almost everything, more range with them is very useful.
what they should do is just have the module unlock for whatever the cost of the all the level combined. No reason to run anything less.
with the ML being pretty much the standard go to weapon on almost everything, more range with them is very useful.
what they should do is just have the module unlock for whatever the cost of the all the level combined. No reason to run anything less.
Edited by Bigbacon, 05 December 2014 - 06:29 AM.
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