That Dawg, on 05 January 2015 - 01:55 PM, said:
1. no. hellno. those modules dont make an uber player. I have...lord..A LOT OF THEM and I wind up leaving them on other mechs, in the inventory. ALWAYS ALWAYS amazed when I have an insane good game, and realize cause I clicked "strip mech" trying a new build, I ran that game with NO modules! Equally, when I have a crap, get rolled do 15 damage game (yes, those happen, not as much as before, but I go full stupid occasionally) I immediately go to see what modules I clearly had to leave out...and...ooops...theres siesmic, radar dep, ERLL range, TC compIII (or command module..what a pos that is)
2 uhm....you should hear the complaints about Battle over Stalingrad...makes this game seem like they give crap away..oh wait
3 takes even longer to get a kingcrab or almost any clan heavy..you know what one of my crazy ATM's is? Kintaro! Cicada! And I can't believe my numero uno killer, I'm talking dozens of battles and STILL maintains nearly a 3 to 1 kill to death ratio...the lowly Stalker..no modules, four lasers and a butt ton of DHS's...7,412,420 is the cost, and 4-5 nights (I have a real life, kids, job, wimmin) and its got the DHS's and most of the thing grinded out. Its not that big a deal, I bet I could stomp if I played 4 hours a night.
4 yeah, this game has problems, but mainly with matchmaker, NOT the current module system. Those are for the real uber tards who have millions of xp sitting in a particular mech and equal sum of cbills...looooooosers who should be OUT instead of playing this absurdly stupid game.
Please ignore my Richer than Blake (1 percenter badge) and those other stupid badges...I have NO idea how I got them.
I hear that. I got top 5 in a competition way back before I used modules other than the coolant pod (I refused to use arty / air strike for damage bonuses). OMG modules so necessary.

















