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Advice On Modules


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#21 Johnny Z

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Posted 07 February 2015 - 07:28 PM

View PostLevi Porphyrogenitus, on 07 February 2015 - 03:02 PM, said:

There are generally two kinds of modules that are major buys. I'll address those in a moment.

First are consumables, though. At 40k per, they're not very expensive, though using two can often leave you with only minimal profits (or a net loss in some cases). The benefits for the team, however, can often be worth the 40k price tag. I personally put an Artillery Strike and a UAV on all of my mechs, but I try to use them only if it seems immediately beneficial to the point of earning the price tag.

Consumables aside, then, you have Mech modules and Weapon modules.

Regarding Mech modules, here are the ones I recommend, in general order of usefulness:

1 - Radar Deprivation. Put this on everything. Even ECM mechs benefit, though they can forego it in favor of other modules, situationally (I wouldn't leave it off of an AS7-D-DC, as they're too slow and need all the help they can get).

2 - Seismic. This is most important for builds that will regularly be on the other side of a hill or ridge, or around a corner, from where the enemy team is posted. Brawlers, mid-range alpha face-smashers, mid-range poptarts, and generally anything that wants to avoid accidentally turning a corner and finding the entire enemy team, or that wants to know if a UAV would offer some very nice intel if popped in a certain place. I like this on lights, too, as I tend to dash from cover to cover and Seismic lets me know if it's safe to go around obstacles.

3 - Target Info. This can be the difference between shaving some armor off of an enemy before he kills you and securing the kill with minimal damage to yourself. If you have target info and your enemy doesn't, then in those opening seconds of the engagement when the first two volleys are being exchanged you will be able to place your shots where they count, while he's reduced to guessing and aiming center mass. I cannot tell you the number of fights I've won because I got my target info faster than usual and managed to pop a vulnerable XL or take out a stripped Gauss arm.

4 - Target Decay. Invaluable on any build with meaningful tonnage dedicated to LRMs. Less useful for other builds.

5 - Sensor Range. Very useful on SSRM builds and LRM builds both. Less useful on other builds.

6 - Zoom. Very useful for builds that like to engage at ranges beyond 800 meters or so. Not as useful for mid-range sniper builds, but still an okay choice. Terrible up close - do not stay zoomed in while brawling. I see far too many people do this, and they invariably die horribly after missing all their shots.

That's pretty much it for the must-have Mech modules. One of each is probably enough to get by with, though if you want to do serious CW you might want 4 Radar Deprivation modules and enough of the others tailored to your specific builds to fill out your drop deck.

Weapon modules are small but meaningful boosts to your damage output. They come in two flavors - Range and Cooldown. Also, a note: when you unlock a weapon module, there are 5 tiers. Each does 2%, for a total of 10% extra range or reduced cooldown. Each module automatically upgrades as you unlock the higher tiers, so no re-purchasing of newer versions fo the modules is necessary.

Range is my prefered module type, as it allows you to engage beyond your standard envelope, making you a threat when you otherwise wouldn't be. I especially like it on SRM builds and Pulse Laser builds, as they get a lot of benefit from even small range increases

Cooldown can be very handy as well, though I find it to be slightly less so given MWO's heat mechanics and the importance of range in a Clan-heavy environment. A 10% reduction in cooldown can be a very large damage output increase, especially over the course of an engagement, though it also means your heat load will go up faster.

I tend to kit weapon modules based on my build and its preferences and weaknesses. For instance, I run an AWS-8Q with 2 PPCs and 5 MPLs. I put Range on both weapon sets, and Cooldown on the MPLs. I'm more concerned about precision brawling and the ability to fill the hole left by the 90m minimum range on the PPCs, so I prioritize getting more MPL shots out. That said, the range module for the PPCs pushes an already-quirked PPC range even higher, allowing it to threaten mechs that would otherwise require an ERPPC to damage. Similarly, if I'm running an SRM boat I tend to prioritize SRM range, as the gap between 270 meters and 300ish meters can be decisive. It helps to mitigate a weakness of the build, by letting it threaten targets well beyond the standard engagement envelope.

All that said, your own personal play style will determine the true effectiveness of any module, weapon modules included. If you aren't firing your weapons on the cooldown very often, then a cooldown modules is wasted c-bills. If you don't take max-range shots very often, then a range module won't help you much. If you never stop moving, Seismic is a complete waste (it only works when you're stationary). If you don't use the Target Info screen, then don't bother with the Target Info module.


Well said. This covers it pretty well.

#22 Johnny Z

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Posted 07 February 2015 - 07:46 PM

View PostCantHandletheTruth, on 07 February 2015 - 02:09 PM, said:



Radar derp isn't a must have. Seriously unless you are in a 100 tonner LRM shouldn't be that big of a deal for you. I don't even run it unless I'm pulling real weight. Which is rare.

Seismic, is ALWAYS worth it, sensor range is good if you are streaking or scouting, 360 target retention (again for streak boats) advanced zoom of anything with super long range. Hill climb can be huge if you are in jumping lights/fast mediums a lot.

......most of the rest of them are pretty bad, IMP airstrike and Arty are not worth giving a mech slot up for gyro is useless because it still caps at 40kph.....so meh


Improved arty and air dont take up a slot, they just make the modules improved in the consumables slots.

I might add, dont even consider going into a match with out arty and a uav. Your going in handi capped without them.

Edited by Johnny Z, 07 February 2015 - 07:49 PM.


#23 Gamuray

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Posted 07 February 2015 - 08:45 PM

Modules? Must haves? Who needs modules? Why not just save the price of a few of them and just get a new mech? Seriously, you don't need modules, I've never used one, and I doubt I ever will. They are a waste, even at half price, so unless you have nothing else to spend c-bills on, forget them.

#24 Insects

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Posted 07 February 2015 - 09:05 PM

View PostCantHandletheTruth, on 07 February 2015 - 02:09 PM, said:


Radar derp isn't a must have. Seriously unless you are in a 100 tonner LRM shouldn't be that big of a deal for you. I don't even run it unless I'm pulling real weight. Which is rare.


No its brilliant on a fast close range light.
Not for LRM, though it helps avoid the occasional volley.
The real benefit is that you go invisible as soon as behind cover, without it they still see where you are going for a few seconds and that will give away which path you have taken and whether you have stopped there for another attack or kept running to the other side.
Also less time your red arrow is on the map for the rest of the team to spot.
Without derp it is like they have seismic for a few seconds.

Less useful on a ranged light yeah, though it does help escape if being chased by a brawler light through buildings.
Hard to shake them without it because the radar keeps giving your position away, they know you went left or right.

#25 Insects

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Posted 07 February 2015 - 09:14 PM

View PostGamuray, on 07 February 2015 - 08:45 PM, said:

Modules? Must haves? Who needs modules? Why not just save the price of a few of them and just get a new mech? Seriously, you don't need modules, I've never used one, and I doubt I ever will. They are a waste, even at half price, so unless you have nothing else to spend c-bills on, forget them.


How can you judge the effectiveness of something you have never used?

New mechs cost MC, real $ vs c-bills which just accumulate over time.

One module purchase is forever, use it in any mech.
Derp, seismic, target info, target decay. Huge benefits on the appropriate builds.

If you have a favorite weapon then 1.6M for 10% fire rate or range boost is pretty worthwhile.

#26 Sembrin

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Posted 07 February 2015 - 09:36 PM

I find Seismic a must have on every mech I run - brawler, sniper, whatever - it's just THAT good.

#27 El Bandito

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Posted 08 February 2015 - 01:34 AM

View PostLevi Porphyrogenitus, on 07 February 2015 - 03:02 PM, said:

Weapon modules are small but meaningful boosts to your damage output. They come in two flavors - Range and Cooldown. Also, a note: when you unlock a weapon module, there are 5 tiers. Each does 2%, for a total of 10% extra range or reduced cooldown.


The last part has errors in it. Weapon cooldown module is increased by 2.4% per tier, so T5 cooldown model totals to 12%. Not 10% as you claim.

Edited by El Bandito, 08 February 2015 - 01:35 AM.


#28 MikeBend

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Posted 08 February 2015 - 02:40 AM

In comepletely unrelated story: Its funny how for the cost of radar derp module + 360 target retention module and some mlas range module you can buy a Timber Wolf :D

#29 Nothing Whatsoever

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Posted 08 February 2015 - 02:44 AM

View PostMikeBend, on 08 February 2015 - 02:40 AM, said:

In comepletely unrelated story: Its funny how for the cost of radar derp module + 360 target retention module and some mlas range module you can buy a Timber Wolf :D


When the sale was going on I got all three
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#30 XtremWarrior

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Posted 08 February 2015 - 02:52 AM

View PostGamuray, on 07 February 2015 - 08:45 PM, said:

Modules? Must haves? Who needs modules? Why not just save the price of a few of them and just get a new mech? Seriously, you don't need modules, I've never used one, and I doubt I ever will. They are a waste, even at half price, so unless you have nothing else to spend c-bills on, forget them.


Never listen to this:

The difference in brawling for having a Seismic Sensor or not is very huge! Being able to tell from which side an enemy will pop out of close cover his priceless.
For the same reasons that make Radar Deprivation very valuable, Advanced Target Decay lets you know where your opponent is going once you lost sight on him, allowing you to chase or retreat in the right direction. Also gives LRMs longer firings opportunities.
As they're expensive, choosing the ones suiting many chassis you own is important.

All the weapon cooldown modules are good, even on laser boats or hot builds. MW:O is all about being able to put out the most damages in the shortest period of time and those modules give a big boost in that part.

#31 Ursh

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Posted 08 February 2015 - 03:08 AM

Advanced Seismic is the one module I put on every single mech.

Radar Deprivation is pretty good, and another solid choice for the reasons people have already gone into.

Advanced Target Decay is a must if you're throwing lots of LRMs.

Target Info Gathering is pretty good if you've got an extra slot. As some have said, it can give you an edge in a brawl when you know where to shoot before the other guy does.

Most other mech mods are a big meh.

#32 Johnny Z

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Posted 08 February 2015 - 03:13 AM

I put AMS Overload and range on my dual AMS STK. Alot of fun and I never lose a duel with a LRM enemy.

#33 Ursh

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Posted 08 February 2015 - 03:42 AM

View PostJohnny Z, on 08 February 2015 - 03:13 AM, said:

I put AMS Overload and range on my dual AMS STK. Alot of fun and I never lose a duel with a LRM enemy.


Ah yes, AMS overload and range on mechs with dual AMS is awesome. I've got a summoner build utilizing maxed out overload and range for ams, and I can actually move through open spaces without getting trashed by LRMs. Obviously it doesn't make me immune to direct fire weapons, but if you're juking and feathering jumpjets, most of the non-elite snipers are going to miss anyways. AMS modules can give you movement options that you otherwise wouldn't have on some maps.

#34 Zen Idiot

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Posted 08 February 2015 - 05:43 AM

Be careful with weapons mods. since they are based on percentage some just aren't worth it. A cooldown mod for a srm2 or range mod for a SPL isn't really worth 3 mil; but a cooldown for the AC20 or range for the LL gives you a noticeable difference.

#35 El Bandito

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Posted 08 February 2015 - 06:21 AM

View PostZenIdiot, on 08 February 2015 - 05:43 AM, said:

Be careful with weapons mods. since they are based on percentage some just aren't worth it. A cooldown mod for a srm2 or range mod for a SPL isn't really worth 3 mil; but a cooldown for the AC20 or range for the LL gives you a noticeable difference.


On the other hand, you can boat multiple small weapons to make up for the lack of power. 12% cooldown on the 8xSPL Firestarter is just as powerful as 12% cooldown on AC20 Atlas.

Edited by El Bandito, 08 February 2015 - 06:22 AM.






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