How Significant Are Modules, Really?
#1
Posted 02 August 2015 - 07:09 AM
Full disclosure: I'm not sure there's a marked difference in my success depending on modules.
I hear people go on about how radar derp and seismic is basically mandatory on all mechs, and target info gathering if you have a third module slot. And while I do use modules, I typically just scatter my random collection of modules (360 targeting, advanced zoom, seismic, etc) among my mechs. Advanced zoom is mostly for snipers, of course. Target decay is a HUGE gamechanger for LRM boats. But other than that? Meh.
I can see how it makes a big difference among the top 1% of MWO players, because the margins of error are so small that any advantage is very significant. But that's not where I'm at.
Maybe this just reveals that I'm the most clueless bus driver in the steering wheel underhive, but so be it.
Will anyone else admit that it doesn't make a huge difference for their effectiveness? Or are you all 2 l337 4 me?
PS: Tried to get some data on WLR based on Modules equipped, but it appears that part of the personal stats was so broken that PGI has stopped gathering data.
#2
Posted 02 August 2015 - 07:20 AM
#3
Posted 02 August 2015 - 07:24 AM
#4
Posted 02 August 2015 - 07:25 AM
like e.g. on a BLR-1S. When fireing beyond 1km those 10% range direclty translates in 10% more damage obviously.
#5
Posted 02 August 2015 - 07:25 AM
Alistair Winter, on 02 August 2015 - 07:09 AM, said:
It does make huge difference if you count the quirks in addition to it. Without the module, the Huginn shoots little more than 2x speed. With the 12% cooldown module, it shoots 3x faster. It matters.
Similar deal with range too. An ML with ranged quirk in addition to the 10% range module fits much better with the LPL for same range alpha. 10% range = 10% more damage beyond default optimum range = more rewards.
So yeah, those modules are important. ESPECIALLY SEISMIC.
Radar Derp can be covered with skill, but Seismic is basically a hack. A must have.
Edited by El Bandito, 02 August 2015 - 07:31 AM.
#6
Posted 02 August 2015 - 07:25 AM
#7
Posted 02 August 2015 - 07:25 AM
Radar derp? very useful for light mechs.
I don't have seismic yet... i just don't want to spend 6 mil on a thingy when i can buy big stompy robots and have more fun with them.
Anything else i find is rarely that important.
#8
Posted 02 August 2015 - 07:28 AM
- Seismic Sensor is only a good module if you have the discipline to constantly check the mini-map and use it.
- Weapon cooldown mods are only helpful if you know how to manage your heat curve.
- Sensor range is only good if you are attempting to spot past 800 meters.
- Target acquisition is only helpful if you are trying to maintain locks.
For less experienced players just learning the fundamentals, this stuff makes a difference, but probably not a big enough one until you have the skill sets needed to KNOW how to make a difference using the weapons.
I would say if your starting out Radar Dep, and Range weapon mods are probably the most helpful.
Radar Dep because it is a very "passive buff" on mechs that help break LRM locks that many new players have trouble dealing with.
And range because until you have learned the "sweet spot" for many weapons, you will most likely be shooting weapons past optimal range and these mods directly help with damage past optimal range.
Modules do make a difference, but it defiantly is a small one. They tend to be about adding just a bit more versatility to a mech rather then a blatant upgrade that essentially makes them min-maxed much more then they should be.
#9
Posted 02 August 2015 - 07:29 AM
if your a sniper then Zoom, and radar dep in pugs or swap out RD for Seismic in group play ( its much more handy to pick up on ECM lights trying to mug you)
Range gains on long range weapons are pointless as the extra distance for effective range is worth squat, currently I think the only ones worth having are Streaks SRM and short range weapons like the AC20, only time this isn't the case is when the mechs quirks add range, then it might just be worth a range mod to give it a further boost.
Cool down quirks are handy, if your a disciplined player, and manage heat well, if your just a corner poke alpha pilot then they are pointless in most mechs as your going to go into over heat after the second alpha, again I think they are only of general use with slow firing weapons ( 12% of SRM 6 or an AC20 is a much bigger chunk then 12% of an ac2 or small pulse cool down). again there are some quirked mechs where they are useful outside my generalisation though only the top players will notice any effect.
Grid Iron gauss cool down with its quirks is an obvious choice, outside the box
but I think most modules are pretty worthless
#10
Posted 02 August 2015 - 07:30 AM
Seismic has been game changing from the beginning. However, I think it's made me less active on the "twitching" front (trying to scan the field more often. Relying on Seismic has allowed me to brawl more effectively with "less surprises" around the corner.
Radar Derp simply reduces the impact of LRMs (or just people targeting me) a lot, so it's still a must have.
Target Info Gathering has been looked at less (due to module slot limitations), but considering Radar Derp being somewhat of a factor, it's still useful under limited circumstances these days.
I'm pretty much reliant on Seismic either way.
#11
Posted 02 August 2015 - 07:34 AM
Now if I want to charge out of cover guns blazing then hell yes I want my full CD modules and Airstrike and Coolshots because the other guy has to die before I do.
Edit:
For numbers I decided to add:
SRM6 CD module is about a 0.43 DPS increase to that weapon. If you had 3 SRM6 it would be a 1.30 DPS increase.
An AC20 CD module is a 0.68 DPS increase for one AC20.
An IS Medium Laser does 1.28 DPS so you can have something to compare it to.
You get the idea.
Edited by Elizander, 02 August 2015 - 08:04 AM.
#12
Posted 02 August 2015 - 07:35 AM
#13
Posted 02 August 2015 - 07:43 AM
Alistair Winter, on 02 August 2015 - 07:09 AM, said:
Modules aren't about huge effectiveness.
Modules are like two cars are in a race, and the drivers are evenly matched and there is a new <thingamabob> that gives a 10% edge.
Both drivers/cars need/want that extra 10% because their competition will have it.
#14
Posted 02 August 2015 - 07:50 AM
Ultimatum X, on 02 August 2015 - 07:43 AM, said:
Modules aren't about huge effectiveness.
Modules are like two cars are in a race, and the drivers are evenly matched and there is a new <thingamabob> that gives a 10% edge.
Both drivers/cars need/want that extra 10% because their competition will have it.
Generally, yes.
But some quirked mechs + module is the difference between a 20% buff and a 30%.
Pretty big difference there compared to the unquirked.
#15
Posted 02 August 2015 - 07:57 AM
#16
Posted 02 August 2015 - 07:58 AM
Ultimatum X, on 02 August 2015 - 07:43 AM, said:
Modules aren't about huge effectiveness.
Modules are like two cars are in a race, and the drivers are evenly matched and there is a new <thingamabob> that gives a 10% edge.
Both drivers/cars need/want that extra 10% because their competition will have it.
^This. If the other guy has a nitrous tank or push-to-pass, you sure better too.
Except seismic. Seismic is simply game-changing.
#17
Posted 02 August 2015 - 08:03 AM
Double basic'd skills, on the other hand, are ridiculously important, and the whole piloting tree should be nerfed/redone.
#18
Posted 02 August 2015 - 08:41 AM
Seismic is pretty self explanatory, it's a WallHack. And it works wonderfully at short range. That mech you're brawling, who just ran behind that building...which corner will he choose to peek from? Stop and find out, blow his face off when you see that red dot.
Range is mainly to deal more damage, as noted above. 700M MLs in the case of the BJ1x and quirks, which are very nice (max, not optimal).
Cooldowns on their own are small bonuses, but bonuses nonetheless. Add FF, and you go from 0 to 17%. Nearly a fifth faster recycle, which is always nice.
But...add quirks to it, and you get impressive gains. That 15% quirk? That just became 32%. Double what it previously was.
That 50% quirk, which gives you 2x firepower? Suddenly, you get 67%, which means a 33% cooldown, which means a full 3x Firepower. That 17% cooldown gave you a 100% gain in firepower. Small numbers add up.
#19
Posted 02 August 2015 - 09:15 AM
Of all the Moduals, Seismic is super useful. I can't tell you how many times that thing has saved my life.
As for Weapon mods, ones for weapon cooldown are better in my opinion than range. Range mods work best for specific mechs and builds and has its place to be sure, but no matter what, Weapon Cooldown mods are more useful more often then not, particularly for missiles and ballistic weapons with their low heat.
Just the other day I got C-SRM4 cooldown for my Splat/Daka Dog hybrid, sense its an A-symmetrical build and one of the ST is a Prime Omni that reduces missile cooldown by 5%, plus the 12% for the C-SRM4 Cooldown mod which cranks it to 17% and was super noticeable.
#20
Posted 02 August 2015 - 09:44 AM
With radar deprivation it's pretty common to avoid a LRM volley thanks to it and being harder to track is helpful.
Target Decay definitely helps me get a whole bunch of my LRMs on target that would otherwise not hit.
There is no way any of us can prove that a module won the game, but it's not hard to see why they provide such a tactical advantage. it's an asset slot to use or lose, not using it is akin to not using your full tonnage. Sure you could still win plenty of games, but you would be stronger by filling unused tonnage with more of gear.
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