How Significant Are Modules, Really?
#21
Posted 02 August 2015 - 09:45 AM
#22
Posted 02 August 2015 - 09:47 AM
#23
Posted 02 August 2015 - 10:00 AM
(Founders MC bought me more mechbays than I'll ever fill, so thus the cost of a new mech is exclusively the cbill cost for me, and thus, usually cheaper than a module and definitely more interesting).
#24
Posted 02 August 2015 - 10:56 AM
Seismic is mandatory for all my mechs, i always "keep one eye" on the minimap.
Range and cooldown are more situational, but i like to "combo" them with quirks. Cheesy.
#25
Posted 02 August 2015 - 11:14 AM
In addition with what everyone else said, if you are in a light, Radar Derp also trolls Streak boats.
#26
Posted 02 August 2015 - 11:46 AM
#27
Posted 02 August 2015 - 01:25 PM
#28
Posted 02 August 2015 - 01:39 PM
I don't leave home without them unless leveling a mech.
#29
Posted 02 August 2015 - 11:54 PM
target info, adv zoom = worth 50%
rest ..... meh
#30
Posted 03 August 2015 - 12:17 AM
I run a tight stable with 19 active mechs (Easily done when you're determined to only run chickewalkers =D), but they're all outfited with two mechmodules each. Maybe 5 have weapon modules.
#31
Posted 03 August 2015 - 12:36 AM
For the rest, when dropping solo/puglandia, I'm a lillte bored of long waiting time to change and save loadout.
When dropping "serious", cooldown is important to enhance dps.
#32
Posted 03 August 2015 - 01:14 AM
Alistair Winter, on 02 August 2015 - 07:09 AM, said:
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.
I don't know about me being 1337, but you're probably high if you think modules don't matter. I can't begin to count the number of times seismic has saved me. Target decay is practically mandatory if you plan to do any lurming, advanced zoom makes extreme range sniping so much more effective it's ridiculous and weapon modules can significantly boost your firepower, especially on quirked mechs. The only reason I haven't mentioned radar deprivation yet is that it's not as good as seismic and frankly I don't really need it, it's my second or third module depending on whether or not I need target decay.
The other mech modules aren't all that useful, but if you have them and you don't have enough good modules for your mechs and you don't want to keep swapping them out or you can't, you might as well use them, they do give some advantages.
Consumable modules are extremely useful too. The ability to effectively manipulate enemy movement or deal lots of damage to a deathball and blind them is awesome, a well placed strike combined with a good assault can easily crush most groups. UAVs are the single most effective way to gather intel, there is a reason good players prioritize shooting them down whenever possible. Cool shots are great for quickly securing a kill, but generally they benefit the solo player more than the team player so I wouldn't pick them over the other consumables.
Edited by Satan n stuff, 03 August 2015 - 01:17 AM.
#33
Posted 03 August 2015 - 01:25 AM
#34
Posted 03 August 2015 - 01:26 AM
Range/Cool down AC20
Range SRM6
Seismic.
The usual Modules for my Atlas-S. Not game changing but helpful,
#35
Posted 03 August 2015 - 01:38 AM
Also, much more important, showing up as little as possible on the map is really important when you are slow, since it makes it much easier to not be outmanoeuvred, and for as few enemies as possible to gang up on you if you do show up on the map.
#36
Posted 03 August 2015 - 01:42 AM
Edited by Bongo TauKat, 03 August 2015 - 01:44 AM.
#37
Posted 03 August 2015 - 06:09 AM
weapon modules are strong combined with quirks, otherwise ok
#38
Posted 03 August 2015 - 06:18 AM
SpiralFace, on 02 August 2015 - 07:28 AM, said:
- 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.
that view is a bit flat.
Weapon cooldowns for stuff liek AC 5 on heat neutral mechs is basically a straight buff in DPS.
radar range does matter a lot as well, becasue lrm's ahve 1000m range and so a mech with lrm's can lokck earlier if he wants.
target dta aquisition is very important. to reveal weakspots, so its not for locking on, it also helps in brawls to quickly determine areas to shoot off.
range moduls in general a re a good deal as well.
radarderp helps a lot as well, not only vs lrm'. specially when you have some duel like battle in faster mechs wil hills, the radarderp can directly cover you on the radar preventing the opponent from giving you an idea what your next way to aproach is. Or in which way oyu retreat if you have multiple ways to go.
Modules can definately give you the edge on the same skillevel, given people know how to use them.
happy mech, on 03 August 2015 - 06:09 AM, said:
especially hillclimb right?
Edited by Lily from animove, 03 August 2015 - 06:17 AM.
#39
Posted 03 August 2015 - 06:19 AM
The trick is that whenver I stop using a mech, either for the day or the session, I always take off whatever modules are on it. That way I don't have to play "find the module" amongst my 50 mechs or whatever.
#40
Posted 03 August 2015 - 06:50 AM
Seismic is pretty handy, I always go with Radar Dep first, but I've seen guys get the upper hand in some pretty bad situations by running it, and coming out on top just because they had the info on where the enemy was, its like having a silent free UAV for CQB.
Range modules translates to better average damage dealt over range, so I would say go with Range first.
Cooldowns while almost necessary on some mechs like Timberwolf or Stormcrow with negative cooldown nerfs built into some OmniPods, are not really necessary for most situations.
You'll end up running much cooler and be able to moderate your heat output better when you can't just spray over and over.
Unless its for Gauss or other cooler ballistics, they're not worth the extra heat from marginal DPS increases.
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