Jump to content

- - - - -

Modules

Question

10 replies to this topic

#1 ZOTOICHI

    Member

  • Pip
  • Big Brother
  • 12 posts
  • LocationNashville Tn

Posted 09 September 2015 - 07:36 AM

Just a quick question about modules,I tried finding out something on this in the forum but have not found it yet.would greatly appreciate any help on this question.

If you buy several modules for your one mech you have. later on when you buy another mech.can you remove the modules on the first mech and put them on the new mech you just purchased.Thanks again for any help on this subject.I know it's a newbie question but please be easy on me it's only my 2nd post for help.

Edited by IRONANVIL, 09 September 2015 - 07:38 AM.


#2 Torezu

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 329 posts

Posted 09 September 2015 - 07:42 AM

It's possible to move modules around, yes, and engines as well (useful for XLs, especially). You may only equip 1 (or 2, if there are slots) mech modules on a given mech until it has reached Master level, at which point you get another. Every mech has 2 or 3 weapon module slots, but you can't equip a weapon module for a weapon that's not currently mounted on the mech.

#3 Javenri

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 171 posts
  • LocationAthens, Greece

Posted 09 September 2015 - 08:11 AM

Choose wisely when it comes to modules. They are very expensive and you can't afford a mistake. If you are unsure what module should you get, ask around.

#4 MechWarrior3671771

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,021 posts
  • LocationGermantown, MD

Posted 09 September 2015 - 08:14 AM

"I know it's a newbie question but please be easy on me it's only my 2nd post for help."

No worries, that was one of my first questions too. Don't be shy, keep asking.

#5 Spike Brave

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 695 posts
  • LocationIn your base, killing your dudes

Posted 09 September 2015 - 08:16 AM

Loadout can be tough on new players. This video should help.



#6 ZOTOICHI

    Member

  • Pip
  • Big Brother
  • 12 posts
  • LocationNashville Tn

Posted 09 September 2015 - 09:07 AM

Thanks guys for all your help this was just what I was looking for.again greatly appreciate your help.And yes this will fill better in here when I need help.I have watched alot of videos but the turtorial was great to watch and has explained a great deal.hope to see you all on the battlefield.

#7 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 10 September 2015 - 10:43 AM

View PostIRONANVIL, on 09 September 2015 - 07:36 AM, said:

Just a quick question about modules,I tried finding out something on this in the forum but have not found it yet.would greatly appreciate any help on this question.

If you buy several modules for your one mech you have. later on when you buy another mech.can you remove the modules on the first mech and put them on the new mech you just purchased.Thanks again for any help on this subject.I know it's a newbie question but please be easy on me it's only my 2nd post for help.

Yes.

Also, this is the New Player Help section. We take this section seriously, and want people, especially new players to ask as many questions as possible, and be comfortable. The community is very helpful here, and will shut down any trolling or newbie bashing real quick and in a hurry. Don't be afraid to ask questions, and we'll all be happy to help.


Btw, I know this sounds counter logical, but don't like your own posts. It's considered a forum faux pas here. XP

Edited by IraqiWalker, 10 September 2015 - 10:44 AM.


#8 poopiepants

    Rookie

  • Elite Founder
  • Elite Founder
  • 8 posts

Posted 14 September 2015 - 09:09 AM

due to the beyond stupid prices for mods, i act pull them out of mechs and swap them. sad part about is, your mods can end up being more then the entire mech is worth? yeah that makes sense lmfao.

#9 Totem1

    Member

  • PipPip
  • Bad Company
  • Bad Company
  • 42 posts

Posted 14 September 2015 - 09:28 AM

With the fact that so many mods are not worth buying (imho ... eg... shock absorbance, speed retention) I would like to think these are due for a little bit of tlc.
Example for instance how about instead of mech/weapon/consumable we have targeting/sensors/mechanics/mobility etc etc.. I think you get the idea so we could have groupings of similar type of mods.
I'm sure I'm not the first to say and probably already got a list somewhere about this but back to the OP.... already some good advice given.. to add my 2 pence worth..

In general:

Consumables.. if you are short of C-bills never buy or use them.. if you are ok on C-bills and get around AV 100k plus per match then consider using them if you need to XP up a mech (UAV or strikes).

Weapon mods... Clan cool down on ballistics and missiles.. range on anything else. IS I will use both cooldown and range for the primary weapon(s).

Mech mods... only really 2/3 worth having and two of them are so good its hard to justify any others... seismic sensor and radar deprivation...last one sometimes replaced with target info gathering (for gauss/sniper builds).. and also advanced target decay for lrm boats.

Hope that helps and again bear in mind its imho.

#10 Ano

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 637 posts
  • LocationLondon

Posted 14 September 2015 - 09:56 AM

FWIW: I always recommend that new players strip everything bar armour from mechs that they own but aren't currently driving.

While you're still shiny new, every Cbill is precious (actually, that remains true for a good while), and saving even the purchase costs of a couple of medium lasers can help you get what you need that little bit faster.

#11 Torezu

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 329 posts

Posted 14 September 2015 - 07:32 PM

View PostAno, on 14 September 2015 - 09:56 AM, said:

FWIW: I always recommend that new players strip everything bar armour from mechs that they own but aren't currently driving. While you're still shiny new, every Cbill is precious (actually, that remains true for a good while), and saving even the purchase costs of a couple of medium lasers can help you get what you need that little bit faster.

Very solid advice. I've been playing for a couple months, and the only things I've bought with MC have been Mech Bays. If I wanted to actually have most of my mechs drop-ready...hahahahaha. So far, I own 14 mechs, a grand total of 2 modules (Adv Zoom and Radar Dep, got them while they were "cheap"). And only 3 XL engines (though the 400 stays on my Wubshee on a permanent basis).





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users