

Weapon Module Questions
#1
Posted 30 September 2015 - 12:00 PM
My main mech is a Firestarter and I tried to research meduim pulse laser cooldown modules but messed up and spent all my GXP on the clan version and not the IS version. Now I've managed to get the right one researched 1 of 5 and I was thinking about buying it. What happens if I buy it now and equip it then later I research 2 of 5 then 3 of 5 ect. Do I have to keep buying it or does it just get the upgraded effects without having to keep buying it? Or is it progressively more expensive as you upgrade it?
Had a couple 500 dmg games in this firestarter! Really starting to enjoy it!
#2
Posted 30 September 2015 - 12:08 PM
Hope this helps.
#3
Posted 30 September 2015 - 12:10 PM
#4
Posted 30 September 2015 - 12:25 PM
#5
Posted 30 September 2015 - 12:33 PM
But what I really wanted to say is: Email support. They're really great and I'd be surprised if they wouldn't sort this out for a new guy.
Also, welcome to MWO. Light pilots are the best.

#6
Posted 30 September 2015 - 12:50 PM
/facepalm
#7
Posted 30 September 2015 - 03:28 PM
#8
Posted 30 September 2015 - 03:56 PM
But may I ask why you want med pulse cooldown instead of med pulse range as your first module? I've found that range modules are more bang for your buck starting out.
Because usually, the heat you generate determines how quickly you can fire again, not the weapon cooldown. And I'm assuming you already know that "weapon cooldown" lessens the amount of time it takes for your weapon to recharge so you can fire again - it has nothing to do with "cooling down" the heat the weapon generates.
#9
Posted 30 September 2015 - 05:33 PM
Fenrisulvyn, on 30 September 2015 - 03:56 PM, said:
But may I ask why you want med pulse cooldown instead of med pulse range as your first module? I've found that range modules are more bang for your buck starting out.
Because usually, the heat you generate determines how quickly you can fire again, not the weapon cooldown. And I'm assuming you already know that "weapon cooldown" lessens the amount of time it takes for your weapon to recharge so you can fire again - it has nothing to do with "cooling down" the heat the weapon generates.
Really good point. Assuming you're talking about a 5MPL FS9-S, OP, the MPL range module (at level 5) will be much more useful than the cooldown module.
With that in mind, though, modules aren't really the best use of CB early in your career. If you want to make your FS9-S better, you'll get a lot more bang out of buying a FS9-H and FS9-A and leveling them enough that you can get all the unlocks on your FS9-S (which is the best one right now). Elite efficiences are much more valuable than any modules. Also, once you do get to modules, I recommend investing first in Advanced Seismic Sensor, which will profoundly change the way you play the game and be useful in every situation.
Edited by Terciel1976, 30 September 2015 - 06:45 PM.
#10
Posted 01 October 2015 - 04:21 AM
If the veterans recommend Seismic Sensor though I'd be interested in trying it out.
#11
Posted 01 October 2015 - 04:27 AM
Seismic is great, but I can't stress enough how important a fully leveled mech is. Once you get through elites and get the doubled basic efficiencies, mechs improve immensely. Your Firestsrter will be much more nimble (and run cooler)
#12
Posted 01 October 2015 - 04:41 AM
#13
Posted 01 October 2015 - 04:48 AM
1stCenturian, on 01 October 2015 - 04:41 AM, said:
Good! Yes, you can sell them once elited.
Tip: For future light mechs, you'll only need to basic variants you don't intend to keep. The basic level requirement is 3 of a chassis but for elites it's 3 of a weight class, which you have now permanently unlocked.
#14
Posted 01 October 2015 - 04:51 AM
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