Jump to content

- - - - -

Weapon Module Questions


14 replies to this topic

#1 1stCenturian

    Rookie

  • Knight Errant
  • 8 posts

Posted 30 September 2015 - 12:00 PM

Hey guys been hard at it for about a week now. I've stumbled around with getting modules now and before I waste anymore time I'd rather just ask someone upfront.

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 z MadButcher z

    Member

  • PipPipPipPipPip
  • The Butcher
  • The Butcher
  • 102 posts
  • LocationButchers Chop Shop

Posted 30 September 2015 - 12:08 PM

If you buy the module when it is say Level 1 and put it on your mech and a few matches later have the GXP to upgrade it just go to your pilot kills and apply the GXP needed for an upgrade. The module already on your mech will upgrade as well and it won't cost you anything.

Hope this helps.

#3 Outcast1six

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 125 posts
  • LocationEverywhere..........and Nowhere.

Posted 30 September 2015 - 12:10 PM

You can buy it now. Once you buy it, it will upgrade as you unlock the higher levels.

#4 1stCenturian

    Rookie

  • Knight Errant
  • 8 posts

Posted 30 September 2015 - 12:25 PM

Thanks a ton!

#5 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,168 posts
  • LocationThe Far Country

Posted 30 September 2015 - 12:33 PM

As others have said, the module will upgrade. The total GXP cost for a Level 5 (max) module is 3500, in 5 steps: (500,600,700,800,900).

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. :D

#6 1stCenturian

    Rookie

  • Knight Errant
  • 8 posts

Posted 30 September 2015 - 12:50 PM

Ugh just researched and bought the module only to discover I got inner sphere, medium laser cooldown! I needed Inner Sphere, medium PULSE laser cooldown! Yeah I think I might try that email to support now!


/facepalm

#7 TheCaptainJZ

    Member

  • PipPipPipPipPipPipPipPipPip
  • The CyberKnight
  • The CyberKnight
  • 3,693 posts
  • LocationUnited States

Posted 30 September 2015 - 03:28 PM

Support has, in the past, turned down requests for something like spending GXP on the wrong item as it's essentially free to get. Actually, everyone get one free fix and if I were you, I'd save it for a bigger oops like you bought the wrong mech with MC.

#8 MechWarrior3671771

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,021 posts
  • LocationGermantown, MD

Posted 30 September 2015 - 03:56 PM

Yes, you will need the med laser cooldown module later anyway, so its not a waste of GXP or cbills.

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 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,168 posts
  • LocationThe Far Country

Posted 30 September 2015 - 05:33 PM

View PostFenrisulvyn, on 30 September 2015 - 03:56 PM, said:

Yes, you will need the med laser cooldown module later anyway, so its not a waste of GXP or cbills.

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 1stCenturian

    Rookie

  • Knight Errant
  • 8 posts

Posted 01 October 2015 - 04:21 AM

Well I figured having a faster fire rate on my FS9 - S would allow me to jump out and get my strikes in quicker and then high tail it out of there before I draw much fire to myself. I've been playing about a week and it seems like the "Scout" role is high risk low reward in EXP/Credit payout. I get alot more bang for my buck by getting in damage so thats why I was thinking about the cooldown.

If the veterans recommend Seismic Sensor though I'd be interested in trying it out.

#11 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,168 posts
  • LocationThe Far Country

Posted 01 October 2015 - 04:27 AM

You're right, scouting doesn't pay well and actually isn't much use in solo play.

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 1stCenturian

    Rookie

  • Knight Errant
  • 8 posts

Posted 01 October 2015 - 04:41 AM

Yeah I'm fully elite on my FS9-S. Still grinding the K and A though. Once I get those last couple elites on them I can sell the them right? Plan on keeping just the FS9-S

#13 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,168 posts
  • LocationThe Far Country

Posted 01 October 2015 - 04:48 AM

View Post1stCenturian, on 01 October 2015 - 04:41 AM, said:

Yeah I'm fully elite on my FS9-S. Still grinding the K and A though. Once I get those last couple elites on them I can sell the them right? Plan on keeping just the FS9-S


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 1stCenturian

    Rookie

  • Knight Errant
  • 8 posts

Posted 01 October 2015 - 04:51 AM

Oh nice pro tip!!! Thanks for the heads up!

#15 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,168 posts
  • LocationThe Far Country

Posted 01 October 2015 - 04:55 AM

View Post1stCenturian, on 01 October 2015 - 04:51 AM, said:

Oh nice pro tip!!! Thanks for the heads up!


NP. The documentation is still pretty lacking. :) Ask any questions you have here, you'll get a lot of help.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users