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Mech Modules: Top 5 Non-Weapon And Why?


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#1 Threndor

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Posted 21 June 2015 - 09:50 PM

I've unlocked and use Advanced Zoom and Seismic (I'd rank Advanced Zoom as #1, especially for longer range weapons), but am wondering what others think the top non-weapon modules are and why? I know the answer is weapon loadout based, so maybe 3 lists if they differ too much for: A) Brawling, B) LRM/Sniper, C) Middle-ground.

A ) Brawling
1)
2)
3)
4)
5)
B ) LRM/Sniper
1)
2)
3)
4)
5)
C ) Middle-ground
1)
2)
3)
4)
5)

#2 Lan

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Posted 22 June 2015 - 12:22 AM

The question is build and gamemode specific. Very few modules are generically the best option, Radar Dep is among the few. It's definantly one if my top three choices.

Cap accelerator for example, it only goes on Conquest and in 90+ mechs dedicated to capping for me.

We only have 2 mech module slots, plus the master 1 so maybe asking for the top three per build and gamemode would give more relevant answers?

Brawler: Seismic, Radar dep and X. X is dependent on mech, maybe Hill Climb if it's a nonjumping mech with high mounts for hardpoints? Maybe Shock Abs for a SRM medium JJ brawler? Maybe Target Decay for a streakboat? Target Info for a MPLAS boat, to get quicker data on vulnerabilities? Maybe 360 Targeting if you plan to play a twitch mech and twist like mad to spread damage?

Etc.

Edited by Lan, 22 June 2015 - 12:24 AM.


#3 DivineEvil

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Posted 22 June 2015 - 02:36 AM

Every module has a specific function, thus you cannot really categorize them in any specific manner. Some of them are good on any mech, while some are bad in general. Some work for specific game modes and some for specific role regardless of the chassis in question.

Why do you need to categorize 14 items in three lists, when the description very cleraly states what each of them does? Usually the common sense is the only thing you need to determine which of them really make a difference and in what circumstances.

#4 GeistHrafn

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Posted 22 June 2015 - 02:39 AM

Really the only mech modules I use are:
1) Radar Derp (assuming i'm not driving an ECM mech) - This is probably the most important module in the game IMO.
2) Seismic sensor - especially when driving a light, helps a lot with situational awareness.
3) Tgt Info Gathering - on laser builds, helps to (quickly) choose best spot to shoot to neuter the target, which leg is weaker on the light that's harassing you, etc.
4) Target Decay - mostly on LRM heavy mechs, keeps that lock a little longer.

#5 Rasc4l

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Posted 22 June 2015 - 02:40 AM

View PostThrendor, on 21 June 2015 - 09:50 PM, said:

maybe 3 lists if they differ too much for: A) Brawling, B) LRM/Sniper, C) Middle-ground.


No matter what you play, the only modules you need in this game are Seismic and Radar derp. If you like to play streaks/Lurms, then also Target Decay. But outside these 3, modules are pretty much useless and too expensive so it's better just to buy mechs. Don't believe people suggesting joke modules like Hill Climb, they are just money sinks, which don't really help you that much.

#6 B L O O D W I T C H

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Posted 22 June 2015 - 03:18 AM

enhanced narc, on clanmechs it is pure gold.

If run this Mad Dog for a while and god darn it's a fun to play agressive lurmboat.

1. Radar Deprivation
2. Seismic Sensor

1. Enhanced NARC
2. LRM 5 Cooldown

1. Advanced UAV
2. Coolant 9+9

Not how to build it,
TAG goes in the first top to place it highest in the Arm
Narc goes in the second Sidetorso slot to place it on top of the shoulder (I prefer leftside, because TAG is on the right)
BAP goes to the Left side of the Mech (again because TAG is on th right side)

Use highmounted NARC for minimal exposure and stay behind cover and lurm the Ammo out which is placed in the upper body.

Enhanced NARC is a kicker, not only because the NARC duration is stupidly long, but the velocity of the NARC missile itself is way faster then it normaly would be, combined with the high range Clan NARC has to begin with it's absolutely awesome.
It buffs the Velocity from 500 m/s to 600 m/s and the duration from 30 to 40 seconds. It's actually possible to narc targets which are at the maximum range of 600 meter (of course it's easier to narc something which is closer).

5 LRM 5 + LRM 5 Cooldown can lay a heatneutral streak of missiles. even on hot maps.
No need for artemis because BAP+TAG allow instant lock on (if NARCed doesn't matter anyways). IF TAG and NARC stack the LRM 5 pretty much are able to hit a single component about 90% of the time.

Fires a lrm 25 Volley (a real volley not a stream volley) every 3 seconds for a little less then 15 heat (3 less then LRM 10 + LRM 15, not to mention the cooldown)


Combined, this is one hell of a stunlocking firesupport mech if run in a pack with other direct fire based mechs.


*If and before someone asks, yes it could be run with less heatsinks or ER medium/small pulse instead of ER Small lasers.

**before someone tries to smartass, i know Lurms are not the super leet min/max way to play a mech, but darn are they (and especially this build) fun to play with. ;)

Edited by LOADED, 22 June 2015 - 03:25 AM.


#7 mailin

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Posted 22 June 2015 - 04:37 AM

I think probably the most useful modules are the ones that are most important (will get used the most) for a given mech. For example, while I agree that Radar Dep is probably THE most important module, I don't have it on any of my ECM mechs. Similarly, I don't have Seismic Sensor on any of my light mechs because in order for it to work the mech has to be standing still.

Really only the player can decide which modules he thinks will be the most important for a given mech.

Now, if the OP is thinking about for a specific mech build, maybe we can help you decide from there.

#8 Wildstreak

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Posted 22 June 2015 - 06:10 AM

Cap accelerator, good for capture usually on Lights.

Target Information Gathering, good all round.

360 Target, good for UrbanMechs, maybe others.

Shock Absorbance, good for non-jumpers who run off cliffs a lot.

Target Decay, good for LRM boats.

#9 Bilbo

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Posted 22 June 2015 - 06:34 AM

1)Advanced Seismic
2)Target Info Gathering
3)360 Target Retention
4)Target Decay
5)Sensor Range

I don't have much use for Radar Deprivation.


#10 SnagaDance

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Posted 22 June 2015 - 07:27 AM

View PostBilbo, on 22 June 2015 - 06:34 AM, said:

1)Advanced Seismic
2)Target Info Gathering
3)360 Target Retention
4)Target Decay
5)Sensor Range

I don't have much use for Radar Deprivation.

+1 to this. I learned playing the game before Radar Derp existed and as such have learned to do without. Keep your locks for that little while longer after I've gone into cover, fire another salvo of LRMs, drive that heat up and you might very well not even notice them smacking into the intervening terrain. I might even pop out a little bit a few times to 'help' you maintain a lock on my position. Better beware those crosshairs of yours, because they won't be flashing red. I see that module as a crutch. A nice beginners tool, sure, but not much more. I've got 1 of it but I can't even tell you which mech it's on, I forgot. Fun fact: I've had several accusations of HAX when I used a Target Delay equipped LRM boat versus a Radar Derp mech. How I shouldn't have been able to target them anymore. It's their own fault, breaking LoS isn't always enough, you need to find actual shelter as well. ;)

#11 Appogee

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Posted 22 June 2015 - 07:27 AM

View PostRhazien, on 22 June 2015 - 02:39 AM, said:

Really the only mech modules I use are:
1) Radar Derp (assuming i'm not driving an ECM mech) - This is probably the most important module in the game IMO.
2) Seismic sensor - especially when driving a light, helps a lot with situational awareness.
3) Tgt Info Gathering - on laser builds, helps to (quickly) choose best spot to shoot to neuter the target, which leg is weaker on the light that's harassing you, etc.
4) Target Decay - mostly on LRM heavy mechs, keeps that lock a little longer.

This.

#12 Gladewolf

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Posted 22 June 2015 - 08:25 AM

I also run mine by config intent.
midrange /brawl
1 seismic
2 radar dep for under 85 kph,or non ecm. Target Info for 85+ builds.
3 360 degree targeting for 85+ builds, Target info for under 85s
Sniper
1 Advanced Zoom
2 Seismic
3 Radar Dep
LRM
1 Target decay
2 seismic
3 advanced radar range
Spotter
1 seismic
2 360 targeting
3 enhanced radar range
Light Hunter
1 Seismic
2 360 degree targeting
3 Target Decay

#13 B L O O D W I T C H

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Posted 22 June 2015 - 09:33 AM

Radar deprivation.. well the problem isn't that you yourself have it or not. The problem is that everybody on your team has it. If run with your team and go into cover you're lock breaks last and you're the first the whole enemie team will lock onto after they gain line of sight again.

A lot of people say they don't need it because they learned to use cover a long time ago. yes, that was when no one had that module equiped. If you're one out of three mechs on your team who doesn't have it and the other two are ecm mechs you'll have a hard time.

#14 Bilbo

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Posted 22 June 2015 - 09:36 AM

View PostLOADED, on 22 June 2015 - 09:33 AM, said:

Radar deprivation.. well the problem isn't that you yourself have it or not. The problem is that everybody on your team has it. If run with your team and go into cover you're lock breaks last and you're the first the whole enemie team will lock onto after they gain line of sight again.

A lot of people say they don't need it because they learned to use cover a long time ago. yes, that was when no one had that module equiped. If you're one out of three mechs on your team who doesn't have it and the other two are ecm mechs you'll have a hard time.

I'm not generally where the whole team is anyway. If the whole team has to break lock at once you are going to have a bad day regardless.

#15 SnagaDance

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Posted 22 June 2015 - 09:59 AM

View PostLOADED, on 22 June 2015 - 09:33 AM, said:

Radar deprivation.. well the problem isn't that you yourself have it or not. The problem is that everybody on your team has it. If run with your team and go into cover you're lock breaks last and you're the first the whole enemie team will lock onto after they gain line of sight again.

A lot of people say they don't need it because they learned to use cover a long time ago. yes, that was when no one had that module equiped. If you're one out of three mechs on your team who doesn't have it and the other two are ecm mechs you'll have a hard time.


In addition, this just means you shouldn't be the first mech of the group popping out of cover. When there are other doritos popping up people will switch targets. Just a few seconds wait would be enough versus people able to use the 'R' button somewhat reliably.

Each of those people is just as valid a target as I am after popping out.

#16 TheStrider

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Posted 22 June 2015 - 10:56 AM

My order of preference for everything except a LRM boat - Seismic, Radar Deprivation and Target Info Gathering

On an LRM boat, I usually use Target Info Gathering and Target Decay. Faster, longer locks = lurmy soup! :)

If you have *any* - repeat *any* problems with LRMs, actual or perceived, use Radar Deprivation. Even if you don't, it helps you stay off the enemy radar.


When we used to be able to put *3* mech modules on some mechs, I would take Advanced Zoom on long ranged AC builds, Hill Climb on Assaults, and Extended Sensor Range on scouts.

If I knew I was going to be playing the cap game (conquest, or Assault before turrets arrived) I would equip Capture Accelerator - sometimes. It was definitely more useful back before 12 man teams.

I really miss having a 3rd slot, despite the fact I now own enough Weapon Modules to get full use out of my 'new' slots.

#17 JC Daxion

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Posted 22 June 2015 - 12:00 PM

View PostBilbo, on 22 June 2015 - 06:34 AM, said:

1)Advanced Seismic
2)Target Info Gathering
3)360 Target Retention
4)Target Decay
5)Sensor Range

I don't have much use for Radar Deprivation.



I use radar dep still, but only certain mechs.. I tend to put it on lights, or the assaults, mediums and heavies can take a few missile hits, and not loose much armor before they get to cover.

I would also add hill climb to the list, there are many mechs with out JJ's that this module is incredible. Ravens, comando's, cicada, or other grounded mediums, and even my dragon's i stick this on.. once i get to the larger mechs, it just doesn't help enough to make it worth it.. You are not going to run up the side of a wall in canyon in a stalker.. it just aint happening, but being able to do so in a faster mech is invaluable for those with out JJ's.

Edited by JC Daxion, 22 June 2015 - 12:02 PM.


#18 Bilbo

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Posted 22 June 2015 - 12:04 PM

View PostJC Daxion, on 22 June 2015 - 12:00 PM, said:




I use radar dep still, but only certain mechs.. I tend to put it on lights, or the assaults, mediums and heavies can take a few missile hits, and not loose much armor before they get to cover.

I would also add hill climb to the list, there are many mechs with out JJ's that this module is incredible. Ravens, comando's, cicada, or other grounded mediums, and even my dragon's i stick this on.. once i get to the larger mechs, it just doesn't help enough to make it worth it.. You are not going to run up the side of a wall in canyon in a stalker.. it just aint happening, but being able to do so in a faster mech is invaluable for those with out JJ's.

All true. I find the informational modules to be more important to my play though, and like you said the hill climb module has limited value on larger mechs.

#19 Threndor

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Posted 22 June 2015 - 12:39 PM

Thank you all for your input, and it all does help (there are some common themes throughout). I am still new to the game so this info is definitely needed.

I was considering sensor range extension because I find it frustrating to be hitting 'R' and not have anything come up (or it always seeming to select the guy off to the side when I clearly have a red mech in my crosshairs a little further out... in sniping mode).

I do find I like seismic, even in lights because you don't have to stop long to get that to show you have someone not on radar sneaking up behind you! I Also have/like Adv Zoom for my sniping mechs (surprised that wasn't mentioned more).

From this, it appears Radar Dep is the 3rd one I should get (also working on some weapon skills too).

To answer DivineEvil:
I am just getting the mastery level of my Ravens (only mech I have 3 of... again: new). I have found I suck with SRMs, best with Pulse, and like the Dakka (though I just got a mech with a Gauss and am learning it). The jury is still out on LRMs because I have only had them in the Trainer mechs. With my mouse, I am trying to stay with mechs that can run with just two weapon groups, usually LR and SR groups.

#20 GenghisJr

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Posted 22 June 2015 - 06:17 PM

Target info gathering is my first choice in almost all mechs unless it carries BAP - which gives the same targeting advantage as the module.
Then 3 weapon modules, cool down for the main weapon, cool down and range for the secondary weapons. Dont think of the range modules as "range", they allow you to do extra damage at every range beyond the recommended, they are extra "damage modules".
I dont use range mods for ballistics unless its gauss because ammo is limited whereas energy weapons are not, I try not to use ballistics until within range.
Sometimes there is a slot left over for Zoom or Seismic, different mechs and play styles will benefit from selected mod's but Target Info Gathering is the number 1 choice for me.





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