I just unlocked my HBK-4J module slot for 21,500xp, now when trying to buy modules in the mechlab, the options are all listed as locked.
What am I missing? What do I need to do still to start using modules? I haven't unlocked the module slots for 2 more HBK's
1
Module Skill Questions
Started by Adrikk, Jan 31 2016 08:32 AM
4 replies to this topic
#1
Posted 31 January 2016 - 08:32 AM
#2
Posted 31 January 2016 - 08:35 AM
You need to unlock modules for GXP (General XP) in the Skill-Tab before you can buy them in the Mechlab.
#3
Posted 31 January 2016 - 08:47 AM
Adrikk, on 31 January 2016 - 08:32 AM, said:
I just unlocked my HBK-4J module slot for 21,500xp, now when trying to buy modules in the mechlab, the options are all listed as locked.
What am I missing? What do I need to do still to start using modules? I haven't unlocked the module slots for 2 more HBK's
What am I missing? What do I need to do still to start using modules? I haven't unlocked the module slots for 2 more HBK's
What you unlocked was the "Master" module slot. It's a unique slot that each mech possesses only one of. It can fit weapon modules, or mech modules.
To actually unlock modules, you have to go to the "Skills" tab, and select "Pilot" skills, and from there, unlock the weapon/mech/consumable modules you want to use in your mechs.
The actual modules that you buy in the mechbay are not mech dependent, they can be swapped around between all your mechs (which is part of why they are so ridonculously expensive.
#4
Posted 31 January 2016 - 09:16 AM
Quote
What you unlocked was the "Master" module slot. It's a unique slot that each mech possesses only one of. It can fit weapon modules, or mech modules.
To actually unlock modules, you have to go to the "Skills" tab, and select "Pilot" skills, and from there, unlock the weapon/mech/consumable modules you want to use in your mechs.
The actual modules that you buy in the mechbay are not mech dependent, they can be swapped around between all your mechs (which is part of why they are so ridonculously expensive.
To actually unlock modules, you have to go to the "Skills" tab, and select "Pilot" skills, and from there, unlock the weapon/mech/consumable modules you want to use in your mechs.
The actual modules that you buy in the mechbay are not mech dependent, they can be swapped around between all your mechs (which is part of why they are so ridonculously expensive.
I see what you mean, thanks. Gonna be a long time before my mechs fully decked out. Thanks for the information.
#5
Posted 01 February 2016 - 10:07 PM
Adrikk, on 31 January 2016 - 09:16 AM, said:
I see what you mean, thanks. Gonna be a long time before my mechs fully decked out. Thanks for the information.
Happy to help.
I recommend getting mechs before modules, and if you ever decide to get mech modules, then get one specific to your role
These are organized by priority frist to last, most important to least important.
sniper: Advanced Zoom, Target Info Gathering, Seismic Sensor (if your positioning is half good, you really won't need seismic in a sniper)
LRM boat: Advanced Target Decay, Seismic Sensor, Target Info Gathering (positioning can solve the need for Seismic, but LRM boats tend to hang back anyways, so it's very important here.
Brawler: Radar Deprivation, Seismic Sensor, Target Info Gathering.
Skirmisher: Radar Deprivation, Seismic Sensor, Target Info Gathering.
Spotter/scout: Advanced Sensor Range, Advanced Target Decay, Radar Deprivation (generally speaking, spotters tend to have ECM, so Radar Dep is low on the priority list)
Assault and Conquest are two match types where getting Capture Accelerator is actually a valid choice.
However, predominantly speaking, Radar Deprivation is the first module to get, since it works for almost every role.
EDIT: If you have any other questions, about anything, including why each module is in its location ... etc. I'd be happy to help.
Edited by IraqiWalker, 01 February 2016 - 10:07 PM.
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