

Mech Modules And Cw
#1
Posted 20 February 2016 - 09:26 AM
#2
Posted 20 February 2016 - 09:39 AM
Radar Derp is useful, but I put AMS on most of my mechs. Especially in CW, where LRMs aren't as popular, Radar Derp's usefulness is debatable.
The other modules are mostly situational.
#3
Posted 20 February 2016 - 10:04 AM
#4
Posted 20 February 2016 - 11:17 AM
I personally only use advanced zoom on dual gauss mechs, but again, I know folk who'll slap it on anything for better pinpoint precision. Artillery accuracy is great for slaughtering a shutdown mech, but I prefer my arties for area denial an my airstrikes fo clearing cover, so I never take em. Target info gathering can be useful, if you like that sorta thing. And lastly, 360 target retention. For when you wanna bring all the streaks an make the little lights cry.
~Leone.
#5
Posted 20 February 2016 - 11:27 AM
If trading from long range is your thing (or that specific mechs thing), value of advanced zoom also goes up.
#6
Posted 20 February 2016 - 05:42 PM
#7
Posted 20 February 2016 - 07:47 PM
Dawnstealer, on 20 February 2016 - 09:39 AM, said:
Radar Derp is useful, but I put AMS on most of my mechs. Especially in CW, where LRMs aren't as popular, Radar Derp's usefulness is debatable.
The other modules are mostly situational.
Radar Derp is pretty much on the same level as Seismic. Radar Derp isn't so much about preventing getting guided missile damage as about denial of information which part of your mech is weak. Jumping out of cover delivering some fire and dive back into without the enemy knowing where your weak areas are is hugh. Don't getting the final focus on your striped leg or the cut down of firepower because a ST melts is a big deal.
#8
Posted 20 February 2016 - 07:55 PM
Seismic -> Radar Derp -> Sensor range/Aquisition if your mech has a 3rd slot and you aren't using it for a weapon.
Weapons -
Clan - range for lasers, cd for ballistics, both for srms if you can but range is a little nicer if you can't
IS - if you are smart enough to build heat capable mechs - CD then Range, or CD/CD if you have multiple weapon types, or Range and CD if you have something like ML (range) and LPL (cd) to make them more compatible.
Consumables - kind of a toss up, all my mechs are heat efficient so I just take a UAV and and Arty.
#9
Posted 22 February 2016 - 04:07 AM
#10
Posted 22 February 2016 - 04:40 AM
sycocys, on 20 February 2016 - 07:55 PM, said:
Seismic -> Radar Derp -> Sensor range/Aquisition if your mech has a 3rd slot and you aren't using it for a weapon.
Weapons -
Clan - range for lasers, cd for ballistics, both for srms if you can but range is a little nicer if you can't
IS - if you are smart enough to build heat capable mechs - CD then Range, or CD/CD if you have multiple weapon types, or Range and CD if you have something like ML (range) and LPL (cd) to make them more compatible.
Consumables - kind of a toss up, all my mechs are heat efficient so I just take a UAV and and Arty.
I like to run Target information gathering on my late game mech. If there's a last minute run on the generators when I'm on defense or even if it's a loss and we're scrounging for points knowing where the armor has been stripped on a mech really cranks up my kill speed.
#11
Posted 22 February 2016 - 04:53 AM
Dawnstealer, on 20 February 2016 - 09:39 AM, said:
Radar Derps usefulness is never debatable, it is the best module in this game.
- it tells you if you are being targeted
- it breaks the lock instantly, helps against LRMs but probably even more importantly enemy doesn't know where you are hurt or if you are hurt. Also it makes harder for enemy to anticipate what you are doing after getting into cover.
of course if your playing style is standing still on open area and not using cover then radar derp is useless.
seismic is good 2nd best module in the game.
#12
Posted 22 February 2016 - 04:59 AM
-Seismic Sensor (aka PGI-provided-wallhack) on anything that might be waiting on enemy moves .
-Target info gathering (+TC/CC) for that extra quick paperdoll .
-360° target retention for light hunters or extremely unmanouverable mechs .
-Advanced target decay for non-ECM scouts (lets you extrapolate the course of locked enemy that much easier) and lock-on weapon carriers (SSRM or LRM, might bring your salvo on target in time before lock is gone).
-Advanced Narc for yep... the Narc´ers among you ... +in speed and duration is always sexy ...so aim for the ECM carrirs
etc
etc
etc
Basically ... use some logic, finally, please .
Modules and mechloadouts are no rocketscience, you just need to stick to the framework that PGI gives us within the game, rendering "meta" a useless word, because it is just arriving at a logical conclusion as to what works best on a chassis in the given/hypothesized/planned for situation, not an "arcane art" .
Off you go into your mechlabs, throwing out GXP and CBills by the millions .
#13
Posted 22 February 2016 - 07:04 AM
Butumali, on 22 February 2016 - 04:40 AM, said:
I like to run Target information gathering on my late game mech. If there's a last minute run on the generators when I'm on defense or even if it's a loss and we're scrounging for points knowing where the armor has been stripped on a mech really cranks up my kill speed.
This one is fantastic with MPL/LPL boats, especially one something like the 8 MPL Battlemaster-3M with a Command Console and BAP.
Don't waste any heat on fully armored parts - launch into the push, instant info, instantly vaporize whatever part you need to destroy.
If you have longer ranges (6x AC2, 6 LL/erLL, dual guass and such) Adv Sensor + BAP + CC + Target Acquisition can be a brutal combo. Or even for LRM builds, when you can gain locks well out past your range without help and launch as the enemy is charging into range - pure annoyance.
#14
Posted 22 February 2016 - 09:47 AM
1. Radar deprivation (unless an ecm mech, then skip)
2. Seismic sensor
3. Target info gathering (generally only used on ecm mechs, but could have value on other mechs if you forego radar deprivation)
In theory there are occasions for a couple of other modules to be used (e.g. 360 target retention on a streak boat, 4x zoom on a gauss or ERLL sniper), but I rarely get that specialized and I find some combination of the above 3 the best in most circumstances.
Edited by Khereg, 22 February 2016 - 10:49 AM.
#15
Posted 22 February 2016 - 09:59 AM
Radar derp is good, but how often do you run into a situation in CW where you're in a big brawler mech with no support and being slammed by large amounts of lurms?
Seismic is good, but excels when you're hunting more than playing a static position type role like fire support, ranged combat, etc.
Advanced zoom is good if you need help being able to target long distances with direct fire weapons.
The others are just as situational but for the cost and investment required for a module, those 3 are basically my "go to" modules and you'll generally find a combination of those 3 modules on most of my mechs.
#16
Posted 22 February 2016 - 09:13 PM
Seismic is good, especially on jump capable mechs. Do a little bunny hop and get some seismic info. Also is good if you are doing solo drops and not depending on a team to cover your attacks. Knowing there are 3 guys around a corner because they cant sit still and move around is always helpful.
#17
Posted 23 February 2016 - 03:45 AM
Sandpit, on 22 February 2016 - 09:59 AM, said:
Radar derp is good, but how often do you run into a situation in CW where you're in a big brawler mech with no support and being slammed by large amounts of lurms?
Seismic is good, but excels when you're hunting more than playing a static position type role like fire support, ranged combat, etc.
Advanced zoom is good if you need help being able to target long distances with direct fire weapons.
The others are just as situational but for the cost and investment required for a module, those 3 are basically my "go to" modules and you'll generally find a combination of those 3 modules on most of my mechs.
Ah, but LRM reload and range level 5, coupled with advanced target decay gives your LRM boat 100m more range than the free ones. You can be an extreme LRM master with modules.
Assuming you actually own your mech and can mount modules. Which excludes 80% of people playing CW.
#18
Posted 23 February 2016 - 04:43 AM
Willard Phule, on 23 February 2016 - 03:45 AM, said:
Ah, but LRM reload and range level 5, coupled with advanced target decay gives your LRM boat 100m more range than the free ones. You can be an extreme LRM master with modules.
Assuming you actually own your mech and can mount modules. Which excludes 80% of people playing CW.
Sure and usually the team that brings more LRMs into a CW game loses the game.
#19
Posted 23 February 2016 - 05:20 AM
Curccu, on 23 February 2016 - 04:43 AM, said:
Winning and losing in CW has no point. Until such time as PGI takes CW seriously, it will continue to be a "romper room" for new players.
It's easier for them in CW. In the solo queue, there's a Matchmaker/PSR system that keeps them with other players of their skill level. It's hard to make money when everyone is a tongue dragging mouthbreather.
But...in CW, you can queue up and get carried by veteran players. There's nothing in CW keeping them out of matches with lower tier levels. You can see how attractive that is to new players.
#20
Posted 23 February 2016 - 05:55 AM
Willard Phule, on 23 February 2016 - 05:20 AM, said:
Winning and losing in CW has no point. Until such time as PGI takes CW seriously, it will continue to be a "romper room" for new players.
It's easier for them in CW. In the solo queue, there's a Matchmaker/PSR system that keeps them with other players of their skill level. It's hard to make money when everyone is a tongue dragging mouthbreather.
But...in CW, you can queue up and get carried by veteran players. There's nothing in CW keeping them out of matches with lower tier levels. You can see how attractive that is to new players.
Sure some people just want to have "fun" and don't care if they win or lose, I do and many others also.
I also think you got that backwards CW is hard for beginners because there is not matchmaker and they get stomped hard unless they have that good premade on their side.
In the solo queue they are playing against and with people that are on same level as they are, it should be stupid easy to farm money from "tongue dragging mouthbreathers".
And if they are lucky in CW and they get carried by veteran players, what do they gain? very little CB/XP/LP and oh yes that victory, but those victories carried by others don't progress beginners much do they?
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