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Mech Modules And Cw


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#1 Magnus Rhyde

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Posted 20 February 2016 - 09:26 AM

So for the past few days I've been looking in depth at all the mech customization in the game and I spent some time looking at the mech mods in particular. Now through most of my time playing MWO I've usually been told that for mech mods, Radar Dep is always the way to go. Since I play a lot of CW that only make sense. So now my question is this, has anyone found a use for any of the other mods and if so, how does it benefit over the Radar Dep, and what could PGI do to make the other mods more viable for the game?

#2 Dawnstealer

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Posted 20 February 2016 - 09:39 AM

I would say that Seismic is the most ubiquitous module. Being able to tell where the enemy is without having to peek around a corner, or knowing when a Light is sneaking up behind you? Huge.

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 Magnus Rhyde

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Posted 20 February 2016 - 10:04 AM

Yeah seismic being better than radar dep too. Thanks for the post.

#4 Leone

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Posted 20 February 2016 - 11:17 AM

When defending, it's great to park a mech with seismic near the gates who can call the enemy push before it's even in view. Also, I've know folk who like using radar decay for their missile mechs, cuz their the sort who brings missile mechs in CW. Let's see...

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 MaxFool

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Posted 20 February 2016 - 11:27 AM

The value of seismic indeed goes up in CW. If in normal queue you just end up nascaring all match, seismic has no value in that kind of play (for seismic to work you must stand still). But in CW you do much more trading from static positions, where most of the time you get the full benefit from seismic.

If trading from long range is your thing (or that specific mechs thing), value of advanced zoom also goes up.

#6 Magnus Rhyde

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Posted 20 February 2016 - 05:42 PM

Great feedback everyone, thank you all.

#7 Kuritaclan

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Posted 20 February 2016 - 07:47 PM

View PostDawnstealer, on 20 February 2016 - 09:39 AM, said:

I would say that Seismic is the most ubiquitous module. Being able to tell where the enemy is without having to peek around a corner, or knowing when a Light is sneaking up behind you? Huge.

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 sycocys

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Posted 20 February 2016 - 07:55 PM

Mech -
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 Willard Phule

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Posted 22 February 2016 - 04:07 AM

Modules are considered "end game content," CW is not. Keep in mind that if you're worrying about modules, 80% of your team won't be able to mount them anyway.

#10 Butumali

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Posted 22 February 2016 - 04:40 AM

View Postsycocys, on 20 February 2016 - 07:55 PM, said:

Mech -
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 Curccu

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Posted 22 February 2016 - 04:53 AM

View PostDawnstealer, on 20 February 2016 - 09:39 AM, said:

Especially in CW, where LRMs aren't as popular, Radar Derp's usefulness is debatable.

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 B0oN

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Posted 22 February 2016 - 04:59 AM

-Radar Deprivation as first prerequisite on any mech without ECM .
-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 sycocys

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Posted 22 February 2016 - 07:04 AM

View PostButumali, 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 Khereg

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Posted 22 February 2016 - 09:47 AM

I generally follow this order of priority with modules in CW - I say CW in particular b/c I see a lot more LRM's in CW than I do in solo/group queue. For non-CW, I might actually skip Radar Deprivation and rely on cover for LRM protection, especially in a light. YMMV:

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 Sandpit

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Posted 22 February 2016 - 09:59 AM

OP, it depends on the mech and the role you're going to be filling on your team in my opinion.

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 Zolaz

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Posted 22 February 2016 - 09:13 PM

Most players do not know all the benefits from Radar Derp module. Hearing the sound that you have been targeted by someone lets you know to spread damage or get into cover. Adding increased time for the enemy to get targetting info about your mech. The protection from LRMs is more a secondary consideration. ECM and Radar Derp combo can ruin LRMs day and let you run around like a ninja.

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 Willard Phule

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Posted 23 February 2016 - 03:45 AM

View PostSandpit, on 22 February 2016 - 09:59 AM, said:

OP, it depends on the mech and the role you're going to be filling on your team in my opinion.

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 Curccu

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Posted 23 February 2016 - 04:43 AM

View PostWillard 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 Willard Phule

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Posted 23 February 2016 - 05:20 AM

View PostCurccu, on 23 February 2016 - 04:43 AM, said:

Sure and usually the team that brings more LRMs into a CW game loses the game.


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 Curccu

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Posted 23 February 2016 - 05:55 AM

View PostWillard 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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