Which Pilot Modules To Get?
#1
Posted 23 May 2016 - 09:42 AM
So which ones should be next and which two do YOU use. (I'm assuming that there are only 2 spots)
#2
Posted 23 May 2016 - 09:52 AM
I don't really use them much, but...
Seismic sensor works wonders for slower mechs. Just hold still for a moment and engage "wall hacks" and bam... seismic sensor tells you where the big bad stompy people are. Mich fun to be had here.
Advanced Zoom for snipering (ignore reticle it lies).
MG rate and range.... such great fun!
Advanced aensors have been helpful as well.
#3
Posted 23 May 2016 - 09:53 AM
I use TIG and advanced decay situationally. Adv sensor range in ultra long range comp strats. Can't remember the last time I used anything else. Some like Adv Zoom, I think it's a waste.
Edited by TercieI, 23 May 2016 - 09:55 AM.
#4
Posted 23 May 2016 - 10:27 AM
TercieI, on 23 May 2016 - 09:53 AM, said:
I use TIG and advanced decay situationally. Adv sensor range in ultra long range comp strats. Can't remember the last time I used anything else. Some like Adv Zoom, I think it's a waste.
The longer I play the more useless Adv Zoom gets, but I think it's still a solid buy for a first module at lower tier play, mostly because it's cheap (2M), and it has a very tangible benefit when you are still working on aiming and shot-placement.
#5
Posted 23 May 2016 - 10:47 AM
Jables McBarty, on 23 May 2016 - 10:27 AM, said:
The longer I play the more useless Adv Zoom gets, but I think it's still a solid buy for a first module at lower tier play, mostly because it's cheap (2M), and it has a very tangible benefit when you are still working on aiming and shot-placement.
Maybe, though I favor developing the right habits early and I know very few top players that use it at all. And that 15K GXP to unlock is not cheap.
#6
Posted 23 May 2016 - 11:14 AM
I've seen Seismic used a lot in defense of planets.
Some of them seem silly, like a 2% added range on a weapon.
#7
Posted 23 May 2016 - 11:49 AM
LikeUntoGod, on 23 May 2016 - 11:14 AM, said:
I've seen Seismic used a lot in defense of planets.
Some of them seem silly, like a 2% added range on a weapon.
Mechs come with a set number of slots, usually 2 Consumable, 2 Weapon and 1 Mech. Mastery adds a flex slot that can be Mech or Weapon. Smurfy lists them in the MS column in the format M/W/C. IMO, seismic is always useful. The weapon modules are too, though they should really be set to max level (5 where range would be 10%, usually 3500 total GXP to unlock) or they're not nearly as valuable.
#8
Posted 23 May 2016 - 12:09 PM
1) Radar Dep
2) Seimic and Advanced Seismic
After that, Target Info Gather and (Advanced) Sensor Range. Because "Information is Ammunition " Which one comes first depends a little on playstyle, because range is nice if I'm an inveterate sniper. Otherwise, TIG, bcause the faster you know what component your teammates have opened, the faster you can pick it off.
So,
3) Target Info Gathering
4) Advanced Sensor Range
Everything else is subject to what kind of goofing off I want to do. Target decay, 360 Degree Targeting, etc fall into this category.
Honorable Mention: I like Adv Zoom on some of my trolliest sniper builds, because funny.
#9
Posted 23 May 2016 - 12:14 PM
#10
Posted 23 May 2016 - 02:02 PM
#11
Posted 23 May 2016 - 04:47 PM
~Leone
#12
Posted 23 May 2016 - 06:38 PM
Weapon mods that come with preorder vary alot but in general one of them is going to be a cooldown or range increase for medium lasers/ pulse lasers. So if you plan on preorder purchases it's not a bad choice to unlock those two for clan and innersphere.
In general on weapon mods I favor cooldowns for large pulse lasers, srm, lrm and ballistic weapons and range mods for all lasers and srms.
I have everything unlocked from playing for so long. But I don't really buy much of anything unless it's for FW mechs. For Faction dropdecks I Own 4 seismic sensors and radar derps, 3 each of med laser range, er medium laser range, clan and innersphere lg pulse laser range., two each AC 5 cooldown, clan and innersphere guass cooldown, clan and innersphere er ppc cooldown. I just move them from build to build as those are the weapons i favor. I also have clan small and small pulse laser mods for my arctic cheetah builds. It was pricey buying all of them but the 4 seismic and radar derps are worth it.
#13
Posted 23 May 2016 - 08:28 PM
Radar derp and seismic wallhack!
#14
Posted 23 May 2016 - 09:36 PM
Hill climb i try to get on my mediums and lights if they don't have JJ's, even fast heavies too, really to me it is a must have on those mechs even better than seismic IMO as sure it is good to know if someone is coming or closde, but id rather beable to run up and over a hill i normally couldn't. then again IS mechs have enough module slots so i typically don't have to choose.
on my third module slot i typically add
Targeting info gathering on any pin-point mech is great.
On mechs that i brawl and use SRM's or not so many pin-point weapons, i find 360 very worth while.
Typically radar dep only slips in on slower mechs for the most part. Snipers/LRMers it is a a good module for them as you can dip of radar faster and they won't see where you are going to pop up as easily. But i tend to short/medium range and brawl and it's basically useless for that style. But for me, on most mechs, it only drops you off radar a tiny bit faster, so faster mechs can just keep moving to avoid LRM's, the assaults are the ones that it helps the most for me. as they are much slower, and that second can mean the difference between the volley hitting you and not, fast mechs you just move another 5-10m and they miss anyway. I don'[t play the peek and poke much, so dropping of radar then popping back doesn't help me at all. Lights/meds i just take an extra 1 sec and then change my course.
and of course if you have a mech with LRM's Targeting decay is a must, typically LRM mechs are the ones that i will add radar dep so it's a good combo
Edited by JC Daxion, 23 May 2016 - 09:44 PM.
#15
Posted 24 May 2016 - 05:38 AM
Boogie138, on 23 May 2016 - 08:28 PM, said:
Radar derp and seismic wallhack!
Apparently so. Seriously, this is the only answer. These are the modules used by virtually every top player on virtually every build. Don't overthink.
Edited by TercieI, 24 May 2016 - 05:38 AM.
#16
Posted 24 May 2016 - 06:47 AM
Range (full unlock) is good on ERLL where it can make a decent difference when you are engaging at extra long range, which is quite common.
Firing rate best on builds which dont overheat, otherwise you tend to get the same number of shots off before having to disengage to cooldown anyway.
#17
Posted 24 May 2016 - 06:50 AM
***EDIT - Decided my comments were not proper decorum***
There is a lot of hand holding going on here.
Questions are asked, answered, apparently ignored and asked again later.
Good luck with your game.
Edited by SkavenDC, 24 May 2016 - 06:53 AM.
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