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Ok, Weapon Modules!


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#1 TooDumbToQuit

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Posted 12 June 2016 - 10:50 AM

They seem to come down to two kinds. One extends range by 2% and the other reduces heat by I think 2.4%.

So the first call is to decide on a weapon. And I guess it should be one I use a lot on different mechs. I'm not noticing where range is a big deal so I'm thinking reducing heat.

And there are two semi-odd ones. Longer range for AMS and longer range for Flamers.

Since my Kit Fox Iron Dome has 3 AMS and the AMS overload module, it sort of makes sense but only for him. But is 2% range worth it? I can see heat help for Flamers but not range. I find myself using it only at close range.

Sooooo, what do you gals and guys use?

#2 Tarl Cabot

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Posted 12 June 2016 - 11:25 AM

First, big heads up. There are CLAN (CL. weapon) weapon modules (range and cooldown). The WEAPON modules without CL. are then for IS only. Both tech modules show up in the PILOT tree, regardless of mech selected (thanks PGI Posted Image ) The Weapon miscellaneous and mech modules though are usable with both techs.

Only.For weapon modules there are cooldown and range. That percentage is T1 or the lowest setting. You can increase the percentage by purchasing it with GXP. Each tier increases the percentage, with T5 5/5 (GXP to purchase) provides 10% range.

So to put it in better perceptive. Both CL and IS Flamer has a default range (no quirks) of 90m. A 10% range module for tech will extend that to 99m.

So 2% , 4%, 6%, 8%, 10%

http://mwo.smurfy-ne...eptmodule_range

Cooldown modules are from 2.4% to 12%

http://mwo.smurfy-ne...module_cooldown

You only need to purchase the tier increase with GXP for specific module once. Then any future purchase of that specific module is set. So if you have 5 Clan mechs using flamers and you want to put a CL. Flamer Range # module on it, it is still only 3million c-bills, whether it is a T1 or a T5.

Edited by Tarl Cabot, 12 June 2016 - 11:38 AM.


#3 Takashi Uchida

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Posted 12 June 2016 - 11:34 AM

I think "cooldown" might be confused with heat reduction. I believe cooldown refers to rate of fire (as in the time it takes between shots), not heat.

#4 Tarl Cabot

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Posted 12 June 2016 - 11:45 AM

View PostTakashi Uchida, on 12 June 2016 - 11:34 AM, said:

I think "cooldown" might be confused with heat reduction. I believe cooldown refers to rate of fire (as in the time it takes between shots), not heat.


Good catch!!! Weapon cooldown equals weapon delay/recycle timer before it can be fired again. But since a Flamer does not have a cooldown (same for TAG), meaning if you keep a button pressed it continues to fire. AMS is triggered by incoming missiles, also with no cooldown timer. AMS can be toggled off though, such as when you are scouting/hiding and do not want AMS to fire off when missiles pass you, since that could potentially alert the other team of your presence.

Edited by Tarl Cabot, 12 June 2016 - 12:06 PM.


#5 Not A Real RAbbi

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Posted 12 June 2016 - 12:51 PM

View PostTarl Cabot, on 12 June 2016 - 11:25 AM, said:

First, big heads up. There are CLAN (CL. weapon) weapon modules (range and cooldown). The WEAPON modules without CL. are then for IS only. Both tech modules show up in the PILOT tree, regardless of mech selected (thanks PGI Posted Image ) The Weapon miscellaneous and mech modules though are usable with both techs.

Only.For weapon modules there are cooldown and range. That percentage is T1 or the lowest setting. You can increase the percentage by purchasing it with GXP. Each tier increases the percentage, with T5 5/5 (GXP to purchase) provides 10% range.

So to put it in better perceptive. Both CL and IS Flamer has a default range (no quirks) of 90m. A 10% range module for tech will extend that to 99m.

So 2% , 4%, 6%, 8%, 10%

http://mwo.smurfy-ne...eptmodule_range

Cooldown modules are from 2.4% to 12%

http://mwo.smurfy-ne...module_cooldown

You only need to purchase the tier increase with GXP for specific module once. Then any future purchase of that specific module is set. So if you have 5 Clan mechs using flamers and you want to put a CL. Flamer Range # module on it, it is still only 3million c-bills, whether it is a T1 or a T5.


Further clarification:

There are 5 levels for each module, for MOST weapon modules (not for AMS, NARC, for instance). IF you have level 1 of the Clan ER Medium Laser Cooldown Module unlocked, and you buy the module, it will work at level 2 when you unlock that, and at level 3, and so on. That is, the MODULE doesn't have the level, but the PILOT does. You need to unlock the levels for your PILOT to use the MODULE. But for those modules with leveled skills on them, the module works REGARDLESS of the pilot's current level and the level when the module was purchased being different. The module works to the highest level of it that the pilot has unlocked.

Still, it is generally a best practice to max the module's level as soon as possible. The levels usually cost 500, 600, 700, 800, and then 900, in GXP, to unlock. So 3.500 GXP unlocks levels 1-5 of one weapon module.

And suddenly, the value of Champion mechs is apparent. Same for Premium time and the Tournament Supporter package. Remember, you get GXP equal to 7.5% of your XP payout for every match. If you earn, say, 1,000 XP in your next QP drop, you'll also get 75 GXP. Takes a while for that to add up to a module. And THAT is why some folks are willing to spend MC to convert mech XP to GXP. After all, if you've already completed the MASTER skill level for that mech, then any more XP you accrue is basically useless at the moment (we don't know if we'll ever get a meaningful skill tree revamp, which will obviously change things). Though if you hope to do so, I'd highly recommend WAITING until there's a conversion sale. They happen a couple times a year, and usually DOUBLE the amount of GXP per XP converted for the same MC price.

ANYHOW. Yeah, if you've got the money and KNOW you want that module, then go ahead and buy it, even if you don't have level 5 unlocked. You can do that later without having to re-buy the module. That's the TL;DR of it.

#6 TooDumbToQuit

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Posted 12 June 2016 - 01:51 PM

View PostSister RAbbi, on 12 June 2016 - 12:51 PM, said:

Further clarification: There are 5 levels for each module, for MOST weapon modules (not for AMS, NARC, for instance). IF you have level 1 of the Clan ER Medium Laser Cooldown Module unlocked, and you buy the module, it will work at level 2 when you unlock that, and at level 3, and so on. That is, the MODULE doesn't have the level, but the PILOT does. You need to unlock the levels for your PILOT to use the MODULE. But for those modules with leveled skills on them, the module works REGARDLESS of the pilot's current level and the level when the module was purchased being different. The module works to the highest level of it that the pilot has unlocked. Still, it is generally a best practice to max the module's level as soon as possible. The levels usually cost 500, 600, 700, 800, and then 900, in GXP, to unlock. So 3.500 GXP unlocks levels 1-5 of one weapon module. And suddenly, the value of Champion mechs is apparent. Same for Premium time and the Tournament Supporter package. Remember, you get GXP equal to 7.5% of your XP payout for every match. If you earn, say, 1,000 XP in your next QP drop, you'll also get 75 GXP. Takes a while for that to add up to a module. And THAT is why some folks are willing to spend MC to convert mech XP to GXP. After all, if you've already completed the MASTER skill level for that mech, then any more XP you accrue is basically useless at the moment (we don't know if we'll ever get a meaningful skill tree revamp, which will obviously change things). Though if you hope to do so, I'd highly recommend WAITING until there's a conversion sale. They happen a couple times a year, and usually DOUBLE the amount of GXP per XP converted for the same MC price. ANYHOW. Yeah, if you've got the money and KNOW you want that module, then go ahead and buy it, even if you don't have level 5 unlocked. You can do that later without having to re-buy the module. That's the TL;DR of it.


AWESOME, Thanks. NOW it makes sense!

P.S. you also answered my next question. What to do with all the extra MXP. But WAIT for the sale this time, stupid! lol

Edited by LikeUntoGod, 12 June 2016 - 01:52 PM.


#7 TooDumbToQuit

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Posted 12 June 2016 - 01:55 PM

Just for my Kit Fox, I need to get the AMS range one Posted Image

And WAIT! What do YOU think? extra range or lower heat?

Edited by LikeUntoGod, 12 June 2016 - 01:58 PM.


#8 SkavenDC

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Posted 12 June 2016 - 02:16 PM

Just so clear.

It's not lower heat. It's shorter time between shots.

If anything, it's actually more heat over a period of time because you can fire more frequently with it.

So, as an example, a laser with 8 heat and a 4 second cooldown will still generate 8 heat, but instead of firing it every 4 seconds, it will now fire every ~3.5 seconds.

Edited by SkavenDC, 12 June 2016 - 02:17 PM.


#9 JC Daxion

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Posted 12 June 2016 - 02:24 PM

(edit, i wouldn't bother with an AMS module, your kit fox uses 3 already and that should be plenty of coverage with out it, single AMS really don't benefit, and dual, benefit is marginal at best. I also would not put a module on flamers, even the range, they are just to short, and have no range extention, meaning after they cap range, they stop working. Unlike other weapons that reduce damage for a while. So a machine fun range module is still helpful, the flamer not so much.

My guess you have some combo of medium lasers on it? Hard to go wrong with a clan ERML range booster and recharge at this point to use your two slots.. something you will use again.



, Clan or IS an easy way.. If you are boating a bunch of weapons, range is typically better, especially with energy based weapons. If you are running a mech with a single ERPPC, or maybe a pair of large lasers, then you might want recharge. Though some mechs people will run both recharge+range, say for instance in the raven 3L with 2 ERLL"s,

When you get to the mediums and heavies/assaults with lots of weapons, it gets harder to decide, but again, boat up 5-6 medium pulse, get range. Your back up weapons are often missiles or an AC so add a module for that

Auto-cannons, i pretty much run recharge, simple fact that the heavier ones, i like to fire close anyway, as a miss is a waste of ammo. the longer range ones typically have enough range anyway, and at 600+ unless the target doesn't move i'll miss anyway. Posted Image

missiles, RE-charge always, though if you run a streak boat, range can help..

FOR IS
It is hard to go wrong with medium/large lasers and medium/large pulse lasers for range, SRM4 and 6 recharge, and ac20 and 5 recharge.. These are typically weapons used on tons of mechs so easy to swap around.

Ac range, ac10 ac2, UAC's, PPC's ERPPC's, Gauss ext are all are all much more nitch weapons so unlock those are you fall in love with a weapon using them and a set up you really like.

Clans are similar, but they really don't use clan AC's, you use the UAC's so swap that info with clan UAC's above, and just don't buy clan ac's, they are kinda borked, and no reason to use um, and have been on the back burner for years. Honestly i kinda wish PGI would just remove the weapon entirely as it just is not needed for balance, though i guess lore players might not like it.. but i think it could be better for the game, but that is a differnt topic.. Just know, Don't by clan AC modules and your good for now.

Edited by JC Daxion, 12 June 2016 - 02:28 PM.


#10 TooDumbToQuit

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Posted 12 June 2016 - 02:36 PM

View PostSkavenDC, on 12 June 2016 - 02:16 PM, said:

Just so clear. It's not lower heat. It's shorter time between shots. If anything, it's actually more heat over a period of time because you can fire more frequently with it. So, as an example, a laser with 8 heat and a 4 second cooldown will still generate 8 heat, but instead of firing it every 4 seconds, it will now fire every ~3.5 seconds.



OK, got it!

#11 TooDumbToQuit

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Posted 12 June 2016 - 02:40 PM

View PostJC Daxion, on 12 June 2016 - 02:24 PM, said:

(edit, i wouldn't bother with an AMS module, your kit fox uses 3 already and that should be plenty of coverage with out it, single AMS really don't benefit, and dual, benefit is marginal at best. I also would not put a module on flamers, even the range, they are just to short, and have no range extention, meaning after they cap range, they stop working. Unlike other weapons that reduce damage for a while. So a machine fun range module is still helpful, the flamer not so much. My guess you have some combo of medium lasers on it? Hard to go wrong with a clan ERML range booster and recharge at this point to use your two slots.. something you will use again. , Clan or IS an easy way.. If you are boating a bunch of weapons, range is typically better, especially with energy based weapons. If you are running a mech with a single ERPPC, or maybe a pair of large lasers, then you might want recharge. Though some mechs people will run both recharge+range, say for instance in the raven 3L with 2 ERLL"s, When you get to the mediums and heavies/assaults with lots of weapons, it gets harder to decide, but again, boat up 5-6 medium pulse, get range. Your back up weapons are often missiles or an AC so add a module for that Auto-cannons, i pretty much run recharge, simple fact that the heavier ones, i like to fire close anyway, as a miss is a waste of ammo. the longer range ones typically have enough range anyway, and at 600+ unless the target doesn't move i'll miss anyway. Posted Image missiles, RE-charge always, though if you run a streak boat, range can help.. FOR IS It is hard to go wrong with medium/large lasers and medium/large pulse lasers for range, SRM4 and 6 recharge, and ac20 and 5 recharge.. These are typically weapons used on tons of mechs so easy to swap around. Ac range, ac10 ac2, UAC's, PPC's ERPPC's, Gauss ext are all are all much more nitch weapons so unlock those are you fall in love with a weapon using them and a set up you really like. Clans are similar, but they really don't use clan AC's, you use the UAC's so swap that info with clan UAC's above, and just don't buy clan ac's, they are kinda borked, and no reason to use um, and have been on the back burner for years. Honestly i kinda wish PGI would just remove the weapon entirely as it just is not needed for balance, though i guess lore players might not like it.. but i think it could be better for the game, but that is a differnt topic.. Just know, Don't by clan AC modules and your good for now.


Well, I had to double down on the Iron Dome since I already have the AMS overload. His role is defense, he only has 4 MGs, 2 SPL and a Flamer.

I will look and see what weapon I use the most. I've went away from PPCs due to my eye so...Clan extra large laser I maybe think.

Thanks everyone!

#12 S 0 L E N Y A

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Posted 12 June 2016 - 04:12 PM

General rule of thumb -
For lasers - always go for range modules, ER large lasers are a plausible exception.
Autocannons are all about DPS, so cooldown should be your priority.
Missles should always go with cooldown. Range is all but useless on LRMs and make little sense for SRMs.


#13 JC Daxion

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Posted 12 June 2016 - 04:39 PM

well in that case i would just add SPL range then, but honestly, that build would go much better with a pair or ERML's. would let you do far more damage for much of the game as if you are defending lances, you are out of range from attack for the most part.

If a light, or a time when you can get upclose, then your machine guns can wreck havok on an open torso, and the flamer can help bump heat at that point.

But running just a pair of SPL's on that build, to me is doing more harm than good in the over all style of that type of build. They are a weapon that needs to really be boated in groups of 4+ and preferably on something that goes over 120 KPH..

though something like a nova, or others than can boat 6-8+ with hauling another group of larger ranged weapons can also be done at slower speeds.. but in the kit fox's place, and that set up,, go with ML's and grab that ERML module,

#14 Sadistic Savior

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Posted 12 June 2016 - 05:35 PM

View PostLikeUntoGod, on 12 June 2016 - 10:50 AM, said:

They seem to come down to two kinds. One extends range by 2% and the other reduces heat by I think 2.4%.

So the first call is to decide on a weapon. And I guess it should be one I use a lot on different mechs. I'm not noticing where range is a big deal so I'm thinking reducing heat.

Cooldown does not reduce heat. It actually increases it.

Cooldown makes your weapons fire faster (and you will also build heat faster because of it). Cooldown reduces the time it takes for your weapons to recharge.

#15 TooDumbToQuit

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Posted 12 June 2016 - 09:40 PM

View PostJC Daxion, on 12 June 2016 - 04:39 PM, said:

well in that case i would just add SPL range then, but honestly, that build would go much better with a pair or ERML's. would let you do far more damage for much of the game as if you are defending lances, you are out of range from attack for the most part.

If a light, or a time when you can get upclose, then your machine guns can wreck havok on an open torso, and the flamer can help bump heat at that point.

But running just a pair of SPL's on that build, to me is doing more harm than good in the over all style of that type of build. They are a weapon that needs to really be boated in groups of 4+ and preferably on something that goes over 120 KPH..

though something like a nova, or others than can boat 6-8+ with hauling another group of larger ranged weapons can also be done at slower speeds.. but in the kit fox's place, and that set up,, go with ML's and grab that ERML module,


I do want something I can shot back with, lol. I was going with the SPL to fight off other lights and to come in close but i guess being very close is too close for them. And it is really annoying to not be able to strike back.

I'll give those a try Posted Image

OK, done, lol I had to get back and do it or I would think about it all night. I find myself doing that in this game. Late at night going..."hmmm, what if I did this?"

I need Madden to start so I can stay up going "hmmm, how do I stop KevDog's slot drags across the middle?", lol

Edited by LikeUntoGod, 12 June 2016 - 09:46 PM.


#16 TooDumbToQuit

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Posted 12 June 2016 - 09:47 PM

View PostSadistic Savior, on 12 June 2016 - 05:35 PM, said:

Cooldown does not reduce heat. It actually increases it.

Cooldown makes your weapons fire faster (and you will also build heat faster because of it). Cooldown reduces the time it takes for your weapons to recharge.



And it seems like Clan Mechs run hot anyway....

#17 S 0 L E N Y A

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Posted 12 June 2016 - 10:06 PM

View PostLikeUntoGod, on 12 June 2016 - 09:47 PM, said:



And it seems like Clan Mechs run hot anyway....


Yep. Which is why cooldown mods for lasers extra make no sense for Clammers. It is all about hit and fade with Clammers (aka peekaboo warrior)

#18 Not A Real RAbbi

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Posted 12 June 2016 - 11:40 PM

View PostLikeUntoGod, on 12 June 2016 - 09:47 PM, said:



And it seems like Clan Mechs run hot anyway....


Clan lasers have higher heat than their IS counterparts. They also generally have longer duration and longer cooldown. That sorta-kinda helps offset that higher heat, in terms of heat-per-second. It's up to you to consider if you're comfortable enough with the heat load, to go increasing your rate of fire by several percent (and therefore, increasing your heat buildup over time).On your Kit Fox, there's no reason to NOT go with a cooldown module--twin Clan SPLs aren't going to max-out your Clan Double Heat Sinks any time soon, and that's just more DPS for one of the most tonnage-efficient DPS weapons in the game, PERIOD.

If you swap up to an ERPPC or ERLL, or even drop the SPLs and Flamer for a trio of ERMLs, then you have something to think about. Three ERMLs DO throw off some heat.

And yeah, 'cooldown' was maybe a bad choice of words in a game where HEAT is so important. But 'reload' doesn't really apply to energy weapons, and they apparently wanted to keep it consistent across all weapon types. So it has to work, and it's not 100% ideal. Kinda like most politicians: "Not the BEST choice for the job, just the least-bad that we could come up with, according to (apparently) a majority of people whose opinions matter."

#19 Boulangerie

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Posted 13 June 2016 - 01:31 AM

View PostLikeUntoGod, on 12 June 2016 - 09:47 PM, said:



And it seems like Clan Mechs run hot anyway....


Clan weapons run hot for two reasons.
1. They usually have higher heat for the same type of weapon versus the IS counterpart (tradeoff for higher damage and range).
2. Clan mechs have a lower heat capacity. They make up for this with higher heat dissipation. You will cool off faster with the same amount of heat sinks.

I'd trade out your flamer and the SPLs for 3 ERML personally, but I have never run a clan light before, maybe someone else can weigh in there.

#20 S 0 L E N Y A

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Posted 13 June 2016 - 02:43 AM

Also keep in mind Clan mechs do not have as high as a heat threshold as IS mechs (however they dissipate heat quicker).
Thus even if you could put IS weapons on a Clan mech, the Clan mech would still end up shutting down faster than its IS counterpart.





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