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Question About Modules


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#1 Pendragon58

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Posted 03 July 2016 - 09:17 AM

I finally bought the Advance Zoom with 5000GXP then had to mount it for another 2mil, now do I have to pay another 2mil to dismount it from one mech and mount it on another?

#2 p4r4g0n

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Posted 03 July 2016 - 09:39 AM

The 5,000GXP cost is to unlock the modules for purchase.

The 2 million C-Bills are for the purchase of the actual module.

The module can only be installed in one mech at a time unless you buy a second module. There is no cost to removing the module from Mech #1 and installing it in Mech #2.

#3 Sadistic Savior

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Posted 03 July 2016 - 09:43 AM

View PostPendragon58, on 03 July 2016 - 09:17 AM, said:

I finally bought the Advance Zoom with 5000GXP then had to mount it for another 2mil, now do I have to pay another 2mil to dismount it from one mech and mount it on another?

All modules are one time payments. You can remove them from one mech and put them on anther any time after that. Any module works on any mech (IS or Clan). Except weapon modules, which are specific to IS or Clan weapons. You can buy more than one of the same module if you want, but most people just swap the same one out between mechs.

Modules have to be unlocked with GXP before you can use them. The purchase price is completely separate from the unlock. Modules only have to be unlocked once.

Edited by Sadistic Savior, 03 July 2016 - 09:45 AM.


#4 mailin

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Posted 03 July 2016 - 10:25 AM

Think of it this way. The GXP allows you to figure out what you need to mount on your mech to make the appropriate adjustments (i.e., modules) and the c-bills are the cost to buy the actual equipment. Once you have the equipment, you can put it on any mech you want, but only one at a time. If you want it on two mechs at the same time it'll cost c-bills for each one.

Edited by mailin, 03 July 2016 - 10:26 AM.


#5 Pendragon58

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Posted 03 July 2016 - 11:22 AM

Ok thanks for all the info

#6 Boulangerie

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Posted 03 July 2016 - 06:04 PM

Since modules are so expensive, I swap them between mechs all the time. The only reason to have multiples is for Faction Warfare when you need 4 mechs equipped at a time.

Also, pro tip, if you die and quit a match before it's over, your mech is locked. However, you can unequip any engines or modules you want and then equip them onto another mech to use before the first mech is ready to play. This is really helpful when you made a bad mistake and got caught out of position really early in the match and want to drop in another mech right away.

#7 TheFourthAlly

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Posted 03 July 2016 - 08:02 PM

View PostBoulangerie, on 03 July 2016 - 06:04 PM, said:

Since modules are so expensive, I swap them between mechs all the time. The only reason to have multiples is for Faction Warfare when you need 4 mechs equipped at a time.

Also, pro tip, if you die and quit a match before it's over, your mech is locked. However, you can unequip any engines or modules you want and then equip them onto another mech to use before the first mech is ready to play. This is really helpful when you made a bad mistake and got caught out of position really early in the match and want to drop in another mech right away.

I did not know that one. Cheers. 6 mil for a Radar Deprivation seemed a lot if I had to start buying them for all three of my first Mechs I recently mastered.

#8 S 0 L E N Y A

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Posted 04 July 2016 - 05:50 PM

View PostTheFourthAlly, on 03 July 2016 - 08:02 PM, said:

I did not know that one. Cheers. 6 mil for a Radar Deprivation seemed a lot if I had to start buying them for all three of my first Mechs I recently mastered.


It adds up FAST. Especially if you really get into it and have numerous mechs setup as alternates for different maps and game modes.

Dont forget 2 weapon modules on average per mech, plus seismic, target decay, zoom or whatever else.

But that is the cost of playing the big boy mode

#9 TheFourthAlly

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Posted 04 July 2016 - 08:24 PM

View PostBoogie138, on 04 July 2016 - 05:50 PM, said:

It adds up FAST. Especially if you really get into it and have numerous mechs setup as alternates for different maps and game modes.

Dont forget 2 weapon modules on average per mech, plus seismic, target decay, zoom or whatever else.

But that is the cost of playing the big boy mode

I did start adding weapon modules here and there and realised that at 3 mil a pop for some, I was basically spending a sizeable Mech worth of c-bills on this. I did like the added quirks of those modules though, so it is a trade-ff, but boy do they seem on the pricey side. Working as intended I suspect, using them as an easy game-points sink. :)

#10 S 0 L E N Y A

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Posted 05 July 2016 - 12:25 AM

View PostTheFourthAlly, on 04 July 2016 - 08:24 PM, said:

I did start adding weapon modules here and there and realised that at 3 mil a pop for some, I was basically spending a sizeable Mech worth of c-bills on this. I did like the added quirks of those modules though, so it is a trade-ff, but boy do they seem on the pricey side. Working as intended I suspect, using them as an easy game-points sink. :)


Yep, just another grind generator.
Unfortunately they become damn near mandatory at higher levels of play. The smallest mistake or disadvantage snowballs into a loss rather easily.

#11 Sadistic Savior

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Posted 05 July 2016 - 06:04 PM

View PostTheFourthAlly, on 03 July 2016 - 08:02 PM, said:

I did not know that one. Cheers. 6 mil for a Radar Deprivation seemed a lot if I had to start buying them for all three of my first Mechs I recently mastered.

Radar Deprivation is the most useful module in the game IMO. The expense is 100% justified. Pretty much any mech in any role can make use of this.

#12 Boulangerie

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Posted 06 July 2016 - 01:21 AM

View PostSadistic Savior, on 05 July 2016 - 06:04 PM, said:

Radar Deprivation is the most useful module in the game IMO. The expense is 100% justified. Pretty much any mech in any role can make use of this.

This is pretty much true. The only exception is if you have an ECM mech. I usually run Seismic on those. Seismic also gains a lot of power with brawling mechs, perhaps surpassing Radar Derp once you learn the maps and just move from cover to cover.

#13 Digital_Angel

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Posted 06 July 2016 - 09:09 AM

View PostBoulangerie, on 06 July 2016 - 01:21 AM, said:

This is pretty much true. The only exception is if you have an ECM mech. I usually run Seismic on those. Seismic also gains a lot of power with brawling mechs, perhaps surpassing Radar Derp once you learn the maps and just move from cover to cover.


Just for fun, I put Radar Dep on my Spider 5D once for Scouting runs. Between ECM and Radar Dep both (and just being fairly quick and maneuverable), you just get to laugh at all the Streak carriers trying to go after you.

#14 TheFourthAlly

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Posted 06 July 2016 - 05:19 PM

View PostSadistic Savior, on 05 July 2016 - 06:04 PM, said:

Radar Deprivation is the most useful module in the game IMO. The expense is 100% justified. Pretty much any mech in any role can make use of this.

Granted, I do see the use of having it, just not buying 18-mil worth of them for all my Hunchies when I can get one and swap it around. I'm pretty sure 12 million c-bills should go some way to getting a new mech. :)

#15 Sadistic Savior

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Posted 06 July 2016 - 07:42 PM

View PostBoulangerie, on 06 July 2016 - 01:21 AM, said:

This is pretty much true. The only exception is if you have an ECM mech. I usually run Seismic on those. Seismic also gains a lot of power with brawling mechs, perhaps surpassing Radar Derp once you learn the maps and just move from cover to cover.

Seismic is my 2nd go-to module. One heavy or assault mechs it can be a life saver. You'll see those lights trying to flank you from around the mountain/building/whatever.

#16 Boulangerie

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Posted 07 July 2016 - 01:24 AM

View PostSadistic Savior, on 06 July 2016 - 07:42 PM, said:

Seismic is my 2nd go-to module. One heavy or assault mechs it can be a life saver. You'll see those lights trying to flank you from around the mountain/building/whatever.


It's actually really good on lights too. When you can tell whether your opponent is going right or left around an obstacle, you have the speed to change direction and backstab them.

I actually only have 3 pilot modules: Radar dep, seismic, and Advanced Target Decay. After those, there's a big dropoff in the payout.

#17 Digital_Angel

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Posted 07 July 2016 - 06:18 AM

View PostBoulangerie, on 07 July 2016 - 01:24 AM, said:

I actually only have 3 pilot modules: Radar dep, seismic, and Advanced Target Decay. After those, there's a big dropoff in the payout.


Radar Dep, Sesimic, Target Decay (and maybe 360 Retention for Streaks) for missile boats and Advanced Zoom for sniper builds are pretty much the only Mech Modules I really see used or would recommend to most people.

Weapon Modules: sure depending on load out. Consumables: go for it, but Mech modules are fairly limited in the ones really worth using.

#18 p4r4g0n

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Posted 07 July 2016 - 07:19 AM

View PostDigital_Angel, on 07 July 2016 - 06:18 AM, said:


-snip-
360 Retention for Streaks) for missile boats
-snip-



Please note that the 360 Retention Module does NOT retain target lock when target is behind you. What is retained is the target info only.

Therefore its efficacy for LRM / Streak missiles is somewhat doubtful.

#19 Digital_Angel

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Posted 07 July 2016 - 08:16 AM

View Postp4r4g0n, on 07 July 2016 - 07:19 AM, said:


Please note that the 360 Retention Module does NOT retain target lock when target is behind you. What is retained is the target info only.

Therefore its efficacy for LRM / Streak missiles is somewhat doubtful.


Good to know. The one I got from the event is the first 360 module I've actually had in my inventory. Yet another instance of lack of detailed tutorial or user manual for MWO.





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