Simple question. I'm getting a drop deck ready for faction play, and I have my mechs selected and skilled up to at least the elite level. How much further do I need to go to have them at a competitive level? Are weapon and mech modules an absolute must have before I can consider doing a drop? I understand things like radar derp are very useful, but do I need them on all my mechs to be able to start?
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4 replies to this topic
#1
Posted 08 October 2016 - 01:18 PM
#2
Posted 08 October 2016 - 01:30 PM
You don't *need* any skills or weapon groups to start FW, but the more you have the better off you will do. It's important to remember that FW groups all players together into a single queue, so you will be dropping against teams made of individual players pugging and using trial mechs all the way to well-coordinated competitive teams made of 12 man groups that are all on comms and have all of their mechs fully mastered and moduled. It really depends on knowing what you're in for before you drop.
#3
Posted 08 October 2016 - 01:36 PM
Nah. I switch up my mechs all the time for FP and so often I don't have them moduled out except for the consumables. It will certainly give you some added power but the only time I really notice it is when my weapon range is a touch lower than normal, etc. Now certainly, if you have a drop deck set up that you use often, or will be running all night, etc, I would focus on fitting them out fully. Having a fully kitted out drop deck is really your main goal. I also suggest running with a drop group to get your feet wet.
The individual mech choices, drop deck composition, team, and individual skill will really weigh much more in your performance than the modules.
The individual mech choices, drop deck composition, team, and individual skill will really weigh much more in your performance than the modules.
#4
Posted 08 October 2016 - 01:47 PM
Thanks. I have a setup that I think will work well, I just don't have the millions of c-bills I need to get all their module upgrades.
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