Weapon Module Priorities
#1
Posted 08 October 2016 - 07:45 AM
I have zero weapon modules. Unlocked-zero. Bought-zero.
So...I would like to be more careful in how I approach these. I get that it depends on my play style and what I use, but I guess I'm looking for guidance in terms of which make the most meaningful difference and which might be lemons.
On top of that, what are peep's general strategies for allocation? Do you double up on one weapon to max it out, or do you prefer hybridization?
And, I guess while I'm at it: all mechs have two weapon slots, right? Or, are there some freaks of nature out there that I haven't noticed because I haven't really paid attention who might have 3 or 1 or 17?
#2
Posted 08 October 2016 - 08:02 AM
Which to use: Whatever your main weapon is on that mech. Weapon modules are obviously more mech specific and less transferable than others. If I'm using two primary weapons, I'll often get a range module for the shorter range weapon and a cooldown module for the longer ranged weapon.
Otherwise, choosing between cycle time and range, I usually prefer cycle time on cooler weapons (like AC's) and range on lasers, as lasers tend to be limited in damage output by heat moreso than cycle time. Also to be considered: If you've already got large cooldown buffs via quirks, getting more is even more valuable because the DPS gain is non-linear - if you could get 100% cooldown, ignoring heat you'd approach infinite DPS, as your weapons would never need to cooldown.
SRM's I tend to go with range, or range+cooldown, as they have a close hard range cap beyond which they do no damage and are pretty toasty to start with.
Long range weapons are often kind of useless to use range mods on, despite the fact that the percentage gain rewards more meters range than it does with short range weapons, because (I guess excepting light-based ERLL style sniping) PUG match engagement ranges on the quickplay maps tend to be within 600m. Longer ranges rarely offer a lot of value there.
#3
Posted 08 October 2016 - 08:49 AM
PTS had some very steep weapon changes combined with extreme nerfs to weapon modules.
Instead, I recommend saving c-bills until things hit live within the next month or so.
Wait out the storm and then purchase as needed
#4
Posted 08 October 2016 - 09:01 AM
~Leone.
#5
Posted 08 October 2016 - 09:52 PM
AC's - Cool down modules
SRM- 1st range then cool down. For srm 6's go cool down first.
SSRM - range 1st for anything less than 6, cool down for streak 6 first.
For clan Lasers - I go cool down for ranged weapons. range for short small lasers.
IS Pulse - range
Gauss - cool down
LRM - cool down
IS lasers - range
Edited by Kali Rinpoche, 08 October 2016 - 09:53 PM.
#6
Posted 09 October 2016 - 02:18 AM
It's hard, because i really want a few.. radar dep might get me on my clan account though... But i keep thinking.. module sale is coming! they had one around this time last year.. saved all my money i got all summer and still no sale! lol
#7
Posted 09 October 2016 - 10:57 AM
For laser builds if you have several type they are usually heat limited anyway so the range(damage) boost is better.
No idea if it's good idea though. But the c-bills and GXP will come when you play often enough.
#8
Posted 09 October 2016 - 12:32 PM
Assuming the game is like other MMOs, I've started saving c-bills for a big sale around American Thanksgiving or Christmas.
#9
Posted 11 October 2016 - 01:21 PM
If you have 2 or more weapons in your build, think logically through your play style using the criteria Wintersdark laid out. Cooler-firing weapons benefit more from cooldown modules that increase the dps (e.g. AC's, and LRM's are no brainers, SRM's and Streaks may be more situational since boating them can make you run pretty hot) . Hot weapons benefit more from range modules (e.g. all energy weapons, SRM's/Streaks if run in large quantities).
SRM's/Streaks are the main weapons where the choice isn't pretty clear cut. Range seems like a good choice, but at higher levels of play, fewer people stand still and hitting with SRM volleys out to 300 meters is pretty tricky, so the range doesn't help as much as you would think. Cooldown modules make more sense generally once you cross into Tier 2-ish I would say.
Likewise, on clan Streaks, they already go 360m, and the extra range out to nearly 400m doesn't get you a whole lot. However Streaks have a longer cooldown than regular SRM's and any veteran clan streak boat pilot can tell you that waiting to get that next salvo off while under fire can be nerve-wracking. Cooldown makes a lot of sense there, too. IS streaks, with a range of only 270m, clearly benefit from a range module, but those are so underwhelming in general that most people never run them.
Both of these cases require you to actively manage your heat, however. If you're in a light or fast medium, getting in and out of cover periodically to cool off is not that difficult, but try the same approach in a heavy or assault and you may find there's limited benefit to the cooldown module if you keep finding yourself overheating in the open.
The upshot is that if you're carrying multiple weapon types including SRM's or Streaks and are trying to decide on modules, save modules for SRM's/Streaks for last, after you've finished up with modules on your other weapons.
Edited by Khereg, 11 October 2016 - 03:02 PM.
#10
Posted 11 October 2016 - 07:43 PM
So, the thing to do there was to put a cooldown module on the LPLs, to bring them closer to the MLs' rate of fire. And then put a range module on the MLs, to get them hitting closer to the LPLs' range. It works fairly well, especially when supplemented by mech quirks. (Ignore this for most light mechs, as they simply don't tend to have the free tonnage to run such builds.) So yeah, it kinda depends on your builds.
For instance, I run that LV build type on a few heavy mechs. Let's say, a certain WHM-6D. Three LPLs, four MLs. PERFECT mech for running the LPL cooldown and ML range modules together. On the other hand, I also love my ACH with six SPLs. With ONLY that one weapon system aboard, it's fine to run both SPL cooldown AND range. The cooldown does help get me into a little more heat trouble, but I just have to be a better mechwarrior and manage my heat more efficiently. The range boost helps TREMENDOUSLY--the closer you have to get to hit your target DWF, the further you have to run to get away from it when it turns its guns on your puny 30-tonner.
Folks put a lot of thought into this. I'm not one of them. But generally speaking, if you follow the advice of those above, especially Wintersdark and Khereg, you should do just fine.
Though I might hold on to the CBills until we know how things will settle with regard to Energy Draw...
#11
Posted 11 October 2016 - 11:22 PM
Not A Real RAbbi, on 11 October 2016 - 07:43 PM, said:
Yes, that's a very specific circumstance that works especially well with clan or IS laser vomit builds. It's why you have to really think through your specific build before you commit to the modules.
And Rabbi, if you don't quit changing your name, my senility is going to prevent me remembering that we're friends. Keep the Rabbi part, at least. I beg you.
#12
Posted 12 October 2016 - 03:44 PM
Khereg, on 11 October 2016 - 11:22 PM, said:
Its been with me for over a decade. That name has been around The Combat Zone's GR 5v5 ladder, the ol' BF2 infantry-only league, etc. With the (intentionally) incorrect capitalization and all. It ain't goin' nowhere.
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