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Pilot Modules


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#1 Neo34rd

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Posted 22 April 2017 - 04:29 AM

So I recently heard from a youtuber (can't remember which one, probably molten metal) that some pilot modules don't have to be equipped but still grant their bonuses. Can anyone confirm which modules don't need to be equipped?

#2 Koniving

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Posted 22 April 2017 - 04:42 AM

Uh...

Oh right.
The only ones that will probably still exist. The correct term is Pilot Skills as there are No modules for them.

Artillery has one.
Airstrike has one.
Coolshot has one.
UAV has one.

That's it.

These are the "Skills" you unlock to make the cbill versions equal to the MC versions.

Note: Most modules are going the way of the dinosaur with the new skill tree.

They will still exist, but as Mech "skills" to unlock... They really should call it a mech tweaking tree.

#3 Tier5 Kerensky

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Posted 22 April 2017 - 04:43 AM

No, all modules need to be equiped to be any use.

He must have referred to improvemends for consumables. They are all under "consumables" in skill tree.

#4 Rogue Jedi

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Posted 22 April 2017 - 05:07 AM

for consumables there are the consumables themselves, their upgrades (which upgrade the consumables, nothing to equip) and there are consumable enhancement modules, you do not want those as they take up 1 module slot, to provide further enhamcement to your 1 single use consumable of that type.

all modules must be equiped for you to gain any advantage, but the consumable upgrades are not modules

As Koniving said there is a new skill tree on the way (probably next month although it could be delayed again), part of that new tree is the removal of all modules, however anything spent on modules (not counting spent consumables) will be refunded

#5 Jingseng

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Posted 22 April 2017 - 05:21 AM

View PostKoniving, on 22 April 2017 - 04:42 AM, said:

Uh...

Oh right.
The only ones that will probably still exist. The correct term is Pilot Skills as there are No modules for them.

Artillery has one.
Airstrike has one.
Coolshot has one.
UAV has one.

That's it.

These are the "Skills" you unlock to make the cbill versions equal to the MC versions.

Note: Most modules are going the way of the dinosaur with the new skill tree.

They will still exist, but as Mech "skills" to unlock... They really should call it a mech tweaking tree.


Actually...

the following do NOT have an unlockable module in mechlab:
UAV Upgrade
Improved UAV
Cool Boost
Cool shot 9 by 9
Improved Artillery Strike
Improved Air Strike

So it seems cool shots and uavs have two passive upgrades ea.

#6 Koniving

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Posted 22 April 2017 - 05:51 AM

Improved used to require that you attach a module.
I know because I have unlocked improved artillery strike, didn't like it and therefore refused to equip it any more because it actually reduced the likelihood of hitting enemy mechs in a large group.

Mainly because they were 1) scattered and 2) likely to move away from the focal point rather than stay near it.

#7 Rogue Jedi

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Posted 22 April 2017 - 06:37 AM

View PostKoniving, on 22 April 2017 - 05:51 AM, said:

Improved used to require that you attach a module.
I know because I have unlocked improved artillery strike, didn't like it and therefore refused to equip it any more because it actually reduced the likelihood of hitting enemy mechs in a large group.

Mainly because they were 1) scattered and 2) likely to move away from the focal point rather than stay near it.

I know the accuracy requires a module, but to the best of my knowledge improved never has

#8 Koniving

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Posted 22 April 2017 - 06:44 AM

View PostRogue Jedi, on 22 April 2017 - 06:37 AM, said:

I know the accuracy requires a module, but to the best of my knowledge improved never has

That must be what I'm thinking of.

These things have 3 freaking modules?

Well skill things to unlock.





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