What Is The Best Module
#1
Posted 28 November 2012 - 07:02 AM
there are several now, i dont know if more will come out. I like to brawl more than snipe and sit back. What is worth the money, because they are very expensive.
#2
Posted 28 November 2012 - 07:04 AM
#3
Posted 28 November 2012 - 07:05 AM
#4
Posted 28 November 2012 - 07:09 AM
#5
Posted 28 November 2012 - 07:10 AM
#8
Posted 28 November 2012 - 07:17 AM
I always use one or 2 jenners for my raven. I usually have the most dmg done due to it.
#9
Posted 28 November 2012 - 07:22 AM
#10
Posted 28 November 2012 - 07:26 AM
#11
Posted 28 November 2012 - 07:29 AM
Edited by Jeff K Notagoon, 28 November 2012 - 07:30 AM.
#12
Posted 28 November 2012 - 07:31 AM
From playing scouts a lot I kinda got used to farming Spotting in every game both for c-bills and experience gains at the end of the match. Every little helps.
Edited by Skaulic, 28 November 2012 - 07:31 AM.
#13
Posted 28 November 2012 - 07:31 AM
The rest are pretty much worthless considering how short range the maps are.
#15
Posted 28 November 2012 - 07:32 AM
Jeff K Notagoon, on 28 November 2012 - 07:22 AM, said:
what game are u playing? there are no boats other than the boken one on the forest map in this game
#16
Posted 28 November 2012 - 07:32 AM
Jeff K Notagoon, on 28 November 2012 - 07:22 AM, said:
You see no value to a scout who could peek over a hill at the start and say what type is going where?
#18
Posted 28 November 2012 - 07:38 AM
#19
Posted 28 November 2012 - 07:38 AM
Cap Accelerator, because I find that 50% of games I have an opportunity to go to cap, and capping faster is quite deadly for a victory.
Sensor Range, because it enables you to use higher range ballistics and LRM's more effectively.
Target Info, because it is beneficial to know where to shoot before you are 'able' to shoot. Firing blindly for your first salvo will usually result in damaging the mech in an area you don't need to either waste ammo/heat on.
360 Target Retention...this one is arguable. I argue that if you are a mech pilot worth your salt, and you get an enemy mech that is either circle strafing you, or gets behind you, that you should know where they are going with 80+% certainty. This really only helps people with a poor sense of timing as a light/medium is circling around them. The other 20% is for when you get a jump capable mech behind you that actually knows what they are doing and either stops there, or jumps over your head when you try to turn around to face him.
Zoom, because you have nothing better to do at all with your GXP. Seriously, it's like an old nintendo game drawing in a game with crisp and clean graphics. You can hardly make out what you are looking at anyway.
#20
Posted 28 November 2012 - 07:43 AM
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