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What Is The Best Module


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#1 SC1P1O

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Posted 28 November 2012 - 07:02 AM

What do you guys think is the best module to invest gxp and a few million into that will benefit me?
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 Mu

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Posted 28 November 2012 - 07:04 AM

Sensor range is essential. All other modules range from useless crap to not worth it.

#3 SC1P1O

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Posted 28 November 2012 - 07:05 AM

what does it do exactly? just lets you know where they are ahead of time?

#4 Codejack

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Posted 28 November 2012 - 07:09 AM

Zoom module is a must-have if you run long-range direct-fire weapons such as Gauss, ER energy weapons and light ACs.

#5 SC1P1O

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Posted 28 November 2012 - 07:10 AM

between 360 degree targeting, sensor range, and info gather which one gives best tactical advantage?

#6 Vassago Rain

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Posted 28 November 2012 - 07:10 AM

View PostCodejack, on 28 November 2012 - 07:09 AM, said:

Zoom module is a must-have if you run long-range direct-fire weapons such as Gauss, ER energy weapons and light ACs.


>8-bit pixel zoom is a must-have.

No.

#7 Skaulic

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Posted 28 November 2012 - 07:12 AM

View PostSC1P1O, on 28 November 2012 - 07:10 AM, said:

between 360 degree targeting, sensor range, and info gather which one gives best tactical advantage?

Sensor Range>Target Info>360 would be my preference.

#8 Orkhepaj

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Posted 28 November 2012 - 07:17 AM

Jenner
I always use one or 2 jenners for my raven. I usually have the most dmg done due to it.

#9 Jeff K Notagoon

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Posted 28 November 2012 - 07:22 AM

Unless you are in a LRM boat (tip: never be in a LRM boat), sensor range is useless. My top 2 are 360 retention and capture accelerator.

#10 SC1P1O

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Posted 28 November 2012 - 07:26 AM

why is sensor range good if lrms can only reach out to 1000m?

#11 Jeff K Notagoon

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Posted 28 November 2012 - 07:29 AM

Lrms go to 1000 but sensor range only goes to something like 650.

Edited by Jeff K Notagoon, 28 November 2012 - 07:30 AM.


#12 Skaulic

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Posted 28 November 2012 - 07:31 AM

790m sensor range iirc (module + BAP). Also the passive of detecting shut down mechs in 120m (again iirc) is not to be sniffed at.

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 80sGlamRockSensation David Bowie

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Posted 28 November 2012 - 07:31 AM

360 radar, or 15% faster cap.

The rest are pretty much worthless considering how short range the maps are.

#14 Codejack

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Posted 28 November 2012 - 07:31 AM

View PostSC1P1O, on 28 November 2012 - 07:26 AM, said:

why is sensor range good if lrms can only reach out to 1000m?


Because max range is only an absolute for SRMs; all other weapons can exceed their range, usually with reduced damage.

#15 Orkhepaj

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Posted 28 November 2012 - 07:32 AM

View PostJeff K Notagoon, on 28 November 2012 - 07:22 AM, said:

Unless you are in a LRM boat (tip: never be in a LRM boat), sensor range is useless. My top 2 are 360 retention and capture accelerator.

what game are u playing? there are no boats other than the boken one on the forest map in this game

#16 Rotaugen

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Posted 28 November 2012 - 07:32 AM

View PostJeff K Notagoon, on 28 November 2012 - 07:22 AM, said:

Unless you are in a LRM boat (tip: never be in a LRM boat), sensor range is useless. My top 2 are 360 retention and capture accelerator.

You see no value to a scout who could peek over a hill at the start and say what type is going where?

#17 Jeff K Notagoon

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Posted 28 November 2012 - 07:37 AM

View PostRotaugen, on 28 November 2012 - 07:32 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?


Yes, but why would you need a target lock for this?

#18 Icebound

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Posted 28 November 2012 - 07:38 AM

Sensor range only helps gausscats or other snipers.

#19 CodeNameValtus

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Posted 28 November 2012 - 07:38 AM

Cap Accelerator -> Sensor Range -> Target Info -> 360 Target Retention -> Craptastic zoom (only if you have nothing else to spend GXP on, and I sincerely hope there is something more worthwhile or this is fixed by then)

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 Codejack

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Posted 28 November 2012 - 07:43 AM

Yea, keep on dissing the zoom module; meanwhile, I will keep headshotting at 1200m.





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