What Modules Should A Pilot Take First?
#1
Posted 15 December 2012 - 09:50 AM
Any advice on what the experienced players have found to be the best Modules to research first would be appreciated.
Based on Mech Variants/Roles please.
#2
Posted 15 December 2012 - 10:11 AM
#3
Posted 15 December 2012 - 10:27 AM
nungunz, on 15 December 2012 - 10:11 AM, said:
I'm leaning toward 360 Sensor.
Then Sensor Extender.
Cap acceleration sounds nice; but seems a bit like more of one you'd get after the first two which directly help combat.
Advanced Zoom in this game seems to be somewhat redundant. That's for sure.
I hardly ever zoom in any case.
#4
Posted 15 December 2012 - 10:37 AM
Since:
1) 360 sensor is rather useless to me as an atlas.
2) Capping as an atlas is annoying. (If me has somehow managed to get past your team, you be doing something terribly wrong & likely going to die very soon.)
3) Advanced zoom's ridiculously grainy but it saves me a bit of time from having to zoom twice.
& as me already tend to have more than half the team behind my rear since pubs tend to be too scared to move up on their own, they can just target for me.
Also for the occasions that a mech gets behind me, me simply use the damage flash to know exactly where they are.
#5
Posted 15 December 2012 - 10:42 AM
#6
Posted 15 December 2012 - 10:52 AM
i likecensor raneg as well, its like BAP, but it cost money and no tonnage. seeing them before they can see you is mighty nice.
but i like shooting at people from a far, so those are my favorites so far.
#7
Posted 15 December 2012 - 10:52 AM
Tex Arcana, on 15 December 2012 - 10:27 AM, said:
Then Sensor Extender.
Cap acceleration sounds nice; but seems a bit like more of one you'd get after the first two which directly help combat.
Advanced Zoom in this game seems to be somewhat redundant. That's for sure.
I hardly ever zoom in any case.
The 360 is only useful if you play in a team. You should only get it for a fast scout mech (lights) and have a buddy with lrm's who will rain over the targets you pick. It is useless to any other role. It also cost 6m CB, that's not chump change even if you play a lot. I would think twice before getting this module.
Sensor range is also only useful for LRM boats. You won't benefit from being able to target an enemy 15% further if you can't shoot that far. If you are carrying such things as gauss or ppc, you won't need target lock to hit them anyway.
"Advanced zoom" is currently a place holder. Avoid it at all cost as its completely useless atm. Anyone who claims to get benefit from the current implementation of the "advanced zoom" is a noob or a mo ron. Sorry to be so blunt and I'm sure I just offended couple of people but that's what you are. Claiming that a module that is admitted even by the developer to be broken (in the bad way, not overpowered way) is useful to you, puts you on the same category as those people who think jesus really appeared on their toast.
The cap accelerator and quicker info modules can benefit any mech, but you need to ask yourself if you really need them.
#8
Posted 15 December 2012 - 11:36 AM
WoT's is a Periscope-style, Sniper-view.
In MWO it's just a bad "Screen expansion" which is more trouble than it's worth.
I haven't used Zoom much in combat (as stated earlier); I've learned to aim in normal view just fine.
Though when one is at range and trying to help a teammate in a "furball"; regular zoom can come in handy.
#9
Posted 17 December 2012 - 10:00 AM
I still find Sensor Ranger pretty useful. It allows you to get a lock on the enemy early and see what they are using. It also stacks with BAP, so you can get info on mechs up to around 1100m. I use it on my gauss/LL Cataphract build to get extra spotting c-bills and XP, and on my Dragon to see if I want to pursue a sneak attack on LRM boats (not so much lately with ECM though).
Once the battle gets up close, the Targeting Info should be useful for quickly identifying weak areas to exploit. At least that's my hope, presently I have to wait a bit for the info to appear before pressing my attack.
I would really like a good zoom module. I've stayed away from it now because people say it sucks, but I am often running around in zoom mode. It helps with targetting my lasers immensely, but I hate the 3-position zoom, would like to bind a key to toggle between zoom and standard view.
#10
Posted 01 December 2013 - 07:03 PM
Got 15K+ GXP to spend.
Have
Advanced Zoom
Advanced Sensor Range 1
Debating on
Capture Accelerator
Cool Shot 9x9
Advanced Sensor Range 2 + Seismic 1
EDIT - Info Gathering + possibly some 5K module or save 5K
One of the Strikes for 15K (NOT the Accuracies, the 15K ones decrease time by 1S and increase bombs from 6 to 10.)
Will not consider for now
Hill Climb - don't see the point except on bigger Mechs, seems overpriced in CB.
Gyros - don't see the point.
Target Decay - by the time I lose a target, I either go where I predict he will be or find someone else.
UAV - never used them beyond once.
Unsure of worth
360
EDIT - Cool Boost
Strike Accuracies
360 and Seismic appear too similar roughly, same CB cost per module, Seismic 1 gives nearly the same field of coverage you just cannot tell what it is behind you.
Why do Strike Accuracies take up a module slot in addition to the slot needed for a Strike? Makes no sense else I would consider them an option for my third choice. The other Strike Modules are not really modules, they just modify stats on Strikes (time and number of bombs). Accuracy mods the radius but needs a second slot?
Edited by Merchant, 02 December 2013 - 06:24 PM.
#11
Posted 02 December 2013 - 09:24 AM
target decay is worth it if you use LRM's or SSRM's much, can give time for those LRM's to hit the target before you lose lock or lets you keep the lock longer when jousting with a smaller mech.
I find cap accel handy on almost all my mechs (I PUG a lot)
the strike modules tighten up the spread of the strike but to me that is a bad thing currently, it just gives the enemy a smaller area to avoid.
Cool shot has a lot of worth if you are running a hot build.
adv sensor range I believe can be duplicated with a BAP (but the sensor range doesnt take slots/weight) but the BAP has some other benefits.
#12
Posted 02 December 2013 - 12:49 PM
Merchant, on 01 December 2013 - 07:03 PM, said:
Got 15K+ GXP to spend.
Have
Advanced Zoom
Advanced Sensor Range 1
Debating on
Capture Accelerator
Cool Shot 9x9
Advanced Sensor Range 2 + Seismic 1
One of the Strikes for 15K
Will not consider for now
Hill Climb - don't see the point except on bigger Mechs, seems overpriced in CB.
Gyros - don't see the point.
Target Decay - by the time I lose a target, I either go where I predict he will be or find someone else.
UAV - never used them beyond once.
Unsure of worth
360
Strike Accuracies
360 and Seismic appear too similar roughly, same CB cost per module, Seismic 1 gives nearly the same field of coverage you just cannot tell what it is behind you.
Why do Strike Accuracies take up a module slot in addition to the slot needed for a Strike? Makes no sense else I would consider them an option for my third choice. The other Strike Modules are not really modules, they just modify stats on Strikes (time and number of bombs). Accuracy mods the radius but needs a second slot?
I would vote for Advanced Sensor Range 2 and Seismic, even with the nerf seismic is still useful.
360 target retention is VERY situational. No where near as useful as seismic.
Both of the air/arty strikes require 2 slots for the accuracy bonus. Good for a scout mech.
#13
Posted 02 December 2013 - 01:01 PM
The third slot is a bit of a toss up depending on the mech. For brawlers the new Improved Gyros does seem to work well by reducing the shake from missiles and AC spam. LRM boats of course take Target Decay, whereas snipers take Advanced Zoom.
Sensor Range hasn't proved to be that useful to me since firing LRM's over 800m is usually dicey anyway, and if I'm sniping at that distance I don't usually need to target the mech anyway. I also don't use any of the consumable modules since they just cost such a big chunk of your payout at the end of the match. I'm experimenting with using UAV and possibly Arty/Air Strike on my Locust just to get them some bonus XP, but that's about it. They seem like a bit of waste since they usually won't influence the battle enough to make up for their high cost.
#14
Posted 02 December 2013 - 01:04 PM
If it were me, I would start there.
9x9
Art
Air
Uav
is the order I would buff them.
#15
Posted 02 December 2013 - 01:48 PM
#16
Posted 02 December 2013 - 02:09 PM
#17
Posted 02 December 2013 - 02:30 PM
#18
Posted 02 December 2013 - 05:58 PM
For clarity, I am aiming for something with use for all classes, not just limited to a certain small number of Mechs.
EDIT - modified my previous post for Cool Boost as Unsure.
@Eaerie,
I don't use either Missile much except on mixed builds, not boats or Lights.
I PUG a lot and usually wind up capping if in a Light or Medium but not really when I ran Assault.
There are 2 types of Strike modules, the Accuracies decreasing spread and the others that decrease delivery time by 1s and increase bombs from 6 to 10. Accuracies are out for reasons I will put in a topic in Suggestions, the other I would consider but I would use up 15K on one, I could not get Arty and Air together.
I rarely try to run hot builds, only done so twice regularly and one of those is gone.
BAP has features of both Sensor Range and Info Gathering plus finds shut down Mechs close by.
@Amsro, Thanks for clarifying between 360 and Seismic. See above about the Accuracy vs the Other Bombardment Modules.
@Doctor Proctor, How did I forget Info Gathering? I noticed it before writing the post, also reminded how BAP has its features plus Sensor Range (I think the two combine to extend range?), edited now.
I have dropped some Arty/Air in Locusts, usualy at the beginning. I zip out to scout, as the enemy gets into position, I try to drop one behind a couple since they are still bunched together a bit and some a few do not see the smoke.
I will also shamefully admit I once had one dropped on my poor Locust while capping, it killed me by itself at full health.
@3rdworld, indeed I have used the first three but not on every Mech, I try to make cool running designs and have only needed Cool Shots on 2 specific variants a lot, one of those is gone now. I am just using Arty and Air now.
@Terciel1976, interesting thought, how important are Sensor Range and Info Gathering given BAP has both features?
@Mc JR, Both, sometimes depending on Mech. When I ran Awesome, I did more Assault; Hunchback was more Conquest and Locust I just drop into Any. I may go Heavy next, possibly Thunderbolt since they should be up for CB purchase in December.
@SniperCon, thanks for verifying on 360, between you and Amsro this will add to my topic I will start later in Suggestions.
Edited by Merchant, 02 December 2013 - 06:25 PM.
#19
Posted 02 December 2013 - 08:58 PM
Merchant, on 02 December 2013 - 05:58 PM, said:
I find sensor range handy on longer range mechs, along with advanced zoom. I don't run it on small mechs, too many other modules I want usually. BAP takes 2 crit slots and 1.5 tons so I only run it when I need it (read: streak builds). TIG, however, just takes a module slot. I'm also pretty sure they stack.
#20
Posted 02 December 2013 - 09:38 PM
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