Jump to content

What is a Module?


18 replies to this topic

#1 zencynic

    Member

  • PipPipPipPipPip
  • 197 posts
  • LocationOhio, USA

Posted 24 June 2012 - 08:12 AM

I was going to ask what a module is, but I found an even better question as I was trying to line up citations for my first one. OK, here we go...

What is a module? I feel a little dumb asking. Maybe it's common knowledge, but I either I missed it or glossed over it. I saw it mentioned in Dev Blog 4. It looked kind of like Modules were slots to fit unlocked Skills into, but then they started talking about how modules could not stack, but certain skills could stack.
The Cost of Modules

A Module is unlocked by gaining efficiencies in a particular BattleMech’s Mech-XP Tree. When a single Tier for a given chassis is complete, the player earns 1 Player Point. Once a Module on the Pilot Skill Tree has been unlocked it produces modules. These modules are purchased as an item from the Store using C-Bills. If the player wishes to use the same module across multiple BattleMechs, they will have to purchase one for each.

Also, these pics used to be in the blog, but were removed. I'm not sure what, if anything, that means
Posted Image

Posted Image

Edited by zencynic, 24 June 2012 - 08:21 AM.


#2 Ranek Blackstone

    Member

  • PipPipPipPipPipPipPip
  • 860 posts
  • LocationUSA

Posted 24 June 2012 - 08:19 AM

A module is an item slotted into a mech to provide a bonus to a certain stat. For example, a scout to get a targeting link module that would provide better targeting information to LRM boats. LRMs fired at a target the scout can see will land in a smaller radius around the targeted mech, yeilding higher damage.

Skills would be things like torso twist speeds. A 2.5% bonus isn't all that much, but you could take that skill multipule times to yeild better results (like a 10% increase in speed)

#3 Orzorn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,327 posts
  • LocationComanche, Texas

Posted 24 June 2012 - 08:19 AM

Modules are akin to talents in World of Warcraft. They give you the ability to do things you normally could not do, such as call orbital strikes, zoom 12x, etc.

Skills are akin to stats. They provide bonuses to your mechs.

Edited by Orzorn, 24 June 2012 - 08:20 AM.


#4 zencynic

    Member

  • PipPipPipPipPip
  • 197 posts
  • LocationOhio, USA

Posted 24 June 2012 - 08:30 AM

View PostRanek Blackstone, on 24 June 2012 - 08:19 AM, said:

Skills would be things like torso twist speeds. A 2.5% bonus isn't all that much, but you could take that skill multipule times to yeild better results (like a 10% increase in speed)


I believe these are Mech Efficiencies, not skills.

View PostOrzorn, on 24 June 2012 - 08:19 AM, said:

Modules are akin to talents in World of Warcraft. They give you the ability to do things you normally could not do, such as call orbital strikes, zoom 12x, etc.

Skills are akin to stats. They provide bonuses to your mechs.


So when Dev Blog 4 lists these, what do they mean?
Scout Role Skills:
  • • Radar Range Increase – Increases radar range by 2% up to 5 times
  • • Ghost Signature – Increases length of time before a signal fades by 2% up to 3 times
  • • Vision Mode 1 - Zoom Vision – Allows the pilot to zoom 7x
  • • HUD Detail 1 – Enemy Damage Level – LOD detail in terms of damage
  • • HUD Detail 2 – Enemy Component State – Overall component criticality
  • • Null Signature System – Allows the pilot to appear shut down for 5 seconds
  • • Multi-Targeting – Allows the pilot to target multiple enemies up to 4 at a time.
  • • IDF Accuracy – Narrows the AOE of IDF fire.
  • • Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech


#5 NeonKnight

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 567 posts
  • LocationSurrey, BC, Canada

Posted 24 June 2012 - 09:12 AM

View Postzencynic, on 24 June 2012 - 08:30 AM, said:


I believe these are Mech Efficiencies, not skills.



So when Dev Blog 4 lists these, what do they mean?
Scout Role Skills:
  • • Radar Range Increase – Increases radar range by 2% up to 5 times
  • • Ghost Signature – Increases length of time before a signal fades by 2% up to 3 times
  • • Vision Mode 1 - Zoom Vision – Allows the pilot to zoom 7x
  • • HUD Detail 1 – Enemy Damage Level – LOD detail in terms of damage
  • • HUD Detail 2 – Enemy Component State – Overall component criticality
  • • Null Signature System – Allows the pilot to appear shut down for 5 seconds
  • • Multi-Targeting – Allows the pilot to target multiple enemies up to 4 at a time.
  • • IDF Accuracy – Narrows the AOE of IDF fire.
  • • Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech


Well, looking at the first one:

• Radar Range Increase – Increases radar range by 2% up to 5 times

If my RADAR RANGE in lets say 200 m (making this up here), then 2% increase 4 meters, so to 204 meters, not much, but it could be once you get to level 5, that 4 meters becomes 20 meters, so a level 5 have a radar range of 220 meters vs a 200 meter of level 0, If you are the level 5, and he is the level 0, you can skirt his radar range.

The second one I see as really big is the:

• IDF Accuracy – Narrows the AOE of IDF fire

Think of this as CLUSTER HITS in the TT game. Normally, you would roll dice hoping for BIG NUMBERS to state as many as possible missiles hit the target (more damage dealt). the IDF (or InDirect Fire) would equate in table top to say a +4 on the 2 d6 roll, giving you a better result on the Cluster Hit Table.

Or, that is how I see them

#6 zencynic

    Member

  • PipPipPipPipPip
  • 197 posts
  • LocationOhio, USA

Posted 24 June 2012 - 09:22 AM

Sorry, if I was unclear in the OP. I'm not asking about specific functions of skills. I'm asking about the general relationship between skills and modules and if there is anything else involved.

#7 Barlourd

    Member

  • PipPip
  • Elite Founder
  • Elite Founder
  • 49 posts
  • LocationTexas, USA

Posted 25 June 2012 - 07:53 AM

Skills, such as torso twist, are mech specific. Meaning that those skills only work with that mech. This was done, I think, as an incentive to not switch out 'mechs like you would a hat.

Modules can be fitted and unfitted. Only a specified number can be fitted to a 'mech at a time. You only get the bonus from the module that is actually fitted to the 'mech.

Hope this helps.

#8 Kanatta Jing

    Member

  • PipPipPipPipPipPipPipPip
  • 1,178 posts

Posted 25 June 2012 - 12:21 PM

So you pilot a Mech and gain XP in that Mech. You can then spend that XP to buy the efficiencies. When you buy an efficiency you get a Pilot Point that you can use to unlock something off of one of the module trees.

And good modules will cost more then one Pilot Point.

So you can probably level up your pilot faster if you use a bunch of Mechs.

And one of the higher up efficiencies might unlock an extra module slot on the Mech.

#9 Dimestore

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 302 posts
  • LocationVancouver (Pacific Standard Time Zone)

Posted 07 July 2012 - 12:55 AM

View PostBarlourd, on 25 June 2012 - 07:53 AM, said:

Skills, such as torso twist, are mech specific. Meaning that those skills only work with that mech. This was done, I think, as an incentive to not switch out 'mechs like you would a hat.

Modules can be fitted and unfitted. Only a specified number can be fitted to a 'mech at a time. You only get the bonus from the module that is actually fitted to the 'mech.

Hope this helps.


I am curious whether the skills are specific to a specific instance of a mech variant or if they will carry over between mechs as long as they are the same variant?

For example:
First I buy the Jenner JR7-D variant and walk up the skill tree for a while.
Then I sell that, buy the Jenner JR7-F, and start from scratch on it's skill tree.
After a while I decide I preferred the first variant I tried so I sell the second variant and buy another of the original variant.

Do I continue the skill tree for the JR7-D where I left off or am I right back at the beginning?

I would presume that I should resume my skill tree for that variant where I left off rather than starting from scratch again...if not then this will both stagnate mech selection and stretch credulity aka sabotage game world immersion. Having a separate skill tree progression for each variant can be argued as reasonable but having it be specific to an individual mech instance and yet not effected by mechlab mods to that individual mech instance isn't self-consistent.

Edited by Hax DB Header, 07 July 2012 - 02:38 AM.


#10 sergeyshum2000

    Member

  • Pip
  • Elite Founder
  • Elite Founder
  • 14 posts

Posted 01 October 2012 - 10:04 AM

View PostBarlourd, on 25 June 2012 - 07:53 AM, said:

Skills, such as torso twist, are mech specific. Meaning that those skills only work with that mech. This was done, I think, as an incentive to not switch out 'mechs like you would a hat.

Modules can be fitted and unfitted. Only a specified number can be fitted to a 'mech at a time. You only get the bonus from the module that is actually fitted to the 'mech.

Hope this helps.


Sorry for a dummy question. Could you please explain how to fitt and unfitt these slot modules? I've got 3 catapults and unlocked master variant for 2 of them. However i just don't understand what is a beenfit to have an additional module slot. I dont see that anything has changed in terms of the mech's capacity to handle weapons or equipment as i expected. So what does it mean - an additional module slot and how can i apply in Catapult to make life better? :)

#11 Heretic1311

    Member

  • Pip
  • Overlord
  • Overlord
  • 12 posts
  • LocationAustria

Posted 23 November 2012 - 03:01 PM

View PostHax DB Header, on 07 July 2012 - 12:55 AM, said:


I am curious whether the skills are specific to a specific instance of a mech variant or if they will carry over between mechs as long as they are the same variant?



Yes, the ex-points are chassis dependable, not mech-fixed. Rebuy a previously played mech, and you go on with ex where you left off!

#12 Mechwarrior Buddah

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,459 posts
  • LocationUSA

Posted 23 November 2012 - 03:08 PM

View Postzencynic, on 24 June 2012 - 08:30 AM, said:


I believe these are Mech Efficiencies, not skills.



So when Dev Blog 4 lists these, what do they mean?
Scout Role Skills:
  • • Radar Range Increase – Increases radar range by 2% up to 5 times
  • • Ghost Signature – Increases length of time before a signal fades by 2% up to 3 times
  • • Vision Mode 1 - Zoom Vision – Allows the pilot to zoom 7x
  • • HUD Detail 1 – Enemy Damage Level – LOD detail in terms of damage
  • • HUD Detail 2 – Enemy Component State – Overall component criticality
  • • Null Signature System – Allows the pilot to appear shut down for 5 seconds
  • • Multi-Targeting – Allows the pilot to target multiple enemies up to 4 at a time.
  • • IDF Accuracy – Narrows the AOE of IDF fire.
  • • Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech



I think those WERE to be the skill tree prior to when the "placeholder" skill tree got turned into the final skill tree

Edited by Mechwarrior Buddah, 23 November 2012 - 03:08 PM.


#13 River McCain

    Member

  • PipPipPipPipPipPipPip
  • 944 posts
  • LocationTropical Paradise

Posted 23 November 2012 - 03:10 PM

Necro alert!!!!

Post was created back in June.

Edited by River McCain, 23 November 2012 - 03:14 PM.


#14 Shismar

    Member

  • PipPipPipPipPipPipPip
  • 625 posts

Posted 23 November 2012 - 03:12 PM

Modules are hardware that can be equipped in Mech Lab under the Module tab. Number of slots depending on mech or even variation, iirc.

The master skill "Module Slot" needs to be achieved for that variation to equip any modules.

Just check the Mech Lab Module tab to see what can currently be equipped.

#15 Krazy Kat

    Member

  • PipPipPipPipPipPipPip
  • 696 posts
  • LocationTexas

Posted 23 November 2012 - 03:19 PM

A module is kinda like a nodule.

Someone lock this necroed thread.

#16 Mechwarrior Buddah

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,459 posts
  • LocationUSA

Posted 23 November 2012 - 03:24 PM

View PostRiver McCain, on 23 November 2012 - 03:10 PM, said:

Necro alert!!!!

Post was created back in June.

lol didnt look at the date

who the hell has 7 posts yet necroes a thread last posted in in october

Edited by Mechwarrior Buddah, 23 November 2012 - 03:25 PM.


#17 Heretic1311

    Member

  • Pip
  • Overlord
  • Overlord
  • 12 posts
  • LocationAustria

Posted 24 November 2012 - 05:41 AM

View PostMechwarrior Buddah, on 23 November 2012 - 03:24 PM, said:

lol didnt look at the date

who the hell has 7 posts yet necroes a thread last posted in in october


Oh, that was me, sorry. I just searched for background info on modules, found them, then answered the question at the end of the line without checking the date...

#18 RFMarine

    Member

  • PipPipPipPipPipPip
  • 202 posts
  • LocationPhilippines

Posted 22 March 2013 - 07:31 AM

since a module is a piece of hardware, can you equip and unequip it and transfer to other mechs?

#19 RFMarine

    Member

  • PipPipPipPipPipPip
  • 202 posts
  • LocationPhilippines

Posted 24 March 2013 - 04:00 AM

up





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users