Guide to Modules?

Thread in 'MechWarrior Online' started by Gneckes31, Jan 5, 2016.

  1. Gneckes31

    Gneckes31 Well-Known Member

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    Hey guys,

    I finally consider my builds settled enough that investing into some modules (both XP and Credits-wise) seems like a good idea.
    Problem is, which modules?
    Any advice?
     
  2. Skaav

    Skaav New Member

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    Radar Deprivation, everything else is really up to preferance, so either zoom, advanced target gathering or seismic sensor.
     
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  3. Bustov

    Bustov Active Member

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    Zoom module only if you have sniper build, Seismic is my go to module. I've tried sensor modules the only thing i would consider is 360 degree target retention especially on a light.

    Weapons module for what ever weapon you are using. Cooldown are especially nice because they add 12% cooldown.

    Consumables for me it is cooling 9 x 9. cool shot 18 is mc and that to me is just stupid, although I use them if I get them in grab bags.Not much into arty or air strikes only because my keyboard requires two keys to actuate.
     
  4. epikt

    epikt Benefactor

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    Seismic Sensor. Who'd say no to a wallhack?

    Target info gathering is most of the time my second module. I'm pretty much a scavenger when I play, I'm constantly circling the enemies until I find a weak one - getting the infos faster is really valuable.

    Radar deprivation can be useful is you find yourself vulnerable to guided missiles (LRM or streaks). But with good positioning this module is almost useless. The only mechs I'm still using it on are poptarts.

    Then come specialized modules: advance zoom for snipers, shock absorbance for lights without jets and for poptarts, target decay for LRM-boats and streakers.

    Capture accelerator, hill climb, improved gyros, sensor range, speed retention,... basically useless.
     
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  5. PyckenZot

    PyckenZot Benefactor

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    I used to say radar deprivation as a standard. But as my enemies are getting tougher and tougher I need to come back on that statement. Taking an enemy out (or at least disabling as much of him as possible) asap is way more important than a module that just gives me a few moments more to get into cover.

    My typical loadouts are:
    Overall:
    Target info gathering
    Cooldown primary weapon
    Cooldown secondary weapon
    Seismic / Shock absorbance

    Sniper:
    Target info gathering
    Cooldown primary weapon
    Range primary weapon
    Cooldown secondary weapon / Seismic / Advanced zoom

    Missile boat:
    Target retention
    Cooldown primary weapon
    Cooldown secondary weapon
    Sensor range

    TL : DR
    Forget Radar deprivation. Target info gathering is the module you want! :thumbsup:
     
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  6. enileph

    enileph Star Lord

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    Radar Deprivation. Helps with the lrm now.
    Then you should be using seismic unless sniper (advenced zoom) or LRM boat (Target Retention/sensor range)
     
    Aylek likes this.
  7. disi

    disi Star Lord

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    Hey, i think that it depends on GameMode and Team what modules you should pick, in PuG games i think the Radar Deprivation isn't that bad against the LRMs. In CW's i could think of the Modules PyckenZot mentioned :)
     
  8. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Seismic is a MUST got me on all builds! Especially lights and mediums with less armor. Radar Dep is sold with all the LRMs coming with new Steam players, as well.

    Otherwise, I'd actually recommend weapon modules before most other mech modules. If you have the same weapons used on a lot of your builds, Cooldown and Range modules offer a HUGE advantage. I have at least 2 of each module (CD and Range) for LPLs, AC5, AC10, and SPLs. The difference is immense.

    Just my 2c.
     
  9. Skaav

    Skaav New Member

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    I think of Radar Deprivation as more than just an LRM counter. (Although it sure is helpful in T3, hope it gets better in T2)
    Being able to drop a lock quicker also helps a lot with using different covers and poking around different sides.
    I agree Seismic is extremely useful on some Mechs, but there are a lot of Mechs that do not profit from it very much. I mostly run it on brawlers, whereas most of my medium/long range mechs will get RadDerp + Zoom/Advanced
     
  10. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    I actually tend to run seismic more on long range builds so I know if someone is trying to sneak up on my back armor. Lights require it for poking around corners, mediums are 50/50, Heavies depend on builds, but snipers need the warning before being ganked from the backside.

    At least in my not so humble opinion. ;)
     
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  11. Regina Redshift

    Regina Redshift Sass Elemental

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    I'm a fan of Advanced Zoom because it's cheap, and the standard zoom isn't so great.
    Seismic seems pretty useful, but only if you don't move around a lot (full disclosure, I don't own it). I can't really see standing still long enough in my scouts to use it, but maybe I scout wrong.
     
  12. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Scouts TOTALLY depend on maps. In the buildings of River City, SUPER useful. In Mining Collective, AWESOME! In Alpine Peaks... ... ... EFF! Why'd I bring that Module???
     
    Regina Redshift likes this.
  13. enileph

    enileph Star Lord

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    Same goes for capture acceleration, you need to work the votes man.
     
  14. Gneckes31

    Gneckes31 Well-Known Member

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    One more question: should I generally use Range or Cooldown weapon modules?
     
  15. The Verge

    The Verge Moderator Staff Member

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    I personally use cooldown more than range, but it will dictate your build into something cooler either way. Longer range=more chances to do full damage, or even partial. Cooldown=you can fire your weapon more times per minute, so you need a cooler mech to increase your heatline.
     
  16. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    I always go for range on SPLs and sometimes MPLs. Otherwise, Cooldown on both main weapon systems.
     
  17. PyckenZot

    PyckenZot Benefactor

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    What has the world come to,... I am quoting myself :D

    On the topic of Range over Cooldown, I vastly prefer the cooldown mod. Range only in specific cases.

     
  18. enileph

    enileph Star Lord

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    If you have a good cool eff then you can use cooldown, if not it will not help you much.
    Use range in all other cases.

    For things like sniper and LRM range is even more obvious since it is a percentage.

    You can get both you know.:smuggrin:
     
  19. PyckenZot

    PyckenZot Benefactor

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    Yeah, essentially it's mostly dictated by your prefered combat doctrine. I tend to look at it in the way of getting components/mechs of the field asap will allow me to stay on there longer. So I go to cooldown mods with all the perks on a good drop and all the heat issues when it all goes awry. Someone prefering to play more of the stand-off kinda play will have the perks of better damage at range when all goes well, but less dps when the drop goes sour.

    In the end, its a matter of taste.
     
    Cpt Chattahah likes this.
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