Vaderizer
7 years agoSeasoned Newcomer
Mod farming technique
I'm finally at the point where I have a few decent squads assembled and I'm not constantly scrambling to get more guys leveled up. Combined with the recent decrease to the cost to upgrade mods, I'm starting to look at my mod setups for a little optimization.
Obviously speed is king, and I'm pretty short on mods with speed secondaries. As such, I need to farm more, so my question is how best to go about that. Is it better to:
A: Keep only mods that drop with a +4 or +5 speed secondary, and sell the rest
or
B: Level mods up to 9 or 12 to see if they gain a speed stat, and then sell them if they don't
I could see it going either way - B will obviously yield more overall speed mods but cost more credits, while A will be less costly but not generate as many "acceptable" mods.
I'm not worried about their starting grade either - I don't mind spending some mod energy on slicing mats if they drop with decent speed on them.
Thoughts? I feel like somebody out there must've done the math on this.
Also: is there any time when a mod with no speed is better than one with? The only thing I can think of is that tanks might benefit from lower speed than their teammates, effectively making their taunt last longer. I'm just tryna find a use for the dozens of blue-grade mods I have sitting in my inventory other than beefing up stats for pilots that I won't use on the ground.
Obviously speed is king, and I'm pretty short on mods with speed secondaries. As such, I need to farm more, so my question is how best to go about that. Is it better to:
A: Keep only mods that drop with a +4 or +5 speed secondary, and sell the rest
or
B: Level mods up to 9 or 12 to see if they gain a speed stat, and then sell them if they don't
I could see it going either way - B will obviously yield more overall speed mods but cost more credits, while A will be less costly but not generate as many "acceptable" mods.
I'm not worried about their starting grade either - I don't mind spending some mod energy on slicing mats if they drop with decent speed on them.
Thoughts? I feel like somebody out there must've done the math on this.
Also: is there any time when a mod with no speed is better than one with? The only thing I can think of is that tanks might benefit from lower speed than their teammates, effectively making their taunt last longer. I'm just tryna find a use for the dozens of blue-grade mods I have sitting in my inventory other than beefing up stats for pilots that I won't use on the ground.