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.

0
Replies
I just farm until I get blue/purple/gold with speed already displayed then test upgrade those to 9/12. Only max them to 15 if I get a hit on speed to a decent level. +10-ish for toons I don't use often or niche teams. +15-ish for heavy hitters and arena.
Keep an eye on the mod shop for arrows with speed or key mods with +speed secondaries. I'm at the point where I'm not spending ship credits anymore so I use them on mods now.
Only grey and green mods I keep are arrows with +speed or crosses/triangles with rare primaries (CC/CD triangles, potency/tenacity crosses).
All makes sense to me. Since you sound like you know what you're talking about:
What's the deal with mods that have a +3 speed? I seem to remember being told that they weren't worth bothering with because they were far less likely to gain more speed, but my experience has been that they often end up with at least 7 or 8, which isn't arena-worthy but is plenty serviceable for events & raids most of the time.
It all depends on your resources and what you're willing to farm of course.
Greens rarely if ever produce a good speed secondary.
A couple of my best Speed secondary mods are on 4 dots, so yeah, you keep the good ones.
Makes sense... I just found out this morning I have a 2 dot arrow with +30 speed primary.
You got a screenshot of that? Five dot arrows go to +30, four dot goes to +26, do doubt 2 dot arrows go as high as +30.
You are right. I misread the screen. It's a 5 dot.
Then the secondaries seem to be randomly increased? Do we know what the possible range of increment is?
Exactly correct. These are all known values.
I'm sure there are folks that know the ranges for the secondaries, but I've never paid much attention to that, other than for Speed secondaries, which can range up to 30 or thereabouts, including the upgrade of a mod to 6 dots.