I guess it's not about the balance as it is all over the place (like M1A having the same damage as any bolt action rifle but with nearly 6x higher firerate and double the magazine capacity).
I'm talking about certain weapons like revolvers or double barrel shotguns which do not accept any kind of magazine mod (as it would be quite crazy to have 12 rounds or 4 shells in a revolver and a boomstick accordingly). This issue can be easily addressed by applying a tiny limitation to what kind of magazines these weapon accept, simply put, any kind of a magazine that doesn't grant increased capacity, therefore allowing said weapon types to benefit from bonuses like additional damage, firerate or critical hit bonuses like their peers can.
hahaha, funny, guy !Originally Posted by Entropy_Burst Go to original post
2 weapons which you said can not or hard to accept mod because why ? please think.
Revolers just have rotate magazine with 6 bullet, you can not mod it, can not make it hold 8 or 12 bullet ^^
And about Double Barrel Shotgun, it's too, it have just 2 bullet into 2 barrel, that is the way it work.
It will different with sniper gun, they can change construction to make it better, as you said, change magazine to increase ammo, rate of fire....
i think Ubisoft has research very careful about it.
please understand, this is not a fiction game, so Ubisoft can not accept your ideas.
Lack of imagination... Yes you can mod a double barrel shotgun into having greater than 2-round capacity, and revolvers to have more than 6 rounds.. in a game! And this game is totally a fiction game, Unless Manhattan is currently under lockdown for a terrorist biological attack? No? Fiction. How are extended mags that increase your magazine size by a % even realistic? Increase magazine size buy 99.5%?! Hows one Acog scope increasing crit hit rate while another is increasing weapon damage? What is the logic of SMG's having a high base chance of doing critical damage? How does one even judge that a bullet strike anywhere on the body will be "critical damage"? how does a Scope increase weapon damage, in any way? How do you go about decreasing the bullet spread of a shotgun with "increased accuracy" items that aren't a muzzle attatchment? How is it not possible to look through a holographic, dot sight, iron sight, etc but you can look through 3.4x zoom scopes on up? Why does it take so many bullets to the head to kill someone wearing a hoodie? Realistic? lol no.Originally Posted by T3cHn1Cal24I24 Go to original post
TLDR; nothing about this games weapon system is realistic. The realistic part of the game is the "What if" story, which is what Tom Clancy games are good for. Other Tom games were far more realistic in their weapons too, such as rainbow 6. This game.. no.
Originally Posted by T3cHn1Cal24I24 Go to original postOriginally Posted by Entropy_Burst Go to original postRealism argument went out of the window the moment this game was deemed a looter-shooter or an RPG, y'know, like a piece of cloth around one's head making them impregnable to bullets, or a magazine with "heavy spring" that magically causes a damn bolt action rifle to cycle up to like 30% faster.Originally Posted by T3cHn1Cal24I24 Go to original post
Don't you just love it when a guy takes the time to go search for images to post to prove his point, but doesn't take the time to actually read what you wrote roflOriginally Posted by Entropy_Burst Go to original post
Anyway, I like your idea and there are actually many ways to improve the RLF handguns like revolvers which will make them faster and easier to draw, fire, reload etc. so allot of the other properties that mag mods offer would work just as well for at least the revolvers
But maybe instead of just letting them ignore the increase of mag capacity they could make use of that stat in the form of increased "RPM" or "Reload Speed", obviously you can't take the full % value as that would probably make it too fast, but maybe something like 10 - 25% of the "Magazine Size" % value could be applied as "Reload Speed" when added to a revolver
I'm not sure about the RLF double barrel, but I'm sure that there are upgrades out there for smoothing the reload mechanism which would allow for a similar transition![]()