Hi
The new weapon mods are a mixed bag and some need some re-thinking.
Problem:
I like the idea of losing something to gain something else but many that were available are just pointless and we are often better off not using any mods. The idea that no mods is better than the mods available is just crap. What is the point of gaining CHD and losing more damage when you take away CHC the total damage is a loss and completely pointless and therefore should never be used as the net damage is a loss with no other gain.
Solution:
Please Rethink all of these mods so they are all relevant.
Belt fed LMG’s are now useless as reload verse mag size is just unusable.
J
I'm of a similar mind.
Was talking about this issue with a few of my gamer friends who play many looter shooters and MMOs. Basically their thoughts were negative effects on mods have rarely worked well in looter shooters. It would be better to entirely remove negative effects completely. Some games have tried this and it has backfired on them because players would end up ignoring mods as the negatives deter players from bothering to use mods in the first place.
As explained some ago by Ubisoft, the idea behind the new modding system is to avoid that 99% of players who use a weapon end up with the very same loadout. It basically kills the customization part. And I agree: the only reason to have 2 MPX fitted with different mods is mostly because I/you want to use something different mainly for fun. Definitely not for PvP (maybe PvE).
However, the current system gives you too much drawback to be really useful: a -20% CHC or CHD is awful, when you only gain a +10% ACC or STB.
Personally, I suggested to make improved versions of each mod, so you can end with the high-tier where you can have 1 of these scenarios:
1) higher bonus - same malus
2) same bonus - lower malus
3) same bonus - no malus at all
The quartermaster of the White House will grant you the grey level of mods, you will have to create the green, blue, purple and yellow level to get the best outcome.
I like your idea. Either that or just remove negatives entirely.Originally Posted by Auron1_TLM Go to original post
@ Sparhawk122 I like your idea.
I think that if there is a damage roll as main there should be a utility negative or if there is a utility gain there should be a damage negative.
Two of the same categories say plus damage value and a negative damage value is pointless. Utilities may be a little more complicated but plus mag size and minus of rate of fire seems a good idea though. But plus, chc and minus rate of fire is pointless.
It just needs a rethink