I am kind of torn on this whole new weapon mod system.
While I don't mind the idea of positive and negative stats it just doesn't work with what was available in both Betas. Supposedly, as the Dev's stated, you should be able to build for a small net gain overall, or build heavy in one direction but take some slight negatives in doing so.
Not the case in beta. The 7.62 overall had the most mods that could actually be balanced out. 5.56 had less, some shotguns just did not have the slots to balance out.
One mod had +Stat and -DTE, however, there was no other mod with +DTE and -Stat. So there was no way around taking the negative DTE hit. A lot of weapons just did not have enough mod slots to balance out taking a negative or there were not any mods for that caliber with a the opposite stat.
Most all of these mods have a damage stat and a handling stat, such as +CHC -Stability or +Accuracy - CHD. The problem here is that handling stats just are not that beneficial over the base version of the weapon. Handling stats just do not effect gunplay enough to matter over damage stats, so stacking damage stats and taking the negative handling is just the better choice.
For instance, wanted to gain better control over LMG drift, I tried stacking 2 mods with both +Stability, there was no difference in muzle drift. I tried +Accuracy mods, now these actually made the time the reticle went from wide to narrow much faster, but it did not effect the control of the weapon. So I just stacked damage mods, because the handling mods did nothing for my shot group.
So right now two major reasons why this isn't working.
1. Handlings Stats have no real effect on weapon shot group or target re-acquisition.
2. There are not enough mod variations for a given caliber to truly balance for an overall net gain. This is exacerbated by some weapons not having enough slots, to begin with.
Some have suggested to remove the damage stats from weapon mods and make it slightly more realistic and just have weapon mods have handling stats. This might be all well and well-intentioned, however, handlings stats do not seem to have that great of impact on weapon performance in the first place so realistically they would be nothing more than cosmetic items at that point. Which I am ok with, but some people would not be.
For me I am more in line with some actual realism:
Critical Hit Damage on a scope makes no sense to me, a scope does not increase the damage of the weapon. A Scope might increase the Accuracy of the shooter, which might increase the shooters Critical Hit Chance, so I can see a scope having the CHC bonus, but not the CHD bonus.
Similarly, Magazine has no impact on damage, unless you stretch it a bit and how the Mag feed ties into the cyclical rate of which the weapon fires. So I can see mags affecting the Rate of Fire overall increasing the DPS of the weapon. Inversly I can see larger more cumbersome mags effecting Rate of Fire and Reload Times negatively.
Now, on the other hand, I can see a Muzzle device having a direct impact on damage is it can both positively or negatively affect bullet velocity and trajectory.
So I can see where dmg stats can remain on weapon mods, it is a game after all and not RL, however, some sort of realistic perameters would be a nice to have IMHO. I really think they could expand it a bit also.
For example
Optics:
Main Stats: Critical Hit Chance or Headshot Damage (never both, one or the other)
Minor Positive: Accuracy
Minor Negatives: Time to ADS (inversly proportional to HSD), Reload Speed (inversly proportional to CHC)
Magazines/Bags/Drums
Main Stats: Rate of Fire or Reload Speed (never both, one or the other)
Minor Positive: Stability and One of the Minor Negatives the one thrown out.
Minor Negatives: Critical Hit Chance, Headshot Damage, Damage to Elites, Critical Hit Damage (combination of 3 not all 4, the one not included becomes a Minor Positive.)
Muzzle Device
Main Stats: Critical Hit Damage and Damage to Elites
Minor Negatives: Rate of Fire, Accuracy
Underbarrel
Main Stats: Stability and Accuracy (inversly porportional to one another)
Minor Positives: If Lazer - Critical Hit Chance or Headshot Damage
Minor Positives: If Grip - Time to ADS or Reload Speed
1 people found this helpful