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  1. #1

    Ideas for improving the Weapon Mod system

    There are a lot of threads on this, I know. The weapon mod system is not liked by many from what I hear and read. Myself and many others posted about this after the Closed Beta, and they made a small improvement to them, but still not enough for me to see any value in them. I do not find them fun or useful. To wit, I have some input.

    If Massive is determined to retain negative Attributes on the Weapon Mods, then I think we should give them some feedback on a system we actually want to use. I mean what is the point of a system only 10-20% of the Player base feels is worth using? Here are some ideas I think would improve the situation:


    • Let us upgrade them to reduce, if not remove, negative attributes via better Crafting Blueprints, Missions or Optimization Station.
    • Since we understand how the new Recalibration Station will work now, perhaps if we had a spare Exotic, we could sacrifice it for one of its mods on a comparable weapon; the bonus being no negative attributes. An "exotic" Suppressor, for example, would have the same positive stats, but no negative stats.
    • Go back to the Division 1 Weapon Mod stats. It is nice that mods no longer take up inventory space, but that really is a moot point if they are also made pointless alongside it.
    • Change the weapon mods to actually work like they do in real life: A Suppressor would reduce agro, but also reduce optimal range. A larger capacity mag would cost handling in CQC. A vertical foregrip would reduce muzzle climb, but mildly suffer horizontal stability. So long as the trade offs are not as ridiculously punishing as they are now, they would make more sense.


    We have to work to unlock these, they should feel like a reward, not a punishment. The currently negative attributes are a bad idea to begin with in my opinion, but if we must have them, then at the very least make them less punishing, and/or give us a way to improve them through gameplay.
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  2. #2
    I'm behind this post 100%!!!
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  3. #3
    Love the idè of being able to upgrade the blueprints! Hope Ubisoft looks at this thread and feels the same way.
    If not, you should apply for a job in Ubisoft and learn them a few things!
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  4. #4

    Bz9AFm

    The whole point of the new system is there not being "best in slots," everything being a give-and-take trade off, and I love it.
    At most the only thing I'd change is pieces that have an use outside the bonus/penalty - like scopes - to have a "neutral" version with no bonus and penalties so you aren't forced into those if you'd rather keep natural values and have the augmentation.
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  5. #5
    What they need to do is have the attributes on the weapon mods be calculated in the overall total attributes a character has on. You need a certain threshold of attribute types to unlock weapon/gear talents so this will heavily affect getting those unlocked. The negative stats should subtract 1 from the attributes equiped allowing you to also create your build around getting those talents that require less than X attribute. This would be a huge benefit to the negative stats on the mods, inadvertently buffing them.
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  6. #6
    the whole negative stats thing has got to go or at least be somewhat relevant to the actual mod and not just slapped each mod just because... A terrible addition this was...
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  7. #7
    Agree with the OP!

    Here is what I but together in a previous thread:

    My suggestion is to change the way blueprints work, so there are 2 positive traits and only 1 negative trait that counterbalance the positive traits slightly.

    For example, in real world shooting situations using a vertical front grip on an Assault Rifle increases weapon handling speed/target acquisition and vertical control in rapid fire shooting, but can decrease accuracy so a good trait setup in TD2 would be +20% weapon handling, +10/15% vertical control and -10/15% accuracy. This way you can make up the accuracy with another mod if you are looking for an even balance of accuracy. With the current TD2 mod system the traits will probably be something like +15% stability & -10% elite damage, so you can see how compared to my example this mod will not be desirable and not used. Mods should have 2 positive and 1 negative trait that make sense and are not just random traits that will make the mod obsolete. With no random mod drops and relying on blueprints certain mods will be left for dead, due to the heavy impact of the negative traits.

    EDIT: I just hoped on TD1 and took a look at how the mods are setup to remind myself 100% what the difference is and in TD1 weapon mods had 2 major and 1 minor trait. Some mods had 3 major traits and no minors, so it is a big step in another direction with the new mod system. Going along with what I said I think you need to keep at-least 2 major positive traits and replace the minor or third with a minor negative trait that counters something that the positive traits increase to create a consistent mod system. The 1 positive with 1 negative trait on mods just creates a situation where players will always look at the negative and say that its not worth using. However, if mods had 2 major positive traits and only a 1 minor negative trait I think the system will work better and be more received than the current system in TD2. Again, only if the negatives are a direct result of the positives and not just random.
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