The skill mod problem. Do they work or not and exactly do they do.
Skill mods need a way better description of its functionality.
For instance; extra mines on seeker cluster mines do work but only if you put such mod in ONLY one slot. Put 2x extra seeker mines mods in 2 separate slots and only 1 slot will count. For instance my +6 extra mines is in the payload slots and does work. Maybe it doesn't even work in the other, didn't test. I see more targets getting hit by the mines, if it actually hits (I assume default is then 4 plus the extra 6 makes 10 total targets ?) 10 targets is hard to tell however.
Bombardier drone + extra bombs works but only in one slot. Put 2 of the same mods in 2 slots and the 2nd wont count again. For instance for me the +4 bombs works in the feed slot.
Cooldown mods work on some skills and not on others. For instance cooldown mods on my artillery turret does not work. Only cooldown from gear can shorten its cooldown.
Cooldown mods however do work on the assault turret, plus extra cooldown from gear. Cooldown mods however do again not work on the sniper turret again but gear cooldown will. Again cooldown mods also wont work on the fire turret plus gear cooldown.
Firefly efficiency only works on the blinder firefly, it gives a longer blind duration. It doesnt do anything for the other firefly variants and to begin with the word efficiency is unclear at what it exactly does for the firefly. You only notice it does something for the blinder firefly once you put the mod on that particular firefly type.
It would really help to have a description on the mods to state if it stacks or in which slot to put it or for which type of sub skill it does work.
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