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Incoming weapon mods: what to expect?

Discussion in 'Ask the Team' started by SniffSteven, Dec 28, 2016.

?

Just for the sake of it: wanna see Mods that add elemental damage, suppression, stagger etc.?

  1. YUS

  2. NAH

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  1. SniffSteven SniffSteven Steam Early Access

    Guys, has anyone heard anything regarding the topic?
    Are we getting the regular + to penetration/damage/recoil dampening and stuff, or is there
    a chance we can expect some flavoured goodies, like say +fire/poison damage, or suppression mods, things like that?
  2. Fissiccisst Fissiccisst Active Member

    I'm worried about it because any faction where they gain a new weapon class through unique weapons in boxes will end up incredibly far behind because up to this point, filling that gap kept it even, now native weapons will outstrip the crate earned ones.

    i.e. Orks have an autocannon from 12k box but can't mod it, Chaos has native AC which will be much more improved with mods while the ork will not be changing at all.
  3. Tremor BlackGoo Subordinate

    Just no.
    Already hate the necrotic chain sword from CSM (as eldar ^^)
    SniffSteven likes this.
  4. No_1 No_1 Well-Known Member

    The problem i see with mods is that always you add a mod, you gain a buff, but you dont loose nothing.

    So if you have your weapons without mod you are wasting their potential.

    I personally would prefer a system where you trade Force to AP or DOTs-


    As a quick example One weapon do:

    Without Mod: 100 damage 80 AP

    With AP MOD: 90 damage 90 Ap

    With Dot MOD: 90 damage + Dot damage 80 AP
  5. Spookums MasterSpookums Well-Known Member

    Striking Scorpions also have a poison chainsword-?

    @Fissiccisst There's one problem with modding unique weapons though. Unless they do it in a way that 'imitation' ones, Like the Ace Dakka acts like an Autocannon are modable. The problem i see, is that all the LSM that have it are using Vengance Stormbolter as their ranged weapon. Because why have anything else? If they can mod that, given what it already is, no.

    I also believe on UAT at least, there's the unique Hawk's Talon with a slower fire rate but higher base damage that's modable? I suspect it's likely not on Live, though i don't have it there so can't say for sure. Hunters Mark i think it's called?
  6. Lootmasta Kaptin_Pokkets Arkhona Vanguard

    All true, however according to the devs the mods will themselves be modified in the future to cost far more LP than they currently do but provide a far higher bonus. So you'll get a bigger bonus in the end, but you'll have to sacrifice something in your loadout to get it. More in keeping with their "Damage vs Survivability" line of thinking.
    No_1 likes this.
  7. Duximus Duximus Steam Early Access

    I've Unboxed all case and got no mods for Plasma Cannon, Heavy Bolters
    Current state lack of So Much Customization.
  8. Jaywalker Jaywalker Steam Early Access

    Hunters Mark is live and modable.
    When it works, it's worth using, but most of the time you're stuck in semi-auto or stuck in general.
  9. Spookums MasterSpookums Well-Known Member

    @Jaywalker Ah. That i have no problem being modable. Since it's not too dissimilar from the original weapon.
  10. You give up some LP and this might force to give up some trinkets. Many times I found myself in the situation where to add a mod I had to take away 6 of armor or some armor regeneration, or grenades.

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