Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only negative part of equiping mods is that you'll have to drag the body out if you have to extract if you want to keep them. Just like other worn gear. Buuut you wont have chosen sabotaging thoses. Maybe, don't quote me on that. Never had moments where it was a sabotage and had no spares in the trunk.
Also some continent bonuses: lock and load lets you swap weapon upgrades and pcs.
There is also armed to the teeth (opens 3rd upgrade slot) but personally I prefet the advanced modular weapons mod that makes that bonus a PG project instead.
If you choose to make weapons available during the pre mission screen, or if a soldier is injured, then their modded weapon will be unequipped and they'll have a clean weapon instead. Just choose to replace the weapon and you should see your modded weapons in the list (They'll have a small symbol indicating what mods they have).
I didn't know that the game would bug out with the soldiers in covert ops.Guess they really don't want players to change a soldier loadout before it ends.