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Exactly this. Especially with swapping back and forth to SMGs/Shotguns/ARs to experiment with Rangers. I have several weapons laying around with the worst upgrades I could put in them just to free up the good ones.
Which makes no sense. Once you unlock the continent bonus to re-use upgrades... why no remove option?
Myeah, I suppose your rookies lack foresight and throw away the stock components when they mod their weapons.
It seems to just be an artificial way to increase difficulty in the short game, but has no real impact (other than to be terium) late game.
I'm not saying it makes sense, I'm saying the game tells you so
But you can remove it, you just have to sacrifice another upgrade to put in its place.
equip a new unupgraded weapon for your soldier you want a better upgrade for
sheesh
I was not planning on upgrading shotguns, upgrading shotguns to magnetic rifle does not give the upgrades up. Playing vet/IM I need some savings of supplies.
One of my main concerns was changing back and forth to ARs and SMGs. I actually found it very benificial to use an SMG on my Reaper Ranger. All that extra movement helps a great deal. Especially when you get the bonus move after a kill. Can more easily get back into full cover.
That doesn't solve the issue. That's what they're either already doing or it just adds another step.
If soldier 1 has a scope, soldier 2 wants that scope, then I need to use a mod lying around to replace soldier 1's scope, then give the scope to soldier 2.
If I wanted to swap soldier 1's gun mod with soldier 2's, I'd need a third mod. So it's always n+1, when it could be made far simpler.
Instead, we're looking for a mod where you can just remove the scope and have soldier 1's gun have no attachment (as an option) and give it to soldier 2 without having to juggle them between soldiers.
It already makes no sense that weapons are modular like this. I respect it as a bonus, but they could at least make it easier once you have the bonus.