Wasteland 3

Wasteland 3

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Ommamar Sep 9, 2020 @ 2:51pm
Armor mods
I wonder why they made the decision that armor can't be field stripped like weapons can be. Over all the armor modding skill seems way underdeveloped compared to weapon modding.
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Showing 1-15 of 18 comments
IRuleAll Sep 9, 2020 @ 3:06pm 
who knows. probably the same genius that thought making weapon mods so rare, that you never want to use your top tier ones, because you know when you find a top tier gun, you wont have any top tier mods since they are so stupidly rare in this version compared to the weapon mod system in wasteland 2 that was perfectly fine how it was.
NixBoxDone Sep 9, 2020 @ 3:26pm 
Yeah, I think it needs a bit of redesign. I get why they did what they did (they never want you to actually be well-armored enough to not feel vulnerable so that you'll actually use the cover mechanic, spec into defenses and use consumables/deployables), but there should really be a way to get those mods back out of weapons once they outlived their usefulness.

Either make it so you can mount the mods without skills but need the skills to field-strip and regain them (so they're consumables unless you spec into making them otherwise) or have an NPC that can dismantle old weapons and recover the mods for a price.
Nothing is worse than finding an amazing mod and being unable to use it because you know you ain't got the best gun type yet and might find it next fight, wasting the mod if you mounted it into the weapons you actually do have.
Kidd Nelson Sep 9, 2020 @ 3:46pm 
yeah I was kind of baffled why they didn't add the option to strip armour for mods.
dolby Sep 9, 2020 @ 3:55pm 
heh even weapon mods perks are meh...
The whole armour is kinda in need of a rework. They should make mod reusable... some skills need more perks for sure...
Last edited by dolby; Sep 9, 2020 @ 3:56pm
Robineus Sep 9, 2020 @ 4:18pm 
I just wish merchants would restock apart from ranger HQ you can find a host of mods by chance in various stashes but all the late tier ones don't have the benefit of early tier ones like adding a quick slot and most of the really advanced mods have negatives attached to them that make them kind of ♥♥♥♥.
Iso Koala Sep 11, 2020 @ 2:24am 
Removing or adding mods to equipment simply should consume the scrap what you have. That way you could take all the mods away from the things, but couldnt do it endlessly as you would always lose something in the process, but not the actual mod itself.
Fargol Sep 11, 2020 @ 2:49am 
Originally posted by Iso Koala:
Removing or adding mods to equipment simply should consume the scrap what you have. That way you could take all the mods away from the things, but couldnt do it endlessly as you would always lose something in the process, but not the actual mod itself.
That is a good suggestion.
GeneralGonzo Sep 11, 2020 @ 3:17am 
more worse: for leg armor you literally find quite nothing.....
Ichthyic Sep 11, 2020 @ 3:24am 
Originally posted by Iso Koala:
Removing or adding mods to equipment simply should consume the scrap what you have. That way you could take all the mods away from the things, but couldnt do it endlessly as you would always lose something in the process, but not the actual mod itself.

yup. several rpgs I have played have the either/or mechanic for equipment mods:

1. recover the mod, trash what it was contained in.
2. clear the slot and destroy the mod, but save the thing the mod was contained in.

this allows you to reuse mods as you find better gear, with the cost of losing your old gear in the process. and vice versa.

or they could just go with removable mods. you KNOW somebody eventually is going to mod the game to work like that anyway :P
Last edited by Ichthyic; Sep 11, 2020 @ 3:25am
Ichthyic Sep 11, 2020 @ 3:26am 
Originally posted by GeneralGonzo:
more worse: for leg armor you literally find quite nothing.....

there are good evasion and mobility mods for legs that I have commonly found. what's wrong with those?
Iso Koala Sep 11, 2020 @ 6:51am 
Originally posted by Ichthyic:
Originally posted by GeneralGonzo:
more worse: for leg armor you literally find quite nothing.....

there are good evasion and mobility mods for legs that I have commonly found. what's wrong with those?
+1 quick item slot is good too, EXCEPT that game doesnt take AP for going to inventory (lol) so its kinda pointless. I feel that its a bug/design fail though and dont abuse it, and use the +1 mods and perks.

Wors of the leg mods are those that give you +2 armor, +0.6 to movement, AND -1 AP!!! The "lower" version of it gives +1 armor and +0.4 movement, and no AP penalty. Nobody wants to sacrifice 1 AP for 0.2 movemnt! It doesnt make sense even from attributes point of view, +0.2 movement is just 1 attribute point while 1 AP is 2 points. It should be something extreme like +1.0 movement +10 evasion and -2AP to make it a funny melee train slot.
Last edited by Iso Koala; Sep 11, 2020 @ 6:52am
stretch Sep 11, 2020 @ 6:59am 
Originally posted by Robineus:
I just wish merchants would restock ...

At various points in the story they can restock but you can easily not have it happen.

For example if you partake in the gunfight inside the Bizarre alongside the Cartel takeover crew the merchants reset but if you kill them out in their base it wont.

It's when an area has to reset that things can change. ie when you get a new npc such as a weapons seller and they clean up and inhabit a room it gets new chests too. If you do the Cartel takeover that guy changes so it's a new pool of items again on him.
Stuff like that.
The Fool Sep 22, 2020 @ 10:12pm 
Originally posted by GeneralGonzo:
more worse: for leg armor you literally find quite nothing.....
Agree completely. I'm level 22 now and I have rarely found leg mods and the shops rarely seem to restock. When they do, no leg mods at all. I still haven't upgraded my armor because the better armor is lacking a mod to increase combat speed, etc, it's frustrating. Why wouldn't my armor modder be able to remove mods?

Weapon mods are similar. Maybe weapon mod perk to field strip and retrieve mods should retrieve all the mods, or they could destroy the weapon/armor - although I'm not sure how removing a scope or magazine would do that.

It's just frustrating to have mods stuck in items, because you end up wearing equipment from many levels back because you can't find more mods. A very strange game mechanic.
Last edited by The Fool; Sep 22, 2020 @ 10:19pm
Iso Koala Sep 22, 2020 @ 10:37pm 
It seems that its very intentional that the mods can only be attached to one weapon/armor and there is just 1 in the game of some. Opening the save game editor lists mods like burning under barrel/stunning melee/shortened barrel as UNIQUE, which shows that the devs knew very well that the player will not be getting more.

In its way this works too, even if it is quite frustrating since you end up baking the mods until the end of the game. I get it that they dont want you to use same flame weapon mod for the whole game, as thats not the point of it, at least not without giving some cost for it doing so.
Last edited by Iso Koala; Sep 22, 2020 @ 10:40pm
haplok Sep 22, 2020 @ 11:31pm 
Then the Devs maybe shouldn't put it in the 3rd merchant you'll visit very early game?
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Date Posted: Sep 9, 2020 @ 2:51pm
Posts: 18