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I won't lie, the Thunder really didn't deserve to be weighed down with the +10 energy cost size mods. Likewise, there seems to be little consideration for the actual energy per second used on weapons with high ROF.
I get that attention to balance must have been paramount with this DLC's main feature, but they really went too far with certain mods, which makes them utterly undesirable on any weapon platform.
Shotgun mode and I think SMG Auto could do with a buff, given Shotgun mode consumes 10 ammo per shot like the Grenade Launcher mode, but doesn't have any pierce so it can't do any crowd clear on its own. SMG Auto I believe just has the stats of the standard GAR, so that's my major gripe about it.
EDIT: The incompatibility of more than one upgrade per category, most notably Frames, also isn't that fun for me, as I do want a gun that's heavier than an armored marine with extended mags and a heavy frame.
So, more unique mods tailored to each weapon would be pretty cool. Is there anything known about them expanding on the modding system, or aren't there coming any further changes to it?
Its also great for non weapon specced classes for self defence, while desecrator leaders will rip you apart, they would do so if you used regular gar and against regular desecrators its amazing deal.
You don't pick burst for DPS, you pick it for ammo efficiency.
I like the system a lot, and I was very happy to hear that an update with extra customization came out. However, to be honest, a lot of the mods trade-offs don't make any sense to me. The current system adds too many negatives in replacement for a few positives which only allows for very specific specialization if you exclude a few select cases such as the viking on terminator.
WALL OF TEXT:
To give you a few examples (Using just GAR) of what I find illogical:
1. Mod 'types' that don't fit a category:
A) 'Ammo' mods in a section labeled 'Barrel'. GAR is a kinetic weapon, and other than some sort of electromagnetic/electric device attached to the barrel providing a charge of some sort as the bullets exit the barrel, turning them into energized bullets, I don't see how a barrel changes the bullets into piercing, explosive, shredder and/or hollow point types.
B) 'Magazine' mods in a section labeled 'Frame'. I can partially understand that changing the frame will allow the adaptation of different sized magazines, but I don't see the logic of changing the frame just so you could use a different sized magazine. If anything, the magazine mods should probably be paired with the ammo mods. Specialized ammo/magazine mods.
2. Mods that affect things oddly:
A) Forward Grip: A forward grip is used for stabilization, it should improve steadiness of a weapon... Which should improve weapon spread, and overwatch. Improving reload does not make sense and improving crit chance is dubious. The biggest detriment to a forward grip should only be not being able to bring an under-barrel mod.
B) Under-barrel mods using primary ammo: I'm not sure how an under-barrel mod changes primary ammo into grenades, fire, or splits the bullets into shrapnel. I have no suggestions on how to tackle this... As this looks to be more of a challenge of changing base programming to include a separate ammo pool for the primary weapon, perhaps a new inventory item?
C) Scopes: Scopes are varied, but they are essentially meant to increase accuracy at the cost of peripheral vision. The idea is to be able to be able to take better aim at critical spots, so the flat improvements should include critical chance, critical bonus. The other bonuses and detriments should range between overwatch, weapon spread, and manual aim (speed, movement speed, and turn speed). Reducing overall sight radius, or in reverse giving a flat damage bonus does not make sense for a scope.
D) Stocks: Stocks are also a stabilization tool that reduce weapon spread. So depending on the type of stock you have, bonuses and detriments can range from increased movement speed, turn speed, and weapon spread,
E) Frames: Frames are a multi-faceted tool which can create the largest trade off for the weapon. The improvements and detriments could slightly affect damage, suppression, range, RPM, and reload, while majorly affecting speed (weight), stability, and capacity. It is the thing you will fit everything on, and depending the kind of frame you take, it should affect the type of mods you can attach to it, and how many before requiring extra capacity.
F) Special mention; Barrels/nozzles: As mentioned above, the current system assumes Ammo to be barrel mods, but I feel like barrels and nozzles should be something else entirely that affect suppression, threat, damage, RPM, and range. (Threat could be making the nozzle louder, or capable of creating brighter flashes so the mutants think of you as a more dangerous target)
G) Bonus note: There are many suit related effects, which I feel weapons shouldn't bleed out too heavily to the suit, however the sci-fi aspect and extra specialization sounds like it could be very favorable to creating more unique builds.
3. Current trade-off.
The current trade-off per mod grants large bonuses, but also large minuses on top of increasing capacity. Increased capacity causes the need for extra inventory extenders to use the weapon, which digs into your component pool. This double negative makes most of the builds you can make with this system very redundant, and with any class that'll use capacitors instead of primary/secondary extenders, the energy cost increase per shot will force builds to let go of fire-rate builds, focusing on flat damage output only, or just not use it at all so you don't risk not having enough energy to use a combination of suit abilities.
I just feel like the system is meant to add a lot of customization, but the trade-off creates such a disparity that only a few specialized builds benefit. I understand balance is always an issue, and I unfortunately don't have the time to spend on analyzing the best balance for the best input, but perhaps reducing magnitude of the bonuses and negatives and adding more variety can add for more customization? Since the developers have already done a great job with the game, I'm sure they can come up with the proper balance. Currently, it just feels like the workbench mod bonuses and negatives were somewhat haphazardly decided with those flat damage increases and negatives.
There are a few more examples on my mind, but I feel the wall of text is already long enough, so I'll just leave it with the following bit and that's it.
Side note on primary and secondary slots; a bit of uncertainty:
Now, the primary and secondary slots always confused me as to what they're supposed to represent. They can't be treated as just 'weight' as speed is different between weapons that have the same slot capacity. They can't be treated the same as components as changing between guns of different sizes doesn't affect EN Regen / Battery. Adding extenders does affect EN regen and battery, but since choosing a weapon that takes less primary slots than your maximum capacity doesn't affect it for the better, I can only assume primary and secondary slots suggest 'maximum space' or spatial capacity, and having more extenders means you can store something larger.
The actual things that reduce the 'size' of the weapon are called capacitors which leads me to believe that primary and secondary slots are electrical in nature, nothing to do with space or weight, but electrical distribution to the suit's unit that connects to the weapon, so I'm just not sure how to look at it since attaching things like scopes, switching out stocks, and switching out frames of the weapon seem to increase the required capacitance.
And about the explanation of extenders... Nanomachines, son. I see them as plug ins or chips that allow our highly specialized suits to properly control and maintain weapons, even if they are not initially made for them.
A massive rocketlauncher is not made for everyone, but with the extenders even a recon can use them, so I assume the extenders give the suit the needed control, stability and probably most important, the link to our suits that allows them to feed it ammo.
Notice that we never find weapon specific ammo, just general ammoboxes, so our suits convert it into what is needed, and I think these extenders give our suits the capacity to do it.
But back to the mods: I really hope they expand further with them, as this is quite the fun machnic. Tinkering and customizing what we have is pretty awesome, so I hope we get some more of that. Maybe even a mod that allows us some day to dual wield Rhino's or a Rhino and a Thunder? That would be a dream...
Just some dev discussion nugget.
And unless you are doing weapon based build, you really shouldn't be modding weapon anyway, unless its GAR burst for medic or other support class.
I would also say that the Rocket Launchers Warheads is hands down the most fun mod of them all :D
Still, I feel like only a few specializations benefit from the changing weapons; Less flat damage bonuses to parts and reductions to overall trade-offs would greatly improve the workbench in my opinion. The optimal frame for SMG or GAR burst for the GAR is great and all, but with so much potential for customization, it's just sad to see that the workbench only provides one mod gun builds in so many cases when it could intuitively allow people to mix and match minor bonuses and detriments for a lot more customization and variety in builds.
Though I'd imagine the animations might be a bit weird with making fist weapons, though I'd be fine with it. I doubt it'll get any love, but a man can dream.