Space Hulk: Deathwing - Enhanced Edition

Space Hulk: Deathwing - Enhanced Edition

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mdcpaladin Sep 9, 2018 @ 4:12pm
question about weapon mods.................
how many mods can i install on 1 weapon? hows it all broken down?
Originally posted by [NeW]Spiked:
the weapon mods are divided into sections - you can only select one upgrade per section
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[NeW]Spiked Sep 9, 2018 @ 6:47pm 
the weapon mods are divided into sections - you can only select one upgrade per section
mdcpaladin Sep 9, 2018 @ 8:27pm 
Originally posted by NeWSpiked:
the weapon mods are divided into sections - you can only select one upgrade per section
i thought so but wanted to make sure. when i loooked at the screen i saw 1 open box then a bunch below it
hillslam Sep 10, 2018 @ 5:34am 
Except for optics. You can mount two optics, but still only 1 per section.

Optics are odd in that each weapon by default comes with a 2x zoom ( I think it's 2x). So you'd only want to pay for and mount a zoom if you want a different zoom level.

For me that's the last upgrade I buy and usually only to back it down to 1.5x zoom. Some of the higher zooms are crazy overkill.
[NeW]Spiked Sep 10, 2018 @ 8:30am 
Ah, the 1.5 scope brings the zoom out a little? Know what i'm spending my next renown on then
✠UK_SPAWN✠ Sep 10, 2018 @ 9:18am 
Originally posted by NeWSpiked:
Ah, the 1.5 scope brings the zoom out a little? Know what i'm spending my next renown on then

Yeah, reduces zoom a little. good for most guns. I still go up with storm bolter though just because its so accurate I use that as a sniper basically.
Sanguinor40k Sep 14, 2018 @ 4:52pm 
Are the weapon mods like the armor mods where it starts at 5% then 10% then 15 % then 20%?


When you earn mods as rewards are some more powerful like that than others. I saw some were like "legendary" and others "rare". Does that affect it?

gua543 Sep 16, 2018 @ 1:13am 
Well, weapon mods work a bit differently than armor mods.

You have only two real upgrades - one increase the size of your ammo clip, the other prevents your weapon from jamming. Everything else affects the look of your weapon. The different optics barely make a difference during gameplay, maybe the one where you can spot stalkers is somewhat useful.

You have a bit more variety with melee weapons, but there are still basically two upgrades for most (only one for the powerfist and crozius), them being a straight damage upgrade with no downsides and two choices for a power switch - hit faster but for less damage, or hit slower but for more damage.

The upgrades' different rarity is an indicator about the chance they have for dropping from a renown box.
Last edited by gua543; Sep 16, 2018 @ 1:14am
Sanguinor40k Sep 16, 2018 @ 8:05am 
Thanks that really helps to understand.

It would be cool if we could trade them but I like this game isn't an mmo with an economy
[NeW]Spiked Sep 16, 2018 @ 12:18pm 
One odd exception to the optics - according to the accuracy bar, the bio-scanner scope increases the accuracy of the Tactical's storm bolter. It does this on no other weapon and for no other class, and I'm not even sure it's intentional.
cszolee79 Sep 16, 2018 @ 12:22pm 
Originally posted by NeWSpiked:
One odd exception to the optics - according to the accuracy bar, the bio-scanner scope increases the accuracy of the Tactical's storm bolter. It does this on no other weapon and for no other class, and I'm not even sure it's intentional.
Hmm... and indeed it does. I don't think anyone ever noticed that.
Maybe an easter egg :)
hillslam Sep 17, 2018 @ 5:29am 
Really? Can you tell a difference in accuracy? I need to go reread all those descriptions now....
[NeW]Spiked Sep 17, 2018 @ 5:45am 
Originally posted by hillslam:
Really? Can you tell a difference in accuracy? I need to go reread all those descriptions now....

It's not the biggest increase on the accuracy bar, and it's even harder to tell given how accurate the bolter already is - but bio scanner's what I'd put on it anyway.

The stats lie sometimes as well - for example, if you slap a speed mod on the librarian's sword, the speed bar shows the increase, and likewise if you use the perk that increases its swing speed; but if you put both on, it shows no change from if you had just one of the perk/mod on. But in-game, the sword really is faster, there's just an artifical cap on the stats in the customization screen.
Sanguinor40k Sep 17, 2018 @ 9:34am 
Should this be the default optic for all classes?
[NeW]Spiked Sep 17, 2018 @ 10:55am 
It's a matter of preference - but I think it's the most useful scope for picking out psykers in a dark / cluttered room, who can one-shot snipe you.

The one that reveals cloaked enemies can be pretty useful too, though it's not too difficult to spot them - and apparently on lower graphical settings, they don't go invisible at all!
hillslam Sep 17, 2018 @ 5:48pm 
I've never bothered wth the cloaked scope because of the affect the stealth nids have on radar makes it obvious one is closing on you, and also you can make them out if you pay attention due to the subtle shimmer effect of their cloak.

The auspex (or "radar" to the heathen masses) is your friend.
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Date Posted: Sep 9, 2018 @ 4:12pm
Posts: 15