PDA

View Full Version : Adding Mod Slots is ridiculous at high levels.



fang1192
04-28-2013, 04:59 PM
22,000+ to add one slot and then it doubles? Thats a bit excessive dont you think?

Pyth
04-28-2013, 05:02 PM
Just wait until it's 100,000 ark salvage per random mod slot.

Then it doubles.

Thod
04-28-2013, 05:03 PM
what else are you gunna do with it?

Ryan
04-28-2013, 05:03 PM
Salvage is pretty easy to obtain, just salvage all your drops instead of selling them. That said, 22k is alot and I would be happier with 15k ea added mod slot.

fang1192
04-28-2013, 05:11 PM
Its not 22K - thats just the first one random slot. Its 45K, and if the pattern holds it 90K. And with 150K+ i can get 2 T4 lockboxes.

a4nic8er
04-28-2013, 05:25 PM
Wait till you try to retrieve 4 level III or IV mods from a weapon to use them again, you'll probably cap 1 or 2 weapons just getting the salvage to do the retrieval.

Pheonix580
04-28-2013, 05:25 PM
Ikr the adding mod slots cost is ridiculous

Galactimus
04-28-2013, 05:29 PM
What REALLY sucks is that around EGO 1600 all weapons you find now have 0 mod slots. Between 1000-1250 all your weapons have all 4 mod slots unlocked. It's a huge kick in the face when you hit 1600. You have to unlock everything if you plan to use it. At EGO 2500 I'm now getting 2 mod slots again. But the Salvage costs to upgrade a 0 slot weapon at this level is:

1st slot: 0
2nd slot: 23000
3rd slot: 46000
4th slot: 64000

There's almost no point upgrading at this level until you have your hands on Legendaries.

Chris EK9
04-28-2013, 05:34 PM
Wait till you try to retrieve 4 level III or IV mods from a weapon to use them again, you'll probably cap 1 or 2 weapons just getting the salvage to do the retrieval.

I've yet to see a Level IV Mod. Didn't know they existed.

Draugluin
04-28-2013, 05:50 PM
It's pretty obvious that within this system it's not even supposed to add mod slots on generic "leveling up" guns. Think of it. Finding white weapon with three slots open vs. Blue without any. Blue may have got e.g. Crit multiplier 1.15, but on white one you can have it also with a mod, plus some extra.

I think the point here is that don't be too obsessive on the colour of the weapon. Legendaries, and maybe even purples may be worth drilling mod holes into weapons, to save these beyond the point of individual weapon level reached.

kilo_bravo
04-28-2013, 05:53 PM
bloody ******ed it is

thejx4
04-28-2013, 06:22 PM
Don't even know why retrieving mods is an option. It costs a barn and a keg.

fang1192
04-28-2013, 07:39 PM
Don't even know why retrieving mods is an option. It costs a barn and a keg.

And a weapon.

Draugluin
04-28-2013, 08:14 PM
Don't even know why retrieving mods is an option. It costs a barn and a keg.

Options are always good. It does not enforce anything. Without it I don't think I'd be modding greens with one blue mod (provided the weapon has suitable slot open in first place). I'll do the leveling and get my mod back. It also enables "to store" mods for the reason of saving inventory space, occasionally.

squidney2k1
04-28-2013, 08:18 PM
Yeah, I'm around 1.800 now and it's not worth it adding more than 1 slot. Hell, with that much salvage, I could just buy a T4 Lock Box and try for new weapons.

ten4
04-28-2013, 08:39 PM
Costs 130k for fourth slot at my level. I would guess that at lvl 5k, it would be around 260k? Ouch.

thebigrig
04-28-2013, 09:11 PM
Since weapons do not scale based on weapon level why are you penalized for adding mod slots just because you are at a higher EGO rating? It should just be a set amount for each mod slot (10k for first, 20k for second, etc.) regardless of player level.

Lyokira
04-28-2013, 09:13 PM
Since weapons do not scale based on weapon level why are you penalized for adding mod slots just because you are at a higher EGO rating? It should just be a set amount for each mod slot (10k for first, 20k for second, etc.) regardless of player level.
The bonuses do scale...

Mirimon
04-28-2013, 10:13 PM
this is why it's better to obtain orange quality weapons with 4 slots already open.. makes it cheap.....

and salvage is pretty simple, if only the loot rng was only better would be my issue.(both for weapons and mods)

costs do not vary with level as much as they do with the quality, or "rarity" of the weapon (color grade) and how many slots it already came open with. Those are the major factors in mod cost.

Numina
04-28-2013, 10:31 PM
Every legendary weapon that I have gotten past 2000 ego has only had one mod slot, and adding additional mod slots would probably cost me breaking down my entire inventory lol

Juggernaut
04-28-2013, 10:55 PM
I've modded all of my guns (except the scope because I'm no good with scopes and it takes away my ability to view who I will shoot next which is a quick reflex of mine), from 2 shotguns, 5 LMG's, my ground pounder, and my fast shooting pistol. So I don't think it's too much, besides you can salvage your weapons to get more which they go from 500-750 at regular weapons. Just too bad you can't buy it with scrip, because I have way too much of that and I don't even use it.

Bushmaster2000
04-29-2013, 05:51 AM
Not even sure why people bother modding their guns. Once the guns XP maxes you can't progress that gun types level any more unless you swap it out. When you swap it out, you loose all the investment you made modding the gun and then have to spend more getting your mods back. Makes no sense to me to bother modding guns that aren't at least purple rarity and you've got that class maxed out at 20. Otherwise it's just a money/salvage suck for the sake of being a suck.

Hiero Glyph
04-29-2013, 06:55 AM
Salvage gained should increase with higher EGO weapons to balance the costs. If not, then the costs need to be reduced. There is no reason an EGO 2,000 weapon should provide the same salvage as an EGO 100 weapon.

Reiter
04-29-2013, 07:46 AM
FTP business plan

1. Create game
2. Attract hordes of people
3. To pay for maintence and production costs, invent a time consuming sink.
4. ???
5. PROFIT! It will take days and days and days and weeks to finally mod that one random slot at insane costs of salvage only to piss away that salvage when you opened the scope slot on a sniper rifle (which is currently broken anyway) instead of a magazine or barrel. How does Trion or any gaming company "encourage" you to afford those costs.....PROFIT! Run bonus to salvage or script or exp earned, to "level" it up faster. Now, its not free to play.

And nobody else could see this comming? Its why I don't mod many weapons, I generally just prefer the magazine and barrel followed by the stock, scopes are useless on any weapon but SAWS (even if the weapon is less accurate, hard to not compensate when you are using the quanity of bullets instead of the quality of the shot. SAWS with scope kind of like a sniper rifle on burst mode, easy to compensate for with a huge clip).