I didn't do any modding of weapons in the beta, what is the difference between these two?
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Remove mods removes all mods on your weapon but doesnt break it, you dont get the mods back.
Retrieve mods retrieves all mods from your weapon and puts them in your inventory. The weapon gets destroyed.
im nearly sure Retrieve requires a certain ego level ?
great information! Thank you for posting Eveie!!
I also want to add a point that Evie forgot to post that Add mod Slots can not be added until you break the 100 Ego mark as well myself and 4 buddies tested this out first hand to find out exactly why some could add mod slots and some could not, now this may have been just a stipulation for this last beta only I do not know for 100% sure but according to what we did on the beta is was only after going past 100 ego that add mod slots actually appeared as a option for us.
Great stuff here, linked to many friends to get this info out there.
when you say : (3)Once you max out a weapons xp bar you no longer gain skill xp towards that weapon class (this is to be fixed in live.) . do you mean fix in the retail ? =)
I do believe that is what was meant. Because my favorite weapon of choice was the BMG's but once i maxed out my blue one the skill stopped leveling up only when i found a purple one in a lockbox and swapped it, upgraded it and started using the new purple bmg did my skill start raising again.
Nice post! Thanks for the insight.
I don't understand why you can breakdown some weapons for resources, and others you cannot. does it have anything to do with rarity or ego rating? This is also the same for adding mod slots, for some weapons I just can't add any mod slots even if it shows empty boxes.
e.g. my VBI assault rifle
-green rarity
-fire damage
-take 3% less damage when reloading
-X1.03 fire rate
can you not mod weapons that are pre-modded or is it an EGO rating thing?