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So level 1000 I get all 4 slots on my gun unlocked, at level 1800 I get 1

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  • 04-26-2013, 04:02 PM
    Verios44
    So, theoreticlly, at ego 5000 , there could be 5 atributes?
  • 04-26-2013, 04:05 PM
    Grimwyrd
    The other tiering that happens is the EGO-rating at which weapon qualities are eligible for synergies. For instance, very early in the game purples come with Survivalist/Outlaw/Veteran/Machinist.

    Then purples start getting the more complicated synergies like Assassin/Cannoneer/Quartermaster, while the blues start getting Outlaw/Survivalist/Machinist/Veteran.

    Eventually, the blues start getting Assassin/Cannoneer/Quartermaster and greens start getting Outlaw/Survivalist/Machinist/Veteran.

    Because a lot of the advanced synergy mods aren't dropping, I'm stocking up on nice Outlaw/Survivalist/Machinist/Veteran weapons when I find them.
  • 04-26-2013, 04:11 PM
    fang1192
    Quote:

    Originally Posted by Azrael008uk View Post
    Use the weapon and as you become more experienced with it you have the option to "add" more MOD slots.

    Considering you don't know this... I'm gonna have to see a screenshot before I believe your stats.

    Az

    Oh look, someone completely missing the point and being a condescending ***.

    Ego 2197 here, and im missing mod slots on weapons but they have 2,3 inherent bonuses usually.
  • 04-26-2013, 04:13 PM
    Dwane
    Quote:

    Originally Posted by Verios44 View Post
    So, theoreticlly, at ego 5000 , there could be 5 atributes?

    Not realy, 1slot weapons at vendor started with 1650 rating. If it takes 1650 rating for full "tier cycle", then 2-atribute cycle ends at 3300, starting 3-atribute cycle, which ends at 4950 (5000). Thats my theory.
    Thats for white/green weapons, purple and oranges can have 1 more.
  • 04-26-2013, 04:14 PM
    Valethar
    Quote:

    Originally Posted by Thoraxe View Post
    pretty sure its just random chance, and how generous the Server Gods are.

    If it's 100% of the time for every weapon, vendor and drop, it's not random chance.
  • 04-26-2013, 04:16 PM
    Valethar
    Quote:

    Originally Posted by Verios44 View Post
    Yea I just started noticing this too. I am ego 1650 and most of my weapons now drop with 1 or 2 mod slots.

    100 k salvage for a mod slot at EGO 2000 .....doesn't want to think about prices at 5000

    Apparently the idiot who came up with the salvage costs is the same one they let set the pricing in the store. Both are ridiculously high.
  • 04-26-2013, 04:18 PM
    Beldhan
    the cost in salvage passed 2000 ego, for add a random mods slot can be really killing... more important it's almost impossible to get all the good mods.
    i means, first you need to find the mods with the right name (assassin, quartermaster,...) and more important you need to get it for the right weapon and the right slot... actually this system it's a failure and screwed.

    you have more luck to win to the lotto than get the right weapon with the right mods for it.

    more important the exp bar often give useless bonus like +10% Rate of fire after auto reanimation or stuff like this... seriously...
  • 04-26-2013, 04:22 PM
    Shismar
    I have given up on the weapons lottery for now since keys got nerfed and there are no mods for the better synergies. Rep weapons are garbage, so no sense in doing contracts either. No idea if the 1 mod slot at 1600 is intended or just another broken mechanic.
  • 04-26-2013, 04:23 PM
    Dwane
    Quote:

    Originally Posted by Valethar View Post
    Apparently the idiot who came up with the salvage costs is the same one they let set the pricing in the store. Both are ridiculously high.

    I have orange VOT bolter and VOT bolters comes with no slots opened, so i had to unlock all 4 slots. If im not mistaken, salvage costs increased with each slot, while first cost like 5k, fourth was worth almost 100k.
  • 04-26-2013, 04:31 PM
    RabMan
    The problem is it doesn't appear as formulaic with the inherent weapon bonuses. The mod slots started going up for me again at around 2300, at 2562 there are still only two mods on most all vendor purchased weapons (vendor sales appear to be random). Only some of the 2375 tier still come with nano effects. All 2500 tier weapons have no nano effects from vendors.

    However a great many purple faction weapons have no mod slots, or no hash marks indicating they cannot be expanded. I went to Live chat and spoke to a GM who said this was normal behavior and that the weapons inherent bonus was just so good, that they are not moddable, ever... This would make sense when you look at some with 4 inherent bonus', however it does not when you see a weapon with one bonus and never moddable.

    SS below...

    Regular vendor grade weapons, started going back up to 2 mod slots at 2375, lost nano effects though.
    http://s17.postimg.org/4yik4mfwv/224...4_26_00001.jpg


    Purple faction item with 4 inherent bonuses, not moddable, ever.
    http://s15.postimg.org/f3asb5ve3/224...4_26_00002.jpg


    Blue Faction Item with 1 Inherent Bonus, not moddable, ever.
    http://s24.postimg.org/8i6iaamcl/224...4_26_00003.jpg


    My EGO Rating for those sceptics
    http://s13.postimg.org/olro6af53/224...4_26_00004.jpg


    Anyone is free to make sense of this.
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