+ Reply to Thread
Page 4 of 8 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 74
  1. #31
    I have to scrap a favourite weapon that has nearly identical stats and some mods for a new higher level weapon that does similar damage, mod it up again for minimal bonuses just so I can get more proficient with a "type" of gun that I've been firing and killing with the whole time anyway?

    Makes sense...

  2. #32
    Senior Member
    Join Date
    Mar 2013
    Posts
    119
    Quote Originally Posted by RedPriest View Post
    The higher EGO on the weapons the better chance you have for additional stats. Like the added elements to them, and more attachments. Right now at ~250 I can only have 2 attachments to my weapons. I've added two attachments to one of my starter weapons to actually bring it back up to par with my higher level weapons just because I liked one of the stats on the older one better.

    There is a lot of customization you can do with the weapons, you just have to dive a little deeper and it does rely on chance quiet a bit.

    im sorry dude but you can add mod slots to most weapons since you started playing, i have plenty of 4 slot both low lvl and high lvl, and the nano effects can be on low lvls too

    im just 250ish something and so far theres no upgrades at all, its all about getting lucky and gettign a moddable weap, has nothing to do with ilvl

  3. #33
    Senior Member Mike JezZ's Avatar
    Join Date
    Mar 2013
    Location
    Denmark
    Posts
    114
    Can any1 really confirm max leveling a weapon stops progress for weapon progression?

  4. #34
    Senior Member
    Join Date
    Mar 2013
    Posts
    119
    Quote Originally Posted by Mike JezZ View Post
    Can any1 really confirm max leveling a weapon stops progress for weapon progression?
    it does and its stated in the ingame help section

  5. #35
    Quote Originally Posted by Mike JezZ View Post
    Can any1 really confirm max leveling a weapon stops progress for weapon progression?
    Yep. It's a weird system they threw in very late in development. I'm sure they have a reason, though I can't imagine what it could be.

  6. #36
    I suppose the higher your rating is the better bonuses you get when you max your weapon, and also perks.

  7. #37
    Junior Member
    Join Date
    Jan 2013
    Posts
    21
    EGO rating does effect weapons. They do not gain any bonuses to their base stats. However, higher EGO ratings do unlock bonuses that weapons get. Under 100 EGO it is extremely rare to find an item with any mod slots. Around 250 they start getting 2 mod slots. Shields and grenades do gain base stats with increased EGO rating since they do not get mod slots. They also gain addition benefits once your EGO gets high enough. Or at least shields do. Can't remember seeing grenades with bonuses, but I haven't gotten above 500 EGO yet.

  8. #38
    Junior Member scou7's Avatar
    Join Date
    Apr 2013
    Posts
    22
    this wouldn't be the first game to have items like this? its in all types of games where lower level items could be just as powerful or better just look at games like diablo one of the best selling games ever time to time there were better low lvl items then high lvl items. Also people like the different mods because when you actually install them like scopes they give you a scope that is unique to that mod. One thing I am really confused on is the elements like biological green bonus on the weapon and eletric. With bio it seeems to burn them but eletric seems to do nothing until they die and blow up?

  9. #39
    Junior Member
    Join Date
    Jan 2013
    Posts
    21
    Quote Originally Posted by scou7 View Post
    One thing I am really confused on is the elements like biological green bonus on the weapon and eletric. With bio it seeems to burn them but eletric seems to do nothing until they die and blow up?
    Fire burns (highest dmg dot among nano effects) with a chance to make mobs panic and run around.
    Bio (green) is a dot and snare.
    Siphon (purple) steals health (does additional dmg and heals you for that amount).
    Electric applies a dot and stuns mobs, for players it removes the UI and prevents aiming.

  10. #40
    Senior Member
    Join Date
    Mar 2013
    Posts
    352
    The primary factor that determine how good a weapon is the quality.

    Green = 1 Bonus (IE: 1.1x Clipsize or 1.15x melee damage etc)
    Blue = 1 Bonus that's Stronger magnitude
    Purple = 2 Bonuses and sometimes a Set Bonus
    Orange = 2 Bonuses and a Set Bonus

    The bonuses vary as you get higher and are arguably worse than some base mods. For example a base mod of 1.3x Ammo capacity can be far more useful than 15% ego recharge on a revive that you see on many purples/oranges. In other cases they can be obscenely good, as I've seen weapons that were designed for a single shot (such as the Flare Pistol) get +4 ammo making it pretty amazing.

    As you rank up you can add an infinite number of attachments so that advantage is moot. It does go up the higher quality and rank but I was able to attach 4 mod slots on my base assault rifle. I guess more mod slots would save you costs as it can get pretty spendy (had one that was 10000 ark salvage).

    As you gain Ego ranking new weapon types become available. There's typically 3 of each sub section of weapon. For example there's 3 assault rifles that come in 6 variations with a prefix (determining firing mode) and a suffix (determining another element). For example I know that "Assault" means fully automatic while "Battle" means semi automatic while the "Rifle" part of it determines ammo capacity, firing rate and damage based on the first part. As you rank up ego, more of these combinations become available.

    One of the main "end game" elements to this game is finding ideal equipment with the right weapon combination that you want with perfect modifiers on it and even set bonuses. This means you can go through a lot of "junk" weapons on that road to getting there but in theory you could get a perfect orange weapon right out of the gate at level 100 and never need another weapon. The chances of this happening are pretty low however with all the variations of equipment.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts