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Thread: Mod removal

  1. #11
    Senior Member Sdric's Avatar
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    I totally agree with this.
    Currently I'm scared to mod my weapon with higher tier mods until I got a full synergy set.
    It is just plain frustraiting to put 4 mods on your weapon just to finda much better replacement for one of those.
    It gets even worse since most of the good mods aren't buyable.
    Why do mods get destroyed anyways, I've yet to see a scope break after removing it from an M16 (unless you use super glue in order to attach it)
    Add a cooldown timer for re-attachind mods, even if it takes 3 days.
    But destroying them is just plain stupid.
    That's an old and outdated mechanic used in F2P games in order to drain money from players.

  2. #12
    i agree you should be able to remove mods separately my main reason for wanting this option is because of Sights i dont know what they all look like when you scope in and most of the time i dont like the sights i put on

  3. #13
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    Response from Devs

    Would love to see a response from the Devs on this mod removal issue.

    Me being new, did not understand the system as the ingame help text is severely lacking. So i now have 3 level 1 mods on a great gun, and a single level 3 mod. Now in order to add some better mods to this great gun of mine, i have to lose the lvl 3 mod completely, or lose the damn gun and hope to find another to re-use the mod on.

    I get the idea behind it being arktech merged with our normal stuff thus not alowing us to save the mods upon removal. But seriously, I want to replace my scope and barrel, yet i have to destroy my magazine and grip in order to do that....HUH!?!?

    We need to be allowed to individually alter mods, not the entire item at once. It makes the 'amazing customizable feature' that was advertised to be not nearly what it seems. In order to to finally mod a weapon to be its most usefull, i need to find a weapon then 4 great mods before i do anything to that weapon. Or i risk losing the weapon, or all the mods. This also brings up the issues of all of us running around with TONS OF CRAP in our inventories because no one uses good mods when they get them, for fear of losign it forever because you want to add a better scope and lose your level 3 magazine in the process.

  4. #14
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    Please add this in as soon as possible.

    Mods need to be able to be removed individually, or overwritten (and you'll lose the currently slotted mod) individually to allow for mod upgrades. Currently it's a terrible way to do it as you can't for example use 2 blue mods that you've found and want to keep in the weapon and slot in 2 "temporary" white ones as you'll have to destroy them all to add better mods in.

    I think I have about 40/52 of my inventory purely with mods because I don't want to use any as I'll not be able to overwrite anything on a weapon when I find a better mod, and instead will lose them all, as I obviously want to keep the weapon.

  5. #15
    Senior Member Cynical Jester's Avatar
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    I agree that we need individual mod removal. So far I have not seen the option to remove mods at all... only attach them? Its been pretty confusing.

    I put a scope on an AR and wish I hadn't due to its short range with a long range scope and there was no option to remove the mod(s) at all for me...

    This being a big reason I've been on board with the UI overhaul threads. The inventory especially needs a lot of work, like a filter for example.

    Buying mods from the in-game stores is a pain due to no filter by weapon types option.. I haven't really learned all the different names for the different types, though some are more obvious than others and scope says scope so I can at least find the section. Always a plus!

    Thanks for all the improvements and fixes thus far and a great game!

  6. #16
    Member The True Pacman's Avatar
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    Quote Originally Posted by Grentana View Post
    Maybe even implement it as a replace mod function. Swapping in the new mod for old one that is destroyed in the process.
    This is the best function I've heard for the salvage matrix.
    Black S.W.O.R.D.(Special.Weapons.Ordinance.Recon.& Defense.)
    PMC founded in paradise. Offering haven to any soldier needing a group. For recruitment message me here or XBL: The True Pacman

  7. #17
    Member The True Pacman's Avatar
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    Quote Originally Posted by Howitzer View Post
    What? Mods get destroyed when they are removed? That's ridiculous. =\
    If you pay a large fee you can "retrieve" the mods but with the mods I've added it was actually cheaper to destroy them than to retrieve.
    Black S.W.O.R.D.(Special.Weapons.Ordinance.Recon.& Defense.)
    PMC founded in paradise. Offering haven to any soldier needing a group. For recruitment message me here or XBL: The True Pacman

  8. #18
    Junior Member
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    I would like to remove individual mods as well. In addition, I would like to see the rarity of the the mods equipped. for example are the mods white, blue, purple or orange. I also would like to be able to click on a mod and see which weapons could accept the mod.

  9. #19
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    Well White level 1 mods sell always never used them, you get enough green and blues for weapons.

    As for removing 1 mod WHILE the gun is still gaining experience sounds like a good idea if they can work on it.

    ON Flip Side if you MAX the Weapons Experience out where it no Longer Bumps up your Skill in Weapons, It does Unlock the ability to Remove ALL the Mods while it destroys the gun, so you get those nice Mods back for your Next gun.

  10. #20
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    Do like we Did in the old SWG Days Just flood the Chat with the things the Dev's Need to fix Crash the servers or lagging them out until they listen to us. or Just Flood the Forums until they Get the Point.

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