Hi there!
My name’s
GaryStelmack and I’m a senior designer on the mechanics team. Our team’s focus is on pretty much everything that you can make your character do: from jumping to shooting to driving to EGO Powers.
Over the coming weeks, you’ll notice more posts direct from devs on changes and additions we’re looking to make to the game to improve the experience. We want to give you not only a heads-up about what’s coming down the pipe -- both as part of DLC and more incremental updates -- but also explain why we’re making those changes, and perhaps most importantly, give you a chance to share your thoughts on this stuff.
We’re going to start off small today, so our first topic deals with some sight (or scope) mod changes we’re working on.
Our plan is to update them with some small but critical changes. The overall goal is to have clearer and more meaningful choices when selecting a sight mod, and in particular, ensuring that there is some benefit to adding some sight mods to weapons even if you don’t want to look through a scope in aim mode.
Any existing sight mods you have in your inventory or already slotted into a weapon will be updated with these changes and all future sight mods that come from drops, lock-box contents or vendors will work like the following:
Assault weapon mods- The scope overlay from the maneuver accuracy mods will be removed. Restricting peripheral vision with the scope overlay is antithetical to the idea of these mods which seek to improve your ability to use the gun effectively while moving.
- The description of the accuracy mods will be revised to indicate that they add a scope overlay and what the level of zoom is. Currently, the Tactical, Commando and Assault mods all have the same stats, but provide different levels of zoom, and there is no indication of that difference until you put the mod on the weapon.
- The names of the accuracy mods will be changed. The Tactical mod offers the lowest level of zoom, while the Assault mod offers the highest. By reversing the names on these, the Assault mod would become the one with the lowest level of zoom, which matches the generally dynamic nature implied by the title Assault.
- The lowest level of zoom on the accuracy mods is the same level achieved by aiming an Assault Rifle without the mod on it. We intend to remove the scope overlay from these mods (formerly called Tactical Scope and now called Assault Scope), and let it keep the weapon’s normal aim camera so that there is an accuracy mod that does not restrict peripheral vision, which is more in line with the typical use of SMG’s and LMG’s. The other two levels of zoom would have the scope overlay, to allow for greater precision at longer ranges.
Pistol Mods- These mods would undergo the same changes as the assault weapon mods, with the exception of the renaming. The descriptions would be updated to show if it provides a scope overlay. The lowest zoom level accuracy mods and the maneuver accuracy mods would have the scopes removed from them.
Shotgun Mods- These mods would undergo the same changes as the pistol mods.
Sniper Rifle Mods- The description text would be updated to reflect the level of zoom offered by the mods.
- The two lower level zoom mods both reduce the effective base zoom of the sniper rifles. Having a lower level of zoom does provide greater combat awareness, so we don’t want to eliminate that. The sight mods would provide one type that would reduce the zoom level, one that would not change the default zoom level of the rifles and a third that would increase it to the level currently provided by the highest level of zoom on the mods.
Rocket Launcher Mods- The description text would be updated to reflect the level of zoom offered by the mods.
We hope you’re as excited as we are by getting more of an insight and influence on what we’re working on, and we’d love for you to share any thoughts you have on the above described mod changes.