
Originally Posted by
cypheon
ya know, you could, maybe, get your ultimate favorite dead-killy gun all modded out and ready to rock... and just have your secondary be a store bought weapon of the same "type", thus allowing to you use your dead-killy gun where it matters, and swapping out to a 2k scrip tops generic weapon when you want to raise skill, and thus, make dead-killy even more dead-killy.
OR
you can accept the idea that this is a loot-based progression style gameplay, and mods are there to help you bridge the gap between the mediocre-yet-better-than-previous weapon, and the next big ultra-badass gun you're secretly hoping to get. as well as, once you finally get that big ultra-badass gun, making it even better, while continuing the hunt for another gun with so much as +1 damage, or +0.1 reload (well, technically, -0.1, i guess)... adding in mods once you get to the higher tier of the min-max game on base weapon stats/bonuses is a great way to keep improving your character.
this is not meant to be a static game, yet so many keep playing it as if it is. now for a string of over-used catch phrases that may or may not apply to this implementation of min/max progression:
Adapt or die.
Go big, or go home.
Ia, Ia, Cthulhu Ftagne!
and, most importantly:
The spice must flow. (or in this particular case, The bits must flow)