If you are looking for a list of Synergy's check this thread here.
I've taken a 4 Mod slot detonator with the Synergy: Quartermaster on it and decided to test something out. My idea was that the Synergy included on the weapon would be included as long as any mods were being added.
I added 3 mods belonging to the Synergy: Brutal group (Reserve Chamber II, Radius Overthruster II, Sledge Arm III) and I didn't receive any of the Synergy bonuses (neither Brutal nor Quartermaster). I was hoping that the weapon Synergy could be included with any other Synergy Mods I added in.
Next I cleared those mods. I added in vendor purchased mods with no Synergy bonuses. The result was the same, no listed bonuses.
Next I tested to see if Synergy Mod Bonuses could be added to any weapon without a Synergy Bonus.
VBI TACC Autopistol was chosen because it was at the top of my weapon list and it included 2 Mod slots.
I added in Rapid Reloaded II and Ultimate Scope II both having the Synergy: Run-N-Gun bonus.
After looking at the weapon, no Synergy Bonuses were applied.
This leads me to believe that the Synergy Group Mod (Run-N-Gun, Brutal, etc) has to match the Synergy Group listed on the weapon.
As it stands right now, Synergy Mod Lockbox can drop 2 types of Groups (Brutal and Run-N-Gun) and we can purchase 3 from Reputation Vendors (EGO Precision, Prepared and Scavenger). So how do we obtain the other types?
I assume that adding white mods into a weapon would be better then having no mods. Saving Synergy Mods could be better then using them without getting the Synergy bonus.


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