might as well make all regular weapons that do not benefit from ego level - neutral - having no ego level requirements?
might as well make all regular weapons that do not benefit from ego level - neutral - having no ego level requirements?
Before when I first got shields, they were all generic. I think when I reached around 250 or so, that's when some would have special benefits. I imagine those would increase the higher it gets. It's just not as steep a change as people are used to from other games, as it might take 500-1k higher EGO on a weapon to be noticeable.
Also, the leveled up bonus of the weapon is more significant the higher the EGO on the weapon is. So a 200 orange weapon will generally be weaker than say a 4K one, since the 4K will have a much better leveled bonus. However it will depend on the associated adds, and whether they work with the playstyle.
Pretty good way to give some benefit to higher levels, while still letting lower levels be competitive in PvP/PvE as well.
I know what EGO IS for , read the question on topic please , I am trying to find out what their purpose of placing rating on weapons is since there is no real reason for it , it doesn't provide anything different on a Ego 2000 weapons versus a --- level 1 ego weapon , I know exactly what ego in the game is for seriously, wow
Ego Rating 1951
"The Object of War is not to die for your country, but make the other bastard die for his!"
Gen. Patton
but that's not true a level 1 orange is the same exact damage as a level 2k white no special abilities on it at all, and greens blues all the same , I just dont understand the purpose of ego rating and having legendary since there are no real benefits.
I mean there is really no purpose in having legendary or even purples I have a inventory load out of purples and oranges at my level and there no different then level 1s and the rarity really gives no bonuses either beyond green anyone can put synergy mods on from the crates.
level 1 is just as good as a level 1k or 2k ego rating weapon, the only thing as I said previously that takes any benefit from ego rating and its very minimal is shields you get like 1 more shield per 5-10 ego rating, and grenade dmg for frags get even less
Ego Rating 1951
"The Object of War is not to die for your country, but make the other bastard die for his!"
Gen. Patton
All the items are just the same at the beginning of the game and with leveled EGO, dmg, rate of fire, etc. is bound to the item/itemtype. EGO just boosts certain small things.
By leveling EGO you unlock small changes at 1k and 2k (so far that i know of):
1) shields
- get better by a formular matching your EGO level BUT it effects them only for about 10 ish shieldrate per 1000 EGO
- get extra "blocks certain dmg type (like corrosive)" at 1k; not all but a lot of them
- get synergys like "5% reload when broken", etc. at 1k and better synergys at 2k
2) nades
- get more dmg
- bigger radius
(small amounts, realy realy small)
3) weapons
- get synergys
--> at 1k: 1 synergy effect on white loot on about 70% of the drops; 3 on epics
--> at 2k: 2 on white; still 3 on epics
- get dmg effects more often
4) mods
- with 1k EGO you get 3 synergys on blue mods (with 2k idk did not mod anything lately and just hit 2k)
So all in all there are differences in the loot with EGO progression. If you look at it like weapon mods, 1 synergy equals about 1 white mod. So basicly on 1k you have 7 instead of 4 mods in your gun. If you use blue mods you get like 4 mods in 1 modslot, breaking it down to 15 more then you have at EGO 1.
Also EGO unlocks your perkslots. At 2k you will have 7 perks to use.
For me this system seems fair when you look at PvP not beeing EGO level bound but kind of not rewarding (You will feel the edge you got but it won´t be much :P).
1. So that you can not sell your rare weapons to lower level players, it seems at higher ego you have more chance of rarer (not nessesarly better) weapons.
2. So that your weapons will cost progressivly more to add mod slots to. Even a vendor green weapon which has the same stats as when you were ego 10 will cost a lot more to add mod slot to. Eventually this will make low ego players rich as high ego players will spam chat asking low egos to buy weapons for them.
In fact the next time I need a LMG I think I will spam chat for a one in exchange for double or tripple amount of scrip. As EGO 600+ I spent over 20,000 of ark salvage for a fourth mod slot.
I am over 2k now in game and I notice these extra traits have been random throughout the levels not just after , I was getting them with 2 and three traits back under 1k in the lower levels matter of fact I have over 65 weapons in my bag from all levels and all have different amounts of traits thats just random it seems to me luck and whatnot , i dont see any relation with the ego level, sorry.
Although I do notice i get them much more often with 4 slots already open instead of having to open mod slots and spend arkpoints for it like I used too .
Ego Rating 1951
"The Object of War is not to die for your country, but make the other bastard die for his!"
Gen. Patton
Not only that...but lower level weps have BETTER basic stats. I have an unrated Northstar Flare pistol that recently felt a nerf-bat as they all did. It's an UNRATED weapon...tradable, all 4 slots unlocked, 3.3 crit-multi, 13-shots...580+-ish dmg (was 1010) and still is my main weapon of choice in a run-n-gun fight. Good luck getting one of those at ANY ego rating. Same goes for most other low level weps...better basic stats...cheaper slots to unlock.
Yes, although you (we) have been getting weapons with 2 traits throughout our leveling experience, it becomes far more common the higher ego you become. Along with more mod slots open.
I didn't realize grenades had small incrimits of damage increase, maybe I should stop using a flashbang grenade I got at 300 EGO (I'm at 1800 now lol). And/or stop being lazy and actually look at the stats.