+ Reply to Thread
Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 27
  1. #11
    Member WhiteF8ng's Avatar
    Join Date
    Mar 2013
    Location
    Whelmed in the Batcave analyzing Murdertown, USA
    Posts
    826
    Quote Originally Posted by Jardian View Post
    If you want more freedom try welfare. Paying for mods slots is the only use for salvage. stop modding every single gun you pick up is no point in it. Till you max your weapon skills I wouldnt keep more then one set of weapons fully modded then rotate it out every 500 ego.
    I think modding every weapon you pick up is a good way to "Test out" mods. Why not? But don't waste good stuff you'll want back on low rarity weapons. If you get a Telescopic scope III then INSTEAD of putting it on that green buy a Telescopic Scope I from the vendor for a cheap 500 scrip and put that on it.

    Then, If you like it you can:
    1. Make note of that mod and hang onto it
    2. Strip the currents mods and put the higher one on it but again you might wanna wait until you find a better grade of weapon.
    3. Or If you hate the mod and are finished leveling the weapon you can strip the mods and/or sell/breakdown the weapon

  2. #12
    Senior Member
    Join Date
    Mar 2013
    Location
    Ayr, Scotland
    Posts
    213
    It's the fact you can't remove a mod once you've fitted it, I've fitted some awful scopes and ruined some guns
    PSN- ewen1972

  3. #13
    Senior Member
    Join Date
    Mar 2013
    Location
    Ayr, Scotland
    Posts
    213
    Quote Originally Posted by WhiteF8ng View Post
    I think modding every weapon you pick up is a good way to "Test out" mods. Why not? But don't waste good stuff you'll want back on low rarity weapons. If you get a Telescopic scope III then INSTEAD of putting it on that green buy a Telescopic Scope I from the vendor for a cheap 500 scrip and put that on it.

    Then, If you like it you can:
    1. Make note of that mod and hang onto it
    2. Strip the currents mods and put the higher one on it but again you might wanna wait until you find a better grade of weapon.
    3. Or If you hate the mod and are finished leveling the weapon you can strip the mods and/or sell/breakdown the weapon
    So you can replace mods, wish I'd known that I thought once you've fitted one you were stuck with it seeing a, you couldn't remove it.
    PSN- ewen1972

  4. #14
    Senior Member chrismeyer34's Avatar
    Join Date
    Mar 2013
    Location
    statesboro, ga NA server on the east coast
    Posts
    934
    the only mods i use are the barrels and stocks and thats just to reduce bloom...i dont mod much cuz its to costly...i dont have to worry much cuz now im getting weapons that have most slots open and the slots i care about are barrels, stocks and clips

  5. #15
    Senior Member jerodatgm's Avatar
    Join Date
    Apr 2013
    Posts
    126
    Quote Originally Posted by ewen1972 View Post
    So you can replace mods, wish I'd known that I thought once you've fitted one you were stuck with it seeing a, you couldn't remove it.
    Yes, I believe the ability to remove or retrieve mods may be tied to EGO level but it can be done. When it's available to you, you will see it as an option available in the salvage matrix. Removing mods saves the weapon and does not cost a lot of salvage. Retrieving mods saves the mods only (the weapon is lost) and can cost a lot of salvage.
    PSN ID : jerodatgm
    Defiance In-game Name : eClips3
    Region : NA
    EGO 2480, all EGO Powers unlocked
    Clan : Contumaciter Draco

  6. #16
    Member WhiteF8ng's Avatar
    Join Date
    Mar 2013
    Location
    Whelmed in the Batcave analyzing Murdertown, USA
    Posts
    826
    Quote Originally Posted by ewen1972 View Post
    So you can replace mods, wish I'd known that I thought once you've fitted one you were stuck with it seeing a, you couldn't remove it.
    Yep. It glitches out sometimes (at least for me) and sometimes doesn't give the option to. I just wait a bit then go back in. Maybe, it has a unseen cooldown or something for retrieving mods.

    When I go into the Salvage Matrix there's 3-5 options:
    • Breakdown to Resources - Turns weapons into scrap/salvage. Weapon and mods are lost. Rarity determines salvage received.
    • Attach Mods - Add a mod to the weapon from your inventory. Costs scrip. I've seen the price vary from around 2,000 to 8,000
    • Remove Mods - Removes equipped mods. All mods are lost and usually costs a small reasonable amount of salvage.
    • Retrieve Mods - Take a modded weapon and retrieve all the mods. Mods are retrieved but the weapon is lost. The amount of salvage needed for this is EASILY 4-5x the costs of removing the mods. When you put mods on a weapon make sure you won't mind either losing the weapon or trashing the mods to upgrade. It gets pricey...
    • Add Mod Slots - Add a random mod slot to a weapon. If the weapon has less than 3 mod slots unlocked the additional slot will be random. The costs of salvage is immense. I've got an 1000 EGO weapon that will costs 30,000 for the FIRST mod slot. So if you add slots make sure its a weapon you wanna keep.

  7. #17
    Senior Member Gabbro1000's Avatar
    Join Date
    Apr 2013
    Location
    Midlands, UK
    Posts
    274
    Adding slots does cost WAY to much. But I only use that 1 mod that does x1.05 dmg, or a mag boost for sniper rifle. The rest I've tried really make very little difference, but I've not had anything better than a green mod... maybe they get better.
    EGO rating 3044. My head goes *WUB, WUB, WUB, WUB, WUB*

    X-BOX

  8. #18
    Senior Member Cerebra14ssassin's Avatar
    Join Date
    May 2013
    Location
    In your Nightmares
    Posts
    702
    Quote Originally Posted by WhiteF8ng View Post
    Yep. It glitches out sometimes (at least for me) and sometimes doesn't give the option to. I just wait a bit then go back in. Maybe, it has a unseen cooldown or something for retrieving mods.

    When I go into the Salvage Matrix there's 3-5 options:
    • Breakdown to Resources - Turns weapons into scrap/salvage. Weapon and mods are lost. Rarity determines salvage received.
    • Attach Mods - Add a mod to the weapon from your inventory. Costs scrip. I've seen the price vary from around 2,000 to 8,000
    • Remove Mods - Removes equipped mods. All mods are lost and usually costs a small reasonable amount of salvage.
    • Retrieve Mods - Take a modded weapon and retrieve all the mods. Mods are retrieved but the weapon is lost. The amount of salvage needed for this is EASILY 4-5x the costs of removing the mods. When you put mods on a weapon make sure you won't mind either losing the weapon or trashing the mods to upgrade. It gets pricey...
    • Add Mod Slots - Add a random mod slot to a weapon. If the weapon has less than 3 mod slots unlocked the additional slot will be random. The costs of salvage is immense. I've got an 1000 EGO weapon that will costs 30,000 for the FIRST mod slot. So if you add slots make sure its a weapon you wanna keep.
    Yeah don't get me started on the salvage cost to both add a mod slot or to retrieve the modes when you get up there in EGO. I'm EGO 2067 I believe and I wanted to get a +3 burst mod off a Blue Heavy Assualt Carbine to put on a purple gun I really like and plan on keeping unless I can find same one in an orange. Anyway it was going to cost me just under 20,000 salvage to retrieve the mod, and I was going to take a couple level 2 mods off a blue BMG to put on a purple one I acquired only to find that to get those 3 mods was going to cost me 56,000 + salvage to get the mods.

    I think retrieving mods shouldn't cost more than 5,000 to 10,000 salvage regardless of personal EGO level or the guns EGO level. And if putting mod slots onto a weapon is going to keep raising in salvage price along with my EGO then I should be able to choose which mod spot I want to spend my salvage on. All of this really wouldn't be that big of an issue if we could continue to gain weapon skills xp with weapons we already maxed out that we love. I only like the feel, look, and effectiveness of certain weapons and certain weapon types so when I find a weapon I really like using,let me continue to gain weapon skill xp for that weapon. I wouldn't even have a trouble if the xp that is earned is slightly reduced with each weapon skill level after that weapon itself has been maxed out.

    And I seen in earlier post that EGO level may determine the available mod slots unlocked off of drops then it adds Synergies to the weapon. The only problem is like I've said earlier I'm over 2000 for EGO and almost every weapon I'm coming across either has no mod slots unlocked or just one. And it costs an arm and a leg to mod those out, so even if I get a weapon that has a Synergy attached to it, the majority of those Synergy mods are even harder to get than an orange weapon or just are not in the game yet so having those Synergies are almost useless at times. I got only my 2nd orange weapon from a tier 4 lockbox just yesterday it was an FRC Matchlock Boomer. It had no slots unlocked whatsoever. I'm sorry but an orange weapon no matter your ego should have all slots unlocked from the get go, and purple ones should have at least 2 if not 3, in my opinion. But that's just my opinion. It does help to have clanmates that are of the upper crust that can afford to add mod spots to your weapon if you can not afford it yourself. Just expect that clanmates to either ninja loot your beast Sniper Rifle, or expect you to name your first born after their Defiance character Tuchunka or some sh*t like that.. Lol


    STAY AWAY FROM MY CLANMATE!



    PSN: Cerebrl4ssassin_

    故善战者,立于不败之地,而不失敌之败也。
    The good fighters of old first put themselves beyond the possibility of defeat, and then waited for an opportunity of defeating the enemy.
    ― Sun Tzu, The Art of War


    NA SERVERS

  9. #19
    Junior Member Phoenix Frost's Avatar
    Join Date
    Mar 2013
    Location
    Denmark - N: 56º 10', E: 10º 12'
    Posts
    29
    Quote Originally Posted by Skoney323 View Post
    It cost way too much to add a mod slot.
    It's like they don't even want us to add mod slots.
    This needs to change ASAP.
    I want more freedom to play around with mods.
    I'm I the only one that feels this way??
    EXACTLY... you said it!
    Feel free to find me in-game

    Platform: PC - EU servers
    Nametag: Thuna
    Character1: Phoenix Frost

    Skype: Thuna3030

  10. #20
    It really annoys the crap out of me for them to put a timer on adding/removing a mod and having a bug where it eats your weapon if you log off or join a co-op/pvp. Remove the timer!!!! There are a lot of dumb implementations surrounding the modding system. Why should the weapon be destroyed if I want to remove the mods and keep them? Why can't I just remove one of the mods and leave the other ones? Why is it that once modded, the name of the mod disappears?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts