This whole system is so confusing I'm just going with the flow and going with what I enjoy the most, atm I just picked up a auto pistol that shoots twice and has the purple effect that seems to do some good damage.
This whole system is so confusing I'm just going with the flow and going with what I enjoy the most, atm I just picked up a auto pistol that shoots twice and has the purple effect that seems to do some good damage.
Defiance branded cereal.
Bullet shaped crispy wafers of corn by product with sweet marshmellow Hellbug skitterlings, and chewy chocolate shield pickups.
For a limited time only, random boxes come with a variant of the popular with kids "Dead Raider Blaster" figurine. Variants include bullet holed mohawk, and brown stained pants.
Far superior? No, just slightly. High ego level weapon might have 1.25x Crit Mult for instance, where the low level version of that boost is 1.15x Crit Mult. What I'm saying is that when it is affordable to reset weapon xp it also make it worthwhile to use level III mods, as you can now use 1 weapon to level skill from 1 to 20.
1.15x Crit Mult bonus + Level 3 crit mod (1.15 again) gives more than the high level version of 1.25.
I'm really dumb but even I have well over 500k ark salvage. At my ego rating however resetting 1 weapon once costs well over 200k ark salvage. Not worth it just for weapon xp.
Just get another and cap it? That's what we've been doing. But if I have the option to reset a pretty nice weapon with full level III mods for 2k ark salvage I will go with that. Not to mention that quite a few of the nicer weapons to level skills with are not vendor sold (ground pounders, wolfhounds, etc).
Yet another reason that makes the low level ones practical is that you don't have to hang on to every single ground pounder, wolfhound, etc you find, which is the case if you stick to the level up and replace strategy. Re-using the low level through resetting xp has the potential to free up a lot of valuable inventory space.
If you're happy to stick with the cap it and get another by all means go for it. I'm sure many of us though will be looking for nice low level weapons for these reasons.
Char: Omnia - EGO rating: 4,756 - Xbox EU
If I wasn't too lazy to hold shift I would talk in CAPS all day.
Smart people will of course not spend loads of scrip on weapons and use throwaway weapons as usual.
Platform: PC
Character: Blackwolfe (EU)
Rolling with the Red Thugs!
Yeah, I think they are going to have to re-evaluate the salvage costs. I can find a white level 2500 ego weapon (with no nano or other pluses) and the cost to open the mod slots are about 10x to 20x the cost of a ego 100-200 weapon. And I might get a bit more salvage at 2700 ego than I did at 200 (only due to loot perks). Right now, it is best to find a level 200-500 ego weapon with a nano effect and mod it up with level 3 mods. Then you can have a good weapon that can be 'cheaply' reset. Wish I kept my begining game weapons! level 0! Wonder how much they cost to reset?
At the same time those weapons either a low ego aren't going to get a run speed bonus....a raw damage bonus, 10% health on road and a few other augments I can't remember right now. You don't need a ground pounder to level detonators, and you don't need a wolfhound to level pistols. You're attempting to make a point that's completely irrelevant. I have detonators at 20, didn't take long and I maybe used a ground pounder once. Maybe people should try modding out weapons that are actually worth modding instead of every random gun they get.
I just end up using whatever weapon i have in my inventory when I max something out, max that out and move to another gun. I don't even bother with mods anymore, unless I come across one that fits into the weapon I'm using. I blow all my salvage as soon as I come across a lockbox, so I'm typically sitting at...25k for salvage on average.