this will prob be different in final product.
this will prob be different in final product.
there is a player weap exp stat. its in stats, you have to scroll down to see it. there is players exp/skill with a weap and weapon exp on the weapon itself. the forums posts say you dont gain more skill lvls when you cap a weapons exp and have to change weapons.
not 100% on anything posted in here myself. i would like game based info sheet. like what they mean by certain mods and nano effects. like what are they, what do they work best against etc. players shouldnt have to surf a wiki or the forums to know what a symbol on their weapon is and what it does exactly.
also perhaps the damage numbers didnt scaled for the beta. since they wanted pvp to be tested maybe they didnt want imbalance during a testing phase.
Couple things:
A weapons xp bar isnt for the weapon skill - its for the weapon only. Once you max it out you get an (random I think) additional bonus on the weapon, for instance I got "+5% damage from behind". Once the weapon is maxed out you now have a strong weapon to use when you need it - albeit one that no longer gives xp to your actual weapon skill.
This is to encourage using and upgrading new weapons. Its actually rather cool because that gun you worked so hard to upgrade when at a low EGO level will still be viable later in the game.
I chose a number of weapons I liked and worked toward upgrading and modding them to full capacity - just to have them on a loadout I could switch to when I needed the extra bump in stats.
Synergies - according to the ingame help page - arent tied to a players origin, as I first thought - the wording is misleading. Instead they act as 'set' items - if an item says '(2) Outlaw' then when you have two Outlaw items equipped you will get those bonuses.
Just to repeat some posts, EGO level might not actually determine how good the gun is BUT that EGO level is still required for player to have (or more).
Let's think it this way. There might be specific guns (or shields, granades) in some end-game content. To access this content, let's say like co-op instance, you have to be EGO rating of 1000 or higher. This instance will give same guns as you would get from other places BUT also specific stuff for just that instance (or other around same level). The difference could be skin for example.
Now that you got the sweet gun from that instance. If there was no EGO level on it, you could just go and trade to someone with EGO rating of 124...
So maybe the EGO ratings only job on guns and gear is to make sure it can't be traded for someone who have just started.
Atleast I hope it's somewhat this way (if my EGO is like 2500 I could have something that requires high EGO ratings (and new players who inspect could be like "Whoa, where did you get that?"))