What about scope mods infectors and detonators? Right now weapon/mod synergies can't be completely utilized to tier 4 of the synergy...
What about scope mods infectors and detonators? Right now weapon/mod synergies can't be completely utilized to tier 4 of the synergy...
Do us all a favor and just remove ego powers and auto aim weapons from PvP until such a time you can fix them, if thats even possible.
GT/In game name is same as forum name.
Solo'ing major akfalls. Like a boss.
http://i212.photobucket.com/albums/c...8/DSCI0363.jpg
Thanks for the info, Gary, this is much appreciated !
Personally, if I can make a suggestion, I'll had some "anti screen shaking" thing on the scopes... Especially on Sniper Rifles' ones ! (Just try to snipe during a coop mission with players using Swarm Cannons or GL-1... Good luck !)
Too bad, it had such a great potential.
YouTube channel : DracianTheAndroid
And still find-able on Steam. Currently dead on Origin.
i still don't get why accuracy is reduced when you equip a scope. It's one reason i don't bother with my guns unless its party of a synergy mod
Clan Exodus
PS3 - GT: NeVaDiE305 In-Game: Greyce
Accuracy is reduced when you equip a scope because the stat is badly named. It should be called Inaccuracy, because lower numbers mean that your shots will land closer to the intersection of the crosshairs. I know. It makes no sense. Accuracy determines the variability of your shots, where higher values mean more variability.
This sounds great! Like other players, I've got a number of weapons with only 3 mods in them because the scope overlay was too restrictive [thinking mainly of my EMC LMG, Rocker, and Thunder].
So let me get this straight... you are going to alter the scope mods to improve them, but not allow players that have installed the desired mods a way to adapt to these changes? I'm sorry but while the intended changes are great, players placed very specific mods on their weapons for a reason. Without the ability to remove a single mod to adjust to these changes the backlash will be insane, particularly as many of us purchased synergy mods for a significant amount of scrip.
While I applaud Trion for making such a change, I again have to question your shortsightedness just as with the weapon experience reset costs that originally penalized higher EGO players and continue to do so for most salvage matrix costs with no real benefit. While I understand the intent of these changes, at some point you have to own up to the fact that it was Trion's mistake that caused these issues and not penalize the loyal player base for them. Make salvage costs fair to everyone (regardless of EGO) and give players a way to remove a single mod without destroying the weapon or removing the other attached mods if you are going to make such changes. It's honestly the least you can do for your players at this point.
The insight is nice, but I'd rather look at your source code.As a C#.net web developer and MSSQL T-SQL Database programmer, I'm always curious as to how other people code their stuff. Never stop learning!
Anyway, my issue is with BMG's. They have a slot for sights, but there is never anything to put into them. I know with the way BMG's work they do not lend themselves to be used with a sight display. However, something has to be done about the wasted slot, because it's annoying spending many tens of thousands of resource units on a mod upgrade, with your BMG, only to get a wasted sight mod.
So either:
1. Remove this mod from the weapon template. So you only have the remaining three mods available.
2. If idea 1 breaks your generic weapon template code, then include some BMG scopes. The scopes don't have to increase accuracy, since BMG's are pretty much auto hit, but when you use them you can get a link bonus, range increase or a slight buff to DMG/Heal. Also you can change the targeting cross-hair to something different, to indicate your in the boosted "scoped" mode.
Either way, either remove the sight mode from BMG's or give us something useful to put into them.
I said it somewhere else in this post, but it is not accuracy reduced, it is aim accuracy; which can be defined as the angle of accuracy. So a reduction in the angle is a positive thing. Like if you have a 90 degree angle, reducing it to a 45 degree angle makes it a smaller area, thus increasing probability to hit the exact target. If you notice, what happens in game is that the crosshairs are reduced, allowing a tighter shot group (better chance to hit the mark).
I'm sure you have heard a phrase similar to: "You missed because you were aiming too wide." It is used in a lot of manners, not just referring to guns.
But, I agree, it is a confusing term. Maybe they should relabel it -0.30 crosshair size