Chaosforge Forum
DoomRL => Discussion => Topic started by: commodorejohn on October 24, 2007, 09:56
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Okay, so in previous AoM games, I've thrown something like D1R1S2 on my advanced pistol. This time around, I found one reload mod and then threw on three damage mods in Hell's Armory, but couldn't throw on a speed mod or anything else. I was under the assumption that "the weapon you're holding is already maximized with this mod!" meant that a particular kind of weapon had a limit of, say, two speed mods, one damage mod, and one reload mod for an advanced pistol, but now it seems as though it's just a limit of four mods and I have to pick and choose to get the best possible deal out of it. Is this correct?
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Yep.))
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If you want to put in another four, take a Whizkid advanced trait (it needs Finesse (2)).
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Oh, now that would be worth it. I'll have to give that a try next time around.
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Frankly, I feel anything higher than Whizkid 1 for an AoMr game is nearly pointless; you won't need speed mods with Fin 2 and SoG 3 past the first (the traits knock your firing speed down to 2 turns from 10, and the speed mod knocks it down to one turn, the lowest possible amount of time *any* action can take), and magazine mods aren't really necessary either with the way your gun turns into an Uzi. Of course, the ideal 3D3R1S1M isn't reachable *every* game, and by the time you hit 8 mods you've technically got things nearly beat anyway, so it's not like you need to worry about it too much if you go for WK 2... :)