Mod type \ Item type | Projectile Weapon | Melee Weapon | Armour | Boots | Helmet |
Defense | - Reload Time | +Attack Speed | +Armour Class | +Boots Armour | 25% chance to halve any damage received |
Power | +Weapon Damage | +Melee Damage | Attacker receives 25% of the damage it dealt in melee | +Melee Damage | +Melee Damage |
Ranger | +Weapon Accuracy | +Melee Accuracy | -Move Speed Penalty | +Move Speed | +Accuracy |
Special | +Magazine | +Knockback | +Durability | -Knockback | +20% XP gained from kills |
I'm sick of bunch of magazine mods in my games ;PAnd THAT is why I think that the magazine mod should be a lot better than it is now.
idea of +20 % XP is just great.. but I hope there will be possible to get advanced helmet! :)Like I said - the game is so short that you'll want the XP bonus only if you get the Special mod really early.
So, overall idea is nice... but I understand mods will work normally, like attached forever?Yeah. I think there should be no way to salvage a mod. In my interpretation - it doesn't ATTACH itself into the gear - it MODIFIES it. It's not a modificatION - it's a modificatOR.
Whizzkid 3 !! :) Oh yeah! And Whizz 3 (...)IMO - it's a lot better to have few powerful traits than a lot of ones that require you to put a LOT of points to become useful (or you just put a single point for the initial effect and don't bother upgrading more... Like the three-step Badass trait).
Also (I'm not sure about this one but - what the hell. You don't max out a lot of stuff anyway, so - let's give an incentive) Level 3 of Son of a Gun should give you the ability to put an extra mod on pistols, level 3 of Reloader should do that for RL... Level 3 of Brute for melee weapons. Hellrunner 3 - on boots. Eagle Eye 3 - on helmets, Tough as nails 3 - on armours.Yeah, I would agree, for me Whizzkid is kind of useless until you encounter advanced weapon, because 3 slots in total with Whizzkid (3) which don't happen early, is too low.. And I think maxing any trait should give some nice bonuses, we can be creative here, like maxing Berserk AND Brute would give you ability to steal enemies hp, but some low amount, not to be so powerful (and only when using melee weapons), so I'm so on Whizzkid giving you ability to put you 2 more mods on anything per level (now it's one for normal weapons and 4 for advanced), so you would have 2 more mods per lvl, but for advanced weapons too.
Whizkid should give you the ability to put 1 (or 2?) more mods on anything.
You got a good idea, and it's got a point because it's usual for people to see very few mods of one type (one game i saw 2 magazine mods and 8! boots protection mods). Nevertheless you're overdoing it. I would just take what's already in the game and consolidate it:
Concerning the OP, I don't think you should be able to apply magazine mods to rocket launchers - it's just too much, a literal 100% increase in magazine size and a single mod would fix the rocket launcher's main drawback.I figured that the Special mods should do something... well - special. They would upset the balance we have, sure... That doesn't have to mean it's a bad idea. It would open up a lot of new possibilities for the player. The mods wouldn't be THAT ubiquitous and you'd think twice about what to apply them to. The special mods would be quite rare and the limit on the numer of appliable mods on a single piece of equipment would be strict.
You can't apply a magazine mod to Rocket Launcher, Shotgun and Double Shotguns.Twice, and twice the Revenant's Launcher.
There was an exploit in a previous version where you could load weapons over their clip size if you knew how, and yes, a Rocket Launcher with no reload need was that awesome :P.
P.S. - Ever found the Missile Launcher?
You got a good idea, and it's got a point because it's usual for people to see very few mods of one type (one game i saw 2 magazine mods and 8! boots protection mods). Nevertheless you're overdoing it. I would just take what's already in the game and consolidate it:
Mod --------------------- Weapon ------------------ Armor ---------------------- Boots
Damage/Protection +1 damage die +1 Protection +2 Protection
Reload/? -20% reload time ?? ??
Speed/Mobility +10% fire speed +10% move speed +10% move speed
Magazine/Durability +30% magazine +50% durability +50% durability
Accuracy/? +1 hit ?? ??
Reload -> Recovery: -20% knockback (armor/boots)
Accuracy -> Lightweight: +10% dodge (armor/boots)
[mod] -- FS#---: Badass is now a single level trait that stops Health degradation and gives a bonus to knockback stopping. Also it gives a 25% chance of not getting hurt at all when receiving <1 damageThe second effect Badass had on 0.9.8.11 beta 1. It's all i can think of that doesn't fit too badly on armour.
QuoteOn another topic, have you considered increasing Accuracy mods to +2 hit to match Eagle eye? As it is they're clearly the worst mods.I totally agree with this. Right now I never apply accuracy mods to anything. I also rarely apply speed mods - but now they'll be REALLY valuable since they've been merged with boot mobility mods.
+2 Accuracy mods would however be rather nice to use with chainguns and plasma rifles.
Also - keep the reload % bonus bigger than the magazine % bonus - otherwise, the magazine mod will be superior in every situation.
One note I'd like to bring up, though - mods to weapons/boots are more 'permanent' than ones to armor, so likely they'd be higher priority. Of course I look at other players' mortems and I see their 3 sets of PDM modified red armor when they win, and I always wonder how they keep their armor intact (and find all those mods in the first place!), so maybe I'm just poor at keeping my armor around.