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  • Mod slots inconsistent across T3 ranged weapons


    Gazz
    • Version: A21 b324

     

    Summary:

    T3 ranged weapons have 3 entirely different setups for mod slots per quality level, even inconsistent inside the same weapon class.
     

    Game Version: A21 b324

    Did you validate your files? Yes

    Are you using any mods? No

     

    Status: NEW

     

    Bug Description:

     

    Tier 3 ranged weapons use 3 different setups for mod slots. That can not be intentional.

     

        <effect_group name="gunHandgunT3DesertVulture">
            <passive_effect name="ModSlots" operation="base_set" value="3,3,3,4,4,4" tier="1,2,3,4,5,6"/>

        <effect_group name="gunHandgunT3SMG5">
            <passive_effect name="ModSlots" operation="base_set" value="3,3,3,4,4,4" tier="1,2,3,4,5,6"/>

        <effect_group name="gunShotgunT3AutoShotgun">
            <passive_effect name="ModSlots" operation="base_set" value="4,4,4,4,4,4" tier="1,2,3,4,5,6"/>

        <effect_group name="gunRifleT3SniperRifle">
            <passive_effect name="ModSlots" operation="base_set" value="4,4,4,4,4,4" tier="1,2,3,4,5,6"/>

        <effect_group name="gunMGT3M60">
            <passive_effect name="ModSlots" operation="base_set" value="4,4,4,4,4,4" tier="1,2,3,4,5,6"/>

        <effect_group name="gunBowT3CompoundBow">
            <passive_effect name="ModSlots" operation="base_set" value="3,3,3,4,4,4" tier="1,2,3,4,5,6"/>

        <effect_group name="gunBowT3CompoundCrossbow">
            <passive_effect name="ModSlots" operation="base_set" value="2,2,3,3,4,4" tier="1,2,3,4,5,6"/>

     


    User Feedback

    Recommended Comments

    Shotguns, Rifles, and Machine Guns all have 4 tech tiers. These are complete.

    .44 weapons and crossbows should be a class of their own. This legacy design needs to be reworked to either remove weapons and be consistent with the 4 tech tiers per class system or add additional weapons to make them a class of their own.

    Until then, this is the way.

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