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"/>
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