I'd still like to see Soldiers able to equip 3 weapon mods...
#1
Posté 27 août 2012 - 01:04
Think of the possibilities...
#2
Posté 27 août 2012 - 01:05
#3
Posté 27 août 2012 - 01:06
#4
Posté 27 août 2012 - 01:06
#5
Posté 27 août 2012 - 01:08
Transairion wrote...
They were fine when they had Ammo Powers. They're not fine when you have to buy said Ammo after every single match, so I wouldn't mind seeing this after they actually fix weapon mods to begin with. Like Pistol ULM not being able to be used with some other mods, and SMG ULM not working on anything but the Geth SMG. Still.
That isn't a bug, it's supposed to be that way.
#6
Posté 27 août 2012 - 01:09
Every other class has something special, whether it be the availablity of tech/combat/biotic powers or whatever. Soldiers being the "weapons specialists" it just makes sense to me.
Definitely would result in people playing something other than the Claymore HSo and Destroyer, methinks.
#7
Posté 27 août 2012 - 01:09
#8
Posté 27 août 2012 - 01:12
Piranha with choke, hcb, shredder
Harrier with eb, piercing, extended clip
Reegar with hcb, shredder, ammo
Talon with scope, piercing, ammo
Claymore with hcb, shredder, choke
Hurricane with ap barrel, recoil mod, heat sink
The possibilities are endless...
#9
Posté 27 août 2012 - 01:23
That isn't a bug, it's supposed to be that way.
Source? There isn't a message popup that says "these mods are incompitable", using one just completely removes the other from view. Doesn't sound like a nifty design feature to me.
Modifié par Transairion, 27 août 2012 - 01:23 .
#10
Posté 27 août 2012 - 01:24
#11
Posté 27 août 2012 - 01:25
Transairion wrote...
That isn't a bug, it's supposed to be that way.
Source? There isn't a message popup that says "these mods are incompitable", using one just completely removes the other from view. Doesn't sound like a nifty design feature to me.
It isn't. It's a bug.
#12
Posté 27 août 2012 - 01:27
#13
Posté 27 août 2012 - 01:31
#14
Posté 27 août 2012 - 01:38
But ontopic, more weapon mod space for Soldiers would be nice.
#15
Posté 27 août 2012 - 01:47
Transairion wrote...
One of the issues raised here on the forums about permanent Ammo Powers (or Ammo Gear) is what happens if you apply Incinedary Gear + consumable Cyro Ammo
Well, the best option would be to make that simply not equipable, say when incendiary mod is selected all but incendiary consumables are greyed out and can´t be selected.
However, the lazy wtf way would be to allow selection without function ingame like piercing with projectile weapons
#16
Posté 27 août 2012 - 02:11
#17
Posté 27 août 2012 - 02:13
#18
Posté 27 août 2012 - 02:20
#19
Posté 27 août 2012 - 02:23
It isn't, it's pretty obvious why you can't equip the SMG piercing and barrel mod at the same time, the reason the other mods can't eb aplied at the same time is because they mod the same gun part.ParatrooperSean wrote...
Transairion wrote...
That isn't a bug, it's supposed to be that way.
Source? There isn't a message popup that says "these mods are incompitable", using one just completely removes the other from view. Doesn't sound like a nifty design feature to me.
It isn't. It's a bug.
#20
Posté 27 août 2012 - 02:25
Also, if you're not going to give perm ammo powers, having the evo 6 for concussion that grants it the ammo power is ridiculous, its only useful if you do an ammo power.
#21
Posté 27 août 2012 - 03:46
RiflemanUK wrote...
It isn't, it's pretty obvious why you can't equip the SMG piercing and barrel mod at the same time, the reason the other mods can't eb aplied at the same time is because they mod the same gun part.ParatrooperSean wrote...
Transairion wrote...
That isn't a bug, it's supposed to be that way.
Source? There isn't a message popup that says "these mods are incompitable", using one just completely removes the other from view. Doesn't sound like a nifty design feature to me.
It isn't. It's a bug.
Perhaps I misread what he was speaking about, but I was referring to the bug where ULM flatout doesn't work on the SMG (unless also equipped on a pistol).





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