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Weapon mod conflict?


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3 réponses à ce sujet

#1
Arf Nagool

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 Just got the rare SMG Recoil mod in a premium SP today. I cannot apply both Ultralight Materials and Recoil mod at the same time. If i choose one, then the other doesnt appear when cycling through the slots. All the other combos work. Is that a bug or by design?

#2
NaclynE

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They did somthing to the SMGs which oddly doesn't and does make sense. I cannot put the armor pirceing barrel and attack barrel on my SMG. It seems like they catagorized the attachements now for some random reason. However the lightweight and heatsink should still be on the bottom while the barrel stuff will be on the top. It's like I can put the accuracy scope, armor pireceing, attack barrel or extra mag (I think) on the top of the gun while the bottom will be ultra light, heatsink or extended mag as an example.  I am not sure if this clears things up but I noticed they catagorized stuff like top is barrel stuff while the bottom is like magazine stuff for SMGs. Hopefully they don't catagorize the shotguns cuz I like adding the armor periceing and attack barrels to my shotguns.

Modifié par NaclynE, 09 septembre 2012 - 05:06 .


#3
devSin

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The interface is funky and doesn't make this obvious at all, but it's by design.

Most of the new mods are mutually exclusive with one of the other existing mods (they cannot be equipped together). As you've discovered, ultralight materials and recoil system upgrades cannot be equipped on the same weapon at the same time (for SMGs, the high-velocity barrel and high-caliber barrel upgrades should also be exclusive).

Modifié par devSin, 09 septembre 2012 - 09:30 .


#4
Arf Nagool

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Thanks. It makes sense that some upgrades might be mutually exclusive, although it seems like an arbitrary association in this case. It's the first time I've ever encountered this 'feature' when applying upgrades on any weapon. It makes sense for high velocity and HIgh caliber barrel, as you say, I hadn't tried that combo before. There must be a (better) way of indicating it in the UI. Either that or I'm missing something obvious.