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Team: Eminence Front
Main: Myrtok
Level: 1620
Class: Speed Demon

Joined: Sun Jan 13, 2008 3:43 am
Post Re: Mods on artifacts
JeffL wrote:
If you buy items from the base after it has bought them from the colony, then the mods might be stripped. I'm not sure if we ever fixed that or not.

I can tell you for sure that non-ruin items still get theor mods stripped when you buy them from a base. I just sold myself an item that way the other day. It's very handy when you get something like an Ethereal Laser U that would be absolutely worthless with an unremovable mod, but is very handy unmodded.

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Wed Sep 29, 2010 6:04 am
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Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
Level: 2468
Class: Berserker

Joined: Tue Dec 22, 2009 7:28 am
Post Re: Mods on artifacts
Make an item that will make items with modifications become unwanted if they fix the issues with selling modificated items through bases?

I have stripped quite a few items during my playing time. Lion Incinerator* Scoped, Crystalline Reserve* Rewired being some of them.

But I really like this idea a lot Jeff. I see some amazing BvB battles come up if Kikale Mzungu Warfare Ruins show up.

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Wed Sep 29, 2010 6:14 am
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Team: Admins
Main: The Voomy One
Level: 1337
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Joined: Thu Jun 29, 2006 12:06 am
Post Re: Mods on artifacts
Is there any point with removing a mod? If the item is needed for a build or something Im pretty sure it doesnt matter if it's modded or not.

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Wed Sep 29, 2010 6:20 am
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Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
Level: 2468
Class: Berserker

Joined: Tue Dec 22, 2009 7:28 am
Post Re: Mods on artifacts
Of course not. But some modifications create more trouble than without them. Like my scoped Lion Incinerator, Lion Incinerators does not get any tracking, so I would end up having to search through 2 weapons instead of 1 if I put it on my Berserker with another unmoded Lion Incinerator.

And for energies, Rewired is a most useless modification in my opinion. Is there anyone that shares this point of view? I can live with rewired modifications on shields sometimes, but on energies, I just throw them away or remove the modifications.

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Wed Sep 29, 2010 6:26 am
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Team: Resident Evil
Main: topbuzzz
Level: 4129
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Joined: Sun Dec 21, 2008 12:31 pm
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Post Re: Mods on artifacts
yes but id far sooner have the functionality of buying a modded item from a base. Cant you sell the modded item to ai base and undo to remove the mod?

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Wed Sep 29, 2010 8:57 am
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Team: Pax Romana
Main: Ghost Commander
Level: 1138
Class: Berserker

Joined: Sat Dec 09, 2006 10:36 pm
Post Re: Mods on artifacts
What CSE said. Not every mod gives bonuses. Sleek, for example lowers agility. And if that normal stat is critical to the setup, then something like Rewired hinders the setup.

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Wed Sep 29, 2010 10:27 am
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Team: UnderDawgs
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Joined: Sat Apr 25, 2009 4:33 am
Post Re: Mods on artifacts
Rewired energies = fail :P

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JeffL wrote:
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Wed Sep 29, 2010 10:40 am
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Team: Eminence Front
Main: Paximaximus
Level: 2572
Class: Engineer

Joined: Wed May 26, 2010 7:51 pm
Post Re: Mods on artifacts
VatFF wrote:
Rewired energies = fail :P

Seriously, who uses a ReWired energy..


Wed Sep 29, 2010 10:41 am
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Team: Zephyr
Main: thebeast
Level: 2787
Class: Gunner

Joined: Sun Dec 14, 2008 11:32 am
Post Re: Mods on artifacts
I have a dbl modded CR that sits in my storage because its modded Overclocked Rewired. We really need a way to remove 1 or all mods on an item so the above instance doesn't happen all the time. But as for the topic, i love it!!!!

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Wed Sep 29, 2010 7:20 pm
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Team: Heaven
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Post Re: Mods on artifacts
Rewired should not affect shield bank.

Maybe Increase energy bank and decrease regen? or vice versa? etc

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Wed Sep 29, 2010 8:06 pm
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Team: Eminence Front
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Joined: Mon Aug 22, 2005 8:17 am
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Post Re: Mods on artifacts
The Voomy One wrote:
Is there any point with removing a mod? If the item is needed for a build or something Im pretty sure it doesnt matter if it's modded or not.


Sometimes, you don't want an item to be modded. For example, forceful adds +32% size to an item, as well as damage (for weps) and thrust (for engines). If you barely have enough room for the item, you don't want forceful. Radioactive adds visability as well as elec, obviously bad for any stealth setup. Rewired on energies is just awful, takes away shields.

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Wed Sep 29, 2010 8:51 pm
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Post Re: Mods on artifacts
JeffL wrote:
I'm personally happy with some things being only acquired in certain ways. Maybe the aliens of old didn't use capacitors and scoops. Maybe the scooped things with their minds!


OK now your just being silly.

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Thu Sep 30, 2010 10:14 pm
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Post Re: Mods on artifacts
MasterTrader wrote:
JeffL wrote:
I'm personally happy with some things being only acquired in certain ways. Maybe the aliens of old didn't use capacitors and scoops. Maybe the scooped things with their minds!


OK now your just being silly.


Why? That's what I do...

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Thu Sep 30, 2010 10:16 pm
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Team: PrimalDecus
Main: Uth Matar
Level: 2466
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Joined: Mon Apr 16, 2007 7:41 am
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Post Re: Mods on artifacts
i use combo of rewired energy + amp shield - so i like it leave ti as was.
I use rewired energy still on my DM and i love the extra energy bank shield idc about .... and removing just one mod is against the whole purpose of mods - you either get lucky or you dont ...

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Fri Oct 01, 2010 2:08 am
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Team: Death Mental
Main: ashta the 2nd
Level: 2942
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Joined: Tue May 31, 2005 3:00 pm
Post Re: Mods on artifacts
shud happen to bpitems too....i wud make 100 dunders to get a nicely modded one :P

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Sat Oct 02, 2010 1:27 pm
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