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Dorin Nube
Team:
Main: Myrtok
Level: 1620 Class:
Speed Demon
Joined: Sun Jan 13, 2008 3:43 am
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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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pip8786 wrote: Dorin Nube... you win the best post on the forums ever award. Well done.
HAL wrote: You are greedy and ignorant, you can't have everything in life for free.
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Wed Sep 29, 2010 6:04 am |
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The Lost One
Team:
Main: UrQa Vazuk Qii
Level: 2468 Class:
Berserker
Joined: Tue Dec 22, 2009 7:28 am
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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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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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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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The Lost One
Team:
Main: UrQa Vazuk Qii
Level: 2468 Class:
Berserker
Joined: Tue Dec 22, 2009 7:28 am
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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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sabre198
Member
Team:
Main: topbuzzz
Level: 4129 Class:
Shield Monkey
Joined: Sun Dec 21, 2008 12:31 pm Location: Timmeh!
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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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landswimmer wrote: IN C1, TIMEWARP SCREWS YOU!
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Wed Sep 29, 2010 8:57 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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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.
_________________ Axis Industries
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Wed Sep 29, 2010 10:27 am |
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VatFF
Team:
Main: FFs V
Level: 3006 Class:
Shield Monkey
Joined: Sat Apr 25, 2009 4:33 am
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Re: Mods on artifacts
Rewired energies = fail
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JeffL wrote: I stopped being able to totally understand that function years ago. Too long since I wrote it, and now it's all confusing. =)
The Voomy One wrote: You gotta be shitting me >_<
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Wed Sep 29, 2010 10:40 am |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Mods on artifacts
VatFF wrote: Rewired energies = fail Seriously, who uses a ReWired energy..
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Wed Sep 29, 2010 10:41 am |
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gary1992
Team:
Main: thebeast
Level: 2787 Class:
Gunner
Joined: Sun Dec 14, 2008 11:32 am
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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!!!!
_________________ Albert Einstein - “I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.”
Napoléon - “Never interrupt your enemy when he is making a mistake.”
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Wed Sep 29, 2010 7:20 pm |
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Neolation
Team:
Main: =Neo=
Level: 2230 Class:
Fleet Commander
Joined: Sat May 03, 2008 4:23 pm Location: Near your cookies
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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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=Neo=
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Wed Sep 29, 2010 8:06 pm |
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yugioh124
Team:
Main: yugioh
Level: 1854 Class:
Fleet Commander
Joined: Mon Aug 22, 2005 8:17 am Location: Classified
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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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Dorin Nube wrote: Nipples aren't the only danger here.
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Wed Sep 29, 2010 8:51 pm |
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MasterTrader
Team:
Main: Hober Mallow
Level: 1203 Class:
Shield Monkey
Joined: Wed Apr 09, 2008 3:08 pm Location: Berkeley, CA
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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.
_________________ “The most hopelessly stupid man is he who is not aware that he is wise.” ~ Isaac Asimov
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Thu Sep 30, 2010 10:14 pm |
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Demiser of D
Team:
Main: Demiser of D
Level: 20 Class:
None
Joined: Tue Jun 07, 2005 6:46 pm Location: Listening to Fire On High, best song ever.
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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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JeffL wrote: That's it. I quit!
Battlecruiser23 wrote: Fuck you, Cygnus.
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Thu Sep 30, 2010 10:16 pm |
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Uth Matar
Team:
Main: Uth Matar
Level: 2466 Class:
Engineer
Joined: Mon Apr 16, 2007 7:41 am Location: ExZagreb,Croatia~jetzt Potsdam,Germany
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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 ...
_________________ Curiosity killed the cat . *Est Sularas oth Mithas* Thx k-2 FREDOM FOR WING4+ !!! NOW !!! /viewtopic.php?f=4&t=28872&st=0&sk=t&sd=a The Voomy One :Uth Matar is correct!
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Fri Oct 01, 2010 2:08 am |
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ashta1989
Team:
Main: ashta the 2nd
Level: 2942 Class:
Berserker
Joined: Tue May 31, 2005 3:00 pm
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Re: Mods on artifacts
shud happen to bpitems too....i wud make 100 dunders to get a nicely modded one
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Sat Oct 02, 2010 1:27 pm |
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