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Wasteland 3 weapon mods
Wasteland 3 weapon mods




So far, I like the game overall, but it seems to suffer from numerous ♥♥♥♥ design decisions. If that's by design, then it's pretty ♥♥♥♥ design. The game does not give a player sufficient information on their first play-through to make good judgements about when to install mods. If I install a mod on some gear, I have no idea whether or not I'm about to get another piece of gear that supersedes it, effectively wasting the mod. Originally posted by Tam:I'm on my first play-through of Wasteland 3, so I have no prior knowledge about what gear I will find or be able to buy. You might get a random mod, but if you do it will be random, and you'll only get at most one. Oh, and FYI, Field Stripping a gun will not get you the mods that are in it back. The fact that you end up upgrading your guns like 4-5 times and your armor at least once, probably twice during the game makes modding anything that isn't top tier kind of bad, but then you need the buffs from the mods NOW to get any use out of them, so it's a catch 22. And then there are mods that do show up at random in crates, which are generally less good. Those are generally only found sold from different vendors and as such there are only like 6 of them total in the game (not 6 of each, mind you, six total). Some other mods are not unique, but are only available in the game in small numbers, and are not ever found in random loot, like the various 21, 32, and 38mm Mag Scopes. Requires 4 WS.There are some Mods that are unique (though you might be able to craft them now, originally there was only one you could ever get, like the Quickfire Mag for example).

wasteland 3 weapon mods

Grand Slam Weights: -10 Accuracy, +15% Crit Chance. Weights Mods (Bladed Weapons, Blunt Weapons) Under Barrel Mods (Assault Rifles, Energy Weapons, Handguns, Sniper Rifles, Submachine Guns) Tactical Scope: +8 Max Range, +6 Optimal Range. Scope Mods (Assault Rifles, Energy Weapons, Handguns, Sniper Rifles) High Capacity Magazine: +4 Ammo Capacity. Magazine Mods (Assault Rifles, Automatic Handguns, Sniper Rifles, Submachine Guns) Grip Mods (Bladed Weapons, Blunt Weapons)

wasteland 3 weapon mods

Open Choke: +10 Cone Radius, -4 Max Range. Improved Mod Choke: -5 Cone Radius, +2 Max Range. Requires 6 WS.įull Choke: -10 Cone Radius, +4 Max Range. Short Barrel: +4% Accuracy, -4 Max Range, -2 Optimal Range. Long Barrel: +6% Accuracy, +6 Max Range, +5 Optimal Range. You can still try to remove it with a lower skill, but that gives you a 50% or 75% chance of destroying it (I think).īarrel Mods (Assault Rifles, Handguns, Sniper Rifles, Submachine Guns)įlash Suppressor: +12% Accuracy. Removing a Weapon Mod, however, requires a Weaponsmithing skill of at least two points higher than the Weapon Mod's installment requirement to remove safely. There may be unique mods in the game, or powerful "end game" mods, but if so I don't currently see any.Įach Weapon Mod has a Weaponsmithing requirement to install, which is a flat gated skill check with no chance of failure.

wasteland 3 weapon mods

At the moment, there appear to be approximately 20 weapon mods spread over seven categories (roughly 2-3 mods per category). Just finished grinding a bit with Weaponsmithing to see what all of the generic weapon mods are.






Wasteland 3 weapon mods