Weapon mods were a great addition imo. Kept the game very simple yet added a nice layer of depth to keep things fresh.
They were pretty good, but for a lot of the weapons I only ever ended up using one of the mods - turret mode for chaingun, mini-rockets for heavy rifle, siege mode for gauss cannon - because the other one often felt too situational.
Plus once you get "rich get richer" the high-dps guns get [I]insane[/I].
Yeah, I think the problem is that mods like the micro-missiles and mobile turret are "damage-dealing" mods which dish out extra damage on a cooldown unless you've got the masteries in some cases, whereas ones like the scope and the gatling rotator are "utility" mods that while they don't do more damage, generally speaking, they add more functionality to the gun, however they ended up being weaker and more situational in comparison unless you've got the masteries for them, but even then more often than not you're better off going with the "damage-dealing" options.
Playing the Arcade mode made me experiment more with the weapon mods, since you have everything unlocked and maxed out.
I actually found out some mods that I thought were "meh" (Remote Detonation, Heat Blast, and Scope) were actually pretty good for the right situations. Though there are a few mods that still felt pretty underwhelming. (Shotgun Charged Burst)
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