Weapon modifications available as rare drops from destroyed ships and , as mission rewards .
See this thread for the ongoing (as of 10/12/2015) discussion with the Dev j.harshaw responsible for balancing.
ATM (pre-release of v4, ie beta) :
- A Low-grade mod will adjust 1 stat
- A Medium-grade mod will adjust 2-3 stats
- A High-grade mod will adjust 3-5 stats
Stats may go down as well as up!
Low grade mod offer widest available stat effect.
Only station mechanics can fit (or remove) a mod, but you can dismantle a mod at any time to recraft it into something with a different set of statsand in some lockboxes.
Detailed description and list of available efffects available on Weapon mods (4.0) page.
Mod crafting produces a random mod of the same grade with random stats.
Component | Quantity |
---|---|
Low-grade Weapon Mod | |
Low-grade Weapon Modification Part | 5 |
Weapon Interface Chips | 1 |
Medium-grade Weapon Mod | |
Medium-grade Weapon Modification Part | 5 |
Weapon Interface Chips | 1 |
Metal Alloys | 1 |
High-grade Weapon Mod | |
High-grade Weapon Modification Part | 5 |
Weapon Interface Chips | 1 |
Metal Alloys | 2 |
Xenon Components | 1 |
Note that systems using completely random stat systems tend to provide MASSIVE amounts of useless mods, which is currently the case with the new mod system in X:R.
Hopefully the rebalance due in january will stabilize this to a more positive result overall.
-WWDragon - <fixed in v4b6 - Snafu>
Applying a weapon mod will change different stats depending on the designated weapon
Numbers availalbe in libraries/weaponmods.xml
Weapon | Moddable stats | |
---|---|---|
All weapons | damage | Damage dealt by each bullet/beam hit. Does not affect special shield/hull damage. |
cooling | Cooling rate. Does not affect cooldown delay. | |
impulse_mk1 | reload | Fire rate |
speed | Bullet speed | |
lifetime | Bullet lifetime | |
player_shotgun_mk1 player_shotgun_mk2 | amount | Amound of bullets in single shot (base value is 12) |
mining_mk1 | beamlength | Max distance for laser weapons |
mining | Mining multiplyer for lasers | |
hept | sticktime | 'Sticky' shot damage duration |
plasma_charging_mk1 railgun_mk1 | chargetime | |
railgun_mk1 | beamlength |
Info |
---|
Each fired bullet (pellet) adds heat to the weapon, so any mod that increases fire rate, shot speed, or adds pellet count (eg for shotgun) will cause the weapon to overheat faster. |
...
Links
See this thread for the ongoing (as of 10/12/2015) discussion with the Dev j.harshaw responsible for balancing.