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Comment: solntcev: removed duplicate info, linked relevant page

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 of your weapon (cooldown time, reload time, damage, number of 'particles' (ie ricochets) for shotgun etc)
  • A Medium-grade mod will adjust 2 stats
  • A High-grade mod will adjust 4 stats

Stats may go down as well as up!

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 stats.

Mod crafting reqires 10 mod parts & 1 Xenon component. The result will be a random mod of the same grade with random stats

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 possitive result overall.
-WWDragon

Weapon mod change different stats depending on designated weapon

...

and 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.

ComponentQuantity
Low-grade Weapon Mod
Low-grade Weapon Modification Part5
Weapon Interface Chips1
Medium-grade Weapon Mod
Medium-grade Weapon Modification Part5
Weapon Interface Chips1
Metal Alloys1
High-grade Weapon Mod
High-grade Weapon Modification Part5
Weapon Interface Chips1
Metal Alloys2
Xenon Components1

 

See this thread for the ongoing (as of 10/12/2015) discussion with the Dev j.harshaw responsible for balancing.