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 grage 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 stats.
Mod crafting reqires 10 mod parts & 1 Xenon component. The result will be 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
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
Numbers availalbe in libraries/weaponmods.xml
...
All weapons
...
impulse_mk1
impulse_mk2
machinegun_mk1
machinegun_mk2
machinegun_mk3
plasma_mk1
plasma_mk2
player_shotgun_mk1
player_shotgun_mk2
hept
plasma_charging_mk1
...
mining_mk1
mining_mk2
beam_v2
...
.
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 |
Links
See this thread for the ongoing (as of 10/12/2015) discussion with the Dev j.harshaw responsible for balancing.