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 produce 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.
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 possitive result overall.
-WWDragon
Weapon mod change different stats depending on designated weapon
Numbers availalbe in libraries/weaponmods.xml
Weapon | Moddable stats | |
---|---|---|
All weapons | damage | Damage dealt by each bullet/beam hit. Not affect special shield/hull damage. |
cooling | Cooling rate. 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 sigle shot (base value is 12) |
mining_mk1 | beamlength | Max distance for laser weapons |
mining | Mining multiplayer for lasers | |
hept | sticktime | Sticked bullet duration |
plasma_charging_mk1 railgun_mk1 | chargetime | |
railgun_mk1 | beamlength |
Info |
---|
Each fired bullet(pellet) add heat to weapon, so any mod that increase fire rate or add pellet count (for shotgun) will cause 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.