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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 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

WeaponModdable stats 

All weapons

damageDamage dealt by each bullet/beam hit (is it affect hull damage of heavy laser?)
coolingCooling rate (cooling delay stays unchanged?)

impulse_mk1
impulse_mk2
machinegun_mk1
machinegun_mk2
machinegun_mk3
plasma_mk1
plasma_mk2
player_shotgun_mk1
player_shotgun_mk2
hept
plasma_charging_mk1

reloadFire rate
speedBullet speed
lifetimeBullet lifetime
player_shotgun_mk1
player_shotgun_mk2
amountAmound of bullets in sigle shot (base value is 12)

mining_mk1
mining_mk2
beam_v2

beamlengthMax distance for laser weapons
miningMining multiplayer for lasers
heptsticktimeSticked bullet duration
plasma_charging_mk1
railgun_mk1
chargetime 
railgun_mk1beamlength 
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