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
Weapon | Moddable stats | |
---|---|---|
All weapons | damage | Damage dealt by each bullet/beam hit (is it affect hull damage of heavy laser?) |
cooling | Cooling rate (cooling delay stays unchanged?) | |
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 |