Bones76 Posted November 4, 2013 Share Posted November 4, 2013 (edited) If all mods were to have adjustable levels, it would help us manage the ever growing amount. Of course we still would have to fuse them in order to get to the highest level. We should have the ability to alter the level of the mod manually. These settings could then be stored per frame/weapon. - It would be a great way to be able to use ALL of your Frame's/Weapon's mod points as you see fit. - It would improve modding low-level frames/weapons; just lower the level of the mods and adjust them when you level up. - It would be a great feature for fine-tuning multiple builds - You could also implement a function on mod fusion, that whenever you level up a mod and it exceeds the capacity of other weapons/warframes, it automatically sets the amount of the mod to the maximum allowed. (Thanks Agua!) - There shouldn't be a cost for rescaling mods. The cost of leveling them in the forst place is enough. Let me know what you think! Edited November 28, 2013 by Bones76 Link to comment Share on other sites More sharing options...
Ehza Posted November 4, 2013 Share Posted November 4, 2013 genius, it makes sense for mods like heavy caliber Link to comment Share on other sites More sharing options...
Valiant Posted November 4, 2013 Share Posted November 4, 2013 (edited) Yeah... I would definitely like to be able to alter the level. It would be even better if we could see the stats for the weapon/frame change on the same UI screen instead of having to exit, look at the main menu, memorize what it was and re-enter then mess around again. Edited November 4, 2013 by Naith Link to comment Share on other sites More sharing options...
Jyro-Blud Posted November 4, 2013 Share Posted November 4, 2013 100% agree Link to comment Share on other sites More sharing options...
AlienOvermind Posted November 4, 2013 Share Posted November 4, 2013 I think it would be great. The problem with failing fusion would be solved too. Link to comment Share on other sites More sharing options...
KatanaWielder Posted November 4, 2013 Share Posted November 4, 2013 This has been suggested since U7, but I haven't seen any intentions from part of DE of doing it =/ Link to comment Share on other sites More sharing options...
Dtexas Posted November 4, 2013 Share Posted November 4, 2013 DE said in one of the livestreams (dont remember which) that this is either being worked on, or should be being worked on soon. Link to comment Share on other sites More sharing options...
tactical_surgeon Posted November 4, 2013 Share Posted November 4, 2013 DE said in one of the livestreams (dont remember which) that this is either being worked on, or should be being worked on soon. SOON - Link to comment Share on other sites More sharing options...
AlmightyT0T Posted November 4, 2013 Share Posted November 4, 2013 (edited) To be honest. I got of normal mods already of every ranked an copy. And for most weapon mods I have of every rank and doubles because the sentinel weapons. However, I understand that this is about rare mods. But ifrst of all I would say that is actually really nice that we can (un)equip any mod in any weapon (I mean to all your weapons) and that this doesn't take anything like a skill reset book in most other games. Actually it is like learning skills and improving skills, yet you equip the skill rather than the skill and its strength are bound to the weapon. Also, if you make several mod ranks, combining them toghether for one strong version is less efficient. ( Combining 2 rank 4 vitalty will not result in a rank 5 vitality, cominging 8 rank 2 vitality mods however does) It would way to easy to fuse mods since you only need to max them at once and then you can just scale with the level? The challenge in improving yoru mods was to consider strong mods and 'sacrifices' of mods. it will take only 1024 redirection mods to max this one. While I have several copies of rank 8 rederection which I cannot use efficiently for fusion ( combing two rank 8 rederictions wont give me a rank 9 redirection, but the rank 4 rederections I put in it would have) For that, I am pretty sure that I could make easly 3 times a maxed Redirection mod. This makes it way to easy because no one has to think anymore about the polarized slots rounding up just for that odd amount of module costs when you want to max rank a mod (Mods that have an odd number at max rank will be considered left even because polarity rounds this up,) Also you will save up a lot of moduels and fusion cores, Which make it eaven easier to fuse the other mods because you save more than 50% of your normal input by not seperately leveling up mods. sorry just read your post a little bit beter. Good idea indeed. But perhaps not on maxed out mods. just make them register of which levels you have a copy and then allow you to - and + which one is used. Edited November 4, 2013 by AlmightyT0T Link to comment Share on other sites More sharing options...
Bones76 Posted November 4, 2013 Author Share Posted November 4, 2013 sorry just read your post a little bit beter. Good idea indeed. But perhaps not on maxed out mods. just make them register of which levels you have a copy and then allow you to - and + which one is used. That's even better. :) Post edited. Link to comment Share on other sites More sharing options...
nintega Posted November 4, 2013 Share Posted November 4, 2013 (edited) *clip* sorry just read your post a little bit beter. Good idea indeed. But perhaps not on maxed out mods. just make them register of which levels you have a copy and then allow you to - and + which one is used. That would defeat the point, which is to make it so people don't have to rank up one mod several times to different levels to fit their various weapons and frames. Once you have a mod to max rank, you can change the level of it used on each individual piece of equipment. EDIT: Ah, my bad, I made the same mistake you made before you edited your post. Sorry. Edited November 4, 2013 by nintega Link to comment Share on other sites More sharing options...
Agua Posted November 4, 2013 Share Posted November 4, 2013 DE please!!!This would definitely make game more enjoyable, since I would finally max a lot of mods that I don't. If you do this please also implement a function on mod fusion that whenever you level up a mod and it exceeds the capacity of other weapons/warframes, it automatically sets the ammount of the mod to the maximum allowed. Link to comment Share on other sites More sharing options...
Bones76 Posted November 4, 2013 Author Share Posted November 4, 2013 DE please!!! This would definitely make game more enjoyable, since I would finally max a lot of mods that I don't. If you do this please also implement a function on mod fusion that whenever you level up a mod and it exceeds the capacity of other weapons/warframes, it automatically sets the ammount of the mod to the maximum allowed. Didn't even think of that.. This would be very nice indeed, better than the "auto-resolve" thing. Link to comment Share on other sites More sharing options...
TunaMayo Posted November 4, 2013 Share Posted November 4, 2013 I very much want this, it's annoying having to have or having to farm new mods to have at differing fusion levels to fit different builds. If DE think this is too easy, make it a credit sink. Make it so that you have to pay credits every time you go up or down fusion levels to prevent people from doing it willy nilly. Nevertheless, we need this. Link to comment Share on other sites More sharing options...
Tanilu Posted November 4, 2013 Share Posted November 4, 2013 I would really like to see this implemented in the future. Someone mentioned Heavy Caliber, and this feature would be great for all the corrupted mods. Link to comment Share on other sites More sharing options...
AlmightyT0T Posted November 4, 2013 Share Posted November 4, 2013 Didn't even think of that.. This would be very nice indeed, better than the "auto-resolve" thing. Certailny, They should actually pot some option to select 'UN EQUIP THIS MOD IN ALL WARFRAMES/ WEAPONS' because I don 't want to go to all these warframes, then unequip all mods because I don 't know which one is in which warframe. And then finally to upgrade that single piece of SH#T. And after that I can re-equip my stuff again with either the new mod or the lower versions. Also, since they don't display duplicates. It would be nice to display "Sentinel weapon equiped" so that you don 't hear it when you want to leave your arsenal, which means you have to remoddel. And this over and over because people make mistakes since you can't see wheter it is already equiped by sentinel or your weapon. Link to comment Share on other sites More sharing options...
-HAKUNA-YOUR-TATAS- Posted November 4, 2013 Share Posted November 4, 2013 +1 this is a great idea! Link to comment Share on other sites More sharing options...
Haiova Posted November 4, 2013 Share Posted November 4, 2013 HOW? HOOWWW?!!?! How no-one thought this? 100000% agree Link to comment Share on other sites More sharing options...
KijaJouteh Posted November 4, 2013 Share Posted November 4, 2013 Would really help with maxed Serration, considering the heavy amount of mod points it takes (Not like I have, or will ever get Serration maxed.) Link to comment Share on other sites More sharing options...
Lady_Solaire Posted November 4, 2013 Share Posted November 4, 2013 Yes, that would be nice, if you managed to max out a mod, you should be able to decide how you want to use it. Link to comment Share on other sites More sharing options...
TunaMayo Posted November 4, 2013 Share Posted November 4, 2013 HOW? HOOWWW?!!?! How no-one thought this? 100000% agree It has before : https://forums.warframe.com/index.php?/topic/38278-underclocking-mods-mentioned-on-livestream/?hl=underclock It got mentioned in livestream but nothing got done about it. Link to comment Share on other sites More sharing options...
AlmightyT0T Posted November 4, 2013 Share Posted November 4, 2013 (edited) Does anyone notice that there are a lot of founders that +1 this idea. And most of them are Master and above ? Let's thump this thing up ^^ Btw, you could also add in your topic that several rankings of the same mod are randomly listed when modding. For example: If I have multiple ammo drum ranked mods, ( like rank 2,3,4, .... 7) I se my rank 3 version, then 4,2,7,5,6,3 which is not really convenient since it is with all other mods either. So even though they 'masked' the doubles, it is still hide and seek to get the correct rank version. Since new/format weapons can't contain your max ranked mod Edited November 4, 2013 by AlmightyT0T Link to comment Share on other sites More sharing options...
TunaMayo Posted November 4, 2013 Share Posted November 4, 2013 Does anyone notice that there are a lot of founders that +1 this idea. And most of them are Master and above ? Let's thump this thing up ^^ Btw, you could also add in your topic that several rankings of the same mod are randomly listed when modding. For example: If I have multiple ammo drum ranked mods, ( like rank 2,3,4, .... 7) I se my rank 3 version, then 4,2,7,5,6,3 which is not really convenient since it is with all other mods either. So even though they 'masked' the doubles, it is still hide and seek to get the correct rank version. Since new/format weapons can't contain your max ranked mod Being a founder shouldn't mean that your opinion is more important. The bigger issue is that this is a genuine flaw in the system that hinders multiple builds, which are encouraged. Also it irks me that when mentioned in livestream, DE stated that if implemented it would revert your fusion level permanently. Meaning if you had a Rare 10, and underclocked it to rare 9. You would have to gather a load more fusion cores and credits to get it back up to 10 again.... Link to comment Share on other sites More sharing options...
Trenggiling Posted November 4, 2013 Share Posted November 4, 2013 I like. you have my +1 Link to comment Share on other sites More sharing options...
AlmightyT0T Posted November 5, 2013 Share Posted November 5, 2013 Being a founder shouldn't mean that your opinion is more important. The bigger issue is that this is a genuine flaw in the system that hinders multiple builds, which are encouraged. Also it irks me that when mentioned in livestream, DE stated that if implemented it would revert your fusion level permanently. Meaning if you had a Rare 10, and underclocked it to rare 9. You would have to gather a load more fusion cores and credits to get it back up to 10 again.... I agree that the opinion of a founder isn't more important. But if a lot of Masters vote +1, that will be effective in possibl future polls about this subject. Link to comment Share on other sites More sharing options...
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