jofdeath Posted November 12, 2018 Share Posted November 12, 2018 theres a few things currently being a issue with set mods, one the UI doesnt show when multiple mods are being in effect, but the stat bonuses are still work synth set effect: just does not work at all, doesnt matter max ammo capacity or anything just doesnt work synth reflex: this one does work for increase holster speed, but there is 1 issue, there is always a wait time to beable to use any gun after swaping to it making it completely useless synth deconstruct: im fairly sure that this one isnt working, and even if it was its to low of a chance, should be brought up synth fiber: unknown if its working or not since cant tell if sentinel is getting hit for more damage or not Tek set: this one does work, but it doesnt look like the cooldown is reduced when you have more of the set, not to mention its to low duration to properly use it alot of the time tek gravity: ground slam pull in doesnt work at all tek collateral: this is one of the few that works, but as said before duration of the zone is to low to even get use out of it sometimes mecha set i cant test since i dont got any atm if anyone else has any to add to these feel free, because i feel like there would be more Link to comment Share on other sites More sharing options...
EothasianBoar Posted November 13, 2018 Share Posted November 13, 2018 12 hours ago, jofdeath said: tek gravity: ground slam pull in doesnt work at all Despite the mod description implies that only slam attack will pull enemies, you actually need to slam attack in the marked zone to pull enemies. Link to comment Share on other sites More sharing options...
0_The_F00l Posted November 13, 2018 Share Posted November 13, 2018 (edited) 15 hours ago, jofdeath said: synth fiber: unknown if its working or not since cant tell if sentinel is getting hit for more damage or not The amount of armor on sentinels will make this mod as good as not working anyway. This statement made me laugh a little cause its so true. If it was working on a moa with link armor though.... Edited November 13, 2018 by 0_The_F00l Link to comment Share on other sites More sharing options...
mawdeeps Posted November 15, 2018 Share Posted November 15, 2018 (edited) mecha set is busted to all hell will post link to that thread here in a second. its sad cause i really liked the look of these sets Edited November 15, 2018 by mawdeeps Link to comment Share on other sites More sharing options...
HellMel Posted November 15, 2018 Share Posted November 15, 2018 The Synth Set Effect Passive Reload seems to work fine. It even seems to round up and reload the Vaykor Hek @ 1 round per second while the secondary is equipped. The Synth Charge Mod still doesn't match the patch notes though. Patch indicated that Synth Charge could be used in any weapon with a magazine of 5 or more. It can currently only be equipped if the base model of the weapon has a mag capacity of 6 or more. Not sure if the variant lockout is intended (e.g. The Mara Detron, with a magazine of 8, cannot use Synth Charge because the base Detron has a magazine of 5). Personal Note: I'd be wonderful if modding a weapons magazine up to 5/6 allowed us to use Synth Charge. Maybe there'd actually be some edgecase uses for Primed Slip Magazine then. ❤️ Link to comment Share on other sites More sharing options...
tucker_d_dawg Posted November 15, 2018 Share Posted November 15, 2018 52 minutes ago, HellMel said: The Synth Set Effect Passive Reload seems to work fine. It even seems to round up and reload the Vaykor Hek @ 1 round per second while the secondary is equipped. ❤️ Not sure which synth you were using - but equipping Synth Fiber on Djin and neither my Rubico nor Sicarus ever reloaded a single bullet in their holster no matter how long I waited after switching weapons. Link to comment Share on other sites More sharing options...
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