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this shotgun fire rate mod is pointless


zeonizer
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just noticed these 2 mods when modding up my shotgun. why is a corrupted mod have the same positive stat values as a normal mod but still have a negative? isnt a corrupted mod supposed to give better positive stats at the cost of another stat lowered? i dont see why anyone would even touch [Frail Momentum] if [Shotgun Spazz] gives the same fire rate...

Frail_Momentum.8495568df9bed9b94564b2b88latest?cb=20171007154635

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it's incase you want to go extreme on Fire Rate, as there's only three options for Fire Rate on Shotguns(Accelerated Blast doesn't exist, just a relic of 2013 when Armor Piercing Damage was actually Overpowered) but the other one is exclusive to Acolytes so for a lot of Players there are only two, so if you wanted more than just the one Mod by itself.

unlike Rifles and Secondary Weapons where there are a lot more Fire Rate Mods available.

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Fun fact; Shotgun Spazz was introduced in the Vanilla game. It was the only Fire Rate mod to exist until Accelerated Blast was added in Update 9.0 to introduce the Nightmare mode (and, as @taiiat mentioned it was in the time when Puncture was 'Armour Piercing Damage' and so was pretty damn good).

The Corrupted version, Frail Momentum, was added in Update 15, quite a while later. There was also specific context for it to exist, because in Update 15 the fact that there were other Corrupted mods that could push a weapon's Supplemental Stats further, such as Tainted Shell and Critical Deceleration meant it existed as a balancing force. The goal of these was to further hammer home the concept that DE had introduced back in Update 12, which was that Supplemental Stats mattered (the pioneer of that was the Soma, a weapon with really sub-par damage, for the time, but this proportionally insane 30% Crit Chance and 3x Crit Multiplier, which was power-creep as hell back then).

Getting a negative 15% base damage didn't matter if it was directly countered by having massively reduced Spread and an increase in Crit beyond what the normal crit mods could do. In context, crit was king, and sacrificing slots for the Corrupted mods was actually not all that bad.

The Acolyte mods didn't come around until Update 18.4.1 and were strictly conditional buffs, but offered more than the base or the Corrupted mods could for that condition, with 105% Fire Rate after reloading on Repeater Clip. These were supposed to give players that variety to their game play that made them a certain amount stronger if they actually performed certain actions, and were that risk/reward trade-off from the mods doing nothing without those actions.

More recently in Update 22 we got the Set mods, the Vigilante ones in particular, which work on all Primary weapons, but have that similar trade-off idea, you only get half the base effect, but you gain a function that, if used with the other mods in that Set, can get you up to a 30% chance to give you an additive 100% Crit chance on your shots. The idea of building in rubbish mods that can trade you for literally upping yellow to orange, or orange to red, on your weapon is actually a rather nice concept in all.

And finally we have the newest peak in this idea of trading-off stats, with the Amalgam Shotgun Spazz, which gives you only 85% fire rate but in return you get a completely unrelated stat (in this case, revive speed, which is kind of useless, but it was an attempt).

tl;dr

DE knows that the base Shotgun Spazz is better if you want to put a Fire Rate mod on your Shotgun. They aren't going to release any other mod that directly competes with it, without making it a side-grade or a trade-off (unless they do Primed Shotgun Spazz, which is allowed to be a straight upgrade). The reason that any other fire rate mods actually exist in the first place is always in context; there to promote functions we don't usually use, there to make us think of modding our kit in ways we normally wouldn't, and there because having only one of a thing is just stupid. Plus making us think about whether the increase in Fire Rate is actually worth it in the context of the other mods we can put on.

If you want to think of something pointless in our Modding kit, it's genuinely not going to be in the direction you're going.

Spoiler

 

Why not try getting a buff to a mod like [Shotgun Savvy]?

latest?cb=20171007154631

What point does this mod have when there are mods that literally cost less, that add more Status and add Damage types at the same time? What possible use does this mod have any more when the Dual Stat mods exist?

It can be annoying that a player that wants to put on an additional Fire Rate mod has to do so with a trade-off, but it's downright saddening that a player could get a mod that is literally made useless by not just one, but every other mod that improves Status on Shotguns.

And that's not even to really mention that the same mods on the Rifle, Pistol and Melee only add 15% Status chance. [Rifle Aptitude], [Sure Shot] and [Melee Prowess] are a joke when the Dual Stat mods exist.

It's especially unfair when the same single-function Status chance mods on Arch Guns and Arch Melee are actually equal, they add 60% Status chance with no other bonuses if all you want is that chance increase and not to mess with your elemental types.

 

A different direction would have more traction.

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2 hours ago, Birdframe_Prime said:

If you want to think of something pointless in our Modding kit, it's genuinely not going to be in the direction you're going.

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Why not try getting a buff to a mod like [Shotgun Savvy]?

latest?cb=20171007154631

What point does this mod have when there are mods that literally cost less, that add more Status and add Damage types at the same time? What possible use does this mod have any more when the Dual Stat mods exist?

It can be annoying that a player that wants to put on an additional Fire Rate mod has to do so with a trade-off, but it's downright saddening that a player could get a mod that is literally made useless by not just one, but every other mod that improves Status on Shotguns.

And that's not even to really mention that the same mods on the Rifle, Pistol and Melee only add 15% Status chance. [Rifle Aptitude], [Sure Shot] and [Melee Prowess] are a joke when the Dual Stat mods exist.

It's especially unfair when the same single-function Status chance mods on Arch Guns and Arch Melee are actually equal, they add 60% Status chance with no other bonuses if all you want is that chance increase and not to mess with your elemental types.

 

A different direction would have more traction.

Been trying for years.

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