Kefirno Posted July 23, 2020 Share Posted July 23, 2020 I suggest to just disable mods that go over capacity instead of blocking them from being put in/ejecting them after resetting level with forma. Juggling mods, auras, polarities and capacity when trying to figure out proper build and formas required for it is often quite a hassle. Shoving all mods in and then just proceeding to forma the frame/weapon until everything works would make playing around with builds so much less cumbersome. Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted July 23, 2020 Share Posted July 23, 2020 I'd like this. Just as long as we can select which specific mods are disabled until their polarities are forma'd in, at least. Link to comment Share on other sites More sharing options...
Kontrollo Posted July 23, 2020 Share Posted July 23, 2020 5 hours ago, Kefirno said: I suggest to just disable mods that go over capacity If I'm not mistaken, that's already a thing, although the UI doesn't show it. But yes I agree, it would make things easier. 4 hours ago, (PS4)Hikuro-93 said: I'd like this. Just as long as we can select which specific mods are disabled until their polarities are forma'd in, at least. That would require some extra work, and most problems can be solved by shifting around polarities and mods already. Not that I disagree in principle, though. Link to comment Share on other sites More sharing options...
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