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Dante Unbound: Known Issues ×

Player needs to be able to change weapon mod loadouts in mission.


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I have said this before, multiple times, and people always make excuses for sitting on both palms with their thumbs up their butt about it.

"Status and scaling is all being reworked so" so nothing. Pending changes only exacerbate the problem. "Well we'll give you suggested damage types you might want to use before you start the mission" again, not the solution.

The hard fact is this. So long as you have different enemy weaknesses, 95^% pf players will mod for what ever has the most overlap and not bother with doing ANYTHING else. Can you used primed F-U Corpus or Grineer? and hyper focus in on exactly waht you need for that faction? Sure, you could, or you could just use what's good enough for everything and have more or less the same experience. 

If you want people to diversify their builds, you need players to be able to just change their build as need be, because as long is there is a chance that the player will have to jump back to orbit because they loaded in with the wrong loadout, players will only build "what ever is good enough for the most things" because it's less of a pain in the ass. Tis is especially the case on missions where you face more than one enemy type. 

Just let the player use something from the item wheel to change their mod loadout from those available, and be done with it, boom you will have variety in weapon modding at last. 

I realize that you don't want to do that. Being blunt I don't care what you want. The enemy of the good is always perfection, and if you demand perfect dedicated builds, while not allowing people to shift their build as needs change, guess what, you aren't going to get that. People are NOT going to go back to the arsenal before every missing to make sure to change their loadout. The current design that locks you in for the duration of the mission is bad for the game and needs to be addressed. 

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Clans solve this issue with ease as they form teams where before a mission they decide among themselves who is support who is the tank damage dealer build and who does the tactical as hacking control panels etc. What you are stating is only relevant for Public missions where in reality people just jump in with what they have and do their own thing. 9 out of 10 Public missions have next to zero team work as each player is basically out to do what they want. 

Also there is the option to swap loadout before entering a mission directly from the nav screen ? Making a wrong choice is simply part of any decision making so one has to deal with it. 

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You have an entire arsenal. If you want to switch between something like a Grineer and Corpus "Loadout", you can just mod your separate weapons separately.

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I don't think that's really an issue. It takes 5 seconds to change your loadout. If you are on slower hardware maybe 20 seconds? So even if your team insta starts the next mission you should be able to change to a different loadout within that time.

A dedicated loadout is not even needed 90% of the time as the most popular status types are universally useful. (especially viral and heat)

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