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Theres Just To Little Weapon Mods Offered In The Syndicates


vats3
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I really love the idea of them, and the weapon mod for the burston prime is basicly what made me deiced my syndicate but there is so few offered, im not expecting one for every weapon in the game but out of the 200ish weapons in the game theres only like 18 weapon mods available, I do like how alot of them are for weapons that alot of people dont really use that much, it is a great way to try and make weapons that almost no one uses up the point where they are worth using but there needs to be atlest another set of weapons mods for each faction so people have a little options with it

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as the gentlemen above me have stated, the Syndicate System is a whlole new thing, and because of that, this is only the start of the Syndicate Exclusive Mods, i'm 100% sure there will be more, as DE has stated so in a Devstream. (can't remember exactly which one though)

it may take a little while, but im certain of it. (:

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Firerate mods on burst weapons are almost worthless because they affect the burst speed, not the downtime between bursts. 

 

The refire delay on the Burston Prime is how fast you can click, really. Burst speed is a better stat in this case, since reducing an already negligible refire delay doesn't do much.

 

Edit: I just tested this extensively and it's erroneous that attack speed mods do not affect the downtime between bursts. Equip Vile Precision and Critical Delay on the Hind, Tiberon, Sybaris or Burston and attempt to shoot immediately after the burst finishes. You will not be able to due to the drastically reduced attack speed. For Burston Prime you might need Gilded Truth as well to reduce attack speed enough, due to its insanely high base attack speed.

 

In practicality no one one would build a weapon this way, but the theoretical point stands: fire rate mods affect both refire time and burst time.

Edited by holdenagincourt
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