K4DC Posted May 9, 2013 Share Posted May 9, 2013 The Amount of shots you get after you maximize the mod it 30% and it costs you 9 points! and it simply dont worth it. For example in maximize the mod that is adding 30% Capacity . BOLTO,Lato,SICARUS, - Base Clip Size 15 + 30% = 5 more shots Kraken- Base Clip Size 14 + 30% = 2 more shots ! (the Kraken is shoting 2 bullets at once) LEX - Base Clip Size 6+ 30% = 2 more shots !. Viper-Base Clip Size 14 + 30% = 4 more shots. In summary the Slip Magazine mod 5% adding is not enough it must to be at least 10% . Link to comment Share on other sites More sharing options...
Voidstalker Posted May 9, 2013 Share Posted May 9, 2013 Don't use it then. Link to comment Share on other sites More sharing options...
NotaCobra Posted May 9, 2013 Share Posted May 9, 2013 Don't use it then. And this evenings "Most Worthless Contributor" award goes too.... Voidstalker! Congratulations, Tell the audience your emotions having recieved "the Arsey"! Back on topic; It's not so bad, in my opinion. Especially with the akimbo pistols which have substantially larger clips. Perhaps if they made it a flat clip size increase of 10-12 shots. That may be more useful for pistols like the lex which benefit from a larger clip the most anyway. Link to comment Share on other sites More sharing options...
Yanga Posted May 9, 2013 Share Posted May 9, 2013 Well one thing is, you listed singular weapons... the mod works better on Akimbo. I use it on my Lato Vandal single but the reason why is because I rather not reload every 3 seconds. If you had a option to shoot more times before reloading, I say take it. If you get duplicates, fuse them together to rank it up for less credits. If you had a reload mod with it, it's really efficient too... complimentary mod for this. Link to comment Share on other sites More sharing options...
Kolossov Posted May 9, 2013 Share Posted May 9, 2013 A level 30 pistol with Orokin Catalyst has enough capacity to warrant this mod IMO. I use it. Link to comment Share on other sites More sharing options...
MoonicusMaximus Posted May 9, 2013 Share Posted May 9, 2013 Pistols often carry more damage per shot than their primary weapon equivalents. Part of the balance to that comparison is that they naturally have smaller magazines. Although 30% is still a fairly big bump in magazine size. 8 shots with a Lex instead of 6 is pretty noticeable in the context to that weapon, just not when you compare it to a Magazine Warped Gorgon's 33 extra rounds. Link to comment Share on other sites More sharing options...
vieuxchat Posted May 9, 2013 Share Posted May 9, 2013 Moreover it takes into account the mod that raise the max number of ammo. Use the two mods and you'll get a lot of ammo and clips of good size (for pistols). Link to comment Share on other sites More sharing options...
basiliskeye Posted May 9, 2013 Share Posted May 9, 2013 I got a 25% one on my Bronco just for one extra shot. That one extra shot really does make a diffrence on a weapon that normally only holds two shells. Link to comment Share on other sites More sharing options...
Tsukinoki Posted May 9, 2013 Share Posted May 9, 2013 <p>It works great on my Akboltos. 9 extra shots allows me to deal quite a bit more damage and spend less time reloading.</p> Link to comment Share on other sites More sharing options...
psyanide Posted May 9, 2013 Share Posted May 9, 2013 I do not know if anyone would agree with me here, but if DE could tack on a system to the clip size mods I would suggest this - each new level of upgrade for the clip mod itself should add a minimum of one extra bullet to the magazine of whatever gun is being used. That would give the Lex... 11 bullets in a clip? Considering that, at this point, I have found maxing reload speed to be a better alternative to trying to squeeze more bullets into a small clip (Lex, Bronco, all shotguns), I do not think that this would hurt the game. What do you guys think? Link to comment Share on other sites More sharing options...
liavalenth Posted May 9, 2013 Share Posted May 9, 2013 I do not know if anyone would agree with me here, but if DE could tack on a system to the clip size mods I would suggest this - each new level of upgrade for the clip mod itself should add a minimum of one extra bullet to the magazine of whatever gun is being used. That would give the Lex... 11 bullets in a clip? Considering that, at this point, I have found maxing reload speed to be a better alternative to trying to squeeze more bullets into a small clip (Lex, Bronco, all shotguns), I do not think that this would hurt the game. What do you guys think? Having a minimum of 1 bullet/level makes it too much more useful on weapons with low max ammo, and less useful on weapons with higher ammo. The lex, for example, yould go from 6->11 bullets, doubling ammo between reload. While the Lato (in example) would go from 15->20 (as it does now), making it much less useful for that weapon. The same problem exists with using a static number of bullets added, the lower the clip is to start the more useful it would be on the gun. IMO they should tripple what it gives, at 15% a level. That way it adds enough to be (possibly) useful. Link to comment Share on other sites More sharing options...
Tsukinoki Posted May 9, 2013 Share Posted May 9, 2013 @liavalenthHe was suggesting that it gives out at *least* 1 bullet. The lato would go from 6 to 11. My akboltos would go from 30 to 39. It would stay the same as it is now except for guns with lower maximum ammo. Only thing is that it would make the Bronco vastly more powerful and getting closer to being OP. Link to comment Share on other sites More sharing options...
MoonicusMaximus Posted May 9, 2013 Share Posted May 9, 2013 @liavalenth He was suggesting that it gives out at *least* 1 bullet. The lato would go from 6 to 11. My akboltos would go from 30 to 39. It would stay the same as it is now except for guns with lower maximum ammo. Only thing is that it would make the Bronco vastly more powerful and getting closer to being OP. It still would vastly upset the current balance of the weapons. Lex is borderline overpowered at the moment because of its great damage and accuracy. The only thing keeping this thing from being a pre-nerf Hek is the fact that it can only hold up to 8 rounds in the chamber, and even that is pushing the envelope. Link to comment Share on other sites More sharing options...
Tsukinoki Posted May 9, 2013 Share Posted May 9, 2013 (edited) @MoonicusMaximusI do agree that it could very easily make many pistols too powerful. I was just bringing up one of the first that I thought of that would quickly get OP. Being able to fire off 7 shots from a bronco before reloading with a base damage of 105 and then adding damage mods on top of that?I was mostly just trying to show that psyanide was talking about something different than how liavalenth had read it as. Edited May 9, 2013 by Tsukinoki Link to comment Share on other sites More sharing options...
psyanide Posted May 9, 2013 Share Posted May 9, 2013 @Tsukinoki I see your point with the Bronco, though when you upgrade reload speed to max on it, it still throws out lead at a pretty good rate. I figured that the trade off is that it's effectiveness, even with the extra ammo, falls off at distance (I would have to verify this, not certain as I have not used a Bronco in quite a long time), so it still has a role that it excels at but is much less effective than a Lex for someone that prefers to "reach out and touch somebody" rather than getting up close and personal. It just sucks to put a bunch of effort into upgrading a mod and finding a place for it in your build, only to receive a single extra bullet for your efforts. I could be wrong, and perhaps, as you said, it would make certain guns too good compared to their alternatives. Personally I do not think so, as it would take A LOT of convincing for me to give up my Lato Vandal/Lex in favor of a Bronco (even if it was buffed), as it simply does not suit my personal style. To each their own :) Link to comment Share on other sites More sharing options...
liavalenth Posted May 9, 2013 Share Posted May 9, 2013 (edited) I was mostly just trying to show that psyanide was talking about something different than how liavalenth had read it as. No he had not, but I made my point poorly, so I appologize. What I meant was with the suggestion the lex goes from 6->11 (+45% or so) while Lato goes from 15->20 (+30% or so) making it much more valuable on weapons with low base ammo loaded. Did not even consider the Bronco (2->7 or +250%). EDIT: However I do agree this mod needs a boost, I just do not know how to do it. My best idea is increasing it to 15% a level, but that is not really a good idea. Edited May 9, 2013 by liavalenth Link to comment Share on other sites More sharing options...
psyanide Posted May 9, 2013 Share Posted May 9, 2013 Actually, just browsing through the other pistols at the moment and thinking about what you guys said - I have not tested all the side arms so yes, my ideas might seem terribly skewed but, 90% of the time I play solo, so none of my weapons really feel OP at any given time. When I am suddenly swarmed by 9 Ancients (4 poison and 5 disruptors- this game and it's random, horrific spawns on Infested levels), I need all the power I can possibly get, as fast as I can possibly get it. At that point, the game is MUCH more about surviving at all costs than wondering if I am being fair to the enemy... At no point did I feel like those Ancients needed a better chance at killing me. Frankly, some of the enemies in this game deserve some OPness shoved down their collective throats... Which I suppose is what comes in the form of a 4 player party. Blah. *sigh* My sh1tty net connection will always alienate me from the mainstream users. Link to comment Share on other sites More sharing options...
Tulzscha Posted May 9, 2013 Share Posted May 9, 2013 I prefer maxing out Quickdraw (reload speed) rather than Slip Mag. More effective that way. It's good for one thing for me at least and that's fusion fodder. :) Link to comment Share on other sites More sharing options...
psyanide Posted May 9, 2013 Share Posted May 9, 2013 I prefer maxing out Quickdraw (reload speed) rather than Slip Mag. More effective that way. It's good for one thing for me at least and that's fusion fodder. :) Lol, right? For me this kind of goes for any gun that doesn't use sniper ammo. Link to comment Share on other sites More sharing options...
K4DC Posted May 9, 2013 Author Share Posted May 9, 2013 what im saynig is that the cost of 9 of points in comper to the other mods is not worth it. For example "BOLTO" whit max Slip Magazine will gave you a total of 20 shots Base Damage for BOLTO is 25 . so ... 20 shots X 25 Damage = 500 Damage points mod Convulsion whit 9 points is 60% more for Base Damage. so... 25 Base Damage + 60% Convulsion = 40 Damage points pear shot. 15 shots X 40 Damage points = 600 total Damage ! For example im useing "Kraken" that is shoting 7 shots + Slip Magazine at max mod will gave me 2 more shots . Kraken- Base Clip Size 14 + 30% = 2 and the becouse the Kraken is shoting 2 bullets at once the total Link to comment Share on other sites More sharing options...
vieuxchat Posted May 9, 2013 Share Posted May 9, 2013 It still would vastly upset the current balance of the weapons. Lex is borderline overpowered at the moment because of its great damage and accuracy. The only thing keeping this thing from being a pre-nerf Hek is the fact that it can only hold up to 8 rounds in the chamber, and even that is pushing the envelope. Its rate of fire is also a big disadvantage. Link to comment Share on other sites More sharing options...
Qb3rt Posted May 9, 2013 Share Posted May 9, 2013 Increasing my Akbolto clip size from 30 to 39 was pretty damn noticeable to me. Link to comment Share on other sites More sharing options...
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