DivineBovine Posted May 27, 2013 Share Posted May 27, 2013 Are worthless, get rid of them! Link to comment Share on other sites More sharing options...
CosyPigeon Posted May 27, 2013 Share Posted May 27, 2013 Whilst currently situational mods are trumped by mods that are useful in every situation, I suspect that DE will be adding new enemy types that deal various types of energy based damage in the future, which will make these mods more relevant. (Although not for me, since I like to be prepared for a variety of enemies and scenarios, as overspecialisation leads to weakness). The new corpus flame thrower guys come to mind, between them and the Grineer bombards with their burny rocket launchers, and other flame based madness DE may add in the future, these modes have potential. Link to comment Share on other sites More sharing options...
Ninjaman999 Posted May 27, 2013 Share Posted May 27, 2013 Would be kind of cool of DE added entire races based on certain elements, meaning you can't fight these elusive bastards without the proper cards. Could also be a totally stupid idea I suppose... Link to comment Share on other sites More sharing options...
ethics Posted May 27, 2013 Share Posted May 27, 2013 Would be kind of cool of DE added entire races based on certain elements, meaning you can't fight these elusive bastards without the proper cards. Could also be a totally stupid idea I suppose... I think this would be best for the mods as they currently are. As stated above they are VERY situational. I'm personally not going to use up a mod slot and associated points on the possibility of 4 or 5 of a certain type of enemy spawning, i'd rather take more useful general mods and deal with these enemies as is. Now if the mission contained a majority of enemies using that elemental damage i would probably use it. Link to comment Share on other sites More sharing options...
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