Using weapon mods

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Quawis
Posts: 51
Joined: Sun, 14. Feb 16, 11:40
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Post by Quawis »

Speaking about HEPT (Pulse Maser Mk3). I found that mods for this weapon are extremely rare (only found 3 - 1 l2 and 2 l1, all of them with negative stats). More interestingly - I have spent some time crafting l3s with save/load for science - and HEPT mods tend to gravitate towards giving insane cooldown bonus - 250-400+% (which for all purposes makes it impossible to overheat it) at the expense of everything else (the best I have got is 250% cooldown in addition with <10% towards stick duration, damage and projectile lifetime). Am I only one this unlucky?

Also, not sure how I feel about +100% range on railgun. With addition of slight damage bonus (~10%) it is possible to two-shot Domelchs/three-shot Cennelaths on very hard from 16 (!) kms. Such railgun makes the anti-fighter combat a cheese fest.

My favorite so far is +% projectile speed on plasma mk3. Got a mod with +100% speed (and ~20-25% damage boost, and charge time reduction). This mod turns plasma mk3 in all-around scary weapon, as it is fast enough to hit (and oneshot) fighters, plus 8 km range makes absolute majority of capship weaponry useless against the Skunk.
donzi
Posts: 1258
Joined: Mon, 12. Feb 07, 14:29
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Post by donzi »

I'm waiting for the particle repeater mod with massive cooldown and lifetime/speed. ;-)

I've spent a lot of time practicing with it with a decent mod (fiwiw) and it's damage is amazing but requires some practice bursting it to keep from overheating.

My biggest gripe remains that we only have one gun at a time AND it's got to be rotated (as opposed to a direct select -- like each gun slot having it's own keybind).

However, that does coax me into using missiles more, but still cumbersome to rotate through them at times.
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Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
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Post by Simoom »

Quawis wrote:Speaking about HEPT (Pulse Maser Mk3). I found that mods for this weapon are extremely rare (only found 3 - 1 l2 and 2 l1, all of them with negative stats). More interestingly - I have spent some time crafting l3s with save/load for science - and HEPT mods tend to gravitate towards giving insane cooldown bonus - 250-400+% (which for all purposes makes it impossible to overheat it) at the expense of everything else (the best I have got is 250% cooldown in addition with <10% towards stick duration, damage and projectile lifetime). Am I only one this unlucky?
No, it's just statistics. Observe the code for the HEPT mod from the library:

Code: Select all

    <weapon macro="weapon_player_hept_macro" weight="3">
      <damage min="1.05" max="1.1" weight="6"/>
      <cooling min="0.52" max="5.33" weight="20"/>
      <reload min="0.74" max="1.03" weight="1"/>
      <speed min="0.4" max="1.1" weight="3"/>
      <lifetime min="1.05" max="2.0" weight="14"/>
      <sticktime min="0.8" max="1.2" weight="6"/>
The "weight" value determines spawning chance, and as you can see the HEPT mod carries the value of 3, which means it has a very low chance of spawning.

This is because it's a Mk3 weapon mod, which all carry the weight value of 3. Mk2 weapon mods carry a value of 7, while Mk1 weapon mods carry a value of 10.
Quawis wrote:Also, not sure how I feel about +100% range on railgun. With addition of slight damage bonus (~10%) it is possible to two-shot Domelchs/three-shot Cennelaths on very hard from 16 (!) kms. Such railgun makes the anti-fighter combat a cheese fest.
Railgun is a cheese weapon, period. Actually with the +range, you can snipe out surface elements on cap ships and weapon platforms well outside their weapon range.

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