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Wasteland 3 mods
Wasteland 3 mods













wasteland 3 mods
  1. WASTELAND 3 MODS INSTALL
  2. WASTELAND 3 MODS MOD
  3. WASTELAND 3 MODS MODS

WASTELAND 3 MODS INSTALL

Originally posted by Tam:So my understanding of the W元 modding system is that you should not use a top-tier mod, which will be one of a kind, until you know for sure that you're about to install it on end-game gear.

WASTELAND 3 MODS MODS

The best place to find weapon and/or armor mods are junk piles and weapons crates (the ones where you also find junk, ammo, grenades, and Cyborg Tech utility items) - whether you get one and what it is is all dependent on RNG so you may want to save-scum, but it might take a lot of reloads to get what you want. But all other mods (and all armor mods) with the exception of the formerly unique weapon mods, don't seem to have any limits - you can always find or buy another depending on RNG. All range extension mods need to be purchased from specific vendors. That is also true for the shotgun chokes that extend range. To me the increase of +3 range is well worth the negative 5% crit.Īs Radiac has mentioned, the range extend scope mods have limited quantity (there are actually 7 if you include the Farsight). On the other hand the 38mm scope gives you +6 range and the Farsight gives you +9 range but -5% crit. For example the Holographic scope gives you +4% crit and the Deadeye gives you +6% but -5 range - to me an increase of 2% to crit isn't worth the -5 range. Some of the negatives, to me, are inconsequential and others are dealbreakers.

wasteland 3 mods

The downside to the highest tier for any path is that there is also a negative you have to consider. Path B (inc range): 21mm -> 32mm ->38mm -> Farsight Comp Asst (need recipe) Path A (inc crit chance): Reflex -> Red Dot -> Holographic -> Deadeye Exper (need recipe) For example, for scopes one path increases critical chance and the other path increases range:

WASTELAND 3 MODS MOD

There are usually 3, and sometimes 4 (for weapons), tiers for any mod which can be upgraded - you get the recipe as soon as you get high enough in the specific modding skill (with the exception of the 4th tier weapon mods which were originally unique so you need to find the recipes for those).Īnd there are usually two different modding paths for each type of mod. So far, I like the game overall, but it seems to suffer from numerous ♥♥♥♥ design decisions. If that's by design, then it's pretty ♥♥♥♥ design. The game does not give a player sufficient information on their first play-through to make good judgements about when to install mods. If I install a mod on some gear, I have no idea whether or not I'm about to get another piece of gear that supersedes it, effectively wasting the mod. Originally posted by Tam:I'm on my first play-through of Wasteland 3, so I have no prior knowledge about what gear I will find or be able to buy.

wasteland 3 mods

You might get a random mod, but if you do it will be random, and you'll only get at most one. Oh, and FYI, Field Stripping a gun will not get you the mods that are in it back. The fact that you end up upgrading your guns like 4-5 times and your armor at least once, probably twice during the game makes modding anything that isn't top tier kind of bad, but then you need the buffs from the mods NOW to get any use out of them, so it's a catch 22. And then there are mods that do show up at random in crates, which are generally less good. Those are generally only found sold from different vendors and as such there are only like 6 of them total in the game (not 6 of each, mind you, six total). Some other mods are not unique, but are only available in the game in small numbers, and are not ever found in random loot, like the various 21, 32, and 38mm Mag Scopes.

wasteland 3 mods

There are some Mods that are unique (though you might be able to craft them now, originally there was only one you could ever get, like the Quickfire Mag for example).















Wasteland 3 mods