View Poll Results: Should the RNG of weapon mods stay?

Voters
15. You may not vote on this poll
  • Yes, leave it as it is.

    8 53.33%
  • No, remove it.

    4 26.67%
  • Other/minor tweaks(Explain in post)

    3 20.00%
  1. Post #1

    January 2014
    109 Posts
    What do you think about this? Should it stay in the game or should it be removed?

    Personally I don't see the real point of it, other than the tension when the crafting timer is at one second.

    Making a bolt action and getting zero mods is so disappointing :P

  2. Post #2

    March 2014
    120 Posts
    to not get op guns;you cant decide now they still need to balance guns and add different weapons(not guns)

  3. Post #3

    January 2014
    109 Posts
    to not get op guns;you cant decide now they still need to balance guns and add different weapons(not guns)
    How exactly does OP guns have anything to do with the random number of mods you are able to put on them?

  4. Post #4

    March 2014
    120 Posts
    How exactly does OP guns have anything to do with the random number of mods you are able to put on them?
    not op guns,it would make the gun "more" op(different subject)

    a gun isn't op,but the balancing of them on how rare they are and they need more of them(harder recipes and not more metal,different materiel) to make progress in the game.

  5. Post #5

    January 2014
    24 Posts
    Leave it in, but have the ability to upgrade the gun with 1 additional slot. Upgrade cost about the same as making a new gun. Upgrade destroys the old gun and makes a new gun so you lose any currently installed mods.

  6. Post #6

    December 2013
    232 Posts
    Upgrade costing half the guns materials or minimum of 1 slot