Let us delete individual mods from weapons/suits

IMO it would be a bit OP if you could move mods around from suit to suit, especially given the number of modified suits available in the random drops at Pioneer outlets. Players would just farm suits for useful modifications to move around. And suit mods are supposed to be integrated into the hardware rather than plug-in swappable units like ship modules. But the ability to remove a no-longer-needed mod to free up some tweaking space seems like a fair compromise, maybe with some random components recovered and the rest destroyed in the process?
 
If I were to be more on the cynical side, which I shall choose to be for this post - it's just another way to increase the grind because they realised they have little endurable content for the game and making people have to buy a new suit/weapon and go through the process of upgrading it all again and again will keep the plebs busy. It's always been like this and seriously we shouldn't have expected anything less because it has always been the way they have intentionally designed the game since engineers were a thing.
 
Experimentation, failing, learning, all are part of the game.
Being able to remove mods from the slots, and fit other - would mean that one could hunt and buy g2/g3 modded suits from the stores and eventually gather a collection of mods with no need to even get into engineers.
One will end up with a store bought G3 suit and it will swap mods in it based on mission needs.

For example, i had suits with Quiet Footsteps (and Nightvision) and weapons with AudioMasking waaay before the engineer giving those mods was even unlockable
 
Dude, don't file "issues" like these. If anything, they should treat weapon/suit mods the same as ship modules so you can store them and move them around.
In the entirety of the multiverse only the Elite Dangerous universe won't allow you to simply buy scopes / silencers. Way to be unique Fdev!
 
IMO it would be a bit OP if you could move mods around from suit to suit, especially given the number of modified suits available in the random drops at Pioneer outlets. Players would just farm suits for useful modifications to move around. And suit mods are supposed to be integrated into the hardware rather than plug-in swappable units like ship modules. But the ability to remove a no-longer-needed mod to free up some tweaking space seems like a fair compromise, maybe with some random components recovered and the rest destroyed in the process?

Experimentation, failing, learning, all are part of the game.
Being able to remove mods from the slots, and fit other - would mean that one could hunt and buy g2/g3 modded suits from the stores and eventually gather a collection of mods with no need to even get into engineers.
One will end up with a store bought G3 suit and it will swap mods in it based on mission needs.

For example, i had suits with Quiet Footsteps (and Nightvision) and weapons with AudioMasking waaay before the engineer giving those mods was even unlockable

The OP i talking about removing the mod as in delete/destroy it, not recovering it to reuse it somewhere else, it's totally different
 
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If I were to be more on the cynical side, which I shall choose to be for this post - it's just another way to increase the grind because they realised they have little endurable content for the game and making people have to buy a new suit/weapon and go through the process of upgrading it all again and again will keep the plebs busy. It's always been like this and seriously we shouldn't have expected anything less because it has always been the way they have intentionally designed the game since engineers were a thing.
Of course, and odyssey is even more extreme than Horizons in artificial time sinks to mask the lack of content
 
Still "exploitable" in various ways,

OP can buy empty G2/G3 suits and experiment as needed.

Exactly. You can have a G2 shotgun with noise suppressor for indoor use, along with a G2 suit with quieter movement. Then you create a custom loadout called 'Settlement massacres - indoors'

For outside you use a Dom suit with two powerful weapons and the extra jump mod. Wipe out the guards, change in your SRV, take out the inside folk.

I have loadouts called:

Dom Roof Jumper
Mav POI scavenge
Dom CZ
etc etc

Like my ships, I'd rather have a bunch of them set up for specific tasks than one all-rounder which isn't the best option for anything.
 
Being able to remove mods from the slots, and fit other - would mean that one could hunt and buy g2/g3 modded suits from the stores and eventually gather a collection of mods with no need to even get into engineers.
I'm not saying you're wrong, i don't really have an answer, but the question your post raises, at least for me, is "is this actually a problem?"

Granted the credit economy is a mess and most cmdrs have way more cash than they'll ever need, but is an alternate method of acquiring the mods really that problematic?

Given that pre-modded G3 gear costs as much as some medium sized ships, if someone would rather spend the credits and time hunting down suits with the mods they want rather than engage in engineering them, is it a bad thing?
 
Granted the credit economy is a mess and most cmdrs have way more cash than they'll ever need, but is an alternate method of acquiring the mods really that problematic?
Not really, or you could simply remove the modded items from the shop. Also, CGs now offer engineered modules as rewards, so that "no need to get into Engineers" argument goes right out of the window anyway.
 
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