Alright I’m all fired up about this once again since I just purged some mods but title says it all.
I’m a huge fan of the game, I don’t care about changing metas, units that needs reworks after a few weeks in the field, that’s all fine and dandy to me. I play this game at my own pace and I love it. Currently loving everything going on with the GR tune ups and reworks and I’m excited to see how the Padmé event goes tomorrow.
But the mod cap is a seriously annoying QOL issue that needs addressing. If there’s to be a cap, make it more user friendly to work on and sell off mods. If that can’t be done (or is wayyy far out in the development cycle, which is understandable) remove the cap.
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1) Filter by mod levels. We would level up to a certain level to roll out an ideal secondary stat (usually speed). If it doesn't roll out one, we stop wasting credits leveling it. Hence, it becomes a trash mod. So, probably a filter to show mods NOT at max level.
2) Excluding mods with selected stat(s). Eg. Allow us to select mods that DON'T have a speed secondary and delete all of them away.
I haven't farmed mods in ages either, but we get thrm all the time from events. Selling them is annoying and the cap is kind of useless, as there is no possible abuse, at least I think there's not
They would have to store all the data from the mods on their servers? That’s all I can think of
Maybe it's a limitation of the software or something?
Nope.
Yeah but that's just keeping track of a single value, every mod is unique. Still idk, just a guess.
Go to sell screen. Sort by speed. It will order by worst to best, but it includes all mods, so the first mods will be ones without that stat. Click on those. Sell. Profit.
One (seemingly) easy QOL update I’d also love to see would be setting up a way to straight up swap mods with units, so when I need to temporarily put a good speed mod on Grievous I’m not knee-capping the unit I took it from if it’s a commonly used one for me.