And lol at everyone who is complaining about a "new farm" when it's nothing of the sort.
Lol at people who think it isn’t.
Words means things.
This is not a farm.
You get them via feats. That means you need to have certain factions/teams at certain levels to obtain them, meaning farms are needed to obtain them. I figured that was obvious.
By that definition any new content will be a farm since it will require newer characters or high gear to beat.
Content is something you play, not something you obtain. Unless you’re talking about things like galactic legends as content, in which case yes I would call that a farm.
The comment I replied to suggested HC rewards were a farm for the mod slicing material because you had to gear up teams to beat them.
Any new content would require newer units or teams to be geared. It always had. I never called new characters releases new content. But GC is content whether you like it or not. But I disagreed with the comment that it was a farm.
-GC’s running back to back
-Kit reveals for the new GL’a
- Added Tiers to daily challenges rewarding high demand gear
- Relief from the gear crunch that was promised almost a year ago.
- A new raid
- More PVE table nodes
- More ship nodes
- Actual playable content.
Dear lord how gone deaf can you guys continue to be?
Wow wow man calm down, they had your attention at "Stupid" but you lost them at "Stuff"
this is just mods 2.0 all over again (3.0 this time) where we roll the slot machine again in hopes of not screwing our good mods into mediocrity
example:
these are 2 pretty awesome hybrid mods for my JKL (wish the circle had prot primary but can't have it all) but now I'll have to hope for the 50:50's again - as Bulldog pointed out: it might be easier to get the (5) on a certain secondary (speed duh) but way harder to get the new god mod standard, the double (5) mods with stuff like 25+ speed and 7.5+% offense
overall it might not be that bad for the future (LS Geo TB for example) but hell, this was veeery low on my wish list - there are a million things that I'd like to see implemented i the game first
this is just mods 2.0 all over again (3.0 this time) where we roll the slot machine again in hopes of not screwing our good mods into mediocrity
example:
these are 2 pretty awesome hybrid mods for my JKL (wish the circle had prot primary but can't have it all) but now I'll have to hope for the 50:50's again - as Bulldog pointed out: it might be easier to get the (5) on a certain secondary (speed duh) but way harder to get the new god mod standard, the double (5) mods with stuff like 25+ speed and 7.5+% offense
overall it might not be that bad for the future (LS Geo TB for example) but hell, this was veeery low on my wish list - there are a million things that I'd like to see implemented i the game first
Don't see why you think your good mods will become mediocre. On the contrary those are the ones you'll focus on upgrading just like anyone else. We won't have hundreds of 6b-d mods as most don't even have too many 6e mods either. Those speed/offense stacks you have are awesome. You would want at least 2 hits on speed and/or offense which you will get by average luck (as hitting 2 out of 4 stats is %50). Even if those 2 doesn't become godspeed mods as a result, they will become better mods (unless the off chance no hits on speed/offense happens). I don't agree with the 2.0 all over again interpretation.
To me it's exciting since this is where my previous careful investment into mods will start paying off in spades. I have 199 15+ speeds where at least half of them are good stacks. Also got most of my good mods into 6e (219) via months of only doing that while people were rolling new ones. So will get a head start there. Of course none of this is comparable to a whale's mod roster which I'm no competition for...in mods 1.0, 2.0, 3.0.
The big question is will order matter? If stats increase at the same level 5e->5a as they do 6e->6a, then those boosts from 5a to 6e would make uneven mods (and devalue mods that have 4 speed rolls cause speed doesn't change when going from 5 to 6)... If the stats scale so that 6e-6a increases the same amount as the 5a to 6e jump (ie, offense is range from 5e->5a x 202%) then it won't matter the order of upgrades.
I hope all the people that bought those mod packs that had 6 speed on them at start but never rolled up once have better luck with upgrading them later.
Are people saying that a fleet with toons full 6A mods will be as powerful as a fleet with full 6E mods?
One of the first things I will be looking at when released, I need to go thru and look at ship gp calc again, I don't remember if mod tier affects GP of ship.
I believe it does so will be interesting to see ship gp go up with 0 stat increase
@MetaThumper this was posted in another thread. Max percent for offense 8.46% on a 6e
Does %2.86 to %8.46 jump come from 5*-6* upgrade? Even having %6 is a serious amount. Defense %/offense % will be king with 4 bumps.
Yes it would. These are the values for increases for each secondary when going from 5dot to 6dot here. And that's my question. If I roll another offense% on that mod I've shown above, does it get this increase or just the standard bump being only .5% as shown in the chart you were looking at.
@MetaThumper this was posted in another thread. Max percent for offense 8.46% on a 6e
Does %2.86 to %8.46 jump come from 5*-6* upgrade? Even having %6 is a serious amount. Defense %/offense % will be king with 4 bumps.
Yes it would. These are the values for increases for each secondary when going from 5dot to 6dot here. And that's my question. If I roll another offense% on that mod I've shown above, does it get this increase or just the standard bump being only .5% as shown in the chart you were looking at.
From Kyno's response, it's the 2nd. If it was the first the expansion for mods that went all the way would be huuuge. This also coincides with the amount of mats needed to push a mod from 6e to 6d (the only thing we've seen so far). I understand even this little amount of new mats will be quite exclusive for a while, but compare them to the amount of things needed for 5a-6e.
So...if all I said is right, not many mods will justify going to 6a after they get 4 speed bumps, only extremely good stacked ones where all hits will be considered a benefit.
@MetaThumper this was posted in another thread. Max percent for offense 8.46% on a 6e
Does %2.86 to %8.46 jump come from 5*-6* upgrade? Even having %6 is a serious amount. Defense %/offense % will be king with 4 bumps.
Yes it would. These are the values for increases for each secondary when going from 5dot to 6dot here. And that's my question. If I roll another offense% on that mod I've shown above, does it get this increase or just the standard bump being only .5% as shown in the chart you were looking at.
From Kyno's response, it's the 2nd. If it was the first the expansion for mods that went all the way would be huuuge. This also coincides with the amount of mats needed to push a mod from 6e to 6d (the only thing we've seen so far). I understand even this little amount of new mats will be quite exclusive for a while, but compare them to the amount of things needed for 5a-6e.
So...if all I said is right, not many mods will justify going to 6a after they get 4 speed bumps, only extremely good stacked ones where all hits will be considered a benefit.
Yeah if that's the case this is more in line with just an attempt to try and help those unfortunate mods that were a little unlucky with some speed bumps for the most part. At least they don't require any energy to farm I'm ok with that I guess.
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
How can it not? If you don't 6-A your pilots, and others do... you're at a huge disadvantage.
Like when you face an opponent that hasn't 6-dotted his current mods, while you have... it makes a huge difference. Mods = crew power = how well ships perform!
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
How can it not? If you don't 6-A your pilots, and others do... you're at a huge disadvantage.
Like when you face an opponent that hasn't 6-dotted his current mods, while you have... it makes a huge difference. Mods = crew power = how well ships perform!
Because going from 5e to 5a makes no difference, so why would from 6e to 6a?
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
Might be a very slight impact, there is a difference (not in speed) but to the stats such as Offense/Health/Protection of the ship that goes up ever so slightly from 5E to 5A and then a big bump when 6E obviously.
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
Might be a very slight impact, there is a difference (not in speed) but to the stats such as Offense/Health/Protection of the ship that goes up ever so slightly from 5E to 5A
Are you sure about that? I had thought it affected GP but not stats.
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
Might be a very slight impact, there is a difference (not in speed) but to the stats such as Offense/Health/Protection of the ship that goes up ever so slightly from 5E to 5A
Are you sure about that? I had thought it affected GP but not stats.
Hmmm. I think I have some crap pilots with crap mods I can test it on...
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
Might be a very slight impact, there is a difference (not in speed) but to the stats such as Offense/Health/Protection of the ship that goes up ever so slightly from 5E to 5A
Are you sure about that? I had thought it affected GP but not stats.
False alarm/fake news/hoax!
I just tested it - going from 5-Grey to 5-Green had no change, ditto for green to blue and blue to purple.
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
Might be a very slight impact, there is a difference (not in speed) but to the stats such as Offense/Health/Protection of the ship that goes up ever so slightly from 5E to 5A
Are you sure about that? I had thought it affected GP but not stats.
I am, I just swapped mods around on Anakin and screenshot each one. (I don't have any 5e) I put on 5C, 5B,5A, and 6E. the stats did move from crew adding a little more HP/Offense/Protection etc..
I wonder how much the new mod tiers will impact Fleet? O_o
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
Might be a very slight impact, there is a difference (not in speed) but to the stats such as Offense/Health/Protection of the ship that goes up ever so slightly from 5E to 5A
Are you sure about that? I had thought it affected GP but not stats.
False alarm/fake news/hoax!
I just tested it - going from 5-Grey to 5-Green had no change, ditto for green to blue and blue to purple.
So yeah, false alarm! Nothing to see here!
ok, .. I just looked as well and the ships did change. Does it matter with sets?
lol.. ok so @TVF@Vendraen interestingly.. the blue (last image) is the same as gold (second) and purple( third) is different.. not sure what to think..
lol.. ok so @TVF@Vendraen interestingly.. the blue (last image) is the same as gold (second) and purple( third) is different.. not sure what to think..
Your images are too tiny to read.
My testing showed no change from going from a grey 5-dot mod to a green one, and no change to go to blue or purple either. I checked only Health, Prot, Speed, and Damage.
Replies
The comment I replied to suggested HC rewards were a farm for the mod slicing material because you had to gear up teams to beat them.
Any new content would require newer units or teams to be geared. It always had. I never called new characters releases new content. But GC is content whether you like it or not. But I disagreed with the comment that it was a farm.
Hope that clears things up.
Wow wow man calm down, they had your attention at "Stupid" but you lost them at "Stuff"
example:
these are 2 pretty awesome hybrid mods for my JKL (wish the circle had prot primary but can't have it all) but now I'll have to hope for the 50:50's again - as Bulldog pointed out: it might be easier to get the (5) on a certain secondary (speed duh) but way harder to get the new god mod standard, the double (5) mods with stuff like 25+ speed and 7.5+% offense
overall it might not be that bad for the future (LS Geo TB for example) but hell, this was veeery low on my wish list - there are a million things that I'd like to see implemented i the game first
Don't see why you think your good mods will become mediocre. On the contrary those are the ones you'll focus on upgrading just like anyone else. We won't have hundreds of 6b-d mods as most don't even have too many 6e mods either. Those speed/offense stacks you have are awesome. You would want at least 2 hits on speed and/or offense which you will get by average luck (as hitting 2 out of 4 stats is %50). Even if those 2 doesn't become godspeed mods as a result, they will become better mods (unless the off chance no hits on speed/offense happens). I don't agree with the 2.0 all over again interpretation.
To me it's exciting since this is where my previous careful investment into mods will start paying off in spades. I have 199 15+ speeds where at least half of them are good stacks. Also got most of my good mods into 6e (219) via months of only doing that while people were rolling new ones. So will get a head start there. Of course none of this is comparable to a whale's mod roster which I'm no competition for...in mods 1.0, 2.0, 3.0.
Can't say for sure, but as far as i know, there is no difference if your pilot is carrying 5A or 5E, so.. it should be the same for 6.
One of the first things I will be looking at when released, I need to go thru and look at ship gp calc again, I don't remember if mod tier affects GP of ship.
I believe it does so will be interesting to see ship gp go up with 0 stat increase
Yes it would. These are the values for increases for each secondary when going from 5dot to 6dot here. And that's my question. If I roll another offense% on that mod I've shown above, does it get this increase or just the standard bump being only .5% as shown in the chart you were looking at.
From Kyno's response, it's the 2nd. If it was the first the expansion for mods that went all the way would be huuuge. This also coincides with the amount of mats needed to push a mod from 6e to 6d (the only thing we've seen so far). I understand even this little amount of new mats will be quite exclusive for a while, but compare them to the amount of things needed for 5a-6e.
So...if all I said is right, not many mods will justify going to 6a after they get 4 speed bumps, only extremely good stacked ones where all hits will be considered a benefit.
Yeah if that's the case this is more in line with just an attempt to try and help those unfortunate mods that were a little unlucky with some speed bumps for the most part. At least they don't require any energy to farm I'm ok with that I guess.
(Especially for people that run Malevolence, which relies on non-crewed ships, without the opportunity to upgrade mods...)
It seems very unlikely that it will impact fleet at all.
How can it not? If you don't 6-A your pilots, and others do... you're at a huge disadvantage.
Like when you face an opponent that hasn't 6-dotted his current mods, while you have... it makes a huge difference. Mods = crew power = how well ships perform!
Because going from 5e to 5a makes no difference, so why would from 6e to 6a?
Might be a very slight impact, there is a difference (not in speed) but to the stats such as Offense/Health/Protection of the ship that goes up ever so slightly from 5E to 5A and then a big bump when 6E obviously.
Are you sure about that? I had thought it affected GP but not stats.
Hmmm. I think I have some crap pilots with crap mods I can test it on...
False alarm/fake news/hoax!
I just tested it - going from 5-Grey to 5-Green had no change, ditto for green to blue and blue to purple.
So yeah, false alarm! Nothing to see here!
I am, I just swapped mods around on Anakin and screenshot each one. (I don't have any 5e) I put on 5C, 5B,5A, and 6E. the stats did move from crew adding a little more HP/Offense/Protection etc..
ok, .. I just looked as well and the ships did change. Does it matter with sets?
Your images are too tiny to read.
My testing showed no change from going from a grey 5-dot mod to a green one, and no change to go to blue or purple either. I checked only Health, Prot, Speed, and Damage.
edited so you can see
C being higher than B makes no sense; are you sure you didn't make a mistake somewhere?
Here I decided to do a video this time, so you can stop and look at each one and see why I am confused.
Guess maybe I did a different set? (86674) I have no idea how I got the other set to have a slightly different number.