We may not agree with a lot as a community but I would think most would agree to either increase the mod cap or outright remove it! Since it came out it hasn’t increased yet our characters increased and with mod load outs it’s imperative we can keep full sets away while we get the materials to work on mods we hope will turn into gold in the future. Thoughts?
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Something as simple showing me 995/1000 would be more than enough.
I do not need an increase in the cap, that would just lead to me accumulating more unused mods.
Hitting the cap may be a bit irritating at times but it serves as a good reminder to weed out weaker unused mods and sell them.
I dont necessarily agree with a cap increase, as it will still be a problem, but it will just hit later... but there are other arguments for it, and at this point there should be some changes made. I dont believe they can just get rid of the cap, as there are such things as server space limitations and an unlimited amount of space for unique items for every player is just not going to happen.
In all honesty the bigger problem is our ability to manage them. A better ability to manage and move mods would make things much easier.
Someone has also suggested, expanding the cap just when moving, which would also help.
Another one is the ability to set up whole roster setups and just have it switch, again ignoring the cap to allow for all the mods to be moved that is needed.
If you think you are holding on to junk, or selling mods you have not been able to upgrade and "check" then you may want to consider farming more materials and developing a better strategy.
Some folks are saying bad management but that’s far from the truth. I want as many 15-25+ mods as possible however at this time I have to start deleting 10+ mods that could have some
promise because of cap space.
A new system or way to sort that doesn’t increase cap when removing mods from toons would be great. Anything to where I don’t have to delete mods I was planning on upgrading so I can get a new mod I haven’t even sliced yet to see if it can be better...
If it were easier to sell, upgrade, "check", sort, swap, and move mods, we likely wouldn't even need a higher cap.
And while we're on the subject - since the game likes to tell us we're about to go into battle shorthanded everytime, how about "You are about to go into GAC/TW with some of your top 80 characters missing mods - are you sure you want to join?"
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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If I am not mistaken the cap is 1.000 mods unequipped. So you are telling us that you have almost 1.000 unequipped + however many equipped with +10 speed that are blue or purple? OK let's go with that. So you want to hold on to them until you find the materials to slice them??? 1.000+ mods??? From purple to gold the materials you need are quite a few so I think you will need some years before you upgrade them all.
Again, I am not saying the cap is fine, maybe it needs an increase, maybe not. All I am saying is if you reach the mod cap you are doing something wrong.
I will 100% NOT SETTLE with that
There are 199 toons in the game, and a max loadout cap of 200
Like, at this point you can't have two mod setups of a character but the game design encourages multiple mod loadouts for characters because they have really good kits that works with different setups
And, the other issue is the mod storage capacity of 750 that doesn't work anymore with how relevant mods have become since its inception and the meta isn't just speed secondaries anymore so you need to hold on to many different type of mod sets, primaries, and secondaries
If reaching the mod cap means you’re doing something wrong (according to you), then why would you be on the fence about it needing an increase?
I’m starting to head towards where @AndySCovell is, though probably a good year or so off actually catching up with him. I have 200+ Unequipped mods and pretty much all of them have +10 or better speed secondary. 6 months ago it was more like 100 unequipped mods with +10 or better.
The fact the mod cap hasn’t increased whilst the number of toons in the game has almost doubled since mods were introduced is a problem.
I agree with this.
There are a few assumptions portrayed here that dont necessarily make sense, or at least are a little misleading towards the arguement being made.
- we dont need or use all the characters, no matter the situation.
- while toons may need/do better with a situational mod setup, that doesnt require unique mods for each situation, in fact some of your best mods are probably moved and used more often in many setups, that hit different goals.
- hyper specific setups are needed more often than not. Most likely in many situations the perfect mod setup vs the next best mod setup is less important than RNG in the event.
I'm not arguing against a mod cap increase, I just dont think its necessary if we were given better ways to manage them. Better tools mitigates or removes issues for many of the problems for the majority of players, and may surprise others who think they need more space.
There is an argument in there for an increase to the saved setups, but I would imagine that 1 or 2 roster wide saves (or other changes to management) would resolve that, more than say bumping it up 50-100%. I would also point out that if you need 200 setups, it could indicate you need more good mods, or a better strategy/setup, but that is a larger conversation and I'm not going to claim to be good enough to tell someone how to play their game.
You mean, like this?
I think he means one he doesn't have to pay a monthly fee for....
Kudos on the humblebrag though.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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I like your roster wide setup idea (with better management) it would save quite a bit to have “GAC”, “LS TB” and “DS TB” mod roster loadouts. It would decrease the amount of specific loadouts required as well.
200 load outs max seems very easy to hit. Let’s say you currently have need to create load outs for 3 teams in LS TB, DS TB and normal setups for TW/GAC. Those 15-30 specific loadouts could pull mods from 50+ characters needed for GAC/TW. We are now at 80 loadouts without even trying. Add in a few raid teams and we are climbing past 100 without any issue. Even different arena comps require different modding. Assault Battles...these load outs add up fast.
To be clear, I don’t currently have these issues with reaching either cap on mods/loadouts, but I would greatly appreciate any/all mod QoL changes. Increase in cap just allows one more time between adjustments in minimum mod quality saved and more loadouts prepares more teams to achieve success in some of the difficult content CG kicks out (sometimes frequently).
Now can we get a mod count? Pretty please?
Pain in the bum to scroll through 30 pages of mods though! #WeWantAModCount
Will not happen because people will accidentally do it and then get forum mad.
This annoys me the most lol
This. It should stop at 12.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*
Awww, thanks for recognizing. 🤗