When managing your mods on the manage mods page in game would it be possible to give us a button that allows us to remove mods Afterall it is supposed to be a page to manage mods that should also include the ability to remove mods
While I intend to get the Gungans added to the SWGoH Best Mods series (now at StarWars-fans.com, formerly at the now somewhat outdated Gaming-fans.com), I have been trying to focus on "need" for better mods guides. For example, I am testing a different build on Emperor Palpatine to counter stronger Rey enemies, my strategy…
1. I don't think either of those get you banned as I've heard of lots of folks using them. 2. Sooo, I didn't really cover this in my mods section, but I'll try to now. What you are looking for LONG term is mods for everyone that are at least OK. With some mods being AMAZING. Obviously the best mods (most speed, best…
Does anyone else encounter the same? Suddenly I have the settings gear/icon everywhere. Before it was only on mod posts in the overview and on own comments in the threads. When I click on it the screen goes darker like it would if you want to dismiss a mod post but without the dismiss option.
Mods are the only reason the game is still around, and you'd lose most if not all of the top players if you scrapped them I'm with tvf, mod calibration has been wonderful and I'm up to like 125 +25 speed mods now.
Modding for protection is better no matter if kams unique occurs first or not. At R7 you still end up with about 15% more protection if you mod for full protection(if kams unique goes first).
Add 3,4,5 dot mods too stage 1-8 of mod battles. Example: I want too Fine Tune the mods on SLKR. Instead of going too mod challenges(random), I can go too battle 1-f or battle 8-f and farm cross. Keep 5 dot mods and sell 1-4 dot mods. Keep mods with offense primary. Reveal all stats on mods and sell mods with no speed…
Means nothing. You can have Level 15 MK6-E mods with 0 speed secondaries on you crew and for fleet it would be the same as Level 15 MK6-A mods with +25 secondaries on every mod. Mod stats mean nothing for fleets. Level, pip/Star is all that matters