Weapon Mod Alternatives | Outriders



Weapon Mod Alternatives | Outriders
Let’s talk weapon mods and alternatives to the standard used ones(Fortress, Killing Spree, etc).

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32 thoughts on “Weapon Mod Alternatives | Outriders”

  1. Sadly, I will forget about this game before the Seismic Commander helmet drops. Can do another 100 CT14s. Won't matter. Bad design. Just really bad design. WTF's with PCF? If I get it in my "Appreciation Package" I'll forgive PCF. Here's hoping they read these comments. They should. Your channel has better content than the game. At least there's that! Cheers.

    Reply
  2. So many bad players say "uSe DaRk sAcRiFiCE" even if damage reduction is not working currently. Do not use dark sacrifice until this is fixed or else you will die. Period. End of discussion.

    Reply
  3. Thanks for the suggestions!
    The only T3 mods I have that are worth mentioning are shadow comet and killing spree so T2 mods are a way of life for me 😀

    For now, I've benched the game. I'll come back to it in a patch or two when they've addressed the most of major bugs and hopefully been able to tweak things like legendary drop rates, monster enemy ability spam etc.
    I'm not wasting more time running another CT14 or CT15 hoping I don't get one or two shot, only to get just another duplicate of a leggo I'm not looking for. Cough – looking at you cannonball set – cough.
    I think PCF probably have the right priorities based on the recent comms, it's just gonna take time to get the game into a state that will allow them to start working on mechanics like leggo drop rates and balancing.
    I wish them well in their efforts to sort this out and will stay tuned for updates from you on current state of the game.

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  4. Great vid as always.

    Sadly gazing into my crystal ball I'm not optimistic.

    I think they were trialling future nerfs prior to the famous Friday patch and forgot to revert the changes – killing spree nerf, longer res. timer etc.

    This suggests to me there are more than one or two nerfs or balance changed if you want to call them that, in the pipeline. If limited adjustments were being tested they probably wouldn't have forgotten to revert all of them.

    I'm predicting nerfs to:

    Moaning winds – moving the proc to the end rather than the beginning of the reload would be enough to effectively kill the mod;
    Shadow comet – I don't even have the mod yet, last legendary gun I'm missing;
    Killing spree – reduced timer as per 'error' in the patch
    Dark sacrifice – they could revert so that the benefit ramps up as your health decreases, meaning if you're running any kind of skill/weapon leech build you'll never get the full benefit from the mod
    Fortress – probably a reduction in the %
    Branded – either reduction in additional damage or it won't stack with more than one thermal bomb
    Death sentence – blanket reduction in damage %
    Expedition timers – will probably be reduced across the board with the possible exception of Boom Town although even including that wouldn't surprise me at this stage

    I'd also expect them to nerf the cooldowns or damage on overheat, maybe through blanket increase to cooldown timer or nerf to the master consumer mod.

    Probable nerf to tac AR damage across the board.

    Techno will probably get hit again as can still out damage everything with the possible exception of a perfectly built ash/overheat pyro and is honestly far easier to set-up and succeed with. Pyro was my first toon, techno my second and honestly running techno felt like I was playing easy mode in terms of getting to and clearing CT15. Was able to do it with all purples and my only tier 3 mods being killing spree and sharp eye.

    I hope I'm wrong as I do have fun playing the game but if they do nerf I will probably put it on the shelf. I bought it because they stated it was not live service. To my mind that meant a finished product out of the box with no tampering (balancing). Too many bad experiences with games like Destiny for me where hours of my time farming for a perfect roll on a weapon were effectively flushed down the toilet due to nerfs making guns obsolete overnight.

    The grind to get the correct bits of gear in Outriders in terms of correct attributes and mod combinations is too much, literally hundreds of hours to find the right gear to perfect a build, (and it's still not what I'd ideally like as no Acari pants or boots have dropped for me yet), for them to nerf and make builds obsolete meaning re-farming for completely new gear which would be difficult as the build you have now which was clearing CT15s with no difficulty may not be able to do so any more.

    I wanted to try out different builds for the pyro but found it a chore to get the correct gear for my main build. The lack of stash space doesn't help as you can't store many pieces of gear which you think may be good for a different build later down the line due to space limitations.

    I hope I'm being overly pessimistic but time will tell I guess.

    Sorry for the wall of text and well done if you managed to get through it!

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  5. The techno mid tree has the "Marked for Execution: Vulnerable afflicted on an enemy is 40% more effective" skill.

    Does somebody know if it is additive or multiplicative (0.15 + 0.4 = 0.55 or 0.15 * 1.4 = 0.21)?

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  6. Moaning winds is gonna make PCF put global cooldowns on mods which will severely limit build variety.
    It’s an absolute joke people just Throw it on all three weapons and just sit there reload cycling to proc.
    The difference between Moaning and everything else is it’s being abused and needs to be addressed. Nerf the damage.
    I run Dev and don’t need Winds to destroy everything incredibly fast.
    No non class specific mod should be out-damaging class mods. Blighted, Earthquake/Impale, Twisted, etc.

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  7. Can't wait to see you start exploring melee/ shotgun builds 🙂

    I just discovered (whilst trying to mimic some of the big tricksters on youtube) Using a unique combination of dark sacrifice and a t3 mod(sorry i cant remember the name) that heals your party for 33% max health on kill, it was a fun way to do a one shot build that wasn't embalmers / bleed build, keep up the awesome content!

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  8. Coop is rough. seems like the enemy has like quadruple the health. Running solo it fine. Scaling seems off bad. Anyone else feeling this????? Lastly can you still get a higher earth born renegade assault rifle, I cannot seem to get one passed the 339.

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  9. I put Critical Point on the Impaler back at level 41 so the anomaly explosions proc constantly. I upgraded it a few times before PCF awarded me with the godroll version at level 49… It's excellent for the moments where my skills are on cooldown.

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  10. Bone shrapnel and ultimate bone shrapnel together is cracked tou get ultimate bone shrapnel from the sniper called spirit hunter so critical hits detonate deals 200k inflicts bleed on enemies 5 meter radius

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  11. I really enjoy watching your videos as they are informative and have helped me out. Currently running Shield and Bone Sharpnel on my weapons and it works really well. I also get some cool benefit from using Cannonball set on my technomancer. If I kill an enemy with melee it reloads my clip with toxic bullets each to the max without any negative effects.

    Reply
  12. I love this kind of video! Thanks man! Congrats on the god-rolled Infernal Seed! I have 3 of those puppies form the restore! My experiments with them have always involved keeping the first mod, and re-rolling the second to something else.

    Reply

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