How to make mods beyond level 1?

Neckyo

Refugee
Hello, sry for my english (i use google traduction).

Has anyone figured out how to craft mods beyond level 1? I tried combining 2, without result.
I would like to play with the option that blocks the level of mods found in loot at 3, but then get 4, 5 and 6? I don't have access to the arrows in the workbench to modify the level (I tried in creation, no access either)

Thank you so much,
Neckyo
 
You have to loot higher tiers. No crafting options cause they have not added the magazines for it.

I really, sincerely hope they integrate it with the "learn by crafting" / magazine hybrid they have (potentially) planned and don't add *yet another* magazine series.
 
@Dark Sun They could add it to existing magazines. Maybe Handy Land.
Yes! Handy land, as noted by action9000 is pretty much useless once you can craft a nailgun, and you've probably bought or found one before you get there. Similar to forge ahead, the 50 to 75 range often does nothing because you've bought or found a crucible (or can just salvage steel if you're a perception build). Both of those are prime candidates for getting some extra functionality.

Equally you could link mod quality to weapon crafting, rifles for scopes, ARs for recoil compensators and drum magazines etc.

That would give value for skilling up crafting outside your primary weapon, which is often fairly irrelevant with current gameplay.
 
That's true, Handy Land is arguably completely useless after Nailguns 1. There's plenty of room to expand on that mechanic for mods.
There is one benefit to a higher quality nail gun - greater distance, which can be helpful if your base is tall or you want to repair something during horde night that isn't really close. But the distance increase is only 1, so it's very minor and not something I think most players care about. As Uncle Al said, you probably find or buy better ones anyhow before you can craft them. So it's definitely a place that could be expanded some.
 
There is one benefit to a higher quality nail gun - greater distance, which can be helpful if your base is tall or you want to repair something during horde night that isn't really close. But the distance increase is only 1, so it's very minor and not something I think most players care about. As Uncle Al said, you probably find or buy better ones anyhow before you can craft them. So it's definitely a place that could be expanded some.
Thats a great idea and maybe same for pots
 
Combining 2 full durability lvl 1 mods should give you a level 2 mod etc

A lvl 3 would take 4 lvl 1 mods. 1+1=2 (2)=3 and so on.

lvl 4 = 8
lvl 5 = 16
lvl 6 = 32

it is a bit cheesy, but no one is going to speed run that. That takes a lot of scavenging. seems fair and simple
 
There is one benefit to a higher quality nail gun - greater distance, which can be helpful if your base is tall or you want to repair something during horde night that isn't really close. But the distance increase is only 1, so it's very minor and not something I think most players care about. As Uncle Al said, you probably find or buy better ones anyhow before you can craft them. So it's definitely a place that could be expanded some.

I thought the effective range for nail guns only applied to the distance the nails are shot?
 
I thought the effective range for nail guns only applied to the distance the nails are shot?
I don't believe so. The difference is 1. That wouldn't make sense for the ammo side. I believe the extra 1 distance is also the same on the hammer, which doesn't have ammo. But I haven't looked at that in so long since I don't really care about it that I might be remembering it incorrectly.
 
Combining 2 full durability lvl 1 mods should give you a level 2 mod etc

A lvl 3 would take 4 lvl 1 mods. 1+1=2 (2)=3 and so on.

lvl 4 = 8
lvl 5 = 16
lvl 6 = 32

it is a bit cheesy, but no one is going to speed run that. That takes a lot of scavenging. seems fair and simple
Funnily enough I had exactly the same idea. Doubling each level would be pretty balanced for how high you'd be willing to craft.

Especially because for some mods like magazine extenders and drum magazines you now need a Q5 one to be as good as the old, no level, versions.
 
Really? Ugh. Sounds like I'm going to hate these changes.
Extended is 10% magazine capacity per quality, drum is 20% per, and I'm sure the originals were 50% and 100%.

Some other stuff is definitely better than the original though, like weighted head at +10% stun chance per quality level. I think the original was 20% or so?
 
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