There you go. That explains it. Thanks.In 3.0, the Fuel Saver Mod was reworked as part of the Magnitude system and now has quality levels.
Instead of providing a flat 50% reduction in fuel consumption as it did before 3.0, it now scales from 5% to 30%, depending on the mod's quality.
So yes, players should notice a difference in fuel usage between the pre-3.0 and 3.0 Fuel Saver Mods. Even the highest-quality version provides less fuel savings than the old mod, while the player craftable level 1 version is dramatically less effective at -5%.
Really should make finding multiple schematics increase the tier mod you are able to craft. and set crafting materials to scale with tier: ex. tier 1 = 1 acid, tier 4 = 4 acid... etc
Pretty confident this is incorrect. I've got a a quality 3 fuel saver in my motorcycle providing a 30% fuel reduction, and a quality 1 provided 10%. A quality 6 one should provide a 60% reduction unless I am sorely mistaken.Instead of providing a flat 50% reduction in fuel consumption as it did before 3.0, it now scales from 5% to 30%, depending on the mod's quality.
You are correct. A Q1 fuel saver mod gives 10% fuel savings. I wouldn't know about better ones because I have yet to find one.Pretty confident this is incorrect. I've got a a quality 3 fuel saver in my motorcycle providing a 30% fuel reduction, and a quality 1 provided 10%. A quality 6 one should provide a 60% reduction unless I am sorely mistaken.
I admittedly have liked it not being an instant 50% reduction since it makes you a lot more aware of your fuel early on. I make sure to take out any car in a POI to break even with my fuel usage. The new Pass N Gas refinery (at least I think it's new?) has also been one I've been hitting for a similar reason.
As others have mentioned, the main problem I have is the complete non scale factor of it in terms of crafting. While I do like the random quality of mods a lot for looting as I've genuinely had quite abit of excitement finding/looting quality 6 mods/cookware, I do wish a slower but more consistent route was able to obtain high quality ones via crafting. That quality 3 fuel saver is still the best one I have found, and I'm on day 43 now...
Pretty confident this is incorrect. I've got a a quality 3 fuel saver in my motorcycle providing a 30% fuel reduction, and a quality 1 provided 10%. A quality 6 one should provide a 60% reduction unless I am sorely mistaken.
Massively agree that the armour scaling should follow a 50%/55%/60%/65%/70%/75%/100% model, or similar, of whatever the highest total bonus is intended to be. Making an armour choice should be impactful. Wearing Q1 armour rather than Q6 primitive should feel good.A higher base for tier 1s would be better for a lot of the armors as well. who wants a 2% bonus on something and worse armor rating than primitive?
I agree and certainly hope that TFPs have a plan on how players can craft higher level mods and to balance the bonuses...
Yeah, I saw that as well. It's unfortunate. I'm fine if we can't craft better ones, but we should at least be able to combine them in the combiner. Combine any 2 to get 1 quality level higher than the highest quality one used, up to Q6. You still have to find them, but you're not stuck with never finding a good quality one. Right now it is so completely up to RNG that it doesn't even make sense. You can get a Q6 mod on day 1 and still have Q1 mods by end game for some of the mods.Looks like that is not part of the plan.
"No "current" plans to allow quality crafting of item mods. The idea with these was to make looting a little more exciting."