I don't think everytime someone comes up with an opinion or some criticism he needs to pair it with the ultimate solution, or does he ?
Not the ultimate solution but at least suggestions or ideas, what could be changed.
All I'm saying is I liked the fact a gun was the assembly of multiple components rather than a single unit. It made every weapon unique in the sense that you could have say a Q10 barrel and a Q500 grip. In that playthrough you'd die to find a better barrel.
And i already said, that ends up in a complete gun with an overall quality averaging the quality of all components, but not any special stats. Nothing special, just getting the highest posible complete gun out of your components.
How could that have been expanded upon ? Every component holds 1-3 attributes, say a magazine has a specific magazine size and reload speed for, a barrell influences travel speed and damage falloff, etc.
That's exactly what i wrote in my previous post. And this would still be a huge item bloat.
And the same effect could be achieved by introducing modifiers with random stats.
Let's not forget that A18 made it so that you mostly just use ONE weapon throughout the whole game, the one you specialized into.
That's not a problem of the weapon crafting but a problem of how the current skills are defined/divided. That was discussed already very much dozens of times in dozens of other threads.
Many people are not using different guns for different situations because of guns, they use the same gun because of the skills they have put points into. As already mentioned elsewhere using a gun without having skilled for it anything feels like a soft air.
That also affects weapon combinations. "Nobody" now uses automatic guns for ranged and a machete for melee. Just because of the skills "force" you not to do it this way. But to be honest, i'm becoming tired of this skill discussions. Who hasn't understood the basic problem with that yet, most propbably will never understand it.