PC modGunForegrip vs modGunRetractingStock

JoeSloeMoe

Active member
In comparing the two, my conclusion is that the retracting stock leaves a little to be desired.

modGunRetractingStock: 5 Steel & modsTier2

Effects:

            <passive_effect name="SpreadMultiplierHip" operation="perc_add" value="-.15"/><!--hip-->

modGunForegrip : 5 Iron & modsTier1

Effects:

           <passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.15"/>
            <passive_effect name="SpreadMultiplierHip" operation="perc_add" value="-.15"/><!--same hip-->
            <passive_effect name="SpreadMultiplierWalking" operation="perc_add" value="-.15"/>
            <passive_effect name="WeaponHandling" operation="perc_add" value=".13"/>
            <passive_effect name="WeaponHandling" operation="perc_add" value="-.08">
                <requirement name="HasBuff" buff="buffHoldBreathAiming01"/>
            </passive_effect>
            <passive_effect name="KickDegreesVerticalMin" operation="perc_add" value="-.5"/>
            <passive_effect name="KickDegreesVerticalMax" operation="perc_add" value="-.5"/>
            <passive_effect name="KickDegreesHorizontalMin" operation="perc_add" value="-.5"/>
            <passive_effect name="KickDegreesHorizontalMax" operation="perc_add" value="-.5"/>

 
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In comparing the two, my conclusion is that the retracting stock leaves a little to be desired.

modGunRetractingStock: 5 Steel & modsTier2

Effects:

            <passive_effect name="SpreadMultiplierHip" operation="perc_add" value="-.15"/><!--hip-->

modGunForegrip : 5 Iron & modsTier1

Effects:

           <passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.15"/>
            <passive_effect name="SpreadMultiplierHip" operation="perc_add" value="-.15"/><!--same hip-->
            <passive_effect name="SpreadMultiplierWalking" operation="perc_add" value="-.15"/>
            <passive_effect name="WeaponHandling" operation="perc_add" value=".13"/>
            <passive_effect name="WeaponHandling" operation="perc_add" value="-.08">
                <requirement name="HasBuff" buff="buffHoldBreathAiming01"/>
            </passive_effect>
            <passive_effect name="KickDegreesVerticalMin" operation="perc_add" value="-.5"/>
            <passive_effect name="KickDegreesVerticalMax" operation="perc_add" value="-.5"/>
            <passive_effect name="KickDegreesHorizontalMin" operation="perc_add" value="-.5"/>
            <passive_effect name="KickDegreesHorizontalMax" operation="perc_add" value="-.5"/>


The stock can still be a good mod, but the fore grip does more things. Note that the stock has no downsides whatsoever, while the fore grip reduces aimed handling.

On semi automatic weapons, most of the extra stuff the fore grip gives you doesn't do much. The fore grip is very, very good for full automatic hip fire, but if you're not doing a lot of that the stock is generally just as good.

Of course, nothing is stopping you putting both on the same weapon, although the M60, SMG and crossbow can only use the fore grip and cannot use the stock.

 
Note that the stock has no downsides whatsoever, while the fore grip reduces aimed handling.
If those numbers follow logic, it first increases handling by 13%, then reduces it by 8%, which leaves it at a ~4% buff. (The first increase doesn't seem conditional, so both should/could apply while aiming)

 
If those numbers follow logic, it first increases handling by 13%, then reduces it by 8%, which leaves it at a ~4% buff. (The first increase doesn't seem conditional, so both should/could apply while aiming)
That's a good point, and from the XML as presented i can't see how it would work otherwise.

I'm surprised, as Mem's excellent A20 Mod Stats specifically has the grip's +13 to handling being hipfire handling only. It would seem very odd to pull that out of nowhere if the XML was the same when that guide was written.  Maybe the fore grip has been tweaked/simplified since A20, meaning it now has no downsides.

 
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