Only in the experimental release, which no servers are running.Pretty sure they fixed the parts already, i got points in both medium and heavy armor and have plenty of legendary parts
This kind of fixing can be done in several minutes XDLegendary level 6 gear should NEVER be worse than Tier 5 gear, especially when Legendary parts are broken and cannot be found if you have any points put into armor skills.
View attachment 38651
Do you happen to have different ammos loaded into them? Like regular in one and AP in another? Looking at the xml I don't see how a Q6 could be weaker than a Q5. There is only a 2% RNG swing on entity damage, so even if the Q5 got +2% and the Q6 got -2%, each quality level gets 5% damage added right off the bat. I had someone mention a weapon in one of my mods so I went and crafted like 10 of Q5s and 10 Q6s, and the higher quality level always had higher damage.
No ammo in either of them in the OP pic.Do you happen to have different ammos loaded into them? Like regular in one and AP in another? Looking at the xml I don't see how a Q6 could be weaker than a Q5. There is only a 2% RNG swing on entity damage, so even if the Q5 got +2% and the Q6 got -2%, each quality level gets 5% damage added right off the bat. I had someone mention a weapon in one of my mods so I went and crafted like 10 of Q5s and 10 Q6s, and the higher quality level always had higher damage.
Do you happen to have different ammos loaded into them? Like regular in one and AP in another? Looking at the xml I don't see how a Q6 could be weaker than a Q5. There is only a 2% RNG swing on entity damage, so even if the Q5 got +2% and the Q6 got -2%, each quality level gets 5% damage added right off the bat. I had someone mention a weapon in one of my mods so I went and crafted like 10 of Q5s and 10 Q6s, and the higher quality level always had higher damage.
If it hasn't been loaded, it defaults to the base ammo type.No ammo in either of them in the OP pic.
Just to make sure, "Empty" is not the same as "default ammo type selected". If you've loaded the gun with HP ammo and then modified it to empty it down to 0 rounds in the mag, it will still show the damage boost from the ammo type in that weapon screen.No ammo in either of them in the OP pic.
Alright so I loaded both the T5 and T6 Legendary M60's with AP 7.62 ammo and the T5 does 92.8 dmg with no mods installed, and the T6 does 97.2 unmodded. So apparently yes, the T5 was showing the dmg from the last ammo I ran through it, whereas the brand new T6 was showing stock ammo values since I had no ever loaded any ammo into it. So T6 does do a TINY bit more dmg, but the way it currently shows dmg based on last ammo installed is a bit confusing and could be improved.Just to make sure, "Empty" is not the same as "default ammo type selected". If you've loaded the gun with HP ammo and then modified it to empty it down to 0 rounds in the mag, it will still show the damage boost from the ammo type in that weapon screen.
I _think_ the weapon damages should already be tiered properly, in the current release - not having that problem anymore .. but I'm not sure, as I haven't tested it. And at 25 mins a pop for crafting, I'm not keen on giving it a go either ...![]()
but if I look at a weapon with no ammo loaded, it should show default dmg like a freshly crafted weapon, not dmg of some ammo that was loaded beforeShowing damage based on the ammo type can be a bit confusing at first, but it makes sense math wise. Damage calculation starts with ammo damage and then is adjusted by weapon type, quality, perks, and mods.
I'm not sure I agree with that. It should show the stats for the ammo type YOU have selected for it. That is what makes most sense. If the weapon stats reverted to base damage for no ammo type every time you emptied your magazine that could be a lot more confusing. Now that you understand how it works, it is a lot more consistent and clear to just have the weapon always display the damage it does based on your selected ammo type whether it is currently loaded with that ammo or not.but if I look at a weapon with no ammo loaded, it should show default dmg like a freshly crafted weapon, not dmg of some ammo that was loaded before
They did. Read the above, OP was seeing stats from different ammo types and was mistaken in thinking the overlap was still there.I'm so confused. I never run into this issue and I'd swear that the overlapping stats between tiers is something they addressed in A20 or 21.
I tried to edit my OP to update the thread with the solution but they only allow that for a few minutes after posting.Ah, gotcha. I skimmed the other messages, but didn't catch that. Sorry for the rehash.