Blog Post
Future update suggestion - Increase mod capacity. So far every character needs to be God modded for the Raid. I'm having to do major mod management at least once a week due to remodding for the raid.
- Omax12124 months agoSeasoned Adventurer
I second the motion!!! With a new pirate Faction right around the corner that’ll be at least 10 more toons needing 60 mods. I’ve gone through my entire inventory and deleted everything under 9 speed and a few of those mods I tossed in the dumpster were actually decent mods that I might have kept if it wasn’t for this ridiculous cap.
- Quoreal24 months agoNew Spectator
Cap on mods and loadouts is currently waaaayyy to low. We have only 200 loadouts while we have how many toons now? (269?). Cap on mods 500 (i know not equipped) but 6x269=1614. If one would like to remove all mods from half of the roster for remodding then its just not possibile unless using 3rd party (hotutils). Whole mods management system is outdated and painful. And if its too much to changed it in game maybe CG could add some functions to webstore?
For me only needed change in quality of life are mods, mods, and once again mods. Because innthis game win capability shifted from toons power, skills & abilities to mods optimizing and DC.
- thekustosh4 months agoSeasoned Rookie
THIS! MOD CAPACITY CG PLEASE! :) ..... Adding characters but not increasing mod capacity is wild... and annoying.