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CG_SBCrumb's avatar
CG_SBCrumb
Icon for EA Staff rankEA Staff
7 years ago

HalfFace01 Dev Interview - Mod Loadout and Filters

Want to know more about the upcoming Mod Loadouts and Filters? Watch HalfFace01 interview with a couple of our devs on just that topic!

https://www.youtube.com/watch?v=44sBOBHYLVk&feature=youtu.be

Short summary of interview with timestamps:

  • Intro with developers - 0:00
  • Can you talk more about how mod loadouts work in detail? - 0:52
    Essentially they consist of six mods that are on one character that can be saved and moved around easily all together
  • Why are they called mod loadouts now when they were called mod sets on the forums? - 3:58
    We wanted to give a different name to this mechanic as the term sets were already in use in other uses for mods
  • Any other filters added to these mod additions? 5:11
    Filtering stats, speed order, etc. is coming similar to swgoh.gg filtering.
  • Side question: Will this feature replace swgoh.gg??? - 7:26
    We don't think it will, but it will be a nice additions so players don't rely on .gg all the time.
  • How will speed be addressed not to be used as the primary stat everyone wants in the future? - 8:23
    As of now we tried to make other stats more viable that players would want to look for those other stats way more than in the past. We think speed will still play a good part in the community wanting that particular stat on their mods however.
  • 26 Replies

    • "Zanads;c-1623945" wrote:
      "Ploosh;c-1623936" wrote:
      "Zanads;c-1623931" wrote:
      "Ikky2win;c-1623911" wrote:
      No new info really. What I want to know is cost. Is it still going to cost the same to move mods?


      I've been saying this from the moment they announced it. All test accounts have 100s of million of credits, including the video above. If the cost to move mods around isn't significantly reduced, I doubt many more people will "engage" with them any more often. Most players won't be able to afford it.


      There was a screenshot where it showed them moving an entire set of 6 mods to another toon for about 5,000. Obviously it could have been a misleading screen shot, or they could just change it, but I'm hopeful that it is about to be significantly reduced. Even if not tho, it rarely is an issue for long time players. Only for players who aren't to lvl 85, or have only been lvl 85 for a few months.


      That's the current rate for removing or adding ~1 mod. That's 1 mod into a blank slot, or one mod out of an occupied slot. x2 to actually do a swap (i.e., remove old, and replace) 10K per mod. x6 for the whole set, 60K per character. x5 for a squad, 300K. x2 to put everything back where you had it (presumably for a reason) 600K.

      I'm fairly established. If I needed to swap out mods for a team that I wasn't planning to keep on that team permanently, 600K is not a small ding to my typical credit balance.


      Yeah, that is way too much for a very routine function. However, if you're doing that all the time, you gotta strategize better. I move mods a lot, but rarely ever a full team, and never a full double team, like you're describing. For example, for Sith raid, p1 I leave SRey and RTs on 24/7, then I just slide arena mods onto R2, BB8 and JTR, who were left unmodded between sith raids. So it costs ~170k to be able to to score 10%+ on p1.

      Then p2 I typically just move for key characters, such as Leia for a machine gun Leia team. So 55k for that team. And my Jedi put up 4-6% without moving any mods (cuz they're my arena team as I'm halfway to Traya unlock.).

      Then p3, I never move DT and Solo cuz speeds are so important. Pao keeps his basic mods, and CLS keeps his +90 set always. Chirrut is the only one I move, so I can get 130+ on him so he goes before Traya, so costs me 55k for that.

      etc etc etc.

      Regardles, it needs to be cheaper to move mods, but there are a lot of ways to still be able to move key mods and put up basically the same score as if you moved your whole arena team mods. Assuming you've been playing the game for 1+ years or so. I'm at about 20 months of playing, and only ever farmed speed mods for a couple weeks way back when, and it's pretty easy to have a nice collection. And totally FTP. And take top 3 everytime in my guilds heroic sith raids.
    • Moving mods for for every little thing...such as different phases in a raid... is tedious and not fun.

      If they make it cheap that's exactly what will be expected.
    • Degs29's avatar
      Degs29
      Seasoned Veteran
      7 years ago
      I don't like the idea of mod loadouts. I don't think it's good gameplay to have players do constant mod swaps of their best mods among all their toons. CG should be RESTRICTING mod changeovers, not facilitating them.

      Personally, I'd rather have a 24-hour cooldown on mod swaps. Even with the new mod loadout system, they could still implement that, but it would encourage players to develop mods that are toon specific, rather than stat specific. And considering we're getting our own mod energy, I think that makes plenty of sense.
    • "Degs29;c-1624313" wrote:
      I don't like the idea of mod loadouts. I don't think it's good gameplay to have players do constant mod swaps of their best mods among all their toons. CG should be RESTRICTING mod changeovers, not facilitating them.

      Personally, I'd rather have a 24-hour cooldown on mod swaps. Even with the new mod loadout system, they could still implement that, but it would encourage players to develop mods that are toon specific, rather than stat specific. And considering we're getting our own mod energy, I think that makes plenty of sense.


      I'm not sure what percentage of people move mods for raids, but I'd hazard a guess that a much larger percentage currently only move mods for legendary events. I had a guildmate change mod sets multiple times for CLS trying to complete the last stage. A 24 hour cooldown probably would have prevented him from getting CLS, and he'd be stuck waiting another three months. And personally, I don't want to cripple my arena team for 24 hours just because I discover Vet Chewy needs better mods.

      And I don't see the issue with CG adapting to how the players play the game. It would be near-impossible to get enough great mods to cover all your bases and never move them.
    • "Degs29;c-1624313" wrote:
      I don't like the idea of mod loadouts. I don't think it's good gameplay to have players do constant mod swaps of their best mods among all their toons. CG should be RESTRICTING mod changeovers, not facilitating them.

      Personally, I'd rather have a 24-hour cooldown on mod swaps. Even with the new mod loadout system, they could still implement that, but it would encourage players to develop mods that are toon specific, rather than stat specific. And considering we're getting our own mod energy, I think that makes plenty of sense.


      Interesting opinions. 99.9% of players I think disagree with you, and will be benefited from unrestricted load outs and change overs. Not all of us are whales and can afford 50+ unique amazing stat mod sets.

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