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ZanirN7S's avatar
ZanirN7S
Rising Scout
4 months ago

Mod loadout cap is too low at 200

The limit is 200 loadouts. We are closing in on having 300 characters in the game and I don't think you guys (CG) are going to stop releasing new ones. Then there's remodding for raids, TB, TW.  Mod loadout cap needs to be doubled, at minimum

The datacache cap was doubled from 30 to 60mln a while ago and that was a fantastic QOL change. Mod loadout cap need a similar change. 

  • No offense, but why would you need THAT many mod loadouts? 100-150 should easily be enough to cover all game modes, especially since there might be some overlaps where you can save a few loadout spots here and there. I don't know a single person that has hit the 200 loadout mark. In fact, I didn't even know there was a limit. Just because we have 300 characters in the game, doesn't mean every single one needs a loadout. Half of those characters are barely even used anyway, so you don't even need loadous for those. There's ways to be more efficient with mod management, so if 200 seems to not be enough for you, it's more likely a management (you) problem than the game's. Now if we had 500-600 characters, you'd have a point, but as of now there's absolutely no need for it imo. Maybe a few years down the road it will be an issue and will be addressed by CG.

    • ZanirN7S's avatar
      ZanirN7S
      Rising Scout

      I don't see a reason to be offended by your question. I like to have a loadout for every character that I actually have modded, no matter if it's a trash character or a Galactic Legend. Even taking remodding for TB, TW and raids out of consideration, I sometimes remod for Galactic Challenges or Conquest.

      For GC, if it's a faction that's underdeveloped in my roster, I might want to borrow top tier mods for those toons from my best-modded characters just for the GC. In Conquest, I might need to put good mods on a character needed for a survival feat on a boss node. 

      Once a particular feat or GC is completed, I want to move the mods back to the GL quickly (by using their saved mod loadout) and also reapply the mods on that low gear toon that it previously had equipped (also easy if I have their mod loadout saved). 

      I sometimes build a mod loadout for a character I don't have unlocked yet but I anticipate unlocking it in the near future. I had mods for Jedi Cal locked in, sliced and waiting on HK47 before I unlocked Jedi Cal. Once he got to G12, I was able to quickly move the entire loadout from HK47 to Jedi Cal by using the saved mod loadout as opposed to removing the mods from HK47 one by one, going from HK's mod screen to Cal's mod screen and applying the mods one by one. 

      I have had the mods for BKM ready for a while and at the moment Wicket is wearing them. When I unlock and gear BKM, she will immediately have good-quality mods applied. 

      I think it's entirely reasonable to expect that I should at least be able to have one loadout saved per character. 

    • ChristianIbsen's avatar
      ChristianIbsen
      Seasoned Newcomer

      So because it is not a problem for you, then it can't be a problem for others? 

      It could be that OP is actually playing better because he is even more effecient with his mods. 

    • Whatelse73's avatar
      Whatelse73
      Seasoned Veteran

      That's a good question, but there are 275 characters.  That alone should mean 300 mod loadouts, one for each character and a few extra.  I have multiple mod loadouts for characters based on what they are doing.  They have a "normal" set, a TB set, and a Raid set.  Even with the specific characters we use for the Raid, that's 40 mod loadouts right there.  Then for TB, there are missions that require you to swap mods and even if it's for 10 characters, that's 20 more mod loadouts.

      Those mods aren't coming off just 5 or 6 characters.  I have mods coming off 6 different characters for each character I'm using in the TB (That's another 35 loadouts for the Reva mission, and about 15 more for the Zeffo unlock mission.)  Then, I have to put all those mods back, plus return the normal set to the character I swapped mods on to.  It adds up.

      It wasn't a big deal when we were sub 200 characters and we didn't have so many "intracacies" in TB, Raid, even some specific events that require remodding.  Upping it to 300 should be a starting point.  Especially if they're going to keep releasing 5-10 characters a year, or more.  Good question though!

  • Whatelse73's avatar
    Whatelse73
    Seasoned Veteran

    We've been saying this for well over a year, at least.  It's as if they're still trying to figure out how to monetize it before giving us an increase. 

    If it's not "easy" then they should at least say that and why.  Instead we just get silence, same as many other QoL requests of players.