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View Full Version : Mod slots are random ?


Delacroix
Wednesday, May 24, 2006, 10:47 AM
Or its always the same mod slots ?
Por ejemplo:
TRIDENT LAUNCHER
Max mod slots: 2 fuel / 1 battery / 1 tech / 1 rocket

Can i get one TL with 2 fuel / 1 relic / 1 tech / 1 rocket ?
and so on....

Zeremi
Wednesday, May 24, 2006, 11:02 AM
I dont think so... Havent seen any information that they are random... Only that this weapon gots these and these mods...

Shayera
Wednesday, May 24, 2006, 11:23 AM
They are random in regard to the number, if there's also a randomization for the type i sadly don't know...

Sophitia
Wednesday, May 24, 2006, 12:17 PM
The information listen about mod slot for a weapon are maxed out...

The perfect weapon will have all slot listed...

A weapon if not perfect can have some of them, but not more.

FMprime
Wednesday, May 24, 2006, 03:16 PM
yeah, a flame thrower won't have battery slots.

Storyteller
Wednesday, May 24, 2006, 03:50 PM
Most will be random, but there are some exceptions

Delacroix
Wednesday, May 24, 2006, 04:42 PM
yeah, a flame thrower won't have battery slots.
Indeed.
I knew the random follows the logic. I wasnt expecting to get a negotiator with Rocket slots.

SgtPepper
Wednesday, May 24, 2006, 06:03 PM
seems pretty straight forwards to me. If it says you CAN get 4 relics, you will get anything from 0-4 relic slots. You won't get anything else.

Eternalchaos
Wednesday, May 24, 2006, 08:14 PM
yeah.. it will be like diablo2.. weapon can have up to say 5 sockets.. don't mean each one has sockets or even 5.. can sometimes have 1 or 2 ..

Its nice having mod slots randomized because not every weapon is as high tech as the next.. :) could of gotten a earlier model rocket launcher and the newest model with all the mod slots is still in area 51 :)

Blackfish
Thursday, May 25, 2006, 09:55 PM
Do we know if mods are going to be removable, or if they'll be stuck once inserted, like D2 gems and runes?

morac
Thursday, May 25, 2006, 10:03 PM
I've gotten the impression that at least some are removable, but I really have no idea.

Tessien
Thursday, May 25, 2006, 10:30 PM
They'll probably make them either unremovable, or with a hefty cost, to create a money sink.

northrop
Thursday, May 25, 2006, 10:52 PM
Mods are removable. You can swap them between weapons as many times as you like.

Blackfish
Thursday, May 25, 2006, 11:24 PM
Huzzah! Thanks, northrop.

morac
Thursday, May 25, 2006, 11:39 PM
Woo!

Delacroix
Friday, May 26, 2006, 08:13 AM
People, Northrop have a quickfacts thread, it can be a lot of help.

Kriact
Friday, May 26, 2006, 08:49 AM
Indeed.
I knew the random follows the logic. I wasnt expecting to get a negotiator with Rocket slots.
I think I read you can have a rocket mod on a sword to add an explosion effect.

Mods are removable. You can swap them between weapons as many times as you like.
As of now you can. Not sure if it will be in the release version.

Sophitia
Friday, May 26, 2006, 08:51 AM
As of now you can. Not sure if it will be in the release version.

Yes, probably it will be possible to swap mods even in the retail.

Branloch
Friday, May 26, 2006, 09:40 AM
From Northrop's Fact Guide:

"The amount of slots on a weapon is randomized, but I don't believe the size of a weapon has anything to do with how many slots are technically possible."

"All mods obviously do not apply to all weapons, but you'd be surprised how many a melee weapon can hold. Fuel for instance, could also grant a melee weapon toxic spray damage and Rocket could grant a melee weapon an extra explosive effect. Keep in mind I said the titles for these mods were still placeholder and could be a bit misleading, so that's why it may seem most would only apply to projectile weapons. Mods also primarily focus on the type of damage given and the amount of that damage. Primarily, anyway. I don't, however, believe there are any special melee mods."

"Currently it is possible to remove mods at any point after attaching them to a weapon. It's a very simple process and it works exactly like attaching a mod, actually. That is, the whole process involves pointing and clicking."

Delacroix
Friday, May 26, 2006, 10:09 AM
Man, i need to read the quickfacts again.

Eternalchaos
Friday, May 26, 2006, 11:00 AM
Mods removable will definatly be final. Bill Roper said it durig like some 25min interview during E3 and even showed it. He proudly said that in Diablo2 once you socket you got stuck with it.. and if you made a mistake tough luck. with Hellgate he wants a totally new experience so removing your mods.. and replacing them with others can totally change the weapon around. What if the weapon uses fire damage and you need lightning.. pull the fire mod out.. put in a lightning :) no need to carry around 20 of the same weapon..

SgtPepper
Friday, May 26, 2006, 12:01 PM
Oh man, that would be killer!

Brother Laz
Sunday, May 28, 2006, 03:27 AM
However, does this mean people will ditch all weapons that don't happen to have the maximum allowed number of mod slots?

In Diablo 2, when a unique can spawn with +1-3 to skills and it happens to get +1, you'll probably discard it. Only the +3 version is worth keeping, and in very rare cases the +2.

Doniu
Sunday, May 28, 2006, 03:49 AM
They forgot describe tech mod.
http://www.hellgatelondon.com/mods/

Zeremi
Sunday, May 28, 2006, 04:01 AM
However, does this mean people will ditch all weapons that don't happen to have the maximum allowed number of mod slots?
Every game gots this. I mean... If there is something on weapon that randoms the number or how good it is... Its always that the best is more worthy and none wants bad.

Only if there is no random things on weapons (and that would suck) there isnt this kind of type. But then its easy to get the best.

Doniu
Sunday, May 28, 2006, 04:12 AM
maybe its rare to get all slots
Cluster Rifle
Max mod slots: 1 fuel / 1 battery / 1 relic / 1 tech / 3 rockets
common:
1 fuel / 1 battery / 2 rockets
or
1 tech / 3 rockets
etc.

Brother Laz
Sunday, May 28, 2006, 04:17 AM
While it may be so that people want the best, in this case there are only a few discrete steps (eg. 0 slots, 1 relic, 1 fuel, 1 relic + 1 fuel), so attaining the 'perfect' version would be realistically possible and would render all other versions useless.

Nobody would throw away a +193% enhanced damage item just because it could potentially have +200%. However, if the item could only have +150%, +175% and +200%, then anything less than the maximum +200% would have no value. Look at the Diablo 2 trading scene and especially the items with critical stats that have only a few possible values.

Runemaster: has 3-5 sockets, anything less than 5 sockets is vendor junk.
Arkaine's Valor: +1-2 to all skill levels, the +1 version is never used by anyone.
Etc.

Blackfish
Sunday, May 28, 2006, 05:35 AM
I don't necessarily think that anything less than the max slots/bonus item will be useless - you're talking about the current D2 market, which has had what, 8 years now to establish itself? It's a peak market, so since everyone has almost the best due to simple time, then only the best will be sellable. However, when HGL starts up, everyone's going to start with the same crap so even lower-end stuff will be good for quite some time, regardless of the fact that there is better stuff out there; the better stuff will take a while to flood the market though, so I wouldn't worry about seeing that kind of thing in HGL for a while.

Pheonix
Sunday, May 28, 2006, 09:08 AM
While it may be so that people want the best, in this case there are only a few discrete steps (eg. 0 slots, 1 relic, 1 fuel, 1 relic + 1 fuel), so attaining the 'perfect' version would be realistically possible and would render all other versions useless.

I don't think it will be that bad. Certainly when I played Diablo 2, I didn't compare what I picked up to the maximum possible for that type of item. I compared it to what I had at the time (I.E. It was either better or worse than my current weapon/armor) to decide if I wanted to keep it.

Sophitia
Sunday, May 28, 2006, 09:45 AM
However, does this mean people will ditch all weapons that don't happen to have the maximum allowed number of mod slots?

In Diablo 2, when a unique can spawn with +1-3 to skills and it happens to get +1, you'll probably discard it. Only the +3 version is worth keeping, and in very rare cases the +2.

Maybe, but a perfect weapon can be so rare that at low level people will use the others... in fact even in diablo 2 you will start with low weapons, changing them when you see something more powerful.

SgtPepper
Sunday, May 28, 2006, 10:01 AM
I remeber that with my first ever diablo 2 b.net character (keep in mind i was a lil' kid) i got attached to a certain bow. This was ultimately the demise of my charcter, but i wouldn't mind being able to become 'attatched' to a weapon in this game.

jdizzle
Sunday, May 28, 2006, 05:02 PM
i think variing slot #s is better-d2 had that, and if all items had the same number of slots than there would be less detail in differentiating weapons