So it's old news that there are a lot of badly implemented mods in APB, this thread is basically my take on how these mods should be fixed. And yes, I know that there are other threads out there on mods, but this one is mine. Still, I'd be happy to take anyone's feedback.
Three Point Sling:
I think we all know that 3PS is kinda' unbalanced, not only because it has no drawback, but because it has an amazingly beneficial effect. There are different ways that you could balance this mod, but one of my favorite ideas is making it increase MM time.
Decrease equip time by -13, 26, 39%.
Decrease Marksmanship Speed by -15, 30, 50cm/s
Integrated Rifle Silencer:
I know this one's a little weirder, since it only comes as a pre-equipped mod, but I think most of us can still agree that it should have an upside, which it currently doesn't. I personally think it would be cool if it reduced recoil like most of the other silencers.
Reduces muzzle flash and audio.
Removes tracers. (Yes, I bothered to write this.)
Reduces recoil by -20%. (The SMG silencer is -30%, but then again, SMGs have less recoil on average than ARs.)
Reduces hard damage by -10%.
I'm not going to say that Bando is a bad mod, but there's a reason that it goes unused: its benefits are far outweighed by its penalties, and I think that they need to be reduced a bit.
Increases stored ammo by +20, 35, 50%.
Increases resupply time by +20, 35, 50%. (Default +25, 50, 75%)
High Magnification Scope:
Basically everyone can agree that HMS is almost a straight downgrade from HS3. The only advantage that HMS has is the range-finder, which honestly has negligible positive effects on your gameplay, in exchange for the disadvantages of a horribly low FoV, making it much more difficult to compensate for recoil, an even worse running modifier, and the removal of the hip-fire reticule. Personally, I think that HMS should have more increased accuracy than HS3.
Increases the benefit of marksmanship mode by -0.25. (HS3 is -0.15)
Sets zoom level to 15 degrees. (This is a downgrade, but I'm just keeping it the same color as it currently is.)
Decreases accuracy while running by +1.5x. (I think this is the current value?)
Changes marksmanship crosshair.
Removes non-marksmanship crosshair.
I know that not everyone agrees with me on this one, but in my opinion RS is a poorly designed and almost useless mod. Because RS is designed to not decrease Run Modifiers much below 1.0, it has a negligible affect on weapons that are good at being hip-fired, and a not large enough affect on guns with poor hip-fire modifiers. IMHO this mod should be effective on guns like the STAR, NTEC, and even the OBIR, but it simply isn't. Unfortunately, this isn't quite as easy as some of the other mods, but my idea is to decrease the amount over 1.0 that the Run Modifier is, instead of decreasing the whole Run Modifier.
Decreases the run modifier penalty by -7, 15, 20% (This essentially makes the Run Modifier = 1 + ( 0.8-0.93 * (OldMod - 1) ), whereas the current version of RS makes the Run Modifier = 0.96-0.90 * OldMod.)
Decreases zoom level by 5 degrees.
Decreases the benefit of marksmanship by +0.15x. (I think it might be a better idea to make this a multiplier instead of addition, but I'm not sure so I left it how it currently is.)
Extra Cargo Capacity:
Not much to say here, I just think this mod is underpowered and underused and could use a slight buff, say one extra cargo.
Increases cargo capacity by +2, 3, 5.
Mobile Spawn Unit:
Basically everyone agrees that this mod should at the very least have a major overhaul, which I'll agree with, though I don't think it should be removed like a lot of people think. I personally believe that it should not only have a penalty like Mobile Supply Unit has, but I honestly don't believe you should be able to use your trunk at all; basically making it so that you need to choose between having a car for spawning and having a car for transporting items. I also think that some of the ranges need to be changed, and you definitely shouldn't be able to spawn in a car soon after it being damaged. *EDIT* I know Mobile Spawn got nerfed, but they did it in a bad way in that they didn't add a downside to the mod, but instead nerfed the upside, which I think is a bad idea. I suggest the nerf be reverted and my changes be applied instead. Also, they didn't actually fix any of the broken aspects of being able to spawn in a car when you by no means should.
Allow players to spawn in the vehicle.
Disables on critical damage.
Invalid if the car has been damaged in the last 10s. (Too many times have I spawned in a car as it was being shot.)
Invalid if within 100m of death location. (You shouldn't be able to use this mod to zerg like you can currently.)
Invalid if enemy is within 50m. (the default 35m is just way too low, for the sake of the person spawning and the enemy.)
Requires an empty seat.
Reduces cargo capacity by -50%. (I don't see why this doesn't take trunk space.)
Yeah, I know, this is another mod that is only pre-equipped, but it still has one weird thing, which is that Remote Detonator has a cooldown of one second, but Meteor has a cooldown of 180s. I suggest halving the cooldown.
Nobody is oblivious to the fact that this mod needs at least a slight modification; it has no straight forward downside, yet it has arguably the best upside of any blue character mod. A lot of people will go so far as to say that this should be removed, but I think that it adds a lot to the game. My personal opinion on how this should be modified is a little complicated, and would require slight, non-intrusive modifications to many weapons, but I think it would be best in the end. Basically, I think that it's ridiculous that you have the same accuracy while on top of a car as while standing, so I think that the In-Vehicle Modifier (to accuracy) for guns should apply to you while you're on a car, (note that this requires many guns like LMGs to have an In-Vehicle Modifier added,) however, I think that Car Surfer should drastically increase your In-Vehicle Modifier, regardless of if you are in or on a car. Now I'm not 100% sure that RP has the power to make a character mod affect the way you shoot, but I have a little faith in them. If possible, it might also be good if the reduced accuracy while surfing increased as the car went faster, though this might just result in cars slowing down to shoot enemies as they pass.
Allows you to stand on the roof of moving vehicles without falling off.
Applies In-Vehicle accuracy modifier while on top of moving cars. (Let's be honest, who can shoot while on a moving car and hit?)
Increases In-Vehicle modifier by +200%.
I get it, you're big and tough, so you shouldn't be able to move well, and I agree with that, but I think that there's another way that would make more sense. What if, since Kev gives you and advantage in combat, instead of making Kev's primary disadvantage be out of combat, you made it be in combat? As it is, the main disadvantage to Kev as I see it is the fact that you can't get from point A to point B quickly, what if instead it was mostly hard to start moving quickly, and thus harder to maneuver in combat? (Base idea courtesy of Brian Rolling.)
Increases player health by +10, 20, 30%.
Reduces sprint speed by -0, 0, 5%. (This way it's not affecting your movement speed out of combat until rank 3.)
Reduces run speed by -0, 5, 10%. (In my opinion it makes more sense for your run speed to be affected first, since it's what is more important in combat.)
Increases acceleration time by +20, 40, 60%. (You'll move slow in combat, but if you don't stop you'll be fine for the most part out of combat. Note that I'm not exactly sure about these numbers, since default acceleration is almost instant without Fragile, and there's nothing that currently affects acceleration and as such nothing to compare it to.)
Edited by Kewlin, 11 July 2016 - 03:37 PM.