Nymphi--DoubleDee 83 Posted June 29, 2018 6 hours ago, Lyfeld said: They function differently because they use a different base weapon, not because of the mod. If you look closely, the multipliers attached to each line of the description do nothing. It's literally just text. These "modifiers" are respective to a common base that does not even exist, which is why the text does not make any sense in the first place. Source? Share this post Link to post Share on other sites
CookiePuss 5377 Posted June 29, 2018 26 minutes ago, Nymphi--DoubleDee said: Source? They are just pointing out that the database entries for the mods are wonky af. 0.000 modifiers for instance as well as there being no base model for the guns Share this post Link to post Share on other sites
Lord Cashpoint 269 Posted June 29, 2018 27 minutes ago, Nymphi--DoubleDee said: Source? Most unique mods are dummy mods.https://db.apbvault.net/items/FnMod_Weapon_ExtendedBarrelhttps://db.apbvault.net/items/FnMod_Weapon_ShortBarrel As you can see the modifiers don't actually do anything. Besides, if ACES SMG has a short barrel mod and ACES Rifle has a long barrel mod, what is even the base model weapon if both are being modified in some way? Share this post Link to post Share on other sites
CookiePuss 5377 Posted June 29, 2018 (edited) 1 minute ago, Lord Cashpoint said: Most unique mods are dummy mods.https://db.apbvault.net/items/FnMod_Weapon_ExtendedBarrelhttps://db.apbvault.net/items/FnMod_Weapon_ShortBarrel As you can see the modifiers don't actually do anything. Besides, if ACES SMG has a short barrel mod and ACES Rifle has a long barrel mod, what is even the base model weapon if both are being modified in some way? 1.000 modifiers would be doing nothing. 0.000 modifiers just make no sense. Edited June 29, 2018 by CookiePuss Share this post Link to post Share on other sites
Lord Cashpoint 269 Posted June 29, 2018 2 minutes ago, CookiePuss said: 1.000 modifiers would be doing nothing. 0.000 modifiers just make no sense. https://db.apbvault.net/items/FnMod_Weapon_Rifling3 I'm not entirely sure how it all works, but you can see that each type of modifier has a type. ACES mods are all type 0 (Like this) so I think that makes them defunct. Share this post Link to post Share on other sites
vsb 6171 Posted June 29, 2018 lets just get rid of preset mods on all guns Share this post Link to post Share on other sites
CookiePuss 5377 Posted June 29, 2018 (edited) 4 minutes ago, Lord Cashpoint said: https://db.apbvault.net/items/FnMod_Weapon_Rifling3 I'm not entirely sure how it all works, but you can see that each type of modifier has a type. ACES mods are all type 0 (Like this) so I think that makes them defunct. Yeah normally its just math, but as you pointed out, some mod numbers just make no sense. Edited June 29, 2018 by CookiePuss Share this post Link to post Share on other sites
Ashley 19 Posted June 29, 2018 Most dummy mods are there just to communicate changes relative to a "base" weapon. The actual modification is typically "built in" to the weapon stats directly rather than as an actual modification. With the ACES series, the dummy mod description only serves to communicate the role of each weapon (close range or longer range) while the main purpose is to take up the red modification slot to prevent the use of Heavy Barrel. 1 Share this post Link to post Share on other sites
mojical 159 Posted June 29, 2018 The OSCAR for instance does not bloom at all between bursts, and has comparable (if not better) accuracy overall. The ACES' TTK advantage, at least in the rifle's case, gets much smaller if HB2 or HB3 is equipped, whereas the OSCAR has the advantage of higher range and burst damage. Sure, OSCAR requires manual clicking, but that's nothing a few hours of practice can't fix. Even if there was a consensus that HB2/3 is overpowered in the ACES series, a simple change in the stats (which almost wouldn't make a difference in a HB-less weapon) could fix the problem and mitigate the effect of Heavy Barrel. For the rifle, this could be done: Recovery delay: 0.00 -> 0.03 Per shot modifier: 0.38 -> 0.23 This would make it recover less bloom, but also generate less, pretty much breaking even for a vanilla gun but preventing even HB3 from negating all of the bloom in between shots. For the SMG the same could be applied, but the changes wouldn't need to be so drastic since the effective bloom per shot is higher. Share this post Link to post Share on other sites