BUILDING TIPS & TRICKS
(Everything stated, is something that I've found out through using this mod. Nothing is a proven fact and this should be considered guide lines. With the 1000's of combinations there's always going to be exceptions)
1. Choosing your base weapon - Things to consider:
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The base weapon determines the mods placement/position
(If you start with a sub-machine gun the mods are going to be much further spaced apart compared to starting with a 10mm pistol)
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Don't change the receiver to a different gun
(If you find a receiver you like use that gun as your starting weapon, only change it if the receiver is from a gun that doesn't allow many mods or if you want a specific effect you know ins't going to be over written and lost by mods)
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Mods effects vary depending on the type of gun
(e.g. A stocks could add damage to a pistols but not a shotgun, allot of mods will effect
weapons slightly differently depending on there type. Getting the perfect gun requires
allot of trial and error.)
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Combining one & two handed mods can be surprising powerful
(Combining different types of mods with different base weapons can have some really good results... or make the gun not work at all.)
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Special weapons don't have as many mods available
(Look for weapons with 5 available mods, allot of weapons don't have as many and often have a fixed receiver or no muzzle, the more unique they are the less editable they seem to be, also certain barrels will remove the muzzle option.)
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The fire mechanism can stay unless you use certain mods
(e.g. a mini guns charging up can remain even after all the mods have been changed,
unless a mod that changes the firing method is used)
Good starting weapons:
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Double Barrel shotgun - Very good with the Unlimited Ammo legendary effect
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Sub-machine gun - Fastest gun (except mini gun which required charging to fire)
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Handmade rifle - Works well with most mods
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Plasma - Works well with most mods
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10mm Pistol - Good base for a one handed gun (chunky enough to fit a wider range of mods)
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Combat shotgun/rifle - Don't have the best stats but work
Bad starting weapons:
(All the special weapons with only 3 mods)
(Any gun with a fixed receiver)
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Laser - Is a worse version of plasma (only use if you want a small gun or Laser style gun)
2. Notable Parts:
Good Parts:
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Missile targeting scope - Changes the ammo to missiles and adds a targeting feature (homing missile)
(This mod must be added last!! It will still appear but won't work if you equip certain mods after it)
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Junk Jet Fire/Electric Muzzles - adds electric or fire to most weapons
(This can look good and be really effective if added to the right gun)
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Two shot Legendary - This is very good for extra damage, but adds recoil and bullets don't hit the exact same place
(Not recommended for snipers)
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Missile Stabiliser Muzzle - Adds very good accuracy, bullet grouping and recoil
(Bullet grouping makes it best on low accuracy guns like automatic guns & shotguns)
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Gauss Rife Muzzle - Makes bullets look sci-fi
(adds electric trail behind bullets)
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Plasma Sniper Barrel - Adds the best quality's of a plasma sniper
(changes bullets to plasma, improves range & damage, doesn't decrease fire rate)
Bad Parts:
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Cryolator Barrel/Ammo - Bullet moves very slowly and drops quickly
3. General Tips:
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Scopes - These can be incredibly awkward - If your struggling try one that matches your receiver
(The problem with them is they either don't fit, are completely off target, appear as a pink or yellow rectangle, look ridicules or if your lucky you might find one that actually works.)