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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:

    

  • 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)

    

  • 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)

    

  • 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.)

    

  • 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.)

    

  • 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.)

    

  • 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:

  • Double Barrel shotgun - Very good with the Unlimited Ammo legendary effect

  • Sub-machine gun - Fastest gun (except mini gun which required charging to fire)

  • Handmade rifle - Works well with most mods

  • Plasma - Works well with most mods

  • 10mm Pistol - Good base for a one handed gun (chunky enough to fit a wider range of mods)

  • 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)

  • Laser - Is a worse version of plasma (only use if you want a small gun or Laser style gun)

    

    

    

2. Notable Parts:

    

Good Parts:

  • 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)

  • 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)

  • 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)

 

  • Missile Stabiliser Muzzle - Adds very good accuracy, bullet grouping and recoil

(Bullet grouping makes it best on low accuracy guns like automatic guns & shotguns)

 

  • Gauss Rife Muzzle - Makes bullets look sci-fi

(adds electric trail behind bullets)

 

  • 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:

  • Cryolator Barrel/Ammo - Bullet moves very slowly and drops quickly

    

    

    

3. General Tips:

    

  • 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.)

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