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As it stands now, you can add all sorts of neat tools to guns to make them do all sorts of neat stuff. The bummer is, you can't take the attachments off one you put them on! Can we make it so that this is possible? I think it would give a little more life to the gun economy and give munitions specialist another fun thing to be able to charge for.
By JMo at May 19, 2019, 2:21 PM
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STREET SAM
433 posts
These gunsmiths need to stop using superglue
By Bogrin at May 19, 2019, 2:23 PM
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SPLATJOB
50 posts
Unless there are coded restrictions, I don't see why this isn't already a thing. Sounds good.
By Stingray at May 19, 2019, 2:27 PM
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NEWBIE
11 posts
Please this. You spend X amount of money on a firearm and go through all the hassle of sourcing it, and then need to debate the pros and cons of slapping a mod on it because it'll be "stuck" on it forever.
#MakeModsModular2104
By HolyChrome at May 19, 2019, 2:31 PM
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LEGEND
952 posts
By Necronex666 at May 19, 2019, 3:46 PM
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STREET SAM
476 posts
It also could be a feature on certain weapons, for instance newer designs could have picatinny rails built in, whereas older weaponry may need to be modified to have picatinny rails (or some cyberpunk future mounting method) requiring permanent modification to accept removable modification.
By Bogrin at May 19, 2019, 3:47 PM
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SPLATJOB
50 posts
+1. I had no idea you couldn't take them off.
By Crooknose at May 19, 2019, 3:48 PM
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GATO
572 posts
+1.
No reason for any weapon to have unremovable attachments.
By Kyrius00 at May 19, 2019, 4:03 PM
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SPLATJOB
50 posts
+1.
I want to see the reason why this isn't the case, at least, if it was intentional.
By Cinder at May 19, 2019, 7:46 PM
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BATA
207 posts
This has been an annoying thing for a while.
Imagine buying a fucking gun only to have a regular silencer instead of a compound and you're STUCK WITH IT because you can't take it off. :(
By Rangerkrauser at May 19, 2019, 7:47 PM
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LEGEND
749 posts
@Cinder
To keep people buying mods instead of "old" guns being stripped, if I remember correctly.
It'd at least give Munitions people something to do, searching for unused guns, stripping them down, and reselling parts. Creating a more flexible economy than where things stand now. Even if all the mods on a gun outweighed the price of the gun itself, it still gets sold for it's "base" value (circumstances applying).
By HolyChrome at May 19, 2019, 7:50 PM
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LEGEND
952 posts
This is actually a good idea.
By Grizzly666 at May 19, 2019, 8:13 PM
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LEGEND
978 posts
I am shocked that this is not already a thing. Please allow it.
By Hek at May 21, 2019, 3:00 PM
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LEGEND
1,167 posts
Took some finding this, but I think it needs to be bumped. It seems like common sense that weapon modifications should be able to be removed from weapons, particularly given how expensive modifications themselves are.
By MongOfTheWeek at Oct 18, 2019, 3:36 PM
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BATA
208 posts
This is working as designed.
By Johnny at Oct 18, 2019, 11:13 PM
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JUSTICE
3,038 posts
WOW!!! I think this is literally the first time I've seen everyone agree with an idea, and not one single person comment any reason they think this shouldn't be the case. Not trying to argue with "The powers that be" by any means, just so shocked by that I wanted to comment. Go community!!!! heh
By Jotun at Oct 19, 2019, 12:26 AM
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LEGEND
939 posts
In Sindome timeline, weapon design stopped with firearms from 1992 and they use J-B weld for mods.
All joking aside, it may be working as designed, but the design could definitely be better. Hell, destroy the mod when it comes off. Just get this 3 foot barrel off of my sebby.
By Grizzly666 at Oct 19, 2019, 5:29 AM
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LEGEND
978 posts
I don't see why weapon modifications should go backwards, 85 years into the future. I had no idea it worked like this.
By Evie at Oct 19, 2019, 5:41 AM
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STREET SAM
492 posts
+1
Weapon techs need more work and RP.
By arm0r3r at Oct 19, 2019, 5:52 AM
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SPLATJOB
40 posts
Bumping and +1ing this.
This may be working as designed, but I feel the design needs changing.
Weapon mods are as expensive as the weapon themselves fairly often, particularly once you have paid for someone to install if. Knowing I could go back and have said person uninstall it if need be would go a long way towards adding the mod in the first place.
By MongOfTheWeek at Apr 6, 2020, 3:26 AM
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BATA
208 posts
Ah shoot I bumped this once before. My apologies
By MongOfTheWeek at Apr 6, 2020, 3:26 AM
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BATA
208 posts
someone in townhall spoke about gun mods, here's what i found when trying to find out what thread they meant
please let us take things off of guns thank you that is all
beat u to it
By Dani at Aug 8, 2020, 5:59 PM
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BATA
217 posts
I was looking for 'that' thread too and found only tangential ones, so this one will do.
So, on that topic, let's also immediately include the idea brought up for uninstalls at the town hall:
Uninstalls should cap at 75-80% of the installers skill, not all of it, to prevent impossible uninstalls due to skillcapped installers creating monopoly.
By PCow at Aug 8, 2020, 6:01 PM
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BAKALAKA
141 posts
this is for uninstalling weapon mods, not equipment
By Dani at Aug 8, 2020, 6:02 PM
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BATA
217 posts
as it stands, once you slap a mod on a gun, it, as of current code, cannot be taken off for some reason
By Dani at Aug 8, 2020, 6:03 PM
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BATA
217 posts
Yes, and I am referring to uninstalling weapon mods.
By PCow at Aug 8, 2020, 6:03 PM
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BAKALAKA
141 posts