Fallout 76 PTS: Legendary Dust is Gone. Legendary Crafting Version 3.0.
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- Опубликовано: 13 окт 2024
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You get 8 modules from Encryptid. It didn't show for you in your new tab because you already had modules on you.
The best machines are the ones with the least amount of moving parts possible. Great changes.
Took me a second to see the metaphor, but it's accurate😅
Still too many moving parts in the form of RnG. This is going to suck if they don't remove that factor, no matter what else they do.
@@geoffrogers7590 why? RNG for end game gear is what most people like and keep people grinding. ARPGs are built around RNG and look how popular those are, fact is most people like gambling.
If you could get all the gear you wanted in a day that is a major part of the game finished for you
Machines not game mechanics; game mechanics is a balance between complexity and tedium
Modules in the scripbox is huge. That was about half my weight. I just dont know if there's enough new content to return from my hiatus. Always nice to see quality of life changes though.
Let’s just wait before getting overexcited 😉
When did your hiatus start?
@@beastabuelos6421 a little after the first atlantic city expedition was released, I don't think ive played yet this year.
Dude it was everything and some fuckin 5600+
"return from my hiatus." Nobody noticed..
The cost for changing stars should be reversed.
It should cost the most to change the first star as this is the most important change one can make.
It doesn't make any sense to make the third star cost the most.
Third star perks do the least to effect your weapon and should therefore be the cheapest and easiest to change.
False. I have many many "almost" God roll armor pieces and weapons with the last star being bad. Bethesda knows this.
It costs 10 to change any of the three stars, then 45 to change either of the other two legendary effects, and 90 to change the last effect. So you can change the 3rd star effect first and it will cost 10
Bethesda should think on how to make players buy legendary modules using gold bullions
That's not a bad idea, considering how much gold bullions people have.
@awardwinningcritique6895I’d rather have scrip than bullion…
Bullion for modules would be great. So much bullion and nothing to spend it on.
thats great for the veteran players, but being relatively new, i am having a hard time getting the bullion for things i need. its a grind for sure.
@awardwinningcritique6895 I stopped with lunchboxes a lot time ago. Screw bothering to level any more. I'm done grinding.
Minigun paint from encrypted is not new it is in live game I got it a few weeks or maybe month ago I was just as surprised tho & I didn't even know the plan existed. But I did a little looking online & I think it's an old nuclear winter reward
It is yes, Encryptid is one of the events that drop some of them too.
@@HendarsChannelwhich one? The bos mini gun paint?
Ahhh. Vaultek yeah I got that recently as well from encrypted or the arktos farm one ...can't remember
Encryptid and project paradise with the newest update
@@whytheseaisboilinghot there's a few project paradise is one. I had all except one reward which was one of the power armor skins T60 I think so I only did project paradise to get it.
I guess it's a good idea to save all Bloodied/AA/Unyielding/Overeaters/WWR/... legendaries, and scrip the rest, until the update hits?
That's what I'm doing, saving legendaries with the perks I want to try and get a mod box when the update drops
I already started hoarding unyielding, bloodied and bolstering gear, stash box is getting full of stuff I'm only holding on to for this update
I think you missed something on the crafting of mods costs, you can only craft first stars,
the costs are
15 modules for 1st star
45 modules for 2nd star
90 modules for 3rd star
this is where the costs get silly, especially since its the item that is tradeable.
@awardwinningcritique6895 i think he meant that "AngryTurtle" unlocked only first star mods that's why he can only craft them and didn't give us any other information regarding 2nd or 3rd star mods
@awardwinningcritique6895 He's talking about angry turtle mentioning the craft requirement being 15 modules when he only had 1-star mod boxes to craft. Paul is simply saying that 15 is only for 1-star and that it goes up to 45 for 2-star and 90 for 3-star. So, angry turtle saying 5 modules for a boss is good because fighting it 3-times lets him craft mod boxes is only true for 1-star mod boxes. You have to fight that boss 18 times to craft a 3-star. Now, all public events drop modules and Encyptid drops 8 of them, but players will be getting trickle amounts of modules compared to the overall crafting costs.
Wait 90?!?!? To get 100 it would take 10k script and the cap is 6k. So to craft ONE 3 star you need 1.5x the script cap?!?!?
@@ruslannogayev4638
Correct Bro 👍
@@TheNuclearGamerr 1 module costs 50 scrip so 5k scrip for 100 modules
Not a fan of the extra item requirement (like serums) to craft the mods. It will make the price increase in player vendors, hopefully they decrease in the Enclave vendor _😂😅_
That's exactly the point. Without some kind of rare material, legendaries would eventually become worthless as more people learned the plans.
@@Lordoftheapes79 To be fair, caps aren't that hard to come by after level 50. So I'm still fine spending caps for serums to craft the mod OR random rolling until I get the important effect and then just get the mods that don't need extra items to craft. I'm a new-ish player (been playing for a month) and already have full Unyielding SS, just need to change the other effects _😂_
@Lordoftheapes79 they'll never be worthless. Imo, tradable ones with good rolls will be even more valuable. Even ones with bad rolls will be more valuable because people will want them to scrap if they even have 1 good effect. Or a tradable one with 2 good effects will be valuable because it will only need 1 effect changed. I saved an exterminators gauntlet because it has more power attack damage and +1 strength on it. Great rolls and god rolls can still be used to transfer wealth, be stored on other characters, etc. They'll always be a path to a good weapon if you can't craft the boxes yet and someone will trade it to you. And your crafted ones won't be worthless because they'll be exactly what you want.
Guess it’s good I’ve been hoarding serums lol
Make your own serums?
Apparently all the public events are suppose to be dropping 1-3 modules except the boss events which drop more. Nuka Knights did a test with campfire tales and got 1 module then did encrypted and got 8 modules.
I like this update.The use of Serums and Legendary Modules was clever. It makes using serums a ton more valuable. It also tells me the developers are getting smarter when it comes to using the features/assets already available.
There using an AI tech that speaks named pipgirl to come up with new ideas.
Hopefully for the players without Fallout 1st sake, Legendary Modules will be like the Supply Packages and not drop when they die. Those are more than a little more valuable than junk and it would suck for them to lose them that way are all this time of them being safe in the Misc tab.
modules are safe same as vault steel
@@AngryTurtle I’m assuming that means they can’t be dropped. I haven’t bought Vault Steel in about 2-3 years, so I can’t really remember for certain.
This is what I'm hoping they don't do as well if they keep this current change. While I don't die very often outside of events, it does still happen and the last thing I need is to have just been killed by something and then either someone nearby take it or, as happened to me recently, the game crashes and I'm now unable to get back to whatever junk I had on me.
@@Azakamak2401 I hear you. I’ve fought through Scorched Earth without a scratch, then as soon as the event ends, a random Bloatfly somehow one shots me and my junk and Flux is gone!
But the crashes are the worst right after death for sure! Especially if the captain decides to kick you, which is pretty messed up on its own.
If it will cost legendary script to craft... They REALLY should remove the cap now, I've literally been unable to play for 3 days since I've been over encumbered scripting weapons _😮💨😤_
Same, I haven’t played in 2 days because I’ve been over encumbered and I still have 50 mutation party packs to open.
@@ThinkPositiveDude I'm saving those up so I can use them as scrap for the legendary revamp (whenever it comes out). I'm over encumbered because I did a handful of Eviction Notice events _😅_
Luckily, scrapping for scrip seems to be possible too, but it's 10x less than what the scrip machine would give
Or just remove scrip all together. With this system, there's no reason we can't just use caps. At 1k per star(so 3k for a 3 star) with a full 40k caps, we would only be able to buy 13 legendaries, which doesn't amount to much.
Do you have a mule to store weapons and armour on
Excellent, I no longer have to balance my legendary scrip at max to avoid added weight for the modules.
Eviction notice will be like a loot pinata.
I mean, it already is.
got nerfed
I enjoy crating level 20 Fixers for new players and dropping two modules on a one star legendary effect for them maybe even a reroll if it was a truly terrible effect but not anymore I guess.
Lmao😂
A level 20 can benefit from a plain fixer if its kitted. I personally give bulked junk, fusion cores, pemmican, and meds.
@@marcusbaer3083 New players have more fun with a better weapon. More likely to stick around.
I really hope legendary cores are just going to be not a thing in the end
Yeah hopefully we’re compensated though. Maybe they convert our cores into modules
@@leroyjohnson3061 as long as they are gone I don’t care lol,I’m sick of worrying about keeping a good supply,my ocd starts going off if I drop below 300😂
I forget they exist until someone mentions them or I accidentally see them in my inventory, lol.
Especially with the boss changes. I was struggling for cores for a long time. I grinded bosses to bulk up my core reserve. If we still need cores and bosses don't give them, I'm gonna be running out again
@@leroyjohnson3061i really don't think so. I have 5000 is the cap and like me thousand player. For sure not 1/1 maybe 1/100 is reasonable.
The Module cost for crafting mods increases based on the stars of the mod. 3 Star mods are really expensive.
Such a huge and welcome change.
I am wondering from Veterans perspective.
Do you feel this change if it goes live will help alleviate the grind for modules?
I for one do feel this will help so much to take away from the grind just a little bit.
Of course the grind to get the box mods will still be there, but getting one key component farmable will help a lot imo.
Cannot wait for these changes and what more come before we see the final version.
I’m okay with a grind. I absolutely hate RNG. This change makes it more balanced and take a good amount of randomness out of it, so you’ll actually get your dream weapon/armor way faster
I rather they FIX the Server Bugs and all the other Game bugs first - Vet here 5000+ hours in FO76.
BringBackNuclearWinter 🤯
Legendary modules to scrap box is HUGE! Loving the sound of that. Hopefully it goes live. Thank you for the update Turtle👍
The other changes like needing 17k caps serums plus a steady supply of flux to craft them at a time when no one really does queens or earls , well great for those who have been playing for years , have all the recipes and tons of stashed fluxes! New players will be back to touring player vendors and 200 cap serums will be a long forgotten thing of myth
If we're going to be able to scrap unique items, I hope they make the skins unlockable.
They should make it so legendary cores can be used as an alternative to modules when crafting legendary mods. For example, f it takes 15 modules to craft 1 legendary mod, maybe make it 5 cores. Or even to change a single random mod on a weapon. They're a bit rarer since you can't buy them with scrip like modules, so I feel like it'd be a good balance. Or maybe even use cores to craft unique weapon skins or effects (such as the cryptid jawbone knife's effect of dealing more damage to cryptids or that unique broadsider from NWoT that makes its shots fireworks, maybe so you can put these effects on other weapons of the same category), which you could unlock from scrapping named and unique legendaries.
Except for those like me with 500+ chilling because nobody uses them for anything.
500 isn't a lot if you're doing legendary crafting. If you do a lot of crafting, cores will be your bottleneck, not modules
@beastabuelos6421 I agree. Mine are usually hovering around 1k and can easily rinse though 200-300 cores with max scrip and expedition grind for modules. Can just about break even back to 1k by the time I'm max scrip again.
If you just play an hour or so a day to do daily scrip and challenges, you'll be out of cores in no time. It's a real grind to get cores with events capped at 3 per hour and cooldown on nukes and encryptid. My mules flat out have no cores for this reason
God bless the Enclave
F*** the Enclave. Ad Victorium!
@@asazycat5467 Enclave has the better equipment.
God bless the Enclave
@@LegendaryWarChicken Better equipment, and the only group faction actually working to fix the planet
@@asazycat5467 Said the most armed-to-teeth boy scout raiders in the wasteland.
These legendary craft changes seem quite solid and I like what I'm seeing. Needing serums for specific legendary effects? Could be interesting for sure! Module to junk, and legendary modules from events? Great changes.
My only worry is that it might become TOO easy to obtain whatever you want, I still want at least a bit of a grind to obtain the best items. Uncapped scrip due to legendary scrapping is fantastic, even though it's not as rewarding as the scrip machine, at least we'll be able to grind out scrip if we want to at a (probably) relatively reasonable rate.
I feel like whippy legendary Coors. They should make them to where you can use them in power armor, but it would give a force field effect like a special fusion core, but with the legendary effect that can go along with your mutation or just added protection, and it can also make way for more cards that you can equip
Even if the new legendary crafting doesn't come in the next update, making modules junk and making the robots immune to radiation absolutely need to
great, now fallout first player get 50-100 more storage weight compared to normal player since legendary module is now junk, very intentional there >:(
Saw a list of discovered crafting materials for legendary box mods, it includes a bunch of serums and bobbleheads of all kinds such as small guns for WWR or special for respective special bonus, also UNY is 5x x-cell
Cause finding specific bobble heads isn’t a pain in the ass or anything
I actually really like that idea.
And i was thinking of selling my 120+ x cells. Glad i haven't then lol
I just have to hope they reduce the weight of legendary modules. at least cores were zero weight, but mods build up heavy FAST, and anyone without fallout first can't scrap box store them.
I feel like with the legendary Coors. They should make them to where you can use them in power armor, but it would give a force field effect like a special fusion core, but with the legendary effect that can go along with your mutation or just added protection, and it can also make way for more cards that you can equip
Like for one effect they can add to it would be a bullet or ammunition vacuum it would be that in a small field around you it would automatically pick up bullets or demolition that people would have dropped on the ground for when they reloaded their weapons and add it to your inventory another one they can have is they can have one for a healing effect if you’re on a team, and if other players are close to you, it would help them with their health or for another one they could add is they could have a demolition charge shield that can increase your explosive damage if you firing, explosive weapons and if the shield is going down on Health, you can set it to blow up kind of like last laugh
Or another effect they can do is They can make it to where you can add a another modification slot on your power armor but that can be for more solo players
GREAT news, especially Modules becoming junk!
I'm already stockpiling Legendaries on my mules, but I'm also thinking about crafting a LOT of Secret Service pieces the day before the changes go live. GOT TO LEARN THOSE MODS!!!
Also--Just tried a bunch of crafting and scrapping on a free-crafting custom server. RNG seems REALLY sporadic. One character learned two mods (Suppressor's and Nocturnal) within the first twenty or so scraps, then nothing but a dozen mod drops for the remaining 120 scraps. I took a more measured approach on another character, and out of 50 crafted Fixers, I learned to craft one mod (Medic's) and got 7 more drops.
One of my characters learned Unyeilding on her first try. Man, how I wish that was on a live server! 🤣
OH!--I tried scrapping a bunch of Medical Malpractices--like 20 or so--and didn't get mod from any of them. I suspect craftable Legendaries won't drop mods when scrapped (although they still drop scrip).
The reason its probably that low for script on crafting is because its for each legendary effect you craft onto the item. You'll probably need 30 to make a 3 star item AND you need the legendary mods which is kinda random it seems.
That minigun paint has been in there it's a nuclear winter plan it's there along side the makeshift ronin helmet and a power armor paint
I would say if they add more LGS scrip to the shop would make the cost ok ish. The LGC can be used to make 4 star mod’s or even the 5 star mod’s
The bad thing about modules being under the JUNK tab is that (I assume) they can be dropped on death. So we might need to either be really diligent about storing junk, or do our absolute best to not die.
Surely not. Modules are non tradeable so they would just disappear on death. I see no benefit from this whatsoever aside from punishing low level/glass cannon builds. And even if they were tradeable, this would make the new system incredibly unbalanced towards players already sporting full god roll armor and weapons 🤷♂️
You've answer my one question about the crafting Thorn armor with the crafting update. Thank you :)
Hope the Adreanline Reeaction mutation isn't bugged then when using that legendairy crafting. Mine doesn't work anymore, it worked a couple of time then it's stopped working. I think the Charisma perks are also bugged out. Fire Proof doesn;t work also. I'm curious what kind of f new bugs we get after the next update.
Would be cool if they made it so you could buy more legendary perk slots with the legendary cores, i have a feeling they will be used when they add the forth and fifth legendary slots on gear though.
If modules are now under junk, PVP could be a lucrative endeavor. So, at the end of public events, PVP could be initiated accidentally or intentionally and a few more could be gathered if a person was so inclined.
I am excited for this crafting change. It allows us to realistically tailor our builds in a realistic time frame as opposed to me being level 400, still building/scraping armor and weapons for what I want. I've crafter over 50 bows, and never got a Bloody, but I've had plenty of near perfect otherwise.
This is a *good* step in the *right* direction.
PS? B5025? Non-compound bow / Crossbow? 🤠🫴
400 is still in low level territory
@@beastabuelos6421 I think 400 is more mid-high tbh~ it's when most of the systems start clicking for a lot of people.
its a good change if you have fo1st... i forsee people putting junk weight reducers on armor. Since S.P.E.C.I.A.L's legendarys got a buff i would like to see the reducers increased to 30%. Would also like the craftable mods be tradeable. At some point people will have all the weapons and armor mods they want and getting modules will be pointless. Needs to be an endgame use for them.
Thanks turtle for your info , well the one good change ( wish they had now ) is the legendary modules can be put in scrap box i must have like 200 lbs worth,
I saw that in the collection page you can see how close you are to the currency limit, i guess that's a pts change too?
Why legendary modules had weight in the first place is beyond me! Good thing they fixed it after so many years.
Legendary star cost goes up, and you need to find extras for some legendary types like stelthboy bobbleheads and more.
I like the changes. It seems like the grind to maintain many characters is going to be harder, will have to figure that out.
Also might be time to start rolling all the elders marks and holy fires on the mule. May end up being legacy?
As someone who has refused to make more than 1 character and use almost every build on my 1 character, i feel vindicated.
@@beastabuelos6421 I've had over 20 characters over the years since launch. Currently 11 that I play and 4 mules. I've deleted a few that were level 400+. The variety of builds and gear and the process of building a new one from scratch with a goal in mind is what I find the most fun. It's also nice to never hit currency limits in a session, since I just changed characters. But I can see the draw in having one character that knows everything. My main is there.
Waiting for a new commando build with secret service armour ps is ss armour a good option if you don't want or have civil engineer armour
I’m curious will this apply to the special amours too? Like the ones requiring Vault steel as I recall you can’t reroll them as something is preventing that
You can re roll Strangler Heart PA in the regular Adventure Mode server - I have done this many times🤯
@@Salvation4Uhe means vault 94 the bleed armour, it isn’t re rollable it’s the most expensive set to craft and will be more expensive when this update hits.
4:40 well I like that a little bit more and since because I do have adrenaline reaction serum this is going to be some big money. Which means that now I need to get the rest of the serum plans just in case
Did the cost of modules from Purveyor Murmrgh change at all? Or is it staying 50 scrip per module?
Ok Todd, now we need stuff for the veterans to buy with bullion , magazines and bobbleheads and psycotats, and make the magazines and bobbleheads expensive , we need to pick which one we get unlike the Mr. Fuzzy tokens.
Some modules need bobble heads to craft, There is gonna be market i gameflip for those items. They should removed the weight from modules and max limit too.
The vault tech minigun has been a drop from encrypted for awhile I got mines like 2 weeks ago from encrypted and I’m on ps5
Honestly the game the way it is is perfect. It’s meant to be grindy. You do this where everyone gets whatever they want and we can’t really trade guns anymore it’ll kill the game 🥹 you’d just see a bunch of op chads walking around
I was reading that magazines, bobbleheads and other similar items would be needed to craft the modboxes. Is that the case in your experience Turtle?
Honestly feels like crafting going forward is going to be more of a chore than rerolling now, SS Armor can be crafted at 1 module now with a chance of 3 stars vs the new 15 modules to make 1 3 star making the armor potentially 15x more expensive same goes for Thorn but I'm beyond glad to see it's rerollable now.
Modules should weigh less than 0.25 or just be weightless especially since Cores are probably on the way out. Making Modules undroppable junk is a improvement for F1st players but they still weigh a ton for people without a scrapbox, Pack rat isn't a real solution considering how many Modules you'll need now to add perks and reroll.
I'm saving 2/3 rolls now just for this update and any -90% weight weapons I want to make into good 3 stars since 45 modules just to get a weapon to 3 stars feels like a bit too much, I hope adding legendary perks doesn't cost bobbleheads or other pain in the ass materials to craft, the serum costs are fine imo but I don't want to spend hours looking though bobble spawns along side farming legendaries to scrap and events for modules that's absurd to ask a person to do.
I saw that the Kabloom had a cost of 45 scrip for AA vs other weapon's 10 scrip is that just a bug with Kabloom and other named weapons base legendary effects or is it actually 45 scrip if I want to put my Holy Fire back to Vampire?
Do you need a box mod in order to get the legendary mod to unlock in the tinkers workbench? When I go into mine its not there
the fact the SS armour no longer starts as a legedary has crushed me haha. i'm pretty new and have been grinding for bullion to get the SS armour. i only have the chest so far..
So you can get 40 scrip from one three-star legendary weapon you don't need if you scrip it with legendary exchange machine and then you can add/swap a first-star effect on four weapons you already have at a price of 10 scrip per one? Sounds kinda too cheep to me.
Have you checked to see if the daily and overall scrip limits are still the same?
the same
@@AngryTurtle that sucks though understandable
They probably got rid of Legendary Particles, because they'd quickly flood the market due to dupers.
Watch dupers get ahold of the new Legendary mod boxes as well, and flood the market with them so bad that they become just another alt currency...
I don't think its weird you cant reroll the named weapons because they are unique in a way. I do think they all need some hidden extra power because not all of them do and maybe just make that the 4th star.
Can you drop legendary modules on the floor/ground and do you drop them when u die? if so trap camps will be more popular.
I hope they also add those mod boxes an options to buy them from secret service trade for a lot of gold bullion let's say 5000 gold bullion each... I'd even go for 10000 and be done with it... the drop rate of the mod boxes is so absurd xD
Does the scrapper perk give more script?
No another RUclipsr tested that.
Thanks for the update turtle. Don't know if I missed in video but can we trade box mods and the ones you can craft once learning plan?🙏
In all this mess, I’m only happy I’ve got (almost) all the grolls I ‘ll ever need ;)
I went hiking in the mountains for a month and just got back & holy shit the legendary crafting system is so damn confusing lol
So to clarify, you can also get mod boxes/learn the blueprints from named legendries?
yes
A better option would have been to just make modules weigh 0. Also, considering junk drops when you die what happens to the modules since they are now considered junk?
I am fine with the particles going, i was thinking there was no reason to add another crafting material when they can just scale the use of scrip for personal soulbound use. Caps have no point anyways, why buy/sell anything lol.
I'd honestly be fine with them reducing all legendary crafting materials to just scrip and changing it from a currency to a junk item.
With this crafting system(whatever the final form) what you're rolling for with Murmur changes. Instead of rolling for gear now, we're rolling for legendaries to scrap for the mods. I don't see why we can't use caps for that with this new system. Even at 1000, 2000, & 3000 caps each, they won't amount to much and it's one less currency to deal with.
Why didn't they just make legendary cores replace the dust instead of scrip?
I don't get why they wouldn't just make legendary crafting cost legendary cores. The only reason to not is because they want them removed entirely, otherwise they'd make sense for crafting the mod boxes to me
How did u get that Scorpion backpack I thought it was coming out in September?
Легендарные блоки снова не мусор это хорошо. Разработчикам осталось еще вернуть к жизни золотые слитки например за золотые слитки можно будет покупать легендарные блоки и тогда вся валюта будет нужной и актуальной но в идеале еще и крышки надо подключить в систему легендарного производства например за крышки можно купить легендарные модули
Did they hire a completely new team or something? The amount of progress and positive steps taken in the past year has been nothing short of incredible.
Also, very happy to see the particles are gone. Last thing this game needs is another currency.
they should have done it the other way around, use cores not modules for crafting, give us core for scraping legendries, and then convert peoples mods for cores which are already weightless... but of cores they want to force people to buy FO1
and that minigun paint from encrypted is not new, it's had a chance to drop from that event for years now
With these changes I really hope there isn't RNG for receiving the Legendary Mod Boxes when scraping. if you scrap the Legendary you should *_always_* get the boxes
I know not being able to reroll named legendarys will bother some but , keeping unique weapons unique is kinda a good thing, my biggest thing is I saved a hundred mutated loot boxes for something that deosent exsist😂
Useless uniques are still useless. No one's using the peacemaker or crowd control
So when you scrap legendary weapons with the new system when you luck out and learn a mod plan or get a loose mod box will it be one of the prefixes on the legendary weapon you scrapped or will it be a random legendary mod plan/loose mod?
one that was on the weapon
Not a fan of making the modules weight ease locked behind a paywall. Most of us will still pay for fallout 1st but locking out the people who can't afford the premium pass is bogus. Make them a weightless misc like cores are now.
are we able to trade those box mods like bloodied, anti armor etc.? it shows 1000 cap value on the box mod suggesting it would be. if so you could trade the mods and have people craft their own god rolls even though you can't trade the crafted weapon itself🤔
yes those are tradable
@@AngryTurtle that's great😀 thanks for the quick reply, keep up the great informative vids. have a lovely day and take care🤘🐢
No legendary rice? I'm just happy everything is getting streamlined and not more complex. The last thing we need is more stuff to store.
They probably set the price of modules to 0 specifically so you couldn't buy them. They're probably testing to see how fast we can accumulate them from other sources.
im surprised you didnt say anything about quad not having the -30%
He talked about it last week.
They need to make an option for people who still want to use the old system at the original prices. Maybe make a separate way to roll random 3 star that makes it impossible to trade/scrap/change legendaries on them. This would be the smartest move because then regardless of how bad they mess the new system up people can still use the old one.
No. This is better in every conceivable way.
Great to see Bethesda still screwing everything up. God forbid we get a nice new feature that doesn't completely screw up how everything used to work.
Yea let's keep the old shitty system that is completely random.
Every take I've seen from you is garbage
Bethesda:
-How can we make people subscribe to Fallout 1st and raise our profit?
-Ahhhh, lets make the modules a junk item that can be stored in the scrap box !! They need fallout 1st to do that !!
They maybe add specfic item for craft every mod. Etc Sensor Module for Trouble shooter or Mirelurk Meat fo Exterminators.
The best news about all this for me is that I will be able to play more than an hour a day without my stashbox reaching the limit because its full of legendry's.
Are we going to be able to reroll armor sets that currently don't allow for reroll?
which one?
@AngryTurtle like Thorn, or Solar? I've never made those so don't know much about those.
@@spagsunfiltered yes you can use legendary crafting on them
@AngryTurtle awesome! I'm back into thr game after taking a few years off ans trying to f9gure everything out. Love your videos!
I don't get does Bethesda adding new Main story or DLC? Because I do not understand why so much updates coming if I have finished this game. Why do I need better gun or armor? For what? Just because?
Means they've made stash management even worse for non first players vos theose modules add up real quick, if they are going to keep the costs as they are right now they need to make the modules weightless like the cores are at the moment
This is all in the Public Test Server . When will any of this new crafting system be on the Public Servers ?
no confirmed date yet, best prediction September
so does that mean when you scrap your 3 star guns, does it takeaway scrip from the vending machine or nah?
btw maybe legendary cores for rerolling legendary items? if they didn't remove it
With legendary modules now being classified as “junk” does that mean it can now be “dropped” during death/pvp
no still can't be dropped
When this all goes Live, they should refund all of our cores into modules so we can go nuts with the new system at the start, 2 cores = 1 scrip
That's probably why it's not going to happen