Okay, I get why you did this. Finding weapons is now somewhat more exciting because you are rummaging for THAT weapon with two mod slots empty, but these seem to be excessively rare. And if you find a weapon with two slots, most of the time some gonkhead put in some garbage tier 2 mod.
But one thing really brought me here: I found an LMG, the MH-7-bla-bla, the one with the explosive rounds—you know, the rounds that explode when they hit a surface? Well, it had a 20% extra ricochet damage mod installed, in a gun that can't ricochet. But your weapon mod system thinks "this is a power weapon so it gets power weapon mods!". I think you need to do something about it.
Overall, the mods seem a bit boring; I think I've seen them all. - You could have done more with it. The restrictions feel, well, restrictive, and the variety is very small—two for each weapon category and some generic ones. You could have gone more overboard with that. Maybe not damage, but fire selection mods that give something extra, elemental mods that interact with cyberware better, completely crazy mods that turn weapons into a different category—for example, an iconic mod that turns a weapon into a smart weapon. There is so much potential with the mods, but you chose the boring and sterile path.
Oh, and all of that gets intensified by the fact that we cannot remove mods anymore. But this also plays into the illusion to constantly be on the lookout for new weapons. It's padding and a workaround to not have to make more content to balance for the weapons. Just let the player tread water until they get lucky, am I right?
But one thing really brought me here: I found an LMG, the MH-7-bla-bla, the one with the explosive rounds—you know, the rounds that explode when they hit a surface? Well, it had a 20% extra ricochet damage mod installed, in a gun that can't ricochet. But your weapon mod system thinks "this is a power weapon so it gets power weapon mods!". I think you need to do something about it.
Overall, the mods seem a bit boring; I think I've seen them all. - You could have done more with it. The restrictions feel, well, restrictive, and the variety is very small—two for each weapon category and some generic ones. You could have gone more overboard with that. Maybe not damage, but fire selection mods that give something extra, elemental mods that interact with cyberware better, completely crazy mods that turn weapons into a different category—for example, an iconic mod that turns a weapon into a smart weapon. There is so much potential with the mods, but you chose the boring and sterile path.
Oh, and all of that gets intensified by the fact that we cannot remove mods anymore. But this also plays into the illusion to constantly be on the lookout for new weapons. It's padding and a workaround to not have to make more content to balance for the weapons. Just let the player tread water until they get lucky, am I right?