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Galactic Season 5 Armour mod bug


ThatHEXguy

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I've noticed all of the new Galactic Season 5 adaptive gear (Imperial Lieutenant, Emperor's Chosen and Empire Director) cannot be modified like the gear from previous galactic seasons.

We only have a basic dye module open on the Season 5 gear, but no Hilt/Barrel/Armouring, Mods or Enhancement slots.

Is this a bug or expected behaviour? It seems to be a bug because all the previous season gear didn't have these restrictions.

P.s. forgot to mention all the Galactic Season 5 weapons have the same bug as described above.

https://i.imgur.com/B3ApZZA.png

https://i.imgur.com/zsYSjqS.png

 

Edited by ThatHEXguy
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7 hours ago, LD_Little_Dragon said:

There is outfitter now, so you don't have to use any of the rewards as your equipped gear.  It may not be a bug, it is odd if it was an intentional change though, so probably a bug.

It seems odd to me as all the previous Galactic Seasons outfits were all freely moddable, like you said it's not really a huge issue with the outfitter but it's something I noticed with all the other bugs.

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22 minutes ago, felleto said:

I don't think this is a bug either. With the outfitter the move to make most weapons and armor just appearance makes sense. 

The reason why I suspect it's a bug is that the season 5 gear has an augment slot, if they were making the gear purely cosmetic, surely removing the augment slot alongside the enhancement/mod/armouring would have also made sense? Once again it's not a huge issue but it strikes me as odd considering the previous seasonal gear was moddable but this time around it isn't apart from dye, colour crystals and augments.

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9 hours ago, felleto said:

Can't check the images you submitted. 

Would you mind adding the issue to the bug-tracker and adding any pertinent screenshots so I check in game and confirm it is a bug or glitch?

https://github.com/rfelleto/SWTOR-bug-tracker/issues

I've submitted it to the tracker, hopefully you can find out something I can't.

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6 minutes ago, ThatHEXguy said:

The reason why I suspect it's a bug is that the season 5 gear has an augment slot, if they were making the gear purely cosmetic, surely removing the augment slot alongside the enhancement/mod/armouring would have also made sense? Once again it's not a huge issue but it strikes me as odd considering the previous seasonal gear was moddable but this time around it isn't apart from dye, colour crystals and augments.

True. 

Maybe it was an oversight, or they couldn't find a way to remove the augment slot...

Btw, thank you for contributing with the tracker. I will change it status to bug because I think you provided enough documentation to understand this is strange.

Edited by felleto
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The nice thing about GS gear having mods is that, unlike most of the gear in collections, it's legacy bound. So, it can be used for actual modded gearing. I was very disappointed when PVP Seasons gear turned out to be cosmetic only (no moddable slots). If GS goes the same route than it would GREATLY reduce the value of GS armor/weapons. Really hope it's a bug 

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1 hour ago, VegaMist said:

The nice thing about GS gear having mods is that, unlike most of the gear in collections, it's legacy bound. So, it can be used for actual modded gearing. I was very disappointed when PVP Seasons gear turned out to be cosmetic only (no moddable slots). If GS goes the same route than it would GREATLY reduce the value of GS armor/weapons. Really hope it's a bug 

Yeah it was certainly convenient to be able to send GS gear over to alts with mods to gear them up quickly, it looks like it's definitely a bug though so hopefully Broadsword will fix it soon.

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11 hours ago, ThatHEXguy said:

The reason why I suspect it's a bug is that the season 5 gear has an augment slot,

I don't see an augment slot in the screenshots you provided.  There's a colour crystal slot and a tuning slot in the weapon, but that's normal for weapons, and there's a dye slot in the armour, but that's normal for armour outside of really lowbie crap.

But none of those slots are "augment" slots.

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11 hours ago, felleto said:

I don't think this is a bug either. With the outfitter the move to make most weapons and armor just appearance makes sense. 

I think it's not a bug, but it's a bit crap that they didn't make it clear in the announcement of GS5.

8 hours ago, ThatHEXguy said:

Yeah it was certainly convenient to be able to send GS gear over to alts with mods to gear them up quickly

Sure, but there are other more-or-less easy sources of moddable bound-to-legacy gear these days.  Examples:

  • The Locked Alliance crates drop moddable bound-to-legacy armour shells once you unlock them.
  • The <Adaptive Gear Vendor>s on the Fleet (the least clockwise bay in the Supplies area) sell moddable armour and weapons, and some of them are Binds To Legacy.
  • All origin stories get a moddable BtL weapon at the end of their starter planet.
  • The Inquisitor gets a combat-style-appropriate moddable BtL weapon and helmet during Chapter 1 of the origin story.
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10 hours ago, VegaMist said:

The nice thing about GS gear having mods is that, unlike most of the gear in collections, it's legacy bound. So, it can be used for actual modded gearing. I was very disappointed when PVP Seasons gear turned out to be cosmetic only (no moddable slots). If GS goes the same route than it would GREATLY reduce the value of GS armor/weapons. Really hope it's a bug 

They aren't the first cosmetic-only gear sets in the game, in fact.  The sets they added on the <Specialty Goods Vendor>s on the origin story planets are also cosmetic-only, no slots except a dye slot and no stats.  They, on the other hand, are clearly intended to be that way, because they are expensive enough to not be "easy" or "convenient" ways to acquire BtL moddable gear.

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33 minutes ago, SteveTheCynic said:

They aren't the first cosmetic-only gear sets in the game, in fact.  The sets they added on the <Specialty Goods Vendor>s on the origin story planets are also cosmetic-only, no slots except a dye slot and no stats.  They, on the other hand, are clearly intended to be that way, because they are expensive enough to not be "easy" or "convenient" ways to acquire BtL moddable gear.

Do they have an augment slot? 

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5 hours ago, felleto said:

Do they have an augment slot? 

No.  Why would they have an augment slot?  (Really, there's no way to get *any* stats on them, apart from one point of iRating, unless you use an augment slot kit on them, and then you'd get only the stats on the augment, which would be a severe waste of an augment slot kit.)

I suspect the earlier post that prompted my comment about augment slots was because the other person was confusing tuning slots and augment slots.

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3 minutes ago, SteveTheCynic said:

No.  Why would they have an augment slot?  (Really, there's no way to get *any* stats on them, apart from one point of iRating, unless you use an augment slot kit on them, and then you'd get only the stats on the augment, which would be a severe waste of an augment slot kit.)

I suspect the earlier post that prompted my comment about augment slots was because the other person was confusing tuning slots and augment slots.

The confusion is because these sets that are allegedly only cosmetics have augment slots in them. Check the bug-tracker. They shouldn't have any way to attach stats to them if they are purely cosmetic.

https://github.com/rfelleto/SWTOR-bug-tracker/issues/13

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8 minutes ago, felleto said:

The confusion is because these sets that are allegedly only cosmetics have augment slots in them. Check the bug-tracker. They shouldn't have any way to attach stats to them if they are purely cosmetic.

https://github.com/rfelleto/SWTOR-bug-tracker/issues/13

Ah.  They have slots you can put augment slot kits in(1), not actual augment slots (that you can put augments in).  I see now.  (Note also that this wasn't clear from the pictures OP provided in the post.)

Sorry for the confusion, and yes, that looks like a bug unless they are planning to release some *really* exotic augments that do funky visual things.

(1) I did not want to say that they have "augment slot kit slots"...

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43 minutes ago, SteveTheCynic said:

Ah.  They have slots you can put augment slot kits in(1), not actual augment slots (that you can put augments in).  I see now.  (Note also that this wasn't clear from the pictures OP provided in the post.)

Sorry for the confusion, and yes, that looks like a bug unless they are planning to release some *really* exotic augments that do funky visual things.

(1) I did not want to say that they have "augment slot kit slots"...

 

7 hours ago, SteveTheCynic said:

I don't see an augment slot in the screenshots you provided.  There's a colour crystal slot and a tuning slot in the weapon, but that's normal for weapons, and there's a dye slot in the armour, but that's normal for armour outside of really lowbie crap.

But none of those slots are "augment" slots.

Just to further illustrate the point and show it's not just augment kits but augments also, I've augmented the new sets with some legendary augments.

I didn't initially post this because I didn't wanna waste mk-11 kits lol.

See the below imgur links.

https://i.imgur.com/zz6Gszb.png

https://i.imgur.com/JB8M28L.png

https://i.imgur.com/erWtDhf.png

https://i.imgur.com/J26eYuM.png

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39 minutes ago, ThatHEXguy said:

 

Just to further illustrate the point and show it's not just augment kits but augments also, I've augmented the new sets with some legendary augments.

I didn't initially post this because I didn't wanna waste mk-11 kits lol.

See the below imgur links.

https://i.imgur.com/zz6Gszb.png

https://i.imgur.com/JB8M28L.png

https://i.imgur.com/erWtDhf.png

https://i.imgur.com/J26eYuM.png

I can never see links to imgur. I don't know what happens T-T

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