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Edited by mrguns5000: 3/2/2023 7:02:10 AM
10

Ammo Reserve Mods

did some testing to confirm that the Ammo Reserve Mods are not working when equipped, atleast not on neomunda. i was trying to compare mods after applying the artifact modifier to void mods and noticed it only worked at the enclave. i haven't tried other locations, as well as the other ammo mods because they are based off randomness so hard to test that consistency yet.
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  • My ammo mods in general aren't working. Power drops are non existent with ammo finder mods and reserves and scavengers either.

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  • I can confirm. I did some testing with Sleeper simulant after I noticed I sometimes maxed out at 13 rounds and sometimes at 15. This was with 2 discounted mods (Authorized mods: Solar). I tested in the lost sector Hydrophonics Delta. Entering with two mods max was 13. I then removed one and now the max was 14. It almost seems that the second one is subtracted instead of added. Removing all mods and the max was also 13. With three mods the max was 16, which seems to be correct as each instance of the mod should add 1.

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  • Edited by Sinejack: 3/2/2023 11:29:58 AM
    Not only reserves mods, loader mods are affected as well. I have to constantly swap out and in the loader mod everytime I noticed slow reload animation. Not sure for the holster and scavenger mods

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  • Yes, I noticed some inconsistency, mostly with Sleeper but it could be more widespread.

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  • I just did some testing in the EDZ and it appears that none of the reserve mods are working for heavy or special weapons. I tested with the following: Sleeper w/ solar reserves, and then again with every reserve mod - there is no way to get more than 13 rounds no matter what reserves mods you have equipped (I thought maybe sleeper was registering as a different damage type) Cataclysmic w/ every reserves mod - again nothing can allow you to hold more. Commemoration w/ void reserves and harmonic reserves. I also checked with a solar sniper to see if maybe they were only working on special weapons but that didn't work either. So, it appears that no reserves mods are working in Lightfall. I did notice that some times there is a rounding error when hitting a flag in the campaign - I would sometimes get an extra shot when hitting a flag in the campaign.

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  • Yeah, you have create a loadout mirroring your current one but with all mods removed. Each time you load into an activity/patrol or die or have the join allies loading, switch to your no mod loadout and then switch to your full mod loadout. That is the current workaround.

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    • Yup, loader and reserve mods are malfunctioning. Adding this comment to hopefully add some more viability to your post.

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    • Loader mods and reserve mods are just plain not working. Everytime you respawn or go to orbit you have to re-equip them and sometimes that doesn't even work. This should be among top priority to fix.

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    • Not to mention they're weaker than old reserve mods. Even when they worked I need 3 reserve mods to get 15 shots for Acrius. It only took 2 reserve before. Also why do they focus a burn, why is it difficult to just get Special and Heavy reserve mods?

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    • Edited by Clutch Banister: 3/2/2023 11:13:09 PM
      I got the same issue with Black Talon on the moon. I 'naively' thought that it was because it was an exotic. So I tested them with Red Herring, and got the same result. Then, I remembered that Bungie dont have a very good track record when it comes to things like this (artifact mods specifically) at the start of a new season; so why should a complete overhaul of the armor mod system be any different? Honestly (if someone from Bungie actually reads this) the fact that you keep rolling out mods that are bugged/dont work, so we cant use them for weeks (anti barrier side arm in season 17 comes to mind) makes me think (at best) "Whats the point of playing the game within the first few weeks; until they've ironed out all the creases?" Bungie, PLEASE (for the love of the traveller) stop releasing untested, half-baked content.

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