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View Full Version : The Best Ability Mod Loadouts



DarkNetFan
03-17-2017, 12:35 AM
I'm sure that within the competitive scene there is a general consensus on what mods and what combinations of mods for each freelancer work and which don't. I've briefly searched the forums, reddit and google for a list and have only found people asking for the same.

If such a source already exists, please refer me to it. If not, let's start collecting loadouts here!

Template:

Freelancer: <freelancer name>
Skill 1 Mod: <mod name> (<# mod tokens>)
Skill 2 Mod: <mod name> (<# mod tokens>)
Skill 3 Mod: <mod name> (<# mod tokens>)
Skill 4 Mod: <mod name> (<# mod tokens>)
Skill 5 Mod: <mod name> (<# mod tokens>)
Playstyle: <explanation what this setup does what other setups might not> <strengths/weaknesses (optional)>
<optional: catalysts>

I'll try and collect those loadouts a lot of people agree on and add them to this post / share them to reddit later if this gets going.

- DNF

LetoGT
03-19-2017, 08:14 AM
Thing is we change mods depending on maps and composition. Although you should contact Don Jay on the official discord as he's creating a website for this.

Vostok
03-20-2017, 06:38 AM
Thing is we change mods depending on maps and composition. Although you should contact Don Jay on the official discord as he's creating a website for this.

This. There's is no "best" setup.

For example: If I'm playing Gremolitions and I see the enemy team has 2 or 3 melee characters I'll take "No Downsides" for my primary to remove the minimum attack distance, but if it's all ranged characters I'll typically take "Mighty Mines".

If it's a map with open spaces and lots of bushes (Cloudspire) I'll take the "Bigger Bang" mod for for a 16 square knockback to hunt people down, but if the enemy team has a Quark or something I'll opt for extra knockback distance to break him off his targets.