Suggested changes for Modular Weapons in FNC/UEFN

Modular Weapons as they are right now do not fit in with the rest of the weapons in the creator ecosystem, they are generally considered underpowered to players compared to their non-modular variants and are tedious to work with for creators. I have a handful of suggestions that could help both creators and players utilize them more.

  1. Convert the projectile system of modular Assault Rifles, Pistols, and SMGs to the one currently used by the Deadeye and MK-Seven Assault Rifles

    Despite having the exact same stats as their non-modular variants, modular weapons are seen as much weaker than their non-modular variants due to their projectile system. Non-modular versions of these weapons are hitscan, and are therefore much more accurate and feel less clunky to use overall. I suggest a middle ground which is the new projectile system created in version 39.51 for the 2 scoped assault rifles in Battle Royale, in which the bullet only becomes a projectile if the target is over 100m from the player. This should make modular weapons feel just as good to use as their non modular variants, especially if they are made to only use this system if the weapon has a sight attachment, otherwise they should also be hitscan. This is arguably the most important change they should receive, as it helps against the huge amount of inconsistencies already present.

  2. Allow creators to save Modular weapons in item spawners, vending machines, etc with mods pre-attached

    Creators benefit from this change as it allows them to use Modular weapons in environments where the player cannot access a workbench, for example in Gun Game type maps, where matches are fast paced and the player does not have time to customize the weapon to their liking, and they will lose the weapon anyway. This matters because most modular weapons are intentionally weak and unreliable without some attachments, this is why their non-modular variants usually come applied with attachments. This can easily be done by allowing mod benches to be used in Create mode, or adding a menu for UEFN, and allowing the devices to accept pre-attached mods similar to how the Save Point device already works.

  3. Allow the mod bench device to be more customizable

    Right now, the mod bench device’s only customization options are currency type and mod price. One important option that should be added is the availability of certain attachments. Say a creator does not want players applying Drum Mags to weapons as it can make certain weapons like the Gatekeeper Shotgun overpowered, or the creator wants players to use the P2X optic which was removed from the bench in Chapter 5 Season 2. Or maybe even allow players to use optics intended specifically for Post Chapter 6 guns, but I understand why that may be hard to implement.

  4. Allow Mythic modular weapons to be customizable

    Why include modular in the name when the weapon is not moddable? This could also further differentiate them from their non-modular variants.

  5. Add all of the non-modular variants too

    Certain weapons like the Striker AR and the Monarch Pistol are or have been used in Battle Royale and Reload, however they are rarely used in Creative due to Points 1 and 2 on this list. Why add them if Points 1 and 2 should already be implemented? Because giving creators easier access to content that emulates real PvP scenarios is always a good thing. This change would also benefit from Point 4 as previously mentioned.

  6. Rather than having “Modular” in the name, Modular weapons should have an icon or tag indicating that they are modular

    This is more of a QOL change, but shortening the names of the weapons is definitely a benefit, and including an icon or tag on the weapon name or icon indicating that a weapon is modular could help newer players understand this mechanic more.

    6b. Give the non-modular weapons unique icons to show which attachments are applied, for example the non-modular Enforcer AR appears to be exactly the same as an unmodded version of its Modular variant, however it actually has a speed grip applied.

  7. FIX THEIR BUGS!

    I cannot stress this enough, modular weapons are VERY buggy right now! The Reaper Sniper Rifle’s scope reticle is off center, making it very hard to use. Monarch Pistol and Harbinger SMG suffer from incorrectly increased zooms when using a sight, making it very hard to see when using them. Hyper SMG is very shaky when ADS using a sight, and some weapons like the Drum Gun suffer from very buggy animations. The most notable bug is with the Striker Burst Rifle, where the projectile is visually bugged and appears to drop on the floor in front of the player instead of where it is intended to go.

  8. Bring back canting as an island setting

    This benefits Modular, Non-Modular, and Post-Chapter 6 weapons altogether

  9. Add more modular weapons(?)

    Most Post Chapter 6 weapons already support weapon attachments, I think giving players Modular variants of these weapons such as the Holo Twister or Veiled Precision SMGs would be a nice change. Again I understand why this may be hard to implement.