Talk:Mods 2.0/@comment-24370326-20140116132554/@comment-24370326-20140116133403

One more thing I've been wishing for: There is no reason to have mods equipped to weapons inactive in the arsenal. You could unequip them all, but maybe you're not completely done with that weapon and you like the mod loadout, so you plan to equip it once again at another time. It would suck to have to rebuild the loadout, but many of those mods should be applied to active equipment.

My thought is that when you unequip a weapon, it should save a snapshot of your mod loadout and dump all the mods back into the pool. When you decide to re-equip that weapon from your arsenal, all those mods are put back on it. (Perhaps you sold the mod, transmuted it, applied it to a sentinel weapon or even fused it where the energy cost surpasses the energy capacity of your weapon. In these cases of conflict, maybe you get a message window telling you about it and/or giving you the option to resolve it).

Any thoughts or am I missing something? I think there should AT LEAST be a way to prevent equipping a mod to a sentinel that you already have equipped on your active weapon.