Talk:Mods 2.0/@comment-24370326-20140116132554

(On PS4, in case it is different on PC) Not sure where this question or gripe should go, but I'm having issues with keeping things straight when it comes to mods I have equipped on my weapons and mods I have equipped on my sentinel's weapon. For instance, the Deth Machine Rifle takes Rifle Mods. Sweet. It will let me equip any rifle mod I want and there seems to be no way to tell if: ..... A: I already have that mod equipped on my ACTIVE primary rifle. B: It is equipped to a primary rifle, but not one I have equipped. C: It is not equipped to anything else, but the nature of the mod will have no effect whatsoever (like something boosting critical or ammo capacity)

I'll admit, perhaps we should learn more about what mods work well with each sentinel weapon. Ok, fine. And maybe it doesn't really matter if we equip a sentinel weapon with a mod that has already been applied to a regular weapon if said weapon is not equipped in the arsenal. BUT.... we should at least be able to tell which mods are already applied to another weapon we plan to take into battle.

In the mods section, where you're fusing or transmuting, there's the icon in the lower right of the mod, indicating it has been equipped to a weapon. (who knows if it is a sentinel weapon, equipped weapon or unequipped weapon, but at least there is an indicator). Why don't they use that indicator in the weapon upgrade screen, so you could at least tell that mod has been equipped elsewhere? Furthermore, what if a blue indicator meant it was applied to an active weapon, while a red one indicated it was on an active sentinel weapon and a green one indicated it was appled to an inactive weapon (in the arsenal, but collecting dust)