What is the point of unlocking a new armor mod through specializations, which are supposed to build upon your play style, when they come at cost of replacing a tactical package/support upgrade that is of equal importance to how you play the game? If I want less flinch I have to give up dexterity? if I want drive vehicles I have to give up firepower? The whole concept of replacing better perks for armor mods make armor mods unattractive and if they are not made into their own category, they will be something I will not use making the whole Sr-120 pointless. Does anyone else agree?
Oh…that’s some excitement I had for them. 
They are fine the way they are, if they had their own slot some loadouts would be unstoppable.
This way they allow you to stack the unlockable mods but only 1 ‘passive’ and 1 ‘aggressive’ slot. Making them useful, unique to high ranks, and not OP (you can’t stack them all).
You also have the choice to simply not use them (just do them for the armour) and continue with your tried and tested loadouts. This allows those who chose their spec to be better at something specific if they really want to.
I would imagine that a mod as it’s own slot was play tested before making the decision, and taking into account the above I would argue it was done the best way that it could have been.
> They are fine the way they are, if they had their own slot some loadouts would be unstoppable.
How so? Also if I remember correctly the E3 build featured them as their own category I don’t understand why they did away with it.
I like it the way it is. If you want something game changing like Wetwork, then you should have to sacrifice something else.
How is it any different than having to choose the tactical and support packages you already have?
Why can’t I have Ammo and Dexterity?
but people aren’t going to give up game changing perks like fire power, ammo, dexterity etc for specific perks like wet work, operator, Pioneer etc because they don’t offer as much as a reward and if no one uses them then that makes specializations, in a way, redundant.
The whole time I thought you could switch between the specializations at anytime, and the armor mod was a another addition and not a replacement for tactical or support packages. Another let down.
An Armor Mod IS a tactical package/support upgrade…
i dont think any of the support mods are better than dexterity. maybe wheelman in BTB
I think the Requisition (re-roll ordinance drops) and Fast Track (more XP gains) are useful armor mods.
I dont think high levels should have an extra mod versus a level 1
> An Armor Mod IS a tactical package/support upgrade…
^^This. I think what OP is trying to ask is shouls specialization armor mods have their own category.
It’s like a mmorpg you get skills and skill points however you can only master a few of the skills before you advance to the next rank of your class. You want to have them all but you can’t.