Overview
F1 now has a mod, but a largely disappointing one at that.
Slight buffs to her maximum HP, evasion, and firepower. Her smoke grenade gains an extra debuff to improve survivability that usually lasts too short to make a difference. Her tiles are modified to now buff and reach SMGs, which let her synergize her typically awful tiles with direct-fire SMGs.
Her Skill 2 is a situationally activated passive that gives all allies movespeed on non-allied nodes, a largely pointless solution looking for a problem. This is especially true for ARSMGs, where most units do not suffer a move speed problem in the first place. It also buffs the whole team for 15% firepower, which kind of makes up for her lack of good offensive tile buffs, but again the situational nature of the buff makes her inconsistent.
All in all, nothing of note can really use F1 Mod. While she may have a couple of interesting interactions due to her passive team buffs on skill 2 and newfound tiles, it is not nearly enough to put her on the levels of the likes of unmodded UMP45 or RO635 in terms of DPS buffs or burst survivability. If looking for a unit that can offer a DPS boost to the team, a regular DPS supporting HG like P22 or Mk23 is a much better pick.
Each of the bonuses F1 gains at each mod are so mediocre that it isn’t difficult to say that even at Mod 1 she’s a waste of resources. But I suppose Mod 2 is the only stopping point if Commanders are looking for movement speed stack memes or something. F1 Mod’s “Survival Specialist” Mod SPEQ only gives one extra evasion over a normal T-Exo and adds 10 firepower. Pointless for a unit that’s supposed to be a maintank, so Mod 3 is only for people who want the cool mod art.