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Or maybe not...
I don't know lore stuff for exilus, but exilus mods are aura mods. Exilus mods on weapons would also have to be auras, or we're gonna need lore to say why they're different. But, why would we give our weapons auras if our frames have so many different ones already?
Exilus and Aura mods are not the same. Aura mods are restricted to the warframe's aura slot, and Exilus mods are just specialty niche mods that can go into regular mod slots, or the special exilus slot.
Remove all mods and implement a system of "Weapons Parts", and balance it, where you can add a certain number of parts with same functionality as elemental mods, bullet speed, range of shoot, silencers, etc, actually changing the weapons appearence.
lololol. :P
Oh well. Easier to add the Exilus slots than rebalance the entire game from scratch.
I don't think there's a single melee mod that would fit in with being an Exilus Mod though. Outside of channeling mods they're either good mods in general, or usefully useless.
Yea I remember hearing they wanted to due away with "mandatory mods" such as serration and multishot so we could diversify our weapons outside of "max damage&multishot+4 element mods" But that was years ago and nothing came of it
That said, we already know noise suppression mods are going exilus. I'm willing to bet zoom will as well. Others I expect:
They determine which mods to be considered Exilus by whether they affect purely movement or tertiary stats ( radar bonuses, recovery speeds), or affect movement but may have small bonuses to primary or secondary-tier stats like Endurance/Power Drift and Armored Agility.