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Weapon Exilus slots
What do you think might be added as weapon exilus mods?
and also what mods would u hope be exilus'd
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Showing 1-15 of 22 comments
Rays of Apollo Oct 4, 2019 @ 9:49pm 
If they did that, syndicate mods would probably go there; probably add another step for using those mods.

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?
Pakaku Oct 4, 2019 @ 9:53pm 
I could think of a few, like Harkonar Scope for sniper rifles. But ultimately I don't think weapons need any exilus slots, just more slots or a better way of managing mod builds.

Originally posted by Rays of Apollo:
If they did that, syndicate mods would probably go there; probably add another step for using those mods.

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.
Light Oct 4, 2019 @ 9:58pm 
Originally posted by Pakaku:
I could think of a few, like Harkonar Scope for sniper rifles. But ultimately I don't think weapons need any exilus slots, just more slots or a better way of managing mod builds.

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
SirSlapAlot Oct 4, 2019 @ 10:18pm 
Originally posted by Davi:
Originally posted by Pakaku:
I could think of a few, like Harkonar Scope for sniper rifles. But ultimately I don't think weapons need any exilus slots, just more slots or a better way of managing mod builds.

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
someone's been playing to much borderlands
Instead of adding Weapon Exilus slots, I wish they would do the mod rebalance that they were supposed to do.

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.
Last edited by Grey Star, The Rival Defender; Oct 4, 2019 @ 10:51pm
Lunacy Oct 4, 2019 @ 10:53pm 
Probably utility stuff like reload speed, +12.5% status, extra glaive bounces, reduced weapon noise, etc. generally stuff that doesn't have room due to 8 slots dedicated to pure damage
Originally posted by Grey Star, Lunar Werewolf:
Instead of adding Weapon Exilus slots, I wish they would do the mod rebalance that they were supposed to do.
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
Last edited by Lunacy; Oct 4, 2019 @ 10:56pm
SirSlapAlot Oct 5, 2019 @ 2:36am 
Originally posted by Grey Star, Lunar Werewolf:
Instead of adding Weapon Exilus slots, I wish they would do the mod rebalance that they were supposed to do.

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.
they aren't adding melee exilus slots yet since melee 3.0 is already otw
Ghost | Severage Oct 5, 2019 @ 5:32am 
I think the weapon exilus slots are a mistake. The weapons are already strong enough and don't need another mod to buff X stat.
Exilus mod slot in this case should be the mods that have a reason to alter a visual appearance of a weapon. Like Hush, Suppress and Silent Battery
Last edited by Franss the Coffee Addict; Oct 5, 2019 @ 6:37am
Watermelons Oct 5, 2019 @ 8:10am 
Originally posted by Ghost | Severage:
I think the weapon exilus slots are a mistake. The weapons are already strong enough and don't need another mod to buff X stat.
ah yes because having space to throw on a suppressor mod or increasing zoom is totally buffing important stats that make a gun "stronger"
No_Quarter (Banned) Oct 5, 2019 @ 8:39am 
Originally posted by Something Something Watermelons:
Originally posted by Ghost | Severage:
I think the weapon exilus slots are a mistake. The weapons are already strong enough and don't need another mod to buff X stat.
ah yes because having space to throw on a suppressor mod or increasing zoom is totally buffing important stats that make a gun "stronger"
do not think intention was to make guns stronger.
Rays of Apollo Oct 5, 2019 @ 9:19am 
ohh no i was so wrong! exilus and aura are literally different slots!!!
Azure Fang Oct 5, 2019 @ 9:31am 
Makes me hope for more peculiar mods.

That said, we already know noise suppression mods are going exilus. I'm willing to bet zoom will as well. Others I expect:
  • Mag size
  • Ammo capacity
  • Holster rate
  • Syndicate
  • Ammo mutation
  • "Unique" and weapon-specifics (Concealed Explosives, Combustion Beam, Index drops, etc.)
Watermelons Oct 5, 2019 @ 10:21am 
Originally posted by Rays of Apollo:
ohh no i was so wrong! exilus and aura are literally different slots!!!
Yes you were. Aura mods give buffs to the whole team, and add capacity, and can only be placed in their exclusive slot. Exilus mods can be placed and used like any normal mods, they drain capacity, and don't affect the team ( except for specific mods like Coaction Drift ).

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.
GunsForBucks (Banned) Oct 5, 2019 @ 11:59am 
More Peculiar mods
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Date Posted: Oct 4, 2019 @ 9:15pm
Posts: 22