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Beam weapon range mods not exilus.


--Q--ualityContent
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vor 1 Stunde schrieb peterc3:

A mod that makes the Ignis extend even further. Clearly utility.

It only extends it, it does not make it's AOE bigger and is not a DPS increase.
And if you want to whine about the Ignis the Mag mods should be way worse for you since someone can press his left mouse button for 1 minute now.

I just want to point out that there are other beam weapons with abysmal range which can't profit from this mod in a way that does not hurt their damage output.

So stop being condescending.

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Just now, --Q--ualityContent said:

It only extends it, it does not make it's AOE bigger and is not a DPS increase.

Certain element such as Gas or Electric makes greater use of the increased range. That improves DPS to weapons that have an AoE (the reason Firestorm or Fulmination isn't Exilus). Take the Gaze or the Atomos in comparison to the Spectra Vandal. Synapse to Amprex or the Ignis (Wraith).

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5 minutes ago, --Q--ualityContent said:

So stop being condescending.

Then stop pretending there is nothing non-utility about mods like this. DE knows, we know, it doesn't make your feedback or idea any better or make DE more receptive to your idea.

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vor 18 Minuten schrieb Duality52:

Certain element such as Gas or Electric makes greater use of the increased range. That improves DPS to weapons that have an AoE (the reason Firestorm or Fulmination isn't Exilus). Take the Gaze or the Atomos in comparison to the Spectra Vandal. Synapse to Amprex or the Ignis (Wraith).

Gas Procs don't go beyond their inital 5m range regardless of modded range, Amprex and Atomos secondary beams don't get additional range due to the range increasing mods.
I don't really understand how that "increases DPS" in the respective cases anyways.

Edit: I am talking about range mods, not AOE.

 

vor 13 Minuten schrieb peterc3:

Then stop pretending there is nothing non-utility about mods like this. DE knows, we know, it doesn't make your feedback or idea any better or make DE more receptive to your idea.

It's a pure utility mod from my standpoint.
The fact that you dislike that opinion does not make my opinion null.

Edited by --Q--ualityContent
Edit: addition to topic 1
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53 minutes ago, peterc3 said:

Then stop pretending there is nothing non-utility about mods like this. DE knows, we know, it doesn't make your feedback or idea any better or make DE more receptive to your idea.

By that logic projectile speed mods shouldnt be exilus either because they too increase damage of guns by increasing their falloff distance.

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12 minutes ago, Andele3025 said:

By that logic projectile speed mods shouldnt be exilus either because they too increase damage of guns by increasing their falloff distance.

I agree. Projectile Speed isn't a utility stat like Beam Distance isn't a utility stat. That DE lets one and not the other into the slot is really irrelevant to my point. Pretending a stat is utility doesn't make it so and getting upvotes for an incorrect opinion isn't going to make DE find the argument more convincing.

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Just now, peterc3 said:

I agree. Projectile Speed isn't a utility stat like Beam Distance isn't a utility stat. That DE lets one and not the other into the slot is really irrelevant to my point. Pretending a stat is utility doesn't make it so and getting upvotes for an incorrect opinion isn't going to make DE find the argument more convincing.

I mean point really should have been that noone of them are actual in the moment damage mods, hell reload and mag size arent damage mods because they dont increase the net potential nor the in the moment burst of guns unless they have a ammo based mechanic (in which its excusable) or you are attempting to soak the body of a nox or shields of a bursa in bullets without realizing it doesnt work. The fact that you can increase sheet dps of a gun doesnt mean that people would place a reload mod on it over a better elemental combo and actually get better kill time UNLESS they are explicitly doing it for better handling; same as recoil, flight speed OR beam range. Its equally puzzling why Tainted Shell (the reduced spread and fire rate) mod for some reason seems to not be weapon exilus despite accuracy mods being on there.



I use sinister on the phage for example instead of adding vigilante armaments (or forma for frail momentum) because it improves the handling by letting one focus early and not waste as much ammo of tentacles while its focusing (tho then again it might just be me and the phage because it suffers all the downsides of a shotgun/multishot status and beam weapons/status effects can only proc as many times as your fire rate no matter the pellet count while getting noone of the benefits other than trading falloff range for the "bullets" just being that they stop to existing).

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vor 37 Minuten schrieb peterc3:

Pretending a stat is utility doesn't make it so and getting upvotes for an incorrect opinion isn't going to make DE find the argument more convincing.

Are you working for DE, stop pretending like you know if that is right, that is for DE to decide with their game.

You clearly hold a very hostile intent in your wording and are assuming someone does it out of malice, I would honestly prefer if you stay out of this thread with your hostility.

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It seems bizarre that most of the mods that would benefit from being an exilus mod aren't. 

 

Then there's weird inconsistencies like formorian accelerant that give you far more damage potential than before. I was really looking forward to a status launcher with a huge blast range too. 

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