yles9056 Posted April 14, 2020 Share Posted April 14, 2020 Several updates ago, we get some new weapon Exilus mods with cool unique mechanics like Energizing Shot and Aerial Ace. But I think what we really need are Exilus mods that makes weapon more comfortable to use like Terminal Velocity and Stabilizer. That's what weapon Exilus slot is for, right? Here are my ideas: Full-auto(primary & secondary): Convert trigger type from semi-auto to full-auto. It can be useful on many semi-auto pistols like Akbolto Prime and Acrid. Full-auto burst(primary & secondary): Convert trigger type from burst to auto burst like Battacor. Auto detonation(primary & secondary): Projectiles detonate automatically after impact in 2/1.5/1/0.5/0 seconds. At max mod rank, the projectiles detonate immediately on impact. This mod is for weapons that requires manual detonation like Castanas and Corinth Prime. Night vision(primary & secondary): Highlight enemies contour when aiming like Argonak does. It can be useful on open world maps where enemies have camouflage. Quick retrieval(speargun): After throwing a speargun, use switch weapon button and switch to primary weapon to quickly retrieve the speargun. However, the speargun longer returns automatically. If you have any ideas for Exilus mods, feel free to post it here. Link to comment Share on other sites More sharing options...
(PSN)Revak29 Posted April 14, 2020 Share Posted April 14, 2020 Also gimmicky mods should probably become exilus mods too, because who makes a serious build with a gimmicky mod? There just isn't enough room for those mods in the average build. Those gimmicky mods could make for a lot more diverse playstyles if there was more room for it. These are mods like Combustion Beam, Flux overdrive, Gun Glide, firestorm, Metal Augur, Napalm Grenades, Motus Setup, Neutralizing Justice, Sharpshooter, Thunderbolt, wild frenzy, acid shells, Nightwatch Napalm, Catalyzer Link, thermagnetic shells, rebound, etc. Some of these may need tweaking if made exilus as to not be overpowered, or just wouldn't be the best fit. But also: Idea #1 - A mod that blinds nearby (7 meters or so) enemies for 5 seconds upon switching to or from that weapon. Possibly in only about a 90 degree angle in front of the aiming rectilce. This would encourage more people to also use mods that affect holster speed and give a reliable method to do finishers that doesn't involve using inaros, excalibur, ash, or loki. Idea #2 - A mod that buffs damage for 10 seconds after a headshot by up to 100% but goes up 10% for each headshot. Idea #3 - A mod that increases the effect of all other mods on the gun by 10% Idea #4 - A mod that increases crit chance on a specific enemy additively by 1% for each bullet that hits. This would increase only on that single enemy and remain for 10 seconds Idea #5 - A mod that increases fire rate by 3% for each bullet that lands on an enemy but is reset to 0 only when a bullet misses. Idea #6 - A mod that has a 50% chance of applying a random status effect Idea #7 - A mod that has a 7% chance per bullet to make an enemy do the disco for a few seconds Link to comment Share on other sites More sharing options...
Tiltskillet Posted April 14, 2020 Share Posted April 14, 2020 3 hours ago, yles9056 said: Full-auto(primary & secondary): Convert trigger type from semi-auto to full-auto. It can be useful on many semi-auto pistols like Akbolto Prime and Acrid. Full-auto burst(primary & secondary): Convert trigger type from burst to auto burst like Battacor. Sure. Although since it's at least partially an accessibility and user-friendliness issue, ideally this would be a settings option and not mod-based. Link to comment Share on other sites More sharing options...
ShaKaL95 Posted April 14, 2020 Share Posted April 14, 2020 4 hours ago, (PS4)Kaneki9597 said: Also gimmicky mods should probably become exilus mods too, because who makes a serious build with a gimmicky mod? There just isn't enough room for those mods in the average build. Those gimmicky mods could make for a lot more diverse playstyles if there was more room for it. These are mods like Combustion Beam, Flux overdrive, Gun Glide, firestorm, Metal Augur, Napalm Grenades, Motus Setup, Neutralizing Justice, Sharpshooter, Thunderbolt, wild frenzy, acid shells, Nightwatch Napalm, Catalyzer Link, thermagnetic shells, rebound, etc. Some of these may need tweaking if made exilus as to not be overpowered, or just wouldn't be the best fit. But also: Idea #1 - A mod that blinds nearby (7 meters or so) enemies for 5 seconds upon switching to or from that weapon. Possibly in only about a 90 degree angle in front of the aiming rectilce. This would encourage more people to also use mods that affect holster speed and give a reliable method to do finishers that doesn't involve using inaros, excalibur, ash, or loki. Idea #2 - A mod that buffs damage for 10 seconds after a headshot by up to 100% but goes up 10% for each headshot. Idea #3 - A mod that increases the effect of all other mods on the gun by 10% Idea #4 - A mod that increases crit chance on a specific enemy additively by 1% for each bullet that hits. This would increase only on that single enemy and remain for 10 seconds Idea #5 - A mod that increases fire rate by 3% for each bullet that lands on an enemy but is reset to 0 only when a bullet misses. Idea #6 - A mod that has a 50% chance of applying a random status effect Idea #7 - A mod that has a 7% chance per bullet to make an enemy do the disco for a few seconds Exilus slots are for mods that increase utility, and should remain like that, mods that increase DPS like the ones that grant damage/firerate/crit chance or crit damage aren't allowed there. Yet I agree that weapon augments should fit there;if not all of them, maybe those which really alter the playstyle a bit, same goes for warframe augments Link to comment Share on other sites More sharing options...
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