Outriders – Must Have Weapon Mods | Mod System Explained | Prepare For Launch



The mod system in Outriders is one of the most important things about future builds, and having the best weapon mods from the demo going into launch will likely save you time and give you amazing options for tackling content. Today, Livid breaks down the must have weapon mods in Outriders in order to prepare for full release, and also helps explain the mod system in detail.

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29 thoughts on “Outriders – Must Have Weapon Mods | Mod System Explained | Prepare For Launch”

  1. Hm, so it will have a sort of modding or weapon improvement system. Doenst look as boring as I expected. But compared to warframe where you cram at least 8 mods into anything this is too ez. Also these are big impact passive ability mods and the best is they arent weapon type locked. Warframe could use this so much. Guns have been neglected for a long time and so is content that needs higher levels of damage.

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  2. Mods that do things like "can use ability 1 more time" do stack. For example my technomancer can throw 3 bombs instead of 1, because I'm stacking 2 pieces of gear that give +1 bomb before skill cooldown

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  3. Yeah put that shit on and OMG the Adam got the gallon one put it on an LMG and pop off your bullet actually they don’t have one do that and that’s maybe why shit well you can put it on a different character put it on the techno Manser use an LMG pop off your your bullet bath walk around taking Nalle 65% less damage or whatever the divorce is on that while doing the extra damage of your bullet bath that would be pretty devastating

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  4. It doesn’t matter people farming for legendary should also be farming for marks i.e. they should be young deconstructing anything that has miles on it that they don’t already yard having their collection except for those legendary’s

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  5. And I’m gonna ask you to because I think I’m not can’t get the same answer anywhere want resource is needed to upgrade a legendary to your current level I am 🙂 understanding that you can upgrade them level by level but what is the resource needed to do that

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  6. Are there really tree tiers for every mod? I think not. If you have a tier-2 mod it is a mod in the category 2 with all other tier-2 mods and not a level system thats gets stronger from tier to tier. – But thats my thoughts.

    Example; „weakness trap“ is a tier-3 mod. I think there is no tier-1 or 2 version of this mod. Its only a category system.

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  7. Yo heads up the read overlay for a mod is only for the same mod in that slot. At least some mods do stack for example I have my technomancer with and additional scrap mine mod on my helmet and boots and have three uses. I think some mods will most likely not stack but there are some that do

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  8. Is there a video worth “normal“ mods that we can get in the demo? For example, I have this one mod that heals 56 for any enemies killed before reloading or switching to another weapon. As long as there is trash mob, I am golden. I got that from the store, the girl with a beautiful smeyez.

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  9. "mods of the same kind do not stack".. My technomancer got two of the same mods slotted to increase the proximity grenade +1… and I got 3 grenades to trow now. So when one say + x damage to Y skill that would be additive as well.

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