I'm not saying this is meta. I also have two other Dom builds - listed above - that I chop and change between. One is for when I want some night vision in a CZ (not vital but nice to have) and another for stealthy scav takedowns.
To a certain extent, there are no real hard and fast rules and experimentation is the way to go - even given some mistakes are costly in time and mats. But then the Devs decided not to allow removal or swaps of mods so not much we can do about it!
Edit: for example, my latest Dominator suit has: Night Vision, Combat Movement speed, Sprint and Improved Jump assist
I call it, showing lackluster imagination: the Mobility Suit
Does it work better? In a high CZ I find my Day Dom damage, movement, ammo, shield and Night Dom night vision, movement, ammo, shield (damage doiesn't add a lot) without sprint or jump works. They have enough jump and sprint to get around. If it is a higher gravity planet I don't accept the mission. There are many more 10 minutes later.
But did your build work for your play style? Awesome. Let us know what worked and didn't.
It works perfect in a high cz assuming you are always on the move/jump, making it harder for the enemies to hit you.
By contrast, i did high CZ for Torval on my other 2 accounts, which have more regular G5 dominators (no sprint / no jump) and it made a difference, being generally slower at finishing the CZ and taking more damage
I made a little rant because I'm new to the process of doing these mods and was surprised... Off topic so it's edited to be hidden.
This is really frustrating....
Is there a 'Roles' chart with meta suit and weapons builds, e.g. assassin, repair man etc., I'm not familiar with what missions are available in the bubble yet to know my path? (I hope it's not just 'Combat Zone', 'bio scan', and 'thief'.)
And is there any no-stress mat farming? Arias Mine and POI's are 'combat potential', not 'Watching TV friendly' and it looks like hundreds and hundreds of 'grind hours' coming, not looking to 'combat' all the grind hours.
-------------------------------------------------------------------------
Most of the rest if this post is ranting about grind... So just those first 2 questions...
As mentioned, I only started foot stuff 2+ weeks ago (beyond landing at the foot of a plant and scanning it). I tried looking up a 'Roles' chart like there used to be for Horizons Ships, that broke down every 'job' possible so I can begin knowing what direction to go with my suits. Unlike ships, where I have outfitted a DBX as a Core Miner for fun, switch it up for combat, then back to explorer... Suits are permanent! AND incredibly time consuming!
Listening to a lot of people around here and watching some vids, I put together this list of 5 suits...
Artemis (G3 *) to G5
-Improved Battery * (star means I already purchased with that mod)
-Jump
-Sprint
-Nite vis (or backpack still undecided)
Maverick Day (G3 *) to G5
-Quiet foot *
-Improved Battery
-Fast shield
-Damage resistance
Maverick night (G3 *) to G5
-Nite Vis *
-improve Battery
-Jump
-quiet foot
Dominator Day (G3 *) to G5
-Quiet foot *
-improved Battery
-Damage resist
-Fast Shield
Dominator Night (G3 *) to G5
-Nite Vis *
-Improved Battery
-Damage Resist
-Fast shield
Was about to type up my weapon plans too, but basically almost all weapons are G3 from the store...Plan is, all hand guns and SMG's to be silent indoors and out and large guns with stability and tight spread.. Everything stowed reloading pretty much...
Point is... I downloaded the material helper, entered in my plans and got this.......
Are you kidding me??? This is now after about 15-20 1 hour long 'restore the power' missions. And my storage is almost full and still can't do much...
Now I'm no stranger to engineering, I have about 50+ fully G5 engineered ships, All engineered weapons, modules, utilities, all Guardian ships, All guardian weapons (all sizes, including all mbooni modified, multiples of each weapon and size), some guardian modules, Tons of Tech broker FSD's and everything else.... Bottom line is I'm no stranger to 'The Grind'!
But this Odyssey gear grind is ridiculous. 431 Manufacturing instructions One mission at a time??? And it may not even spawn every time... Almost everything is 1 at a time... Seriously?! (I just learned about re-logging at the crashed nav/satellite today but that's still 400 relogs for 1 item? (500 re-logs @ a 75% spawn rate... to build 5 suits???
At least with ships, if you mess up a build (eg. Too much 'Overdrive' PLUS 'Monstered' on the Power plant, now your ship is taking heat damage on every jump) you can swap out and fix it.... But now to put in this much work on Suit builds, and NO possibility to correct... It's really making me question what I want to do, or if to just wait til the war is over. (the War changed a lot of people's combat, exploration and trade builds for anyone in the area. Will ground combat with thargoids make some of these builds useless???
And I know you guys don't know if thargoid foot war or whatever else is coming... I'm just venting. Ship grind feels fine, this kind of doesn't. (maybe it will grow on me)
Maverick (farming materials): NightVision, Reduced tool battery usage, Increased Sprint Duration, Extra Backpack Capacity (i mostly use this when chaining restore missions)
Maverick (stealth/missions): Nightvision, Increased battery capacity, Quieter footsteps, Increased Sprint Duration (i mostly use this for generic missions where i dont really expect to need extra backpack)
Artemis: you dont need extra backpack - will not help in anyway with the intended purpose - that is exobiology. NIghtvision is way better
Maverick since it a mission runner / material gatherer suit, i prefer to use mods that help with that. So no Damage resistance or faster shield regen. Also, your best defense is not being hit, so being on the move (shoot move shoot move etc) with help more.
Dominator: either mobility mods (see my above suit) or damage resistance mods. My "other" Dominator has: NightVision, Combat Movement, Damage Resistance, Shield Regen. And i genuinely prefer the mobility one.
Now, the mods used mostly depend on your playstyle. So better experiment with store bought G3 suits with different mods, because fully modding a g5 suit then finding out it doesnt suit your playstyle kinds sux
For the Caring Sharing thread if any suits show up with night vision G2 or G3 buy them. I've unlocked every Odyssey engineer in the bubble except Terra Valasquez which is not easy to do with 12 covert missions. Working on it. Every suit or weapon upgrade is avalable except Night Vision for a suit to unlock Oden Geiger. After unlocking Terra I can easily get to Oden Geiger to put night vision on any suit build. But purchasing them I'm already good after a year of frustration. If only I could sell them to other players...
I often look at this graphic to see what to do next. I hope it helps others.
Artemis: you dont need extra backpack - will not help in anyway with the intended purpose - that is exobiology. NIghtvision is way better
Maverick since it a mission runner / material gatherer suit, i prefer to use mods that help with that. So no Damage resistance or faster shield regen. Also, your best defense is not being hit, so being on the move (shoot move shoot move etc) with help more.
Ok, so here's my thought process...
In my Artemis build plans I mentioned not being able to decide between nite vis and backpack as my 4th mod... With nite vis, I have a space ship so I can always do exo-bio in full daylight, and in the rare cases of tidally locked planets where bios might only grow on one side of the planet... I still have both a ship and SRV with nite vis. So when would I actually ever Need nite vis on the suit? (this is not a 'challenge to your answer' question... this is still my inner thought process). Which made me think of Backpack...
With Artemis having the best benefit of jump, sprint and battery (which also increases shields I believe) being the other mods... It already kind of sets up the Artemis as a airborne suit that should never be seen or heard by NPC's... a capable thief. I have so far seen many people say that 'backpack' on the Maverick is only necessary in early material gathering, especially when combined with the Material helper app. Witch sounds like it could free up needing a dedicated Maverick 'materials build' and could then have a dedicated Maverick 'Missions' build for assassinations and such, which made me think 'shield regen and damage resistance' since it will be highly likely that I come under fire in the Maverick.
My more recent thought's for the Artemis is neither nite vis or backpack... but instead have 'damage resistance' for the 4th mod since as an Explorer (with all this jump power) it would seem more likely to take lots of hard falls (thinking as an adventurous Explorer)... But then that would bring me back to needing a material gathering suit.
You quoted from my rant, and I don't want to get Hooplah mad, but it does point out how incredibly important this thread that Hooplah created is. Knowing why you would want certain mods, but also knowing why you would NOT want certain mods could save hundreds of hours in wasted time. Because of how hard the grind is, makes me think and try to plan 100X harder on how to build the suit correctly as a noob to suit building.
So my head is stuck deciding between... Hardcore adventurer, cliff jumping suit... or eliminate the need for extra 'Materials Maverick' suit... Or am I totally off base with my whole thought process??
EDit: Would damage resistance on an Artimis even help in big falls, or is that mod only for gun fire?
In my Artemis build plans I mentioned not being able to decide between nite vis and backpack as my 4th mod... With nite vis, I have a space ship so I can always do exo-bio in full daylight, and in the rare cases of tidally locked planets where bios might only grow on one side of the planet... I still have both a ship and SRV with nite vis. So when would I actually ever Need nite vis on the suit? (this is not a 'challenge to your answer' question... this is still my inner thought process). Which made me think of Backpack...
Well, i usually not bother with the SRV when doing exo bio... if i have to move, i move with the ship
Also, NV helps in the harsh shadows too - so when i venture far from the ship NV is helpful even in daylight
Anyway, even if you dont find NV useful, Backpack is really useless for exobio, so you may want to use Reduced Tool Battery Usage instead, since it will double the uses of the exobio scanner.
With Artemis having the best benefit of jump, sprint and battery (which also increases shields I believe) being the other mods... It already kind of sets up the Artemis as a airborne suit that should never be seen or heard by NPC's... a capable thief.
while in theory you are right, a Maverick is better than the Artie at anything settlement related, including thieving (most often than not, you do need the arc-cutter)
I have so far seen many people say that 'backpack' on the Maverick is only necessary in early material gathering, especially when combined with the Material helper app.
IMO it's needed all the time when you want to nick anything that is not bolted on - the best way to get microelectrodes, weapon components, tungsten carbide, titanium plating carbon fibre plating is to trade other materials for them (optical lenses, memory chips, etc) which can be found in abundance
So i'm using my Mule Maverick (the one with the backpack) basically everytime when i dont think i will need Quieter Footsteps on the other Maverick
Sure, you can make and use a single Mav with NightVision, Quieter Footsteps, Backpack and Sprint (relying heavily on extra batteries when doing restore missions), but i preferred to have a dedicated Stealth Mav with increased battery because sometimes i found meself wasting alot of time outside watching the natives patrol routes when doing stealth missions.
My more recent thought's for the Artemis is neither nite vis or backpack... but instead have 'damage resistance' for the 4th mod since as an Explorer (with all this jump power) it would seem more likely to take lots of hard falls (thinking as an adventurous Explorer)... But then that would bring me back to needing a material gathering suit.
Unfortunately, damage resistance is only increasing the suit resistances to weapon damage (thermal, kinetic, plasma, explosive). It wont help with fall damage (but shields do help so bind a key for toggling shields and use it when you're on your way down)
Well, i usually not bother with the SRV when doing exo bio... if i have to move, i move with the ship
Also, NV helps in the harsh shadows too - so when i venture far from the ship NV is helpful even in daylight
Anyway, even if you dont find NV useful, Backpack is really useless for exobio, so you may want to use Reduced Tool Battery Usage instead, since it will double the uses of the exobio scanner.
nope, no increases to shields
while in theory you are right, a Maverick is better than the Artie at anything settlement related, including thieving (most often than not, you do need the arc-cutter)
IMO it's needed all the time when you want to nick anything that is not bolted on - the best way to get microelectrodes, weapon components, tungsten carbide, titanium plating carbon fibre plating is to trade other materials for them (optical lenses, memory chips, etc) which can be found in abundance
So i'm using my Mule Maverick (the one with the backpack) basically everytime when i dont think i will need Quieter Footsteps on the other Maverick
Sure, you can make and use a single Mav with NightVision, Quieter Footsteps, Backpack and Sprint (relying heavily on extra batteries when doing restore missions), but i preferred to have a dedicated Stealth Mav with increased battery because sometimes i found meself wasting alot of time outside watching the natives patrol routes when doing stealth missions.
Unfortunately, damage resistance is only increasing the suit resistances to weapon damage (thermal, kinetic, plasma, explosive). It wont help with fall damage (but shields do help so bind a key for toggling shields and use it when you're on your way down)
Wow, was totally forgetting about the Arc cutter, you're right I will have to have 2 Maverick suits... Ok solves that thought process. And if damage resistance won't help in fall, solves that thought process too... Thank you very much.
I now have 14 'off the shelf - suits with Mods' to experiment with... I'm just starting to be able to complete a 'Low CZ' without dying too much, So I plan to start doing the CZ's with all the pre- modded suits and weapons (including the Artemis) to try to gain appreciation for individual mods. So far I can not survive any Salvage or support mission on foot (scanning beacons, strip an SRV, or power restore)... As soon as scavengers start coming at me 3-8 at a time, it's lights out for me. I've even tried hiding under my prismatic shields of my ship, but they use disrupter shield grenades and get me... As a HOSAS user, I'm finding using the Mouse instead of one of my sticks helps, I had to re-map all controls to make anything combat related on my stick hand.
I've very often found power-on missions to be the best source (not for everything mind). To that end, it's the Mav with extra backpack, improved battery consumption, nightt vision... and, for me, quieter footsteps.
For these missions, I take my own ship rather than the Apex. The ship(s) carry an SRV (or 2) and are also missile barges. Some settlements have lots of scavs and this gives a few options: nuke the entire site from orbit; use a Dominator suit build to take them out; use the SRV as a steamroller (the scorp is best) and it's a fun thing to do.
As you now have an SRV (and ship) you can swap loadouts at your leisure. The one caveat being the dreaded black screen of death on vehicle exit. Which really messes things up. A Lot.
So far I can not survive any Salvage or support mission on foot (scanning beacons, strip an SRV, or power restore)... As soon as scavengers start coming at me 3-8 at a time, it's lights out for me.
Outfit your ship with an SRV. Doesn't even need to be a fancy Scorpion, a Scarab works fine. Park your ship a few hundred metres from the mission objective and deploy the SRV. Pick the scavengers off one by one from a distance, preferably using the turret view for accuracy. You can usually gun them down long before they can get into range to fire back. If you do get shot at, you'll want to keep an eye on your SRV's power distributor to make sure you're keeping weapons and shields appropriately charged. You can also run enemies over, but this is more hazardous as there's a risk of them swarming you or the SRV getting stuck on some bit of scenery.
The irritating thing is when a second wave of scavengers quietly lands while you're inside a building, and the first you know about it is when the SRV you parked outside gets destroyed. But at least Scarabs are cheap and this gives you a heads up before you go outside and get ambushed.
Outfit your ship with an SRV. Doesn't even need to be a fancy Scorpion, a Scarab works fine. Park your ship a few hundred metres from the mission objective and deploy the SRV. Pick the scavengers off one by one from a distance, preferably using the turret view for accuracy. You can usually gun them down long before they can get into range to fire back. If you do get shot at, you'll want to keep an eye on your SRV's power distributor to make sure you're keeping weapons and shields appropriately charged. You can also run enemies over, but this is more hazardous as there's a risk of them swarming you or the SRV getting stuck on some bit of scenery.
The irritating thing is when a second wave of scavengers quietly lands while you're inside a building, and the first you know about it is when the SRV you parked outside gets destroyed. But at least Scarabs are cheap and this gives you a heads up before you go outside and get ambushed.
Yes, this is what I have been doing, but I believe this doesn't count as 'on-foot' mercenary rank, and the bounties are about 1/30 as much as they are shooting them with hand guns... for me it's more about not gaining any Mercenary rank. Also I don't believe it counts much for any combat rank either. I think killing 1 Harmless NPC in a sidewinder is more valuable than killing 30 on-foot NPC's with your SRV. ( these numbers are just from my memory of getting about 900cr for running them over VS 30,000cr for killing with my gun and scanning... and I remember getting around 30-50k bounty for Harmless Sidewinders)
That's why I'm really wanting to get these suits and weapons configured properly to be able to take on 8 NPC's on foot in an open space with just a couple rocks around. This is really feeling like the hardest combat in the game for me.
Please correct me if I'm wrong about killing with vehicles not counting for Merc Rank...
As far as I've been able to tell - and I could be wrong here - the only thing that makes any appreciable difference to Mercenary rank is ground combat zones. My Merc rank stayed stuck at Defenceless (0%) despite completing dozens of on-foot salvage, reactivation, and courier missions. My scavenger kills from the SRV boosted my Combat rank instead. Not sure if killing them on foot did anything, if that resulted in any progress it certainly wasn't enough to be noticeable.
It's true the bounties you collect for it aren't much compared to ship-to-ship combat, but it does seem to award a decent amount of experience, as I've got about halfway from Dangerous to Deadly just from machine-gunning scavs.
I made a little rant because I'm new to the process of doing these mods and was surprised... Off topic so it's edited to be hidden.
This is really frustrating....
Is there a 'Roles' chart with meta suit and weapons builds, e.g. assassin, repair man etc., I'm not familiar with what missions are available in the bubble yet to know my path? (I hope it's not just 'Combat Zone', 'bio scan', and 'thief'.)
And is there any no-stress mat farming? Arias Mine and POI's are 'combat potential', not 'Watching TV friendly' and it looks like hundreds and hundreds of 'grind hours' coming, not looking to 'combat' all the grind hours.
-------------------------------------------------------------------------
Most of the rest if this post is ranting about grind... So just those first 2 questions...
As mentioned, I only started foot stuff 2+ weeks ago (beyond landing at the foot of a plant and scanning it). I tried looking up a 'Roles' chart like there used to be for Horizons Ships, that broke down every 'job' possible so I can begin knowing what direction to go with my suits. Unlike ships, where I have outfitted a DBX as a Core Miner for fun, switch it up for combat, then back to explorer... Suits are permanent! AND incredibly time consuming!
Listening to a lot of people around here and watching some vids, I put together this list of 5 suits...
Artemis (G3 *) to G5
-Improved Battery * (star means I already purchased with that mod)
-Jump
-Sprint
-Nite vis (or backpack still undecided)
Maverick Day (G3 *) to G5
-Quiet foot *
-Improved Battery
-Fast shield
-Damage resistance
Maverick night (G3 *) to G5
-Nite Vis *
-improve Battery
-Jump
-quiet foot
Dominator Day (G3 *) to G5
-Quiet foot *
-improved Battery
-Damage resist
-Fast Shield
Dominator Night (G3 *) to G5
-Nite Vis *
-Improved Battery
-Damage Resist
-Fast shield
Was about to type up my weapon plans too, but basically almost all weapons are G3 from the store...Plan is, all hand guns and SMG's to be silent indoors and out and large guns with stability and tight spread.. Everything stowed reloading pretty much...
Point is... I downloaded the material helper, entered in my plans and got this.......
Are you kidding me??? This is now after about 15-20 1 hour long 'restore the power' missions. And my storage is almost full and still can't do much...
Now I'm no stranger to engineering, I have about 50+ fully G5 engineered ships, All engineered weapons, modules, utilities, all Guardian ships, All guardian weapons (all sizes, including all mbooni modified, multiples of each weapon and size), some guardian modules, Tons of Tech broker FSD's and everything else.... Bottom line is I'm no stranger to 'The Grind'!
But this Odyssey gear grind is ridiculous. 431 Manufacturing instructions One mission at a time??? And it may not even spawn every time... Almost everything is 1 at a time... Seriously?! (I just learned about re-logging at the crashed nav/satellite today but that's still 400 relogs for 1 item? (500 re-logs @ a 75% spawn rate... to build 5 suits???
At least with ships, if you mess up a build (eg. Too much 'Overdrive' PLUS 'Monstered' on the Power plant, now your ship is taking heat damage on every jump) you can swap out and fix it.... But now to put in this much work on Suit builds, and NO possibility to correct... It's really making me question what I want to do, or if to just wait til the war is over. (the War changed a lot of people's combat, exploration and trade builds for anyone in the area. Will ground combat with thargoids make some of these builds useless???
And I know you guys don't know if thargoid foot war or whatever else is coming... I'm just venting. Ship grind feels fine, this kind of doesn't. (maybe it will grow on me)
An hour to do a restore mission? I've done over 140 of these and it takes me about 20 minutes on average and that's with fires and scavengers. Travel time adds to but not more the 5 either way.
First off, stop trying to finesse it, roll in with the SRV and either run the scavengers over or pick a spot shoot a couple and the rest will come running. And don't bother with any lockers that can't be lased open, they are usually worthless. Last night, in 4 hours, I did 7 restore missions and had to do one twice. 2 did not have any scavengers, 3 had 8 scavengers and 3 had 8 with 12 more landing later. I also upgraded a suit and hit the bartender 4 times to sell excess mats and trade for others. The app you're using will do an overlay to tell you which data is worthless and how many you have. It will also tell you, when you trade mats, what you have on your wish list so you can quickly trade what you don't need for what you do.
Secondly, you've created a mountain out of a molehill. You've got what looks like every mod for every weapon and suit. Cut it down, you'll only get frustrated trying to solve all of this. Pick one or 2 suits, 2 weapons and a pistol, think of what you enjoy doing first and work toward that goal. That is what I did. If you need some help along the way, pm me and I might be able to help.
Thirdly, ask around and find out what system is currently hot for doing restore missions in thargoid recovery zones. The biggest issue with these is if the system has been in recovery for more than a week it will have missions to settlements that are already restored. To prevent this, always look at the system map and verify that the settlement has an x over it. This only applies restore missions in thargoid recovery, other states will not show the x. The restore missions in thargoid recovery systems will drop mats at higher rates and the mission rewards will be better, a lot more rewards like manufacturing instructions and power regulators are offered quite a lot.
Fourthly, getting a few mods done to your suit can be a saver, definitely recommend getting the extra backpack capacity and reduced tool battery consumption can greatly speed up your time spent in the settlements.
Lastly, whenever you are in a station, always take a trip the counter at pioneer supplies, you never know what Santa left... I will take side trip when in a system to stop at a station that is close by to check them out, It really can be a leg up.
This thread is not about how hard it is to gather Odyssey materials. We all know how hard it is to gather them. This thread is about after gathering the materials how to use them wisely to upgrade our weapons for the best results in our play styles. Let's keep on the subject to engineer the best all around weapons all can enjoy. Want to complain about gathering materials? Start another thread. Let's move on.
not much, all it does is to increase the ID range from 50 to 100m and reduce the scanning time (visual not with the scanning too/cloner) from 1s to 0.1s
Wow, was totally forgetting about the Arc cutter, you're right I will have to have 2 Maverick suits... Ok solves that thought process. And if damage resistance won't help in fall, solves that thought process too... Thank you very much.
I now have 14 'off the shelf - suits with Mods' to experiment with... I'm just starting to be able to complete a 'Low CZ' without dying too much, So I plan to start doing the CZ's with all the pre- modded suits and weapons (including the Artemis) to try to gain appreciation for individual mods. So far I can not survive any Salvage or support mission on foot (scanning beacons, strip an SRV, or power restore)... As soon as scavengers start coming at me 3-8 at a time, it's lights out for me. I've even tried hiding under my prismatic shields of my ship, but they use disrupter shield grenades and get me... As a HOSAS user, I'm finding using the Mouse instead of one of my sticks helps, I had to re-map all controls to make anything combat related on my stick hand.
Yeah, I'm a Hosas user, I find that too many years of mouse and keyboard make it hard to make that transition. I use mouse and left stick, rudder pedals to control the SRV in combat mode.
I don't know if using the SRV will stop you from increasing you're combat rank. I will run down/shoot from the SRV, particularly when there are many scavengers as they tend to swarm you.
An hour to do a restore mission? I've done over 140 of these and it takes me about 20 minutes on average and that's with fires and scavengers. Travel time adds to but not more the 5 either way.
First off, stop trying to finesse it, roll in with the SRV and either run the scavengers over or pick a spot shoot a couple and the rest will come running. And don't bother with any lockers that can't be lased open, they are usually worthless. Last night, in 4 hours, I did 7 restore missions and had to do one twice. 2 did not have any scavengers, 3 had 8 scavengers and 3 had 8 with 12 more landing later. I also upgraded a suit and hit the bartender 4 times to sell excess mats and trade for others. The app you're using will do an overlay to tell you which data is worthless and how many you have. It will also tell you, when you trade mats, what you have on your wish list so you can quickly trade what you don't need for what you do.
Secondly, you've created a mountain out of a molehill. You've got what looks like every mod for every weapon and suit. Cut it down, you'll only get frustrated trying to solve all of this. Pick one or 2 suits, 2 weapons and a pistol, think of what you enjoy doing first and work toward that goal. That is what I did. If you need some help along the way, pm me and I might be able to help.
Thirdly, ask around and find out what system is currently hot for doing restore missions in thargoid recovery zones. The biggest issue with these is if the system has been in recovery for more than a week it will have missions to settlements that are already restored. To prevent this, always look at the system map and verify that the settlement has an x over it. This only applies restore missions in thargoid recovery, other states will not show the x. The restore missions in thargoid recovery systems will drop mats at higher rates and the mission rewards will be better, a lot more rewards like manufacturing instructions and power regulators are offered quite a lot.
Fourthly, getting a few mods done to your suit can be a saver, definitely recommend getting the extra backpack capacity and reduced tool battery consumption can greatly speed up your time spent in the settlements.
Lastly, whenever you are in a station, always take a trip the counter at pioneer supplies, you never know what Santa left... I will take side trip when in a system to stop at a station that is close by to check them out, It really can be a leg up.
Sorry Hoopla, but I had to help someone else... I know you'll understand.
Thank you. A lot has changed for me in a short period... Like many things in Elite, when you 'don't know', things can seem really big. I now complete settlements pretty quickly. Before the buildings were like a maze, OMG maps helped as well as getting familiar 'inside' the buildings. Learning 'how' to use Inara the 'right' way to find what I need involved figuring out 'what I need'. The material Helper app makes short work of knowing what I can leave behind so I'm not constantly back and forth to the SRV.... and like Mining, waiting to finish any extra waves of scavengers stopped me from constantly running to the front door to see if more scavengers were showing up.
I did experience the bug of settlements already powered in recovery systems... and have since experienced fighting my way out of bad situations.
When Hooplah mentioned 'We All did it' it kinda put thing into perspective and made me realize that, in a short time I'll be looking back on this as 'easy' and be engineering a suit a week for fun.
When Hooplah mentioned 'We All did it' it kinda put thing into perspective and made me realize that, in a short time I'll be looking back on this as 'easy' and be engineering a suit a week for fun.
Not so sure about the fun... But now that I'm getting the bulk of my upgrades done and materials gathered I'm feeling better about the game. To me, ship based engineering is easy, I've got my mat bins filled and engineers done. So in that perspective, foot based is in about the same place. I think I need a few more regulators and a bunch of patrol routes to finish up material gathering for the suits I have and what I have planned. I just need to switch gears, and work on Terra, her requirements not my strong suit at all, definitely going to be a stretch there... I'm better at whack-a-moleing it than finessing it!
So, my question to the group, does the Artemis suit offer a better jump range? I don't really have any need of one but I have 2, one with quite footsteps and the other with melee damage and better sensor range, I was thinking that the quite footsteps would be cool if it had a bigger jump range than the others. Other than that, I don't know what to do with the Artemis suit.
I don't really have any need of one but I have 2, one with quite footsteps and the other with melee damage and better sensor range, I was thinking that the quite footsteps would be cool if it had a bigger jump range than the others. Other than that, I don't know what to do with the Artemis suit.
Artemis is best used for Exobiology.
For settlement missions, not so much since the majority of them do require the Maverick's Arc-Cutter
There can be a case for using an Artemis in combat, especially in pvp - to make use of the better jump, however this doesnt really work against Laser/Kinetic combo because the more you stay in the air, the more exposed you are to laser/kinetic (although a jumpier approach does work to a certain degree against rocket and plasma)
So, if you are not really invested in Exobio and/or you dont have an excess of materials, dont engineer the Artemis
Yes, the Artemis has the best jump capabilities, Maverick is average and the Dominator is the weakest in terms of jump capabilities.
Artemis is best used for Exobiology.
For settlement missions, not so much since the majority of them do require the Maverick's Arc-Cutter
There can be a case for using an Artemis in combat, especially in pvp - to make use of the better jump, however this doesnt really work against Laser/Kinetic combo because the more you stay in the air, the more exposed you are to laser/kinetic (although a jumpier approach does work to a certain degree against rocket and plasma)
So, if you are not really invested in Exobio and/or you dont have an excess of materials, dont engineer the Artemis
Yeah, the limited ability to control the thrust direction poses a lot of issues with using the jump function with any suit in combat. I really wasn't thinking about the Artemis short term. I have 3 Maverick suits, 2 to grade 5 and one to grade 4, and I think 2 Dominator suits, both grade 5. I have the tormentor pistol and ar-50 and 2 aphelion guns to grade 5 nut little engineering on them. After I finish with my suit mods I will laser focus on them.
So here are my maverick suits, haven't finished the dominator loadouts or weapons yet...
The white boxes are yet to be added, night vision is likely to be a ways off. Jumpy is fun to used right now for scavenging small settlements... I'm thinking of changing out extra backpack capacity but I'm not sure what.... Superman is my main mission suit, works quite well for that, great for the odd scavenger or two... Assassin is what I intended to Terra Valesquez but with out the night vision... But the bases will be powered up...