Newcomer / Intro What are you up to?

They all look good to me but it depends on what your plans for each build is.

I think that's the key thing - what are you going to use the Maverick for, for example? I initially levelled up my bought L3 Maverick to allow me to gather mats in order to do all the other stuff, so I took lots of power-ups and settlement raids where after the combat you get to loot the whole settlement at your ease. For that I'd suggest swapping the reduced tool mod for jump assist, so that you can get up high before unpacking your Executioner....
 
I think that's the key thing - what are you going to use the Maverick for, for example? I initially levelled up my bought L3 Maverick to allow me to gather mats in order to do all the other stuff, so I took lots power-ups and settlement raids where after the combat you get to loot the whole settlement at your ease. For that I'd suggest swapping the reduced tool mod for jump assist, so that you can get up high before unpacking your Executioner....
Settlement raids aren't really on my agenda, at this point of time.
The equipment is for now thought to improve my survivability on crash sites with a threat level above 0.
 
Finally got around to make those personal equipment build tables I was talking about...
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Let me know what you think about these.

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I should mention that none of these are made with the intention to jump into a CZ and survive.
All I want is to be able to do on foot missions with a threat level higher than 0 as well as visiting Thargoid ground structures and survive.
My two cents: Any kind of engineering on an Artemis suit is a complete waste of time and materials. You're never outside long enough to justify any of it. What's more, you can run lights in the open when you're exploring, so there's no need for any night vision or anything of that nature.

Night vision is also a waste of materials on the Maverick suit unless you plan on doing combat in it. Whenever I'm in mine, it's just a reboot mission or something like that, so I can just turn on the head lamp. The only suit I'm planning on putting night vision on is the Dominator for combat.
 
So I visited a system with an Ammonia Giant with Life and as expected from a thread elsewhere the landable world with bios on it also had a Non Human presence on it.
Now I have seen that indication before but this time it was in a location with multiple bios so after sampling some of them I went to take a look.

There was a broken probe with targetable fragments surrounding it, as these were materials I decided to collect them of course as this was in my bio sampling Hauler I didn’t have an SRV. Which meant after a short delay to switch on the Cargo Hatch I deployed the scoop and tried to remember the tricks of ground scooping with a ship.

An interesting break from the routine of exploration.
 
My two cents: Any kind of engineering on an Artemis suit is a complete waste of time and materials. You're never outside long enough to justify any of it. What's more, you can run lights in the open when you're exploring, so there's no need for any night vision or anything of that nature.
I've fallen into crevices and down hills often enough to say with confidence that jump assist on the Artimis was a great investment on my Artemis suit. Also, with the new spire sites, upgrading and engineering on the Artemis becomes more helpful. Also also, with the smaller ships, the benefit of leaving the lights on to illuminate the area is very small. My Artemis has sprint, jump, NV and reduced battery usage, and I wouldn't want to miss it. If I lost it, I would engineer it again this way.

Night vision is also a waste of materials on the Maverick suit unless you plan on doing combat in it. Whenever I'm in mine, it's just a reboot mission or something like that, so I can just turn on the head lamp. The only suit I'm planning on putting night vision on is the Dominator for combat.
I think a lot of people do it like me; my Dominator suits only come out for the heaviest of combat, i.e. high on-foot CZs. For all things settlement combat, I use a Maverick. I have one Maverick that has NV along with quieter footsteps, sprint and jump, and it's great for picking off Scavengers in the dark. Or everything else. Allows me to find and perch on the highest spires to pick off all targets before they even know I'm there even if it is pitch black.

Fun fact: You can turn on your headlamp mid combat and the NPCs don't care. They can't see it. But for my own vision, I prefer NV very much to using the flashlight. In fact, the dynamic lighting stuff often makes visibility worse with the flashlight on.
 
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My two cents: Any kind of engineering on an Artemis suit is a complete waste of time and materials. You're never outside long enough to justify any of it. What's more, you can run lights in the open when you're exploring, so there's no need for any night vision or anything of that nature.

Night vision is also a waste of materials on the Maverick suit unless you plan on doing combat in it. Whenever I'm in mine, it's just a reboot mission or something like that, so I can just turn on the head lamp. The only suit I'm planning on putting night vision on is the Dominator for combat.
I find the torch uses more power than I am comfortable with so when I was buying my suits I made a point of looking for ones with Night Vision.
I can be out in my Artemis quite some time when bio sampling if there enough short sample distance plants around, in fact I was getting power warnings before I got back to my ship recently.

Note no engineers or mats have been involved with any of my on foot kit.

Like so many things in the game it is less about the right or wrong way but what you are more comfortable with.
 
My two cents: Any kind of engineering on an Artemis suit is a complete waste of time and materials. You're never outside long enough to justify any of it. What's more, you can run lights in the open when you're exploring, so there's no need for any night vision or anything of that nature.
I would like to disagree on this part. First off, the visual range of the flashlight is very limited and almost useless in pitch black. I've found myself stumbling around in the dark after disembarking from the SRV, unable to find the bio I parked right next to. (When I'm searching for bios in the dark, I often tend to turn off the lights of my SRV and use only night vision to navigate.
And I find night vision as very helpful to make out distant plants in unfavourable visual conditions.
Also, the other mods seem quite helpful if you are like me and forget to take some batteries and such with you while strolling around.
And, as Helmut said, at the spire sites, you might want to leave your SRV in the hangar, at times, and explore the site on foot.
 
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They all look good to me but it depends on what your plans for each build is.

For the Dom suit, I would have considered improved battery cap over jump assist for CZ use for instance. On the executioner build, those mods are great for sniping (same as mine iirc) but not so great inside a building taking out tech's (again, for instance).

Yep, the Executioner already has the best range / scope in the on-foot game, good enough for most “sniping” one might do in a settlement - with the extra scope, it can actually get a bit unwieldy for even mid-range sharpshooting, which it already excels at… tbh, i’d recommend starting with extra magazine size (or fast reloading) on a first Exie build, so that you have 5 rather than 3 shots between reloads :]

And as with all weapons (and suits too), I’d recommend upgrading them as quickly as you can gather the materials, but take your time with and consider the mods carefully as they are ofc not swappable once added!
 
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Yep, the Executioner already has the best range / scope in the on-foot game, good enough for most “sniping” one might do in a settlement - with the extra scope, it can actually get a bit unwieldy for even mid-range sharpshooting, which it already excels at… tbh, i’d recommend starting with extra magazine size (or fast reloading) on a first Exie build, so that you have 5 rather than 3 shots between reloads :]
My Executioner has the scope, mag size, audio masking and stowed reloading, and I designed it for rooftop sniping. I love it. But to be honest, you I should not need mag size for rooftop sniping; if you I miss, firing a second shot while your target is alarmed is the worst thing you I can do, so technically you I should have all the time in the world to reload.

(Edited to make it more clear what I meant)
 
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I would like to disagree on this part. First off, the visual range of the flashlight is very limited and almost useless in pitch black. I've found myself stumbling around in the dark after disembarking from the SRV, unable to find the bio I parked right next to. (When I searching for bios in the dark, I often tend to turn off the lights of my SRV and use only night vision to navigate.
And I find night vision as very helpful to make out distant plants in unfavourable visual conditions.

Absolutely, Night Vision is almost indispensable for ExoBio, for seeing into shadows and highlighting terrain detail - even though one will seldom use it in complete darkness, unless one actually chooses or has no option but to hunt samples on the night side of a planet… (happens when the “day” side is just too hot to disembark) …likewise enhanced jump assist and extended sprint are incredibly useful for getting about where even SRV’s struggle to reach, as well as just making the whole on foot experience a lot better due to improved athleticism!

The suit has three batteries built in, so the fourth mod on my explorer Artie is actually damage resistance - for when leaping across chasms / rock scrambling / geyser jumping results in a really hard fall with complete shield fail ;]
 
My Executioner has the scope, mag size, audio masking and stowed reloading, and I designed it for rooftop sniping. I love it. But to be honest, you should not need mag size for rooftop sniping; if you miss, firing a second shot while your target is alarmed is the worst thing you can do, so technically you should have all the time in the world to reload.
It’s not just for sniping, but sharpshooting… and i would strongly recommend the extra mag (or improved reload) until one really gets the feel & timing of an Executioner!

…next up: add faster handling (it’s like lugging a bazooka around otherwise), preferably with combat movement speed on the suit, to liven things up a bit :]
 
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I would like to disagree on this part. First off, the visual range of the flashlight is very limited and almost useless in pitch black. I've found myself stumbling around in the dark after disembarking from the SRV, unable to find the bio I parked right next to.
Well, I'm elite in Exo, almost to Elite I and Elite 5 in Exploration and I never had even the slightest need for any of it. Longest I was ever outside the SRV was around 45 seconds, and that was when I would walk from one sample to the next because it was close enough to walk to.
 
You are seriously under-utilising a very fine weapon imho :)
It was a bit of a lie, too ;). Eventually I get bored and come down from the rooftop, and then I use the Executioner for "active" combat too, paired with a Tormentor. And then I'm glad I have stowed reloading and five rounds. Stowed reloading is the real star though; I have it on all my weapons. It's so great to always pull a fully loaded weapon out.
 
ALL UR SPACE PORTS ARE BELONG TO NOONS

Penny is leaving the Thraikai AA-A H3 Nebula
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Skirting the edge of Vulcan's Gate then headin on down to the Dehoae AA-A H56, seen here from 1,969LY.
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I think the Dolphin is the most suitable ship for exobiology. Seems to be able land in all sorts of cramped spaces and isn't afraid of craggy terrain:

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Incidentally...

A question if I may: I'm using Elite Observatory (wonderful tool) but it does sometimes say "may host a marked biological" (or words to that effect). What exactly is a "marked" biological?
It’s something that you have not seen yet, possibly. The program tries to help.
 
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