Cant wait for Combat 2.0

sure you can, and yes, thats what i wish the Executioner would be.

but why cant i for example cut open the Base Turrets and override the Friend or Foe targeting? Why cant i use Mines?

Yes, yes we do.
Dominator has 30 Health
-50% Kinetic Resist
0% Thermal Resist
60% Plasma Resist
15MW Shield
1.10 MW/S regen

Artemis has 30 Health
-70% Kinetic Resist
-20% Thermal Resist
39% Plasma Resist
12.0MW Shield
0.88MW/s regen

Maverick has 30 Health
-60% Kinetic Resist
-10% Thermal Resist
50% Plasma Resist
13.5MW Shield
0.99MW/s Regen

According to those stats grade 1 unshielded Dominator should survive one shot from Grade 5 Executioner 44.7 * 0.6 = 26.82

And I am certain this is not true.
 
Muh sphere of combat, where in the conflict zones in a space sim game you don't get SRV's or spaceships involved in the combat (unless you organise it yourself or pray that other commanders will be there)
 
Of course they can. I'm talking about PvP combat. Besides you got a jetpack not to ignore it. Give NPC's the ability to use them as well. No need to cripple a player because an NPC can't do it. NPC's can do so much more in game with their ships, so the current state only seems fair to me.

You got a sniper rifle in the current game and thats fine. Yes, its a useless boom stick, I hope they keep it that way. I didn't flew 10 minutes to a combat zone to be removed from it again in 2 seconds by a one shot camper thankyouverymuch.
Heh, I'd actually be happy if they added an actual sniper rifle. The Exe is not a sniper rifle (it's most effective at close to mid range). There is no sniper rifle in Odyssey. But the exe is an amazingly fun weapon and that's all that matters about that.

Still, a sniper would be fine. A proper one.
 
Sure, but atleast SOME impact would be nice. Engineering should be about adapting a Weapon, tweaking them, not making them Overpowered. Thats what Upgrading them does. Those Mods are expensive and permanent. Not having an effect at all is just...bad
Measure "some".

My G5 fully modded Executioner will be an utter beast. Doubly so when paired with another exact copy of it. More so when I add my G5 Tormentor into the mix. Now, take away stowed reloading, extended magazine and faster handling from that equation (all three of them will feature those three mods) and suddenly you've got a much less deadly setup that requires significant downtime to reload. Add in the increased hip accuracy mod they'll all have and it'll allow me to switch seamlessly between run and gun and rapid, mid range precision sniping.

I fail to see how the mods have less than "some" impact. It'll be huge when I'm done with it (have you actually tried all the mods yet?) And my option is not a cookie cutter mould either! I seriously doubt many will go for the same loadout as me. For me, this is priceless.

Throw in rapid fire or "magnum rounds" for increased DPS and who would choose not to use those two mods on every weapon?

Is that what you think the game needs?
 
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I've not played with engineering yet, but from what I've seen posted something like the scope on the Executioner is a good tweak.

Doesn't make a round anymore dangerous, but give a 2.5x zoom making it much easier to line up a headshot.

IMO, engineering should be about adapting your ship/suit/weapons to your preferred playstyle, enhancing your skills, not increasing raw numbers.
yet you dont need a headshot with the exe.
i agree that it could be great once you have added both the silencer mods on it, to remain hidden and snipe unshielded, unmoving targets...but even the base-scope is already "good enough" even though its not a scope.
 
Measure "some".

My G5 fully modded Executioner will be an utter beast. Doubly so when paired with another exact copy of it. More so when I add my G5 Tormentor into the mix. Now, take away stowed reloading, extended magazine and faster handling from that equation (all three of them will feature those three mods) and suddenly you've got a much less deadly setup that requires significant downtime to reload.

I fail to see how the mods have less than "some" impact. It'll be huge when I'm done with it. And my option is not a cookie cutter mould either!
for example:
Greater Range on Executioner? No effect. 100 -> 150m range without a velocity increase.
Faster Reload on my Rocket Launcher is barely noticable.
Higher Accuracy or Stability are pretty much useless on the Lasers. Atleast my unmodded G3 Aphelion has pinpoint Accuracy and no Recoil
Audio Maskin on Rocket Launcer? I really dont need to say what happens when it impacts, right? They dont hear the initial launch, but holy thargoid do they go full alert once it hits something.
 
for example:
Greater Range on Executioner? No effect. 100 -> 150m range without a velocity increase.
Faster Reload on my Rocket Launcher is barely noticable.
Higher Accuracy or Stability are pretty much useless on the Lasers. Atleast my unmodded G3 Aphelion has pinpoint Accuracy and no Recoil
Audio Maskin on Rocket Launcer? I really dont need to say what happens when it impacts, right? They dont hear the initial launch, but holy thargoid do they go full alert once it hits something.
Begs the question: How good can you really hear in tenuous atmosphere?
 
for example:
Greater Range on Executioner? No effect. 100 -> 150m range without a velocity increase.
Faster Reload on my Rocket Launcher is barely noticable.
Higher Accuracy or Stability are pretty much useless on the Lasers. Atleast my unmodded G3 Aphelion has pinpoint Accuracy and no Recoil
Audio Maskin on Rocket Launcer? I really dont need to say what happens when it impacts, right?
I did say above that some mods aren't as useful and even used the longer range one as an example, along with a suggestion how it should be fixed.

Nothing you said there discounts my point, just highlights some minor issues that could be made better (which I don't unilateraly disagree with).
  • Recoil, I've not used so cannot comment on (would be pointless for the exe and so I agree it needs more thought). The problem with anti recoil mods is that they need weapons to have a lot of recoil to be useful and not a lot of Odyssey's weapons have that. I suspect that you'd hate it if they did, too. I think there's room to add more recoil to weapons if continuously fired. If the exe didn't reset perfectly to the same pixel in time to be shot again (i.e. if it deviated) then I'd hate that hah. But it would make the anti recoil mod worth it. Tough one to get right.
    • If more recoil is added, then all shield and suit health values (all the way up to fully modded and upgraded) should be universally reduced so that the bullet sponge effect isn't made worse by lower accuracy.
    • I'm all for this. Just can't see it happening.
  • Range, already covered and agreed it's not useful now but could be
  • Faster reload needs to be improved, agreed. It's too slight to make it worth using over stowed
  • Higher accuracy I disagree with you a lot. It benefits hip firing and I'll bet if you actually test it then you'd agree too (it's easy to test I did a video on it for the exe and it's so obviously better and I love the mod)
    • Caveat, weapon spread could be much wider for some automatics if fired full auto, to make this mod more worth it.
  • Both silencers for the RPG are moot. It's like the scope for the shotgun. Having a fringe case that renders a mod useless by design does NOT mean you shouldn't have the mod (or that the mod should be made useful for that fringe case). However!!! Caveat incoming:
    • I do think that no one should show up as a red dot on the radar unless they make sound. And adding both silencers to a weapon would mean your position should not be possible to glean without following the tracers.

This is all useful discussion. And it's not perfect and can be enhanced and evolved. But it's not "critical". Nowhere near.
 
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I'll probably get told that needing to upgrade to remove obstacles is "bad" (and I'll pre-respond to that in the last sentence of this post, below) but a ton of what you just said bleeds away the moment you start customising your weapon. I've just got stowed reloading and that'll instantly remove the issue of switching to an empty magazine. Faster handling makes switching weapons so fast. Extended magazine increases the time you get to spend between reloads. And the increased damage of upgrading to G5 makes "bullet sponge" a thing of the past.
I haven't done any upgrading yet - other than finding pre-upgraded items - but I'm ok with the above. Far better to have meaningful and useful upgrades, rather than starting off with decent weapons and making them massively OP as you progress.

Only qualm would be - initial combat without any upgrades needs to be fun, in its own right. Perhaps for that reason - they should highlight better which CZs are Low/Med/High so those with non-upgraded gear can see the difference and avoid the higher difficulty CZs. And perhaps offer Extreme difficulty CZ (spongier sponges? NPC with jetpacks?) which gives a good 'target' for those who want a reason to upgrade their weapons all the way.
 
I haven't done any upgrading yet - other than finding pre-upgraded items - but I'm ok with the above. Far better to have meaningful and useful upgrades, rather than starting off with decent weapons and making them massively OP as you progress.

Only qualm would be - initial combat without any upgrades needs to be fun, in its own right. Perhaps for that reason - they should highlight better which CZs are Low/Med/High so those with non-upgraded gear can see the difference and avoid the higher difficulty CZs. And perhaps offer Extreme difficulty CZ (spongier sponges? NPC with jetpacks?) which gives a good 'target' for those who want a reason to upgrade their weapons all the way.
Being able to see CZ intensity on the HUD (when approaching) on the HUD in the battle (tab) and also on our system maps would help a lot.

Low instensity suits G1 perfectly well.
 
Yeah, the point is: When there is barely medium to transmit noise, what good is a suppressor?
I don't think you understand the two noise cancelling mods. One works when inside and pressurised, one works outside. The former suppresses sound. The latter disables the nearby suits' ability to detect the simulated sound we hear of stuff happening in space (which we otherwise wouldn't hear).

Now, I don't know if anyone actually bothered to test the L6 with the audio masking mod but, in theory, even its explosion should be undetected by our suits. So, in theory, audio masking should work to keep a L6 rocket and impact silent (because they absolutely would be without our suit simulating the sound).

Has anyone tested this? I do hope they have if we're having a discussion about how useless it supposedly is.
 
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I did say above that some mods aren't as useful and even used the longer range one as an example, along with a suggestion how it should be fixed.

Nothing you said there discounts my point, just highlights some minor issues that could be made better (which I don't unilateraly disagree with).
  • Recoil, I've not used so cannot comment on (would be pointless for the exe and so I agree it needs more thought). The problem with anti recoil mods is that they need weapons to have a lot of recoil to be useful and not a lot of Odyssey's weapons have that. I suspect that you'd hate it if they did, too. I think there's room to add more recoil to weapons if continuously fired. If the exe didn't reset perfectly to the same pixel in time to be shot again (i.e. if it deviated) then I'd hate that hah. But it would make the anti recoil mod worth it. Tough one to get right.
    • If more recoil is added, then all shield and suit health values (all the way up to fully modded and upgraded) should be universally reduced so that the bullet sponge effect isn't made worse by lower accuracy.
    • I'm all for this. Just can't see it happening.
  • Range, already covered and agreed it's not useful now but could be
  • Faster reload needs to be improved, agreed. It's too slight to make it worth using over stowed
  • Higher accuracy I disagree with you a lot. It benefits hip firing and I'll bet if you actually test it then you'd agree too (it's easy to test I did a video on it for the exe and it's so obviously better and I love the mod)
    • Caveat, weapon spread could be much wider for some automatics if fired full auto, to make this mod more worth it.
  • Both silencers for the RPG are moot. It's like the scope for the shotgun. Having a fringe case that renders a mod useless by design does NOT mean you shouldn't have the mod (or that the mod should be made useful for that fringe case). However!!! Caveat incoming:
    • I do think that no one should show up as a red dot on the radar unless they make sound. And adding both silencers to a weapon would mean your position should not be possible to glean without following the tracers.

This is all useful discussion. And it's not perfect and can be enhanced and evolved. But it's not "critical". Nowhere near.
oh i did not want to "discount" your point, just deliver some examples.
some mods really are good.
in my setup i will use Noise Suppressor, Audio Masking, Greater Range (hoping for the buff), and either Scope or Magazine.

also you are right about accuracy. i forgot that they changed it to hipfire in U2. in U1 it was just called Higher Accuracy, not Higher Hipfire Accuracy.

and i heard that the scope on the shotgun actually tightens the spread.

Now, I don't know if anyone actually bothered to test the L6 with the audio masking mod but, in theory, even its explosion should be undetected by our suits. So, in theory, audio masking should work to keep a L6 rocket and impact silent (because they absolutely would be without our suit simulating the sound).

i did, and as mentioned previously, the launch is silent, but the impact was heard by them.
after i launched the second one though everyone knew where i was
 
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i did, and as mentioned previously, the launch is silent, but the impact was heard by them.
after i launched the second one though everyone knew where i was
That should change then. It'd be quite a funky quirk of the mod being useful outside where its counterpart isn't inside and no one could argue against it from a lore standpoint (because it's a nonsense handwavium thing anyway, it just makes the game more fun to have sound in space and so we should just roll with that for things like this).
 
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