The Odyssey Weapon and Suit Mechanics and Mods Thread.

Honestly, for general purposes I’d take a g5 Tormentor over a g5 Executioner. Faster rate of fire, more shots per magazine, more usable at close and mid ranges, the same 2 shot potential for the majority of enemies. All I have on mine so far is Stability and Noise Reduction and it seems plenty for 95% of combat. The exception is high CZs, where the Exe’s top end damage wins out overall.
 
Because once you get it, that part of Odyssey content is finished. No real replayability there. It's not like mods have life span, or some other mechanic that would make you return to engineers again. Unlike with 38 Ships there are only 3 suits, so its over pretty fast. And than l am like " Is this it"?
I never played Elite to get ships. I play Elite to do things with the ships.
The same applies to suits.
 
Because once you get it, that part of Odyssey content is finished. No real replayability there. It's not like mods have life span, or some other mechanic that would make you return to engineers again. Unlike with 38 Ships there are only 3 suits, so its over pretty fast. And than l am like " Is this it"?
You only have 3 suits?!?

I'm working on my 3rd G5 Maverick :LOL:
 
And what are you going to do with Maveric Suit? You got your mods and weapons - no longer need any drops at the settlements. And since Odyssey items drops not connected with Horizon in anyway - well you are done with Odyssey.
Now you choice - Space mission or Ground Mission?

I play whats fun and interesting

Ive been playing odyssey and enjoying scavenging gameplay killing pirates and scavengers and reactivating bases etc

Modding gear is just a sideline to do every so often when it takes my fancy.
To date ive only upgraded one suit and two weapons.
 
Because once you get it, that part of Odyssey content is finished. No real replayability there. It's not like mods have life span, or some other mechanic that would make you return to engineers again. Unlike with 38 Ships there are only 3 suits, so its over pretty fast. And than l am like " Is this it"?
Wait a minute! Do you think the grind is the game? So once you top 38 max engineered ships with few different setups you are done? And you are sad because there are just 3 suits to upgrade and 13 weapons to grind?

Let me tell you a simple truth:
People grind stuff so they wouldn't have to grind but enjoy the game.

And BTW, your arguments for pre-upgraded gear are completely irrelevant. Getting anything from g1 to g3 requires just half the materials to upgrade from G3 to G4.
 
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How does the reduced noise mods work in almost no atmosphere? or does it send a signal to the suit to go "shh, no one here so don't broadcast the sound"?
The materials for the audio masking mod do suggest that it's jamming whatever signals your suit sensors use to simulate sound in a near/vacuum.
 
Has anyone used a TK Aphelion with the Headshot Damage mod? It’s a stable weapon that handles well at base and is hitscan. It does well with shields but is terrible against suits, especially high end ones. I’m wondering if some extra head popping potential would make it more general purpose, albeit with the caveat of needing to hit heads.
 
Has anyone used a TK Aphelion with the Headshot Damage mod? It’s a stable weapon that handles well at base and is hitscan. It does well with shields but is terrible against suits, especially high end ones. I’m wondering if some extra head popping potential would make it more general purpose, albeit with the caveat of needing to hit heads.
G5 dominator have 80% thermal resistance. This means for each 10 dmg your aphelion makes the target will take just 2. Now do the math for g5 aphelion with head damage mod and tell us will
this works. With the high rate of fire I would say yes, this could work if you hit the heads consistently.
 
G5 dominator have 80% thermal resistance. This means for each 10 dmg your aphelion makes the target will take just 2. Now do the math for g5 aphelion with head damage mod and tell us will
this works. With the high rate of fire I would say yes, this could work if you hit the heads consistently.

What does the Headshot Damage mod do to the damage multiplier? It’s currently locked behind Smear Campaigns, so Inara has no clue at the moment. Someone would have to find one in the wild to see this.
 
Locked engineer do not mean we haven't found it on pre-upgraded gear.

And I have Uma Lazo unlocked. It is not hidden mod of Yarden Bond
 
I paid close attention to my Stable Tormentor pistol today. It’s one projectile per click (so no auto fire) and there’s an unavoidable delay between firing even if you spam the fire button. With ADS it’s quite accurate, and even with base falloff you can do some damage from a surprising distance.

I also have a G5 Tormentor with Greater Range, Stability and Silencer (still not decided what the 4th mod will be)
And i can confirm that Stability works nicely for Tormentor. The recoil reduction is noticeable and I can accurately fire 2 shots in a quick succession for easy NPC kills - they usually dont get to move after the "i'm hit" animation.
For the 4th mod i'm split between Stowed Reloading, Magazine Size, Hip Fire Accuracy, Faster Handling or why not, even Audio Masking - assuming it stacks with Silencer

Also, i have a G5 Aphelion with Headshot Damage.
Not exactly sure what to put on it further on.
Considering Scope, Range and maybe Stability - although the recoil is already small and it will probably not not gain much. So if not Stability, maybe Handling? - the intention is to use it as a proper sniper hitscan - damage is decent assuming i get those headshots. Magazine size is also an option and so is Stowed reloading.
 
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