The Odyssey Weapon and Suit Mechanics and Mods Thread.

Righty ho, lads and lasses. I'm about to kick off combat zones, having focused primarily on stealth since getting into Odyssey, and need some tips for loadouts. Currently have a G4 Dominator suit with extra ammo capacity, and am planning on faster shield regen, probably combat movement speed?

G3 Aphelion unmodded... maybe adding faster handling and magazine capacity?
Second slot, dunno. Currently have a G5 Executioner with audio masking and magazine capacity, but think I need a kinetic weapon in there... or maybe the L-6?
G5 Torrmentor... currently with noise suppression for stealth, probably adding magazine capacity and stability as well... maybe higher accuracy?

Any other suggestions?
 
Go full doomslayer. Get an L-6 (stowed reloading and faster handling really help this one), and shove an Intimidator in your other primary slot.

Don't bother with stealth in CZs. You get free infinite respawns and NPC support which lets you really dial up the aggression compared to a settlement raid.
 
Righty ho, lads and lasses. I'm about to kick off combat zones, having focused primarily on stealth since getting into Odyssey, and need some tips for loadouts. Currently have a G4 Dominator suit with extra ammo capacity, and am planning on faster shield regen, probably combat movement speed?

G3 Aphelion unmodded... maybe adding faster handling and magazine capacity?
Second slot, dunno. Currently have a G5 Executioner with audio masking and magazine capacity, but think I need a kinetic weapon in there... or maybe the L-6?
G5 Torrmentor... currently with noise suppression for stealth, probably adding magazine capacity and stability as well... maybe higher accuracy?

Any other suggestions?
If you're going for low CZs, you're MORE than ready!

Since you've not done any CZs yet (from what I understand from your post), forget everything - you don't need any of it. I'm a kak-handed non FPS player and only lost 1 'life' in my first 10 CZs.

Forget mods - they'll be a crutch for you, otherwise.

Get in there, get dirty, and learn how to shoot - that's your primary objective. Mods won't help other than make later, harder CZs even more harder for you.

Don't bite the bullet - make your targets do that for you.

PS let us know how you get on!
 
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Great thread. Let me add to it.

I've invested lots of time lately in to making:

Manticore Tormentor
  • Stability
  • Fast Handling
  • Audio Mask
  • Noise Suppress

Manticore Executioner
  • Scope
  • Magazine
  • Fast Handling
  • Audio Mask

Maverick Suit
  • Extra Backpack
  • Extended Battery
  • Jump Assist
  • Night Vision
Mainly aimed at getting materials! but also to have some fun on the side (it's all rather murderous though isn't it).

Comments I'd make:

  • Initially I used Executioner a lot but I've found the Tormentor to be the natural go-to apart from long range where the Executioner excels.
  • Tormentor is lethal (1 shot shield, 1 shot kill) and with six shots in the case I can take three enemies down fairly quickly.
  • Tormentor is FAST. The fast handling mod is splendid.....take cover, pop up and thanks to fast-handling quickly get in to sights, fire of a shot. Then thanks to the stability I can quickly get a second shot off which with good aim means I've taken an enemy down in 1-2seconds. Back in to cover. REPEAT. Superb. I see four or five enemies swarming towards me and I know I should (should) be ok.
  • Executioner at range is a beast. Personally I have to work on hitting moving targets....
  • Suit-wise the battery and backpack are solid Quality-of-Life improvements and I whole-heartedly recommend them - you will benefit from them pretty much all the time. I was initially reluctant to "waste" the slots on these, but honestly speaking I think the options in suit engineering is not really that great so in the end I went for these two.
  • Jump assist is probably the single best modification I've done. The speed of exiting a risky situation is very useful and the satisfaction of going along the rooftops is fairly strong. Also there's some fast, stealthy movement on offer.
  • Finally night vision I overlooked for a while, however (and it's of course obvious) I can really see enemies in bad light so much better. Honestly now I think I prefer settlements in darkness with it. Also adds to strong sense of atmosphere and stealth which is a big kicker for me.
  • Combining the silenced nature of the weapons with the jumpy/night-visiony suit has made for a pretty potent and exciting gameplay set up.
Next steps are to enjoy the fruits of my labour for a while and then plan a Dominator suit and layout. My only disappointment is that I cannot equip two Manticore Tormentors. The dream pair of Tormentors would be modded with:
  • Fast Handling
  • Stowed Reload
  • Stability
  • One more maybe range, or else magazine.
I've not really had much joy with lasers and kinetics but I'll continue to read other's experiences with interest.

Because I am first and foremost an explorer I have also engineered my first effort at an Artemis suit:
  • Jump Assist
  • Night Vision
  • Extended Battery
  • Reduced Tool Battery Consumption
I've no experience yet using it so it remains to be seen if the battery mods are useful or if any other mods would have been better. I aim to get out in to the black later this year and full explore this exploration suit while exploring. If you get my drift.

Any questions feel free to add me in game,

CMDR Evoflash
 
Small update, I'm working on a Dominator suit to use with the Down To Earth Astronomy spec'd Manticore Intimidator Shotgun in CZ so I can work on my Merc rating (!)...

Dominator Suit
  • Damage Resistance
  • Extra Ammo Capacity
  • Improved Jump Assist
  • Night Vision

Manticore Intimidator
  • Greater Range
  • Reload Speed
  • Scope
  • Magazine Size
Watch the youtube video on the gun....it's jaw dropping.
 
I've finally put together a laser/kinetic combo of the two carbines, with faster handling and stowed reloading, they work nice against scavs and settlement guards for those occasions when I really can't be bothered with the stealthy approach but I've yet to take them into a CZ. Wondering what to put in the other two slots - anyone with experience with 'em got any recommendations?
 
I've finally put together a laser/kinetic combo of the two carbines, with faster handling and stowed reloading, they work nice against scavs and settlement guards for those occasions when I really can't be bothered with the stealthy approach but I've yet to take them into a CZ. Wondering what to put in the other two slots - anyone with experience with 'em got any recommendations?
For kinetic - headshot damage, stability (or scope)
For laser - stability, hip fire accuracy

I dont know, just saying :)
 
The AR-50 is lovely with Stability. I believe mine has head-shot damage, stability, and faster handling.

My Aphelion has scope, faster handling, and mag size. I kinda hate that mag size gets you 38 shots, and not a round number. The scope is underwhelming for a sniper, but perfect for a combat rifle...

Oh, and faster handling makes swapping between the two smooth as butter.

Any ideas for the final mods? Greater range for the aphelion? And maybe mag size for the AR-50?
 
I had an idea about that. The electrical attack should be a stun, not a kill, and it should have a time limit on its effectiveness. At least 5 minutes, but up to 10 minutes. The uncertainty makes it interesting, especially if you have to stick around longer. If you managed to overcharge an NPC when they’re unaware, they wake up in “mildly alarmed” mode but then get on with their lives. If you overcharge someone who sees you they’re still out for the 5-10 minutes, but when they awaken the settlement alarm WILL go off.

If another NPC discovers the unconscious person then they revive and react just like above, according to whether they saw you or not. “I just passed out, dunno what happened” vs “Some dude in a very ARX expensive suit just zapped me, red alert!”

This gives you a 5-10 minute window to accomplish missions that require stealth and/or non-violence and then get out before all hell breaks loose.

I’m flexible on the time limit, but I feel strongly that it should have some uncertainty so you can’t just “turn off” a settlement’s personnel and then scamper around.
I love this idea… unfortunately I’m given to understand that the content ratings in place in Europe make it impossible. For some reason, it’s considered worse in that rating system to be able to kill someone you’ve knocked out than it is to just kill them every time. At least, that’s what I read here.

I was happily zapping my way through heists before I got a look at my “murder count” in the codex. No more. Now I’m taking the time to map out patrol routes and trying to Splinter Cell my way through this stuff.
 
Now I’m taking the time to map out patrol routes and trying to Splinter Cell my way through this stuff.
Meh. Kill ‘em all and let the Flying Spaghetti Monster sort ‘em out. If they weren’t as verbally hurtful to me on arrival, I may think differently, but the thousands of abusive guards I’ve encountered… they've brought the wrath of my Executioner on themselves!
 
Meh. Kill ‘em all and let the Flying Spaghetti Monster sort ‘em out. If they weren’t as verbally hurtful to me on arrival, I may think differently, but the thousands of abusive guards I’ve encountered… they've brought the wrath of my Executioner on themselves!
To each their own. My favorite missions are the ones where I slip in, disable alarms, make my way to the MacGuffin I’m meant to steal without being seen or laying a finger on anyone, then firing up shields right as the containment chamber opens as everyone within fifty meters opens fire on me and sprinting back to my ship making the Three Stooges “whoop-whoop-whoop-whoop-whoop!” noise all the way as bullets and lasers glance off of me.

Granted, I’ve got some ideas for an assassin built I might be putting together in the near future. Will need to find another unmodded Executioner to tinker with though, gonna aim for Scope, Long Range, Audio Masking, and either stowed reloading or magazine size depending on what I find character-appropriate. I find that I’m coming up with characters to roleplay (and gear to outfit them with) instead of minmaxing things, just switch holo-me’s when I want to “be” someone else.
 
In this thread we discuss how our favorite suits and weapons work and what the various mods do for them.

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.

Non-Stable Tormentors have a pronounced recoil, but with enough time it does return to your original aim point. With fire button spam you can get another projectile out before it reaches that aim point, however.

With Stability on board there’s just a tiny little hop upwards after you fire, after which it returns to the same pixel you left. This meant that I could spam the fire button and it would always fire at the earliest opportunity right where I was aiming.

This sort of discussion seems to be a welcome thing, so have at it.
I wanted to post here because this thread is among the first sources on Tormentor mods coming up in search.

I trusted the OP and installed Stability on my G4 Tormentor. It made ZERO perceived difference compared to a regular, unmodded gun. The recoil is absolutely the same, and the time to return to the same aiming spot is the same as without the mod.

So, to anyone thinking about installing Stability on their Tormentor, think again. It seems like a waste of a slot. Maybe it got changed over the patches, I don't know. Point is, right now it's pretty pointless.
 
I wanted to post here because this thread is among the first sources on Tormentor mods coming up in search.

I trusted the OP and installed Stability on my G4 Tormentor. It made ZERO perceived difference compared to a regular, unmodded gun. The recoil is absolutely the same, and the time to return to the same aiming spot is the same as without the mod.

So, to anyone thinking about installing Stability on their Tormentor, think again. It seems like a waste of a slot. Maybe it got changed over the patches, I don't know. Point is, right now it's pretty pointless.

I just did a test comparing a non-stable Tormentor to a stable one. Something has changed since the last time I paid attention to this stuff.

The difference between stable and non was noticeable when I was firing repeatedly without ADS. The amount of aim point climb (which is what stability is supposed to prevent) between shots was more pronounced with the non-stable one, although it wasn't much of a difference.

With ADS there was no difference whatsoever, which is definitely a change. In each case the weapon snapped back to true aim very quickly.

Not sure if this is a bug fix, a new bug, or what.
 
I just did a test comparing a non-stable Tormentor to a stable one. Something has changed since the last time I paid attention to this stuff.
...
With ADS there was no difference whatsoever, which is definitely a change. In each case the weapon snapped back to true aim very quickly.

Not sure if this is a bug fix, a new bug, or what.

How can this not be a bug if adding a mod makes no difference in the behaviour this mod was supposed to affect? ADS is basically a must for Tormentor (unless also using the hip-fire accuracy mod), so if there's no difference in stability between modded and unmodded gun in ADS, the mod must be broken. The fact that you recall there once existed a noticeable difference, further proves that this is a bug, likely introduced in one of the later patches.

I think we should add this to the issue tracker. If anybody can make a video comparison that would be best.

Or, I dunno, let people enjoy their unmodded Tormentors as if having a free Stability mod, and the rest of us lament the wasted mod slot/mats.
 
Got a G5 L6 rocket launcher with mag size, stowed reloading and faster handling mods. Any suggestions for the last mod slot will be appreciated. Will be mostly using the launcher mostly in conflict zones.
 
Doesn't feel that necessary for the L-6 if you have Stowed Reloading already. There really isn't a useful mod beyond the three he listed, I just threw Audio Masking on it for comedic effect.

It really helps with the reload timer
It affects stowed reloading times too... which is useful for a dual L-6 setup
 
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