Sort of like a Stargate zat gun. That'd be awesome.
If you're going for low CZs, you're MORE than ready!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?
For kinetic - headshot damage, stability (or scope)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 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 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.
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!Now I’m taking the time to map out patrol routes and trying to Splinter Cell my way through this stuff.
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.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!
I wanted to post here because this thread is among the first sources on Tormentor mods coming up in search.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 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.
reload speedGot 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.reload speed
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.