Artemis Suit MODS - Add Toxic BIOs and Toxin MOD for Art Suit!

There's just not a lot of Art suit MODs that make sense. Jump assist is nice and maybe sprint, or NV. There's one last MOD slot that nothing seems to really make sense for. I suggest that FDEV create TOXIC BIOS and add a "Toxin Resist" MOD for the Art suit.

Just sayin'. Would be a nice touch, to have Toxic BIOs and a MOD to help with that.
 
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There's just not a lot of Art suit MODs that make sense. Jump assist is nice and maybe sprint, or NV. There's one last MOD slot that nothing seems to really make sense for. I suggest that FDEV create TOXIC BIOS and add a "Toxin Resist" MOD for the Art suit.

Just sayin'. Would be a nice touch, to have Toxic BIOs and a MOD to help with that.

But it would be useless for the moment, right?

I think as the devs make more diverse ecosystems we will see these kinds of mechanics will come into play

Yeap, I'm pretty sure they will introduce new mods if needed.
 
Yes... I too would like more required engineering to grind for.

Honestly I would add battery life before sprint or night vision
 
Yes... I too would like more required engineering to grind for.

Honestly I would add battery life before sprint or night vision
I am going for Jump, Sprint and NV only. Leaving that last slot open. Nothing makes any sense for the Art suit past J, S and NV. You just don't do much. Find BIO, get out and scan, get back in ship, go find next BIO, scan... they could at least put some BIOs in very hard to reach places, where you NEED to venture out and can't just land your DBX right next to it. Maybe they have them but I've scanned a million already and have not found any I can't land right next to. Never even use SRV. Ship is faster.
 
I think I'd like to see swappable mods before anything. There's a lot of grind involved in these suits and guns and to get stuck with a mod, well.. doesn't seem right as you're not stuck with a ship mod. Not sure what they were thinking.
Yeah, they've kinda backed themselves into a corner. If they introduce new mods that people might prefer to have than one of their existing ones, they're gonna make everyone angry. Not because of the balance changes introduced by the mods, but because everyone's going to have to grind up a whole new set of gear just to find out whether they prefer the new mods to the old ones.
 
I am going for Jump, Sprint and NV only. Leaving that last slot open. Nothing makes any sense for the Art suit past J, S and NV. You just don't do much. Find BIO, get out and scan, get back in ship, go find next BIO, scan... they could at least put some BIOs in very hard to reach places, where you NEED to venture out and can't just land your DBX right next to it. Maybe they have them but I've scanned a million already and have not found any I can't land right next to. Never even use SRV. Ship is faster.
improved tool battery consumption and/or improved battery capacity always make sense. I don't like going out only for as long as I can hold my breath ;)

But for Artemis I would like to be able to mod the suit to hold few partly filled DNA canisters.
 
I've never had an issue getting anywhere near out of air reserves, battery power but I do like the extra DNA canister idea. I still think Toxic BIO and Toxin Resist mod makes most sense. Why would none of the BIOs be slightly toxic or dangerous? Seems like would add much more. umm, fun to the game to encounter dangerous BIOs.
 
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Increased airborne maneuverability would be a nice exclusive for artemis suits. Allow players to boost horizontally.

Plus, let the xeno scanner detect patrols through walls. Basically make the artemis a sniper/stealth variant.
 
I've never had an issue getting anywhere near out of air reserves, battery power
Actually, me neither, but I like to have enough power to walk around for longer if I feel like it. I've got those space legs for a reason after all. I'm not going to drive 100 meters to buy a beer, damn it.
Also, some extreme environments can drain your suit power quicker too. If it's really hot, or really cold your battery can go down really fast.

I have exactly the same Artemis mod combo as Northpin. I guess nothing else really makes sense right now.
 
You can probably make some pretty fun stealth missions with something like that, too. You need to infiltrate an installation that is being patrolled by snipers in Artemis suits, scanning periodically. However, the installation is backed right up against a bunch of biologicals, and when you stand behind one of them, your signature is hidden by the larger signature of the plant. You need to sneak close enough to be able to stealthily make your way to the buildings without being spotted.
 
You can probably make some pretty fun stealth missions with something like that, too. You need to infiltrate an installation that is being patrolled by snipers in Artemis suits, scanning periodically. However, the installation is backed right up against a bunch of biologicals, and when you stand behind one of them, your signature is hidden by the larger signature of the plant. You need to sneak close enough to be able to stealthily make your way to the buildings without being spotted.
Honestly, I'd love to see some other stealthy suit mods (hell, there are a ton of mods that would be interesting gamechangers without just being more "powerful") and apply them to both PvE and PvP. And I'd like to see NPCs occasionally running mods too, especially if any of these mods introduce weird or unique behaviour or shake up the "rules" somewhat.

Say, for instance, a signal jammer mod that prevents you from appearing on the HUD radar unless the person looking has direct LOS or the enhanced tracking mod, regardless of whether they've seen and tagged you yet, prevents SRVs from resolving you as a target until you're within 50m, and prevents automated defences like anti-personnel turrets and skimmers from being able to target you accurately.

This mod wouldn't provide any kind of direct combat benefit, it's purely stealthy. It'd shake things up though - some people might consider it a must-have for on-foot CZs where other players are present since otherwise you can always see a red dot sneaking up on you around the corner, but that might lead to enhanced tracking becoming a must-have to hardcounter it, then people start going "it gets hardcountered so why take it" which means that enhanced tracking is also a wasted slot - then people start packing an enhanced tracking dominator loadout to switch to when they get punked by some guy they didn't see coming, etc.

If it weren't a mod, a lesser version of it (just not showing up without LoS, immunity to the scanning pulse if NPCs are using it) would be great as a default feature of the artemis to make it into the proper scout/stealth/recon suit.
 
I am not sure it should be a MOD or just an ability... but why can't we preform non-lethal takedowns? The overload weapon should have a setting to either kill or just incapacitate or maybe it should just be an incapacitate only. There should be a few ways to incapacitate an npc, and another helpful thing would be to be able to DRAG / move the body out of the way, into the "shadows", so it's not discovered, be it dead or incapacitated. Hell, you can do this in Splinter Cell 20 years ago!
 
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