Artemis Suit Mods

Can anyone out there that’s actually used the Artemis suggest which engineer mods are ideal for it?

My thoughts are NV, O2, Battery Capacity and something else. But am I miles off?
 
So far I've done night vision, improved battery capacity and improved jump assist (this one is for the geyser jumping competitions). I want to leave one slot unassigned for all the rebalancing and new cool suit mods FDev will have introduced by the time Odyssey comes out of beta.
 
I have found that what I desire most when I am out doing exobiology or just checking out the surface is mobility. So, with that in mind, I have added extra sprint, and extra jump. For my third and fourth I will likely add night vision and extra battery although I have never even come close to running out of battery and haven't really even needed NV on my Arti.

Edit to say that my method of doing exobiology has evolved to the point where I spend almost no time out running around on surface. So even the extra sprint and extra jump have just become occasionally nice to have additions. The Artemis is the only suit where there is very little impetus to do any upgrades or mods at all.
 
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Interesting… I guess sprint would be useful, mobility being important.

O2 sounds like a bit of a waste of time then really.

Ive found 3 G3 suits. One with backpack, one with o2 and one with NV. I guess I’ll be upgrading the NV suit and ditching the others.
 
I have increased sprint and improved jump,
third one will be battery capacity, number four I don't know yet.

Maybe quiter footsteps to ninja some bases, or night vision.
 
Artemis has the best jump-boost of the suits so extra on top of extra is good. Sprint duration- I want this on all my suits really but Artie has nothing better to go in that spot so it’s a no-brainer. Night Vision is a must out in the black. That leaves battery capacity for spot #4. Tool battery improvement would work but I wouldn’t trade it for any of the above 4.
 
Night Vision
Improved Battery Capacity
Improved Jump Assist
Increased Sprint Duration

Night Vision and Battery Capacity are the only ones that's "needed" for an Explorer build, the other two are QoL improvements.

My alt's covert/sniper build has extra ammo, will have NV, Battery Capacity and maybe quieter footsteps.
 
Why night vision on an explorer build? I tend to stick to the bright side all the time?

Sometimes the only place a species can be found is on the dark side.

I had one that was only in a valley on the dark side and the ground wasn't conducive to SRV or ship searching. Took me ages running around with just the torch to find them.

Any mod is fairly niche when exploring, all you really need is just an Artemis Suit. So far I've not even used a battery pack since the Alpha for the Artemis.
 
Why night vision on an explorer build? I tend to stick to the bright side all the time?
My justification for NV on the Artemis is that I love hiking in it, and several times I find myself climbing up and down ridges, gorges, etc and if they happen to be on the wrong side of the mountain it gets quite dark, especially when I'm looking for bloody frutexa or fungoids.
 
A few people going for Jump there, maybe that'll be my fourth. I've decided im going with

NVG
Sprint
Battery capacity
4th...
 
A few people going for Jump there, maybe that'll be my fourth. I've decided im going with

NVG
Sprint
Battery capacity
4th...

That was my debate. The jump seems more than good enough without it, but I don't think I have any need for extra air.
 
Sprint, IJA, battery cap. and ....... I was thinking NV but honestly if I was exploring a planet in the shade I'd prefer the feel of just using my suit light, would prob be driving an SRV anyhow which has NV.
Maybe leave a spot open for future, just in case...
 
The deed is done. Appreciate all the input, chaps.

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IMO:
1) Nightvision - mandatory for every stroll in the dark side.
2) Improved Jump Assist - to get an escape chance if the "lets explore that ravine" overcomes the common sense
3) Reduced tool consumption - quite effective since it doubles the number of times the bio analyzer can be used on a single charge
4) Improved battery capacity - more energy will always be a good thing

Alternatives for 4)
4a) Extra Oxygen - 5 minutes instead of 60s might make the difference (but 50% more battery, times 4 - the current battery + 3 reserves - means we have the equivalent of 2 more batteries, getting way more than 4 minutes of extralife provided by Extra O2)
4b) Sprint - but jump sprinting can get you way further than simple sprint, even improved one
 
My Artemis has the following mods.
Improved jump assist
Improved battery capacity
increased sprint duration
night vision
Also what I was planning (never actually used it yet so concentrating on upgrading the different Maverick and Dominator suits).

I wouldn't bother with O2 on any suit - you're on borrowed time by that point anyway. Get better battery capacity and make sure you have enough energy packs and that your ship/SRV is close by.
 
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