Artemis Suit Upgrades

I am trying to work out which mods to put on this suit. I want it more for stealth than planetary exiobiology, although I will be trying this at some point. I think I want :
night vision
sprint duration
jump asist
but cant decide between quieter footsteps, enhanced tracking or improved battery. Any help much appreciated.
 
a maverick then? but what would I put on it for a stealth build?
Exactly what you would for an Artemis build.

The Maverick would give you better armour and shields; also more carrying capacity in terms of grenades (pretty sure the Artemis gives you +1 power pack, other than that no benefits), also better shield regeneration, as well as goods/data carrying capacity is better than the Artemis.

Stealth build depends, I'd say Night Vision and Quieter Footsteps are good choices. The rest, well, up to you. I prefer mobility - Sprint and Jump, but really depends on your preferences. Battery is a good stealth option for outside because you can last longer scoping things out without eating into your energy packs.

POST EDIT: Obviously, another stealth advantage is that the arc cutter is a great in-and-out tool - one reason not to use the Artemis is that you've got a hand whisk that has absolutely no use. At least the cutter can come in handy!
 
Last edited:
If you're interested in stealth, you might find this informative:

 
Battery stats here -->
 
Tip of advice for learning stealth:

- Take a document delivery/transportation mission to fetch something from an online settlement. Navigate the entire settlement without any guard or worker scanning you or 'reacting' to you (i.e. acknowledging your presence) or turning around to look at you. Hint: Requires expert knowledge and use of the 3 zones talked about in the stealth guides.

I did this a few times after watching the stealth guides and before doing any heists - really worked wonders, and it's a great way to learn without getting shot or getting into trouble!
 
Battery stats here -->
I think I have read/seen conflicting information as to whether reduced battery tool consumption and increased battery capacity can be used together. Any idea as to having both works?

Steve.
 
I think I have read/seen conflicting information as to whether reduced battery tool consumption and increased battery capacity can be used together. Any idea as to having both works?

Steve.
Great link, I've bookmarked that, thanks. However I see no contradictory information in the said linked page.

Examples using a suit tool that takes 10% per shot/use:
  • A tool that uses 10% power with a standard suit can be used 10 times (ignoring rules about cut-off points like e.g. power overload needs 7Mw).
  • Using (just) Reduced Tool Use mod makes that 5% per use, so that's 20 times it can be used.
  • Using (just) Improved Battery mod gives you 15 uses since you get +50% suit power (so 10% use over 150%).
  • Using BOTH mods gives you 30 uses - you have 150% power at 5% per shot.
... Give or take some of the total number of uses per suit type etc., but that's roughly correct ball park figures you're looking at.

I've not done enough research to give exact values illustrated by the OP in the link you sent, but you'll be a real stayer if you have both those mods in your suit! Those two mods are definitely complimentary to each other.
 
Last edited:
Improved bat is the one I suggest for your one slot free Artemis.
Artemis does nothing good but exploration or climbing settlement for sightseeing.

For exploration my choice is: NV + sprint + improved bat + reduced tool power usage. The secondary fire doing scanning of that genetic thing is a often move and should use tool power reduction mod to make it more efficient. Sprint takes higher priority than jump, as Artemis is already the one with longest jump assist duration amoung the three.
 
NV on an Artemis suit seems kinda weird, why not just land on the day side of the planet? Sprint + Imp Battery + Reduced Tool Power + Imp Jump are my picks.

For Maverick Stealth I use NV + Sprint + Imp Jump + Quiet Footsteps.
 
NV on an Artemis suit seems kinda weird, why not just land on the day side of the planet? Sprint + Imp Battery + Reduced Tool Power + Imp Jump are my picks.
A more experienced (than me) CMDR said NV was more important (but not necessary) for night-side exobiology studies when the day-side was too hot - important when getting those difficult samples (also less likely to have been taken by CMDRs without NV!). The NV basically saves you having to go back to the SRV/ship because you can see in all directions after a quick high-boost.
For Maverick Stealth I use NV + Sprint + Imp Jump + Quiet Footsteps.
Good combination. I call that one my M5 Panther suit!
 
Exactly what you would for an Artemis build.

The Maverick would give you better armour and shields; also more carrying capacity in terms of grenades (pretty sure the Artemis gives you +1 power pack, other than that no benefits), also better shield regeneration, as well as goods/data carrying capacity is better than the Artemis.

Stealth build depends, I'd say Night Vision and Quieter Footsteps are good choices. The rest, well, up to you. I prefer mobility - Sprint and Jump, but really depends on your preferences. Battery is a good stealth option for outside because you can last longer scoping things out without eating into your energy packs.

POST EDIT: Obviously, another stealth advantage is that the arc cutter is a great in-and-out tool - one reason not to use the Artemis is that you've got a hand whisk that has absolutely no use. At least the cutter can come in handy!
Well, Artemis is not just "+1 power pack", it also have best jump capability of all suits. It can fly much more longer than other two combined, and with jump assist mod, given if there is low enough G, you can jump once, and never touch ground unless your power runs out. This makes it much more mobile than other suits. Its not that much weaker in terms of defence at G5 vs Maverick, its almost as same.

This alone makes it quite viable to any stealth/assasination gameplay, and not having arc cutter with it, forces to think a little, if you would wanna open certain doors or lockers. It still have enough room to carry, no need to collect all junk around, whenever its mission junk or most needed items for upgrades/engineers.

I use on Artemis improved sprint, jump assist, extra battery capacity, NV. For me its more use for reasons above, rather than exobiology, but whenever I would decide to explore, that setup it would work just fine.
 
Last edited:
I am trying to work out which mods to put on this suit. I want it more for stealth than planetary exiobiology, although I will be trying this at some point. I think I want :
night vision
sprint duration
jump asist
but cant decide between quieter footsteps, enhanced tracking or improved battery. Any help much appreciated.

Dont use an Artemis for anything else than Exobiology
In my case, for the Artemis engineering i opted for:
  • Increased battery, + 50% battery is always nice since everything depends on battery (o2, suit heating and cooling, shields, jumping, tool usage)
  • reduced tool battery usage, -50% battery usage for tools - it's really nice, basically i doubles the number of times a tool can be used on a single charge
  • nightvision - mandatory for any stroll on the night side
  • impoved jump assist - to have a better chance of getting out if curiosity beats rationale (mmm, i wonder how deep is that ravine)

Sprint might be nice, but with bunny hoping one can basically sprint undefinitely.

a maverick then? but what would I put on it for a stealth build?

Maverick, yes. For basically anything except Exobiology

My main Maverick has:
  • nightvision (very good for those shutdown bases or POIs on the nightside)
  • quieter footsteps (very good in any stealth scenario, but also in random settlements since it can reduce the occurrences of being noticed by guards and stopped for scanning)
  • imcreased battery
  • reduced tool battery usage

The last 2 are nice for a Maverick since it's a tool heavy suit (cutting panels, overcharging panels or unsuspecting bystanders, scanning and cloning) and not at last since they allow me to stay waaaay longer in the same spot, watching patrols or waiting for windows of opportunity to do more or less unspeakable things.
 
  • imcreased battery
  • reduced tool battery usage

The last 2 are nice for a Maverick since it's a tool heavy suit (cutting panels, overcharging panels or unsuspecting bystanders, scanning and cloning) and not at last since they allow me to stay waaaay longer in the same spot, watching patrols or waiting for windows of opportunity to do more or less unspeakable things.

I disagree. Settlements have suit recharge points and power packs generously distributed throughout. As for staying in one spot, you are generally not going to be under fire so just turning off shields will give you more than ample time. It's my opinion that almost anything would be better than these picks.
 
I disagree. Settlements have suit recharge points and power packs generously distributed throughout. As for staying in one spot, you are generally not going to be under fire so just turning off shields will give you more than ample time. It's my opinion that almost anything would be better than these picks.
I think his setup is for power down base situation.
For powered up base you are correct and I think picking up one of them is already good enough. Increased bat for more combat and reduced tool bat usage for stealth operations. Save one slot for double backpack is a worthy trade as Maverick is mainly for mat collection, aka grind : P
 
I disagree. Settlements have suit recharge points and power packs generously distributed throughout. As for staying in one spot, you are generally not going to be under fire so just turning off shields will give you more than ample time. It's my opinion that almost anything would be better than these picks.
Disabled settlements tend to have non-functioning recharge points, a lot of panels to cut through and the occasional bands of scavengers roaming or being dropped in.
 
Back
Top Bottom