Best Suit Mod Loadouts + Engineering Tips

o7 Cmdrs. I made a guide aimed at anyone looking to learn more about optimal suit loadouts & what mods to apply to each suit at Grade 5. It covers the 3 we have, Maverick, Dominator & Artemis, as well as looking at every suit mod available in the game.

As you may know, once a mod is applied to a suit it can't be removed, so it's key to optimize your builds and leave any less favorable pre-modded suits behind.

I've been heavily into Odyssey since launch and worked out the ultimate loadouts for each suit at G5, so I hope the guide helps other interested engineering fiends. Please feel free to like the video and comment with your thoughts on suit loadouts, I'd love for it to reach more players and expand the Odyssey conversation!

Source: https://youtu.be/ZRY9BDdmKW0
 
Loadouts seem quite okay for my tastes, although I still think Damage Resistance could use a little buff. As for the video itself, you might want to consider getting one of those pop filters for your microphone (and/or a better microphone) to soften some of the consonants.
 
Thanks OP! I pulled the trigger on Odyssey last week. And I'm pleasantly surprised by it. I love your instruction vid regarding the suit engineering. Managed to buy G3 suites at the dealers and getting proficient with the missions now. And with this instruction I have an idea where I should be working towards.
And I'd love to see more. Perhaps the same thing regarding weapons?

One small advice: take a tad more distance from your mic. Your "P"s are thundering through my boxes.
 
Nice vid! Good point you make about 'Jump Assist' VS 'Sprint Duration'. It's very true, bunny hopping make you move as fast as sprinting (because of low gravity).
 
Also, for sure, on a combat suit 'Shield Regen' and 'Damages Resistance' are mandatory. I really like 'Combat Movement Speed' as well.
Yeah I like Combat Movement Speed too. Related to the Dom loadout I show, I think the mod could swap in place of Extra Ammo. I would do this for a PvP CZ build, as CMS will give you a needed edge against real players, where extra ammo is mostly a bonus.
 
Yeah I like Combat Movement Speed too. Related to the Dom loadout I show, I think the mod could swap in place of Extra Ammo. I would do this for a PvP CZ build, as CMS will give you a needed edge against real players, where extra ammo is mostly a bonus.
I made my G5 Dom specifically for PvP CZ (went through 4 combat CG already, Open Play). I got :

Shield Regen + DMG Resist + Combat Movement Speed + Melee DMG

I use an Intimidator, Executioner (or L-6) and Tormentor.

I'm not quite sure if Melee DMG is a good idea so far. I took it because I use the shotgun but I still don't face many situations where I need melee. But those melee DMG look pretty high to me, compared to some other games.

As a replacement for this last slot, I would go for Jump Assist. Mobility is key to me and I also agree with you that it beats Sprint Duration (longer horizontal bunny hops but also verticality).

Otherwise my second choice would also be Extra Ammo. But also, in a CZ it doesn't seem super useful, ammo boxes are already enough.
 
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Unless it works out differently in practice, the 10% extra resistance looks too underpowered to warrant a slot on a suit in my opinion.
Like I said, my suit is made for PvP CZ.

To me those 10% are actually big. When you're in a PvP duel, it's so tight that the winner is often the one who got the "little advantage" (shield, health, dmg, speed, ...). And it's especially true for health because of the instant Medkit mechanic. You have only 2 of them and you'll consume both during a dogfight, for sure. Those extra 10% often make the difference by the end of the fight, only one CMDR can survive. The other one will just restore full health, instantly get back to NPC grind and win the match while you respawn.

Also, the other thing is that none of the other mods seem really critical in PvP CZ neither (outside of Shield Regen, DMG Resist and Combat Movement).
 
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I made my G5 Dom specifically for PvP CZ (went through 4 combat CG already, Open Play). I got :

Shield Regen + DMG Resist + Combat Movement Speed + Melee DMG

The perfect PvP build, in my opinion, is dropping your last for Improved Battery Capacity. I can't stress enough how useful that mod is, especially on a Dom. Less worries about recharging and being left vulnerable at a recharge post if out of energy cells.

And yes, Damage Resistance is a crucial 10% bonus on resistances. It may not seem like a lot, but it goes a long way. For example, it makes the difference between being 2 shot by an Intimidator and surviving with enough health to fight back.
 
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The perfect PvP build, in my opinion, is dropping your last for Improved Battery Capacity. I can't stress enough how useful that mod is, especially on a Dom. Less worries about recharging and being left vulnerable at a recharge post if out of energy cells.

And yes, Damage Resistance is a crucial 10% bonus on resistances. It may not seem like a lot, but it goes a long way. For example, it makes the difference between being 2 shot by an Intimidator and surviving with enough health to fight back.
I'm a bit more skeptical with Improved Battery Capacity when it comes to PvP CZ. I can see how good it can be for other activities (like looting or missions) and you make a good point in your video that it's probably superior to Reduced Tool Battery.

But in my experience during the many PvP CZ I did, even with Dom, low battery was actually rarely an issue. Especially because you have plenty of Battery Cells for emergencies. I also personally didn't feel like it was that risky when you do your occasional stop at a recharge port. If you keep a good track on your gauge, you can do your recharge between 2 fights, when it's safe. And the process is pretty quick too, about 4s.
 
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Also, the other thing is that none of the other mods seem really critical in PvP CZ neither (outside of Shield Regen, DMG Resist and Combat Movement).
I don't actually have it on a Dominator suit right now, but doesn't Extra Backpack Capacity double your consumables?
 
I don't actually have it on a Dominator suit right now, but doesn't Extra Backpack Capacity double your consumables?
Nah I don't think so, Extra Backpack only increases space for materials (Chemical, Circuit, Tech, Data), not consumables (Medkit, Energy Cells, Grenades, ...).

Inara says so too:
1639949710554.png

 
I don't actually have it on a Dominator suit right now, but doesn't Extra Backpack Capacity double your consumables?
Well, I'm not 100% sure now. I never tried and Inara wording is not clear. But that would be pretty OP to me.

Edit : Nah, they mean 'Assets, Goods and Data', not 'Consumables'
 
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Well, I'm not 100% sure now. I never tried and Inara wording is not clear. But that would be pretty OP to me.

Edit : Nah, they mean 'Assets, Goods and Data', not 'Consumables'
I think I need to check in-game for this.

Untitled10.jpg
 
I think I need to check in-game for this.

View attachment 281952
Oh right, I overlooked the description text... But I still think that Inara is incorrect.

Also the fandom doesn't mention 'consumable':

1639957262280.png


And I found that reddit post after a quick googling:
PSA: Extra Backpack Capacity Engineering mod does not increase consumable capacity despite the description saying it does.

I'll test this next time and let you know.
 
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