Cant wait for Combat 2.0

The projectiles or rockets make sound on impact. This is not covered by mods. Mods cover only the source of projectile AKA your position. If NPCs hear the impact/explosion they will start looking around. Then the basic detection rules apply. I think this was obvious in the video I've linked few posts earlier.
 
The projectiles or rockets make sound on impact. This is not covered by mods. Mods cover only the source of projectile AKA your position. If NPCs hear the impact/explosion they will start looking around. Then the basic detection rules apply. I think this was obvious in the video I've linked few posts earlier.
yep, thats what i was assuming after watching it.
and lets be honest, a rocket has a really really big impact ;)
im glad that it isnt covered by that mod. silent rockets and explosions are warframe territory xD

would be interesting to see how groups react to kills though. do they become alert all at once, or just the one who got shot?
 
The projectiles or rockets make sound on impact. This is not covered by mods. Mods cover only the source of projectile AKA your position. If NPCs hear the impact/explosion they will start looking around. Then the basic detection rules apply. I think this was obvious in the video I've linked few posts earlier.
Agreed except for Audio masking, where neither the rocket firing nor the impact make any sound whatsoever. As soon as you remove that from the equation, you're free to go ahead and make audio masking do whatver you like, including making the impact not register to our suits. Because it's all simulated (and, I repeat, the idea that a mod on our weapons can somehow prevent some weird universal communication between weapons and suits that actually makes "sound simulation" a reality is so vastly removed from reality that I don't think it matters).

So, I agree that choosing an L6 immediately means you're not looking for a stealth option and there's really no benefit to even considering Noise Suppressor as a viable option for this choice of loadout but... the potential for drawing a hard gameplay line for how we utilise the concept of simulated sound is something that could have been better explored.

Not least the idea that, in CZs, we can see every single player at all times with the red dots. That's a bad impementation that could be done better, too and should have been based entirely on sound or simulated sound. As it stands, these two mods are 100% PVE mods. Not a major issue. Still an issue. The red dot/triangle thing is an oversight (unless human opponents don't show? But then that's just misleading)
 
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and, I repeat, the idea that a mod on our weapons can somehow prevent some weird universal communication between weapons and suits that actually makes "sound simulation" a reality is so vastly removed from reality that I don't think it matters
Perhaps someone in 3307 made a breakthrough and found a way to increase the effect of negative sound over distance.
This is common technology even in 2021 but it is largely affected by range of sound propagation.
 
Preface: I have NOT used the two SMGs so far. So far, my "battle combo" is the Aphelion & the Intimidator.

But shouldn't their handling be better, resulting in faster switch-times between both weapons? Isn't this (including the larger magazine size) also an important weapon characteristic and the mere focus on DPS a too limited point of view?

(EDO is my first(!) FPS I've ever played. So please bare with my limited knowledge. Hence it's a genuine question!)
 
I don't think you understand the two noise cancelling mods. One works when inside and pressurised, one works outside. The former suppresses sound. The latter disables the nearby suits' ability to detect the simulated sound we hear of stuff happening in space (which we otherwise wouldn't hear).

Now, I don't know if anyone actually bothered to test the L6 with the audio masking mod but, in theory, even its explosion should be undetected by our suits. So, in theory, audio masking should work to keep a L6 rocket and impact silent (because they absolutely would be without our suit simulating the sound).

Has anyone tested this? I do hope they have if we're having a discussion about how useless it supposedly is.
Space magic - does it require to choose or swap out the mod when you enter/exit the building?
 
Space magic - does it require to choose or swap out the mod when you enter/exit the building?
If you want full supression, you need both mods, or two weapons with one each inserted. This is actually pretty decent as it is though. Most players probably want the Noise Suppressor because most of what people need to do quietly happens inside. Audio Masking will be useful for scav killing silently (hence why I want it so much). But, there have been lots of times I wished I had Audio masking and didn't, usually when anarchy guards start to scan me and I just want to kill them. Shooting them without audio masking invariably results in attention. This will be a non issue when I get that mod (one day when smear campaigns are fixed).

What I'm saying is that most people will do just fine with one but the complete "stealth" package requires both. And I think it's flippin' superb that way. Two whole mod slots taken up by a player choice to play a certain way and not a single Rapid fire/overcharged mod in sight.
 
Preface: I have NOT used the two SMGs so far. So far, my "battle combo" is the Aphelion & the Intimidator.

But shouldn't their handling be better, resulting in faster switch-times between both weapons? Isn't this (including the larger magazine size) also an important weapon characteristic and the mere focus on DPS a too limited point of view?

(EDO is my first(!) FPS I've ever played. So please bare with my limited knowledge. Hence it's a genuine question!)
yeah thats also an important characteristic.

personally i wish the Dominator would be entirely different.
Instead of two primary Slots, i would have wished for more Heavy Weapons that are Domi-Exclusive, just like the Tools are Suit Exclusive.
Rocket Launcher, Chaingun, Rail Rifle...in addition to one medium SMG.
 
Well written and thought out OP, though I do feel it focuses a little too much on the weapon balance side of things. My biggest issues ATM are frankly the mechanics and implementation that they've chosen. It frankly feels like it was made by people who have never done an FPS before. Which... Makes sense, as they havnt to my knowledge. Still, it feels lifeless and barebones at best, and what it has "tried" hasnt worked out to it's favor.

And with that we have the next issue. Weapon Swap.
The Rock-Paper-Plasma balance is just bad.
Weapons should be a choice, just like they are on Ships. I can use a full Laser Ship, i can use a full Multicannon Ship.
If my Multicannons are bad against Shields, i engineer them to deal Thermal Damage. Same the other way around with Lasers.
Why cant i do that with Personal Weapons? Why am i forced to swap in Combat just to take out an Enemy?

This right here is my biggest single problem, and it would almost be excusable if the weapon swap wasnt so terribly slow. In most FPS, if you're swapping weapons, it's because you're preparing to handle an engagement your currently equipped weapon isnt suited for... But that's not what Odyssey does as it's something you have to do constantly, and it feels too slow and clunky. It breaks up the flow and often times can feel outright blatantly disruptive.

The worst part is that if you dont manage to take them out in time (say, having to take cover), theres a good chance their shields will come back up, and now you have to swap again, and then once more, all for a single target.

The result of which is overly encouraging players to just bringing plasma weapons so you dont have to deal with that. Which as you mentioned have their own problems, namely their insane travel time. While I actually like the plasma weapons the most (they just feel the best mostly due to not having to swap), every time I pull the trigger I'm more oft than not literally just hoping that they walk into it. Which they usually do, but thank god that the AI isnt smart enough to intentionally juke.


And while we are at that...
Why exactly is it possible to take out a huge Ship with Infantery-Grade Weapons? I can understand an SRV, but why is it even possible to destroy a Ships Shield with a Pistol?
A Shield that can tank several Class 4 Plasma Projectiles, each of them bigger than a Human?

While this isnt directly related to the ground combat, it is something that is... Irksome, to put it oh so mildly. I've survived extended firefights with multiple other vessels bearing a multitude of anti-ship grade weapons, but a couple dudes with handguns taking potshots at me is enough to ward me off? Lul wut? It just doesnt make any sense and is absolutely ridiculous and if it continues to stand will probably kill any potential of combined arms style gameplay. This was actually something I was very much hoping to see on the roadmap as something to be changed. If they're concerned about players bringing their ships into ground combat, create appropriate countermeasures. Planetside 2 has lots of good ideas in this department, from AA turret mounts to umbrella shields for starters.



I'm personally still waiting for Combat 1.0. I disagree that it needs a rework, because they havnt even really "worked" with the system as it is. It feels more like a framework to hold larger, more in depth systems. Buuut then again, I'm not holding my breath, seeing as ED as a whole is a massive skeleton framework that I wish they'd start putting actual meat on.
 
Well written and thought out OP, though I do feel it focuses a little too much on the weapon balance side of things. My biggest issues ATM are frankly the mechanics and implementation that they've chosen. It frankly feels like it was made by people who have never done an FPS before. Which... Makes sense, as they havnt to my knowledge. Still, it feels lifeless and barebones at best, and what it has "tried" hasnt worked out to it's favor.
True, true. Enemy AI and Movement would be other Parts that come to my Mind.
I made this Topic about Weapons because they are such a huge Part. You need them for 2/3 of Odyssey Content. Only Artemis doesnt need them (yet)
 
Thats another Problem. Mods dont have any real impact on most Weapons. Only the Grade really matters
What? Of course they do. Stability & Hip Fire increase accuracy enough to lower TTK. Faster Handling, Faster reload, Stowed reload, etc. all have an impact on combat. Damage per shot is only one important stat. The OP has missed out clip size - and this is where the SMG outclasses the AR.

Edit: OP is also missing RoF - which is much better for the SMGs.
 
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According to those stats grade 1 unshielded Dominator should survive one shot from Grade 5 Executioner 44.7 * 0.6 = 26.82

And I am certain this is not true.
Not if you have been hit in head. I strongly suspect that there is more then only headshots damage bonus… probably same as in Cod. Head/upper chest/ stomach/limbs
 
Not if you have been hit in head. I strongly suspect that there is more then only headshots damage bonus… probably same as in Cod. Head/upper chest/ stomach/limbs
Executioner headshot damage is x3. But even grade one will kill grade 1 unshielded dominator by hitting the chest or any other not head part.

And my question about OP is still unanswered.
Who can do 10 shots in 1 sec with Karma P-15. That base DPS 14 is a joke. I told you those stats are borked.
 
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Executioner headshot damage is x3. But even grade one will kill grade 1 unshielded dominator by hitting the chest or any other not head part.

And my question about OP is still unanswered.
Who can do 10 shots in 1 sec with Karma P-15. That base DPS 14 is a joke. I told you those stats are borked.
I think it is depends on what kind of the DPS is mentioned.
DPS as …. Damage per second
or
DPS as …. Damage per shot.

That is I think a real question here
 
With how much impact weapon switching has on TTK, and how the enemy is happy to bumrush you anyway, I've a feeling SMGs are actually the way to go. Their DPS isn't much lower than rifles but their weapon switch time is considerably better.
 
I think it is depends on what kind of the DPS is mentioned.
DPS as …. Damage per second
or
DPS as …. Damage per shot.

That is I think a real question here
You have damage per shot of Karma P-15. It is 1.4. The value bellow for rate of fire says 10 shots / second. That is impossible! That's why I am telling you that those stats are pure B S there is no way that pistol to do 14 damage per second.

Laser pistols is same 6.7 shots / second.
 
You have damage per shot of Karma P-15. It is 1.4. The value bellow for rate of fire says 10 shots / second. That is impossible! That's why I am telling you that those stats are pure B S there is no way that pistol to do 14 damage per second.

Laser pistols is same 6.7 shots / second.

I dunno, might have to try plugging in something with autofire and see what that can do with a pistol.
 
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