Convert your Intimidator Shotgun (Minimum Level 3) Into a High-Bore Rifle

Step 1: Level 3 Intimidator, because you need at least 2 Modifications (ideally 3, but we'll get to that) for this to work.

Step 2: Install the "Scope" mod, which, in fact, is just a Reflex/Holographic sight on the shotgun. This is already common knowledge, but this mod reduces shotgun spread significantly in ADS, but not quite enough to collapse the spread into a single shot.

Step 3: Install "Improved Hip Fire Accuracy" Mod. Now, desipte what the help text says about this only affecting Hip Fire accuracy, it does indeed affect ADS accuracy as well, my best guess is that the Scope is taking the base spread value, and multiplying it by a fractional percentage (EG: 0.50x). And while normally ADS spread for all guns BUT the shotgun is 0, something's going on here compounding the shotgun spread reduction with the scope/hip fire accuracy mod.

Step 4: Enjoy 1 shotting most enemies.

Optional: Longer Range (Yes, this mod does work, it is not broken, I confirmed it less than 30 minutes ago), Faster Handling (To ADS faster) or, if you're feeling particularly gruesome, Head Shot damage.

Proof is in the pudding, so they say:

ShotgunTest.png
 
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Great work. Just don't be upset when they nerf it and you're stuck with a useless weapon ;)

Honestly, it probably does need to be nerfed, it's not like hilariously OP, but it definitely supplants the Executioner's role at long range. What's weird is when I first installed both these mods, even ADS it wasn't collapsed into a single shot, it was VERY tight, but it was still a visible spread, but when I relogged, I had a Space Safari Rifle, and I'm gonna thoroughly enjoy it until FD ruins my day.
 
Honestly, it probably does need to be nerfed, it's not like hilariously OP, but it definitely supplants the Executioner's role at long range. What's weird is when I first installed both these mods, even ADS it wasn't collapsed into a single shot, it was VERY tight, but it was still a visible spread, but when I relogged, I had a Space Safari Rifle, and I'm gonna thoroughly enjoy it until FD ruins my day.
I suppose it's still limited by 2 shots per reload though.
 
I saw a mod which increased ammo by 50% (Jude Navarro I think?)
Yes, so that's 3 shots instead of 2. Still more limited than the 5 you get with the Executioner. I'm not suggesting this balances it, I am suggesting that it might not make me ditch my executioner. I haven't tried the shotty yet and so reserve judgment until such day as I might :)
 
I'm wondering about stowed reload. I got a tormentor that has it, and was planning on putting it on the intimidator as well as I switch a lot between the 2.
 
This is my plan for my shotgun as well. I already have accuracy and range. Scope is up next.

My thought about Headshot Damage is that once you get the shotgun to the grade where you’re collapsing shields with that initial hit, you’re probably already killing with that same hit if you hit the head. That would make headshot damage kind of redundant for something like this. I could be wrong if we’re talking high CZ targets but I haven’t gotten to that point of testing yet.

Stowed reload is something I’m still pondering. The delay makes it less obviously useful.

Handling is currently my choice for potential 4th mod…but there’s something hilarious about an Audio Masked shotgun that removes heads silently.
 
This is my plan for my shotgun as well. I already have accuracy and range. Scope is up next.

My thought about Headshot Damage is that once you get the shotgun to the grade where you’re collapsing shields with that initial hit, you’re probably already killing with that same hit if you hit the head. That would make headshot damage kind of redundant for something like this. I could be wrong if we’re talking high CZ targets but I haven’t gotten to that point of testing yet.

Stowed reload is something I’m still pondering. The delay makes it less obviously useful.

Handling is currently my choice for potential 4th mod…but there’s something hilarious about an Audio Masked shotgun that removes heads silently.
When it comes to silencers, I'd just build one for that purpose and use it separately. Obviously double the effort to build though.

I may try this and I think I'd probably go for Magazine. I don't think stowed would trigger fast enough even if you had two shotties with it on.
 
Maybe stowed reloading?

2 safari guns on a dom suit, empty one swap, repeat.

That would certainly be something, if FD ever includes an Olde British Safari Arx Suit that makes you look like Van Pelt from Jumanji, I'm totally on board. You'd probably have to sacrifice Greater Range though, as Faster Handling I feel is a necessity to get the most out of the ADS choking, and will only get better if you're swapping.
 
Since this doin numbers, as the kids say, I just wanted to give a shout out to those who came before me, I am absolutely horrible with remembering names, but I know some people on here trailblazed the scope discovery a long time ago, and just wanted to give credit to the shoulders of the giants we stand on.
 
Yes, so that's 3 shots instead of 2. Still more limited than the 5 you get with the Executioner. I'm not suggesting this balances it, I am suggesting that it might not make me ditch my executioner. I haven't tried the shotty yet and so reserve judgment until such day as I might :)


Oh, 5 shots on the Executioner then? That actually makes Extended magazine worth it, I was worried it would round down or just drop the decimal and only give 1 extra.
 
Does any have a resource for what most of these mods do? I mean, really do in suitable detail. "Increase X" tells me precious little. I'd experiment, but the prospect of having to start from scratch and grind up to a new suit/gun because the mods are permanent is too depressing to contemplate. I got my Maverick from 1 to 5 the hard way, stuck in a suit battery and backpack capacity, then thought tracking my be nice and as soon as it was done had second doubts. Doubt which then spread to my plans for my guns, so now I can afford a load of mods and don't want to do it until I've better idea what I'm getting.
 
Does any have a resource for what most of these mods do? I mean, really do in suitable detail. "Increase X" tells me precious little. I'd experiment, but the prospect of having to start from scratch and grind up to a new suit/gun because the mods are permanent is too depressing to contemplate. I got my Maverick from 1 to 5 the hard way, stuck in a suit battery and backpack capacity, then thought tracking my be nice and as soon as it was done had second doubts. Doubt which then spread to my plans for my guns, so now I can afford a load of mods and don't want to do it until I've better idea what I'm getting.

That's part of the reason for threads like this, but no, I don't think there's a really good resource yet. And who knows how long information will stay accurate, this stuff could be in flux through the months. But if you want some recommendations:

Suit mods I've personally tested

Extra Ammo: Dominator Only (Because of two primary weapons) (+50% for all weapons)

Expanded Backpack: Essential for Maverick (Double Storage)

Enhanced Battery Capacity: Okay for Artemis, but on Maverick you should get Tool Energy Consumption reduction. (+7.50MW?)

Night Vision: Good on all suits, but best on Maverick as this will be your primary mission-running suit on dark ops like Power restore (Same NV as Ship, uses battery up, pair with Enhanced Tool Consumption efficiency)

Enhanced Damage Resistance: Good on all suits, but exceptional on Dominator, as it pushes the damage thresholds at G5 really high. (Looks like a flat +5 to all Resistances, but haven't validated yet)

Enhanced Jump assist: Good on All suits, but exceptional on Artemis, you can fly forever on any planet with less than 1/20 of a G (0.05) (Decreases the Consumption rate and improves the recharge rate, looks like a 50% improvement to both)

Enhanced Tool Consumption efficiency: Excellent on Maverick, Useless on Dominator, meh on Artemis (Overload takes 50% less suit charge, but still subject to minimum battery capacity threshold)

Enhanced O2 capacity: Meme mod, I put it on my Artemis because I deliberately built my Artemis for max endurance, and I like how the audio changes when your battery is empty. (Fivefold Increase to O2)

Gun mods I've personally tested:

Faster Reload: Bad, only +20%

Extended Magazine: Good for most guns, +50% capacity.

Scope: Detailed enough in this thread right? Good for most guns, Excellent/OP on the Intimidator shotgun.

Hip Fire Accuracy: Situational, Excellent on Shotgun because it seems to be bugged, as it stacks with Scope ADS bonus. On most other, particularly Automatic guns, you'll need the Stability mod along with it to get anything useful.

Stability: Excellent for some guns, the Tormentor especially, and lasers as it will essentially nullify any weapon movement during ADS

Headshot Damage: Excellent for Lasers, particularly Aphelion, Good for Kinetics, Not too useful for Plasma (Too slow to hit, and most headshots are overkill already)

Stowed Reloading: Situational, need to make a build specifically for it (Someone mentioned Double Stowed Reloading Safari Rifle Intimidators), though I'd say Stowed Reloading on your sidearms should be standard, to always keep them ready to fight.
 
I know what you say about the Maverick with the tool function. Thing is, I use the Maverick for pretty much everything (except exobiology and combat zones) and I'm kinda lazy in ways, so I took the battery mod because it gives longer shield life in a fight if scavengers are around, as well as more tool use. And then maybe I regretted it a bit, because with the weapons upgraded scavengers don't last that long any more. And energy cells are hardly scarce. The backpack is in my view a no-brainer for the Mav. After that... don't really know.

The Dominator looks like it could have lots of interesting stuff depending on how you want to play it. Build a tank with shield and extra armour? More mobility with sprint, jump, combat move? Stealthy? Ammo capacity looks like good utility. Battery may also be useful here, as it has a small base battery and chances are you'll have the shield up a lot. I have to decide what I really want from it.

The Artemis looks to me like it almost has no point with any upgrades or mods. Go somewhere in a vehicle, sample some plants, get back in the SRV / ship, move on. Who needs anything on it at all? I figured I might make a stealth one, just for the sake of it. In fact, from my perspective it may as well not exist in the current game state - just have a bioscanner as secondary weapon rather than an integrated suit unit.

I started with an Aphelion as a generic entry-level choice, now fully upgraded. It's got stability for the burst accuracy - and it's brutally accurate - and I put handling on it for faster switching to the P-15 after shields go down. Just don't know after that. The P-15 I found in a shop at TL2 + accuracy, upgraded to T4 and I've added stability to that too. I figured I might go headshot plus one other. Although I guess I could really do with one that has headshot and the sound reduction mods (two needed - seriously guys?) for stealth kills. I'm not really bothering that much about anything else right now, although I've a well upgraded (T4) AR-50 and Executioner, and a couple of others L2/L3.
 
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