Noise reduction (for pressurized environments) on weapons gives you the equivalent of an overcharge (silent) attack with range. I have it on my tormentor. I’ve had NPCs keep walking when a distant shot goes whizzing behind their head.
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.
I put it on my L-6 since that thing takes a full five seconds to reload anyway and I might as well have my other gun out for it, plus it fits with my general style of play in CZs (leap off a roof, plant both rockets in the general vicinity of whoever's down there, switch to the intimidator as I land and finish off whoever's still standing)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.
Glad to hear it's doing something, but I'm curious - what does it actually do, push the Damage Dropoff range further out?Optional: Longer Range (Yes, this mod does work, it is not broken, I confirmed it less than 30 minutes ago)
Does this mod still eliminate the weapon sway after sprinting? I'm looking to put this on a new Oppressor I'm building...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.
Glad to hear it's doing something, but I'm curious - what does it actually do, push the Damage Dropoff range further out?
Does this mod still eliminate the weapon sway after sprinting? I'm looking to put this on a new Oppressor I'm building...
Also, does the Faster Shield Regen mod increase your suit's shield capacity by 33% as it says on INARA? In-game the mod only increases the regen rate, and I'm inclined to trust what the game says.
Glad to hear it's doing something, but I'm curious - what does it actually do, push the Damage Dropoff range further out?
Wait...No, it does not eliminate sway, only Yarden Bond's Higher Accuracy effect does that.
Thanks for the clarificationYes. For something like the Tormentor you notice that the projectile flies a lot farther than its listed range. You still do some damage (and can even kill with a well placed headshot), but it falls off the further it goes. Adding the greater range mod gives you full damage out to a longer distance.
Wait...
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... so is this the Higher Accuracy or Hip Fire mod?
Thanks for the clarification![]()
So, there's two accuracy mods, Hip Fire and Just Accuracy. They both have kind of the same description, but for Terra Valesquez's Hip Fire Accuracy mod, the 'Weapon Sway" that exists in ADS is still present. One assumes the Sway outside of ADS is no longer present, but all I can confirm is that after sprinting and sighting, the gun still does rattle quite a bit, with Terra's version of Hip Fire accuracy.
Yes. For something like the Tormentor you notice that the projectile flies a lot farther than its listed range. You still do some damage (and can even kill with a well placed headshot), but it falls off the further it goes. Adding the greater range mod gives you full damage out to a longer distance.
I think you have this wrong actually. From my understanding originally it was called Higher Accuracy and Terra and maybe Yarden had it but it was changed at release or shortly after to just be Hip-Fire Accuracy. So 'Just Accuracy' doesn't exist anymore it was all converted to Hip-Fire Accuracy. Now, I'm not sure what setting tweaks that involved if any to how it affects the weapons. I guess all we can do to verify is wait for someone to finally get 8 smear campaigns and screenshot all the information etc.
Heh, got it on my own Tormentor for just that reason, and stuck it on an Intimidator last night... which wasn't a bad call, as if stuff goes sideways on a job and you're faced with a guard inside whose shields are up, it makes very short work of 'em and doesn't seem to alert anyone nearby... assassination missions with a plasma shotgunNoise reduction (for pressurized environments) on weapons gives you the equivalent of an overcharge (silent) attack with range. I have it on my tormentor. I’ve had NPCs keep walking when a distant shot goes whizzing behind their head.
wut?fast fire mod
So from what I'm reading here reload speed isn't worth it? I was planning on putting it on the intimidator at least.
Could anyone who has tested some of these give me feedback on this plan for my intimidator, and give me an idea for a good fourth mod?
- Mag. size
- Reload speed
- Scope
- ??