Faster Reload

I just tested this using a video and adding a time code to measure how long it takes to reload an Executioner with faster reload compared to stock. I'll post the video at some point but just so you all know, it measured 2/3 of a second faster (00:00:02;22 compared to 00:00:03;12) and that equates to a 20% reduction in time roughly. Just in case you're considering using this mod.
 
Hmm. Without seeing the video - or being logged into the game to try the basic version myself, I am not sure but that sounds like... Not much? Then again that's say ~600 milliseconds which might be enough in a 'tight spot'.

How did it feel to you?

Off topic I know so apologies in advance - since you're obviously good at stealth - did you notice a difference in guards alertness since alpha? I have night vision in my Maverick, was crouched on top of a building slightly behind a tower at night with no torch switched on and guards within 50 meters just go bat-dung crazy and then do the classic swarm. Since release I've given up on stealth which is a shame, looking forward to some of those videos again if you have time :) Really liked the stealth aspect before, it just seems very different now.
 
Considering the small magazine sizes, you'll be spending a lot of time reloading in this game. 2/3 of a second each time you reload.. over the lifetime of the weapon... that equates to... carry the one.... about 12 years.
 
I just tested this using a video and adding a time code to measure how long it takes to reload an Executioner with faster reload compared to stock. I'll post the video at some point but just so you all know, it measured 2/3 of a second faster (00:00:02;22 compared to 00:00:03;12) and that equates to a 20% reduction in time roughly. Just in case you're considering using this mod.
Interesting... I would have expected it to make a more noticeable impact on the Executioner. Thanks for testing!
 
Hmm. Without seeing the video - or being logged into the game to try the basic version myself, I am not sure but that sounds like... Not much? Then again that's say ~600 milliseconds which might be enough in a 'tight spot'.

How did it feel to you?

Off topic I know so apologies in advance - since you're obviously good at stealth - did you notice a difference in guards alertness since alpha? I have night vision in my Maverick, was crouched on top of a building slightly behind a tower at night with no torch switched on and guards within 50 meters just go bat-dung crazy and then do the classic swarm. Since release I've given up on stealth which is a shame, looking forward to some of those videos again if you have time :) Really liked the stealth aspect before, it just seems very different now.
It doesn't feel a ton, no. I wasn't expecting it to be a lot. 20% is pretty decent but it's a short reload anyway. The best upgrade so far has been extended magazine, which gives me 5 shots. Ripping up CZs with it now. My secondary is another executioner and that'll be my "stealth version" with both silencers. But still deadly. Swiching between them in a tight spot will eventually give me 10 shots. If all hits land then that's 5 kills straight without reloading.

And I'll eventually get a P-15 to G5 to finish off unshielded targets if I run out of shots with the executioners.

In terms of NPC reactions, no I think it's exactly the same as in alpha; that is to say, very alert. I'll say this though, once you get night vision and using the executioner, murdering scavs one at a time without them swarming is now very much possible (and incredibly fun). And that's not even with the silencers on the gun. So, some of the scavs do react and come to investigate but the first target is already dead and I'm off elsewhere finding another shieldless target to one shot :D

I'll post some videos once I get to a certain stage. I'm recording almost everything I do. I cannot wait to get my 2nd Executioner silenced. Looking forward to testing that.
 
Interesting... I would have expected it to make a more noticeable impact on the Executioner. Thanks for testing!
It's such a fast reload anyway, I think that's the reason. It's about 3.33 seconds to reload, 2.66 with the module. It definitely helps in CZs. I'll bet it's much better on the L6.
 
I just tested this using a video and adding a time code to measure how long it takes to reload an Executioner with faster reload compared to stock. I'll post the video at some point but just so you all know, it measured 2/3 of a second faster (00:00:02;22 compared to 00:00:03;12) and that equates to a 20% reduction in time roughly. Just in case you're considering using this mod.
In high-intensity zones, that would be a lifesaver. Maybe a little OP. I'm talking about the Aphelion and AR-50 though. I haven't messed with the plasma weapons enough to know what the difference would be.

Is there a spot where CMDRs get together and PP? I'd love to face off against (or fight with) something other than an NPC.
 
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In high-intensity zones, that would be a lifesaver. Maybe a little OP. I'm talking about the Zenith and AR-50 though. I haven't messed with the plasma weapons enough to know what the difference would be.

Is there a spot where CMDRs get together and PP? I'd love to face off against (or fight with) something other than an NPC.
I'm hoping CGs will be introduced for Odyssey... CZ ones will be where I'm at.
 
Just to be sure, you're know the fastest way to get CFs (and all blueprint data actually) is via missions? Don't try to farm via data points.
I do - though I've been having an issue where sometimes the missions don't actually give me the material rewards when I select them. That's what's been holding me up as of late.

Edit: Quite literally just after typing this, I had this issue again when I handed in a stack of Extermination missions, all with materials, at my home starport. Oof 🙃

Edit 2: Aaaand it happened again at a completely different station (I had grabbed a whole stack of them targeting the same Anarchy faction from two different systems). That one had 4 Chemical Formulae in it. For your sanity, don't do Extermination missions - they are bugged!
 
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Good testing, thanks! I'm also wondering if long range increases projectile speed. Lmk if anyone finds out... I'm still trying to unlock the currently unlockable engineers
 
I do - though I've been having an issue where sometimes the missions don't actually give me the material rewards when I select them. That's what's been holding me up as of late.

Edit: Quite literally just after typing this, I had this issue again when I handed in a stack of Extermination missions, all with materials, at my home starport. Oof 🙃
Yeh that's sucks when it happens.
 
I believe it doesn't
Do you happen to have a source for that information? It might save me a ton of hard-earned materials if that's the case :)

Oh and an update: I used up all my Ionized Gas for G5ing my Oppressor and didn't realize it until I showed up to Domino Green's lab. Had to go there in an Apex, and am currently cruising 100,000 Ls to an Astrophysics lab in said Apex in a nearby star system to hopefully find one.

Today is not my day 🙃
 
In terms of NPC reactions, no I think it's exactly the same as in alpha; that is to say, very alert. I'll say this though, once you get night vision and using the executioner, murdering scavs one at a time without them swarming is now very much possible (and incredibly fun). And that's not even with the silencers on the gun. So, some of the scavs do react and come to investigate but the first target is already dead and I'm off elsewhere finding another shieldless target to one shot :D
OK, you've got my attention now. When I've one-shot guards, they all turn blue and swarm me; must be doing it wrong. I gave up on that method thinking I needed a silencer first. Therefore...
I'll post some videos once I get to a certain stage. I'm recording almost everything I do. I cannot wait to get my 2nd Executioner silenced. Looking forward to testing that.
... I'll look forward to watching one of your videos!

I've unlocked two engineers so far (Hero Ferrari and Domino Green) - I assume we need the Audio Masking for that in a non-pressurised environment for outside missions. Does anyone know which engineer offers that mod?

(I saw a previous post of yours in which you talked about unlocking the engineers after the first three but was horrified when I learned that it looked like an utter grind fest. I enjoyed unlocking the first three (well, 2 for me since power restore missions are buggy so leaving those ATM) since you were doing something in-game and getting results for each, rather scrambling all over the place feeling like you're not achieving anything.)
 
OK, you've got my attention now. When I've one-shot guards, they all turn blue and swarm me; must be doing it wrong. I gave up on that method thinking I needed a silencer first. Therefore...

... I'll look forward to watching one of your videos!

I've unlocked two engineers so far (Hero Ferrari and Domino Green) - I assume we need the Audio Masking for that in a non-pressurised environment for outside missions. Does anyone know which engineer offers that mod?

(I saw a previous post of yours in which you talked about unlocking the engineers after the first three but was horrified when I learned that it looked like an utter grind fest. I enjoyed unlocking the first three (well, 2 for me since power restore missions are buggy so leaving those ATM) since you were doing something in-game and getting results for each, rather scrambling all over the place feeling like you're not achieving anything.)
Killing one target even with one shot will still result in the other nearby scavs coming to investigate the sound of your weapon. They only swarm if they see you, though. And therein lies the trick :)

I'm considering what tutorial video to do first as there are tons of things I would like to do - a full suite of combat tutorials from beginner to advanced is definitely in my plans but I think that I should revisit the stealth/infiltration aspect first.

Yes, Audio masking is required but I've no idea if it'll be effective yet and no idea who actually provides it because there are three engineers that remain unlocked and my guess is one is due to a bug with the 6 heist mission requirement and maybe the length of time to unlock etc. We'll know eventually.
 
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