I Have A Definitive Answer on Whether or Not The Extended Range Mod Increases Projectile Velocities...

NO, IT DOESN'T.

Source: https://youtu.be/xTsJKaKyNc0


I'm going to go out on a limb here and claim that this is a bug (Issue Tracker Report can be found here). According to the stats listed on the weapon (which is a thing now - horray!) the Effective Range increases from 35m to 53m, which is an increase of 1.51x. An AR-50 has a stock Effective Range of 50m, and so I predicted that the Oppressor's projectile velocity should match that of the AR-50's. But that apparently is not the case here as you can see in the above video. I brought out both an unmodified and a G5'd Oppressor with the Extended Range mod using my Dominator suit, moved 100m away from my Eagle (offset by 9m since that's the closest spot where the plasma balls were impacting the shield relative to the distance marker on the ship), and fired a single shot from each.

I really hope this is a bug, otherwise this mod is absolutely not worth the time or materials to obtain.

Edit: Or sacrificing your G5 Oppressor for. Oof.
 
Last edited:
Follow-up testing: someone commented on the issue over in the tracker that the Extended Range mod might affect the projectile life (how far the projectile goes before disappearing). There is no difference between the unmodded and modded Oppressors.

Only other thing I can think of that this mod might affect is damage drop off, but you really can't reliably hit anything outside of close range with this thing. Really wish that we'd just get the same stats for these weapons as we do for our ship weapons... i.e. velocity, damage dropoff, maximum range...
 
Long range affects damage drop off. Idk what start they use for "effective range" but I think that is the range at which the damage drops below a certain threshold... probably 50%

With that said... they need to either make it so it increases projectile speed by 100% or increase the plasma bolt speed of weapons. You can see the plasma coming, then decide to step out of the way lol.
 
Last edited:
Long range affects damage drop off. Idk what start they use for "effective range" but I think that is the range at which the damage drops below a certain threshold... probably 50%
The Long Range mod for ships increase the Maximum Range, sets the Damage Falloff Start to the Maximum Range, and increases the projectile velocity for projectile weapons as upsides. I expected the Extended Range mod to do most if not all of these, but my testing has shown the mod doesn't seem to do anything at all.

Does anyone else have the Extended Range mod on any of their weapons, and if so, have they noticed/quantified any velocity increases? I want to see if this is just an Oppressor issue, but I wouldn't be surprised if this affects all weapons.

With that said... they need to either make it so it increases projectile speed by 100% or increase the plasma bolt speed of weapons. You can see the plasma coming, then decide to step out of the way lol.
Indeed.
 
The Long Range mod for ships increase the Maximum Range, sets the Damage Falloff Start to the Maximum Range, and increases the projectile velocity for projectile weapons as upsides. I expected the Extended Range mod to do most if not all of these, but my testing has shown the mod doesn't seem to do anything at all.

Does anyone else have the Extended Range mod on any of their weapons, and if so, have they noticed/quantified any velocity increases? I want to see if this is just an Oppressor issue, but I wouldn't be surprised if this affects all weapons.


Indeed.
As mentioned in my Topic, tested with Executioner.
No change in velocity, and from Combat tests tbere is also no damage falloff at any realistic range.
So...it seems like this Mod does nothing at the moment.
 
Does the projectile go further before, not existing anymore?

Because that's what range is. I know it would be a really bad mod, but, that is what extended range means. Increased projectile velocity would be a separate mod.
 
Does the projectile go further before, not existing anymore?

Because that's what range is. I know it would be a really bad mod, but, that is what extended range means. Increased projectile velocity would be a separate mod.
based on the issue tracker comment...nope. no increased range, no increased lifetime.

my guess is, that it would increase the time before damage falloff, which doesnt exist on plasma, or atleast not at a range where you can use them
 
Does the projectile go further before, not existing anymore?

Because that's what range is. I know it would be a really bad mod, but, that is what extended range means. Increased projectile velocity would be a separate mod.
No. Both the unmodded and modded Oppressors had a maximum range of ~200m before the projectiles despawned.

It might not increase projectile speed but I'm thinking 11m over 7m for the shotgun might be worth it.
Right now the mod does literally nothing. I highly suggest prioritizing another mod until this issue is sorted out - something like an extended magazine, faster reload or better handling. The Stowed Reloading (autoloader for you Destiny 2 players out there) could be very interesting if you're running the shotgun on a Dominator suit...
 
As mentioned in my Topic, tested with Executioner.
No change in velocity, and from Combat tests tbere is also no damage falloff at any realistic range.
So...it seems like this Mod does nothing at the moment.
The executioner does more damage really close (like <4m) than at range, but the at- range damage is consistent all the way out.

A better test would be a pistol.

I don't think there is a point to long range on any of the rifle since their damage doesn't drop much with range, but could be great on carbines and help with pistols.
 
The executioner does more damage really close (like <4m) than at range, but the at- range damage is consistent all the way out.

A better test would be a pistol.

I don't think there is a point to long range on any of the rifle since their damage doesn't drop much with range, but could be great on carbines and help with pistols.
so...as i said, a range that doesnt really matter.
i shot enemies at 10m and once around 100m, both the same class, both with 3 shields. both took the same amount of damage.
so...if the damage is higher very very close up? yeah, that doesnt matter. thats not its "effective" range, or the effective range for any weapon that calls itself a "sniper"
 
so...as i said, a range that doesnt really matter.
i shot enemies at 10m and once around 100m, both the same class, both with 3 shields. both took the same amount of damage.
so...if the damage is higher very very close up? yeah, that doesnt matter. thats not its "effective" range, or the effective range for any weapon that calls itself a "sniper"
Again... why i said that mod is better used in a short or mid ranged weapon.

I do wish it increased projectile speed tho
 
based on the issue tracker comment...nope. no increased range, no increased lifetime.

my guess is, that it would increase the time before damage falloff, which doesnt exist on plasma, or atleast not at a range where you can use them
Well then... yeah, it's not only useless mechanically, it's also bugged then.

Merp
 
Glad i read this, got my Executor up to grade 3 and had this mod down as my first to put on it. Time to rethink that one...
The Long Range mod for the Executioner is a must-have when you know your enemies movements. Literally.

They stand guarding a location, you take them in your sites then -- POW -- you fire! In the meantime they nip off to go to the toilet, get their movements sorted...

By the time they come back, you'll have hit them square.

"Long Range Executioner: Your enemies movements will never be the same again!"

To be clear: unless I am using stealth, I've never hit a target at SHORT RANGE with the Executioner. Then again, some mods are worthless on some suits/weapons, so I don't know why there's no 'price' difference between different suit/weapon types. Anyone modded their Artemis suit for fisticuffs and damage resistance? Didn't think so...

PS Price difference as in cost-per-mod. I would expect the Dominator to cost less in combat-based increases and more in (for example) jump range and oxygen etc.; likewise the Artemis would cost more for fisticuffs, less in jump range and the Maverick would cost less in quieter footsteps compared to a Dominator/Artemis suit, etc.
 
Last edited:
Back
Top Bottom