Increased Air Reserves needs something more.

Increased Air Reserves is probably the worst available suit mod at the moment. With the power cells you can carry, as well as the fact that your batteries failing means your shield fails as well, the number of circumstances where you can die of o2 loss is virtually zero. At best, it's a mild convenience factor, nothing more.

I was thinking it could be changed to Emergency Backup Reserves. It would have the bonus oxygen supply, but ALSO have a secondary effect where, every few minutes, it could use up a large chunk of your battery capacity(~51%) to instantly regenerate your shields when they go down.

That way it's actually useful for a variety of scenarios, while still retaining the bonus o2 as a convenience factor.
 
IMO they should split mods into "modification" and "attachment" classes. "Modifications" in my sense of the concept would be irreversible and limited to enhancements which give a direct competitive edge (e.g. faster shield regen and enhanced sprint duration). "Attachments" would be minor or situational quality of life improvements (e.g. bigger backpack and increased air reserves) which can be swapped out.

This even makes more intuitive sense, since it is understandable that something like stronger shields would require fundamental changes to the suit itself, whereas a bigger backpack or larger oxygen tanks are something you would expect to be able to just hook up. If I want to go on a two day hike, I buy a backpack that can hold a sleeping bag; I don't contract a specialist to stitch a futon to the back of my windbreaker.

EDIT: basically, I'm saying I agree with you, and that I think the crux of the matter is that there are two classes of mods thrown into the same bag: on the one hand mods that are generally valuable, and on the other, mods that are situational to the point that they are almost entirely useless 99% of the time.
 
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I was just thinking of the same issue. My solution would be adding the feature where the extreme temperatures would drain battery slower. Still a bit niche, but not a completely useless one, and it would fit the purpose the existing advantage implies.

Added Melee Damage is another useless one, but I think it's harder to enhance that thematically. Perhaps if there was non-lethal takedowns, just like regular kills but the bounty and notoriety gains would be milder, and you could perform those easier with the mod...
 
As someone heavily into high tier Odyssey PVP, I’m rather against the idea of ninja adding an instant shield recharge into the Increased Air Reserves mod. The existence of a delay before shields come up is there for rather important balance reasons and this change would make it a must have mod overnight, imo.

I do agree that Increased Air Reserves is functionally useless. I would rather see it renamed and improved to have a significantly higher air reserve and increase the temperature range the suit supports before being considered ‘extreme’, thus saving power consumption as @Kissamies suggested.

As far as melee damage, give us melee weapons. Please 😂

spaaaace ninjaaaaa
 
I was just thinking of the same issue. My solution would be adding the feature where the extreme temperatures would drain battery slower. Still a bit niche, but not a completely useless one, and it would fit the purpose the existing advantage implies.

Added Melee Damage is another useless one, but I think it's harder to enhance that thematically. Perhaps if there was non-lethal takedowns, just like regular kills but the bounty and notoriety gains would be milder, and you could perform those easier with the mod...

Melee damage would probably fit best as a sort of 'all-purpose-improvement' package.

IE, change it to 'Synthetic Muscle Fibers'; +5 goods carrying capacity, +33% jump height(but no change to jetpack duration), reduced fall damage/noise, and bonus melee damage.

Melee damage is a nice feature if you're going against unshielded enemies, it's just not worth sacrificing the slot that could otherwise go towards something more useful. But if you could get a bit more from it, I could see using it sometimes.
 
I was just thinking of the same issue. My solution would be adding the feature where the extreme temperatures would drain battery slower. Still a bit niche, but not a completely useless one, and it would fit the purpose the existing advantage implies.

Added Melee Damage is another useless one, but I think it's harder to enhance that thematically. Perhaps if there was non-lethal takedowns, just like regular kills but the bounty and notoriety gains would be milder, and you could perform those easier with the mod...

I would change this buff with a stealth take-down instead, to allow players to take down unsuspected NPCs stealthily and easily (from behind ideally so it's not becoming too OP) and give you an advantage for covert missions and a meaningful build for your suit on stealth approach. In-game explanation could be suit-integrated tazers (with dedicated battery), suit-integrated garotte (might be too Hitman-like though) potent enough to go trough the neck cover or in-built, hidden blade (like the Assassin's Creed symbolic blades, but with different style - even Mass Effect had it's version).
 
I would change this buff with a stealth take-down instead, to allow players to take down unsuspected NPCs stealthily and easily (from behind ideally so it's not becoming too OP) and give you an advantage for covert missions and a meaningful build for your suit on stealth approach. In-game explanation could be suit-integrated tazers (with dedicated battery), suit-integrated garotte (might be too Hitman-like though) potent enough to go trough the neck cover or in-built, hidden blade (like the Assassin's Creed symbolic blades, but with different style - even Mass Effect had it's version).
That would be an otherwise fine idea, but Audio Masking/Noise Supressor mod on weapons is far more effective. By all means have a stealthy melee takedown from behind, but I think it also needs the "non-lethal" modifier to the bounty to have some sort of edge over just shooting them with silenced Tormentor.
 
I'd rename the mod "Improved Environmental Protection" and apart from emergency oxygen increase the temperature and gravity you can disembark in.
 
That would be an otherwise fine idea, but Audio Masking/Noise Supressor mod on weapons is far more effective. By all means have a stealthy melee takedown from behind, but I think it also needs the "non-lethal" modifier to the bounty to have some sort of edge over just shooting them with silenced Tormentor.
That would be neat. Also, the overcharge mechanic could also work as a non-lethal possibility and just "stun" the enemies, right now it's like frying them inside the suit until their vital organs stop functioning.
 
TIL when you zap people with overcharge, their body gets a little icon. Could be that nonlethal takedown is already in the game. As this discovery happened in an anarchy settlement, I don't know if that has any effect on bounty/notoriety gained.
Stunned.png
 
TIL when you zap people with overcharge, their body gets a little icon. Could be that nonlethal takedown is already in the game. As this discovery happened in an anarchy settlement, I don't know if that has any effect on bounty/notoriety gained.View attachment 294737

I still got notoriety and bounty for people zapped after I've left some bases - it could be bugged though.
 
I was just thinking of the same issue. My solution would be adding the feature where the extreme temperatures would drain battery slower. Still a bit niche, but not a completely useless one, and it would fit the purpose the existing advantage implies.
This.
I would prefer the mod to become an enhanced life support: increased air reserves and/or thermal regulation that actually makes extreme temperatures more tolerable, and extend survivability on high temperature planets.
Right now, when I land on a planet with a high temperature warning, I see my health go down very quickly, much faster than battery drainage: a cooling down system would be a boost to on foot exploration, and give a little more scope to the Artemis suit for the role it was created for.
 
I still got notoriety and bounty for people zapped after I've left some bases - it could be bugged though.
Tried it myself and can confirm the bounty and notoriety. Managed to get my reward from a nonviolent heist after zapping a guy even though the interface on the site seemed to indicate that I failed the mission, though. Maybe it is bugged.
 
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