Manticore Opressor - A plea to FDev to show it some love with Update 15

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I am part of the EOFCC (Elite on Foot Combat Comunity), and i really like the Ground Conflict Zones.
Made it to Elite V, and bought a Fleet Carrier with all the Credits earned.
I even participated in the latest EOFCC Tournament for 1v1 with G5 Equippment and ranked 2nd out of 12 Participants!
I have tested all the Weapons there are to test at any Grades.

My issue with the Manticore Opressor is that it gets outmatched by all other Weapons. Both in theory, and in practice.

The Opressor is ment to be a Rifle, but it lacks both Damage and Projectile Speed compared to the AR-50 and the Aphelion.
Compared to the C-44 and Eclipse Carbines, it is lacking in Rate of Fire.
It is even worse when compared to the Pistols with their potential for high Burst Damage.

My personal Suggestion for the Opressor:
Increase Projectile Speed by 50% (currently it is sitting at ~86m/s, KArma are at ~200m/s)
Increase the Damage by 50% (from 2,4 to 3,6)

I would love it if you could squeeze this in with Update 15, or even any other update.
Preferably sooner rather than later.

o7
 
I am part of the EOFCC (Elite on Foot Combat Comunity), and i really like the Ground Conflict Zones.
Made it to Elite V, and bought a Fleet Carrier with all the Credits earned.
I even participated in the latest EOFCC Tournament for 1v1 with G5 Equippment and ranked 2nd out of 12 Participants!
I have tested all the Weapons there are to test at any Grades.

My issue with the Manticore Opressor is that it gets outmatched by all other Weapons. Both in theory, and in practice.

The Opressor is ment to be a Rifle, but it lacks both Damage and Projectile Speed compared to the AR-50 and the Aphelion.
Compared to the C-44 and Eclipse Carbines, it is lacking in Rate of Fire.
It is even worse when compared to the Pistols with their potential for high Burst Damage.

My personal Suggestion for the Opressor:
Increase Projectile Speed by 50% (currently it is sitting at ~86m/s, KArma are at ~200m/s)
Increase the Damage by 50% (from 2,4 to 3,6)

I would love it if you could squeeze this in with Update 15, or even any other update.
Preferably sooner rather than later.

o7
I had a whole large thread dedicated to getting some attention for the Oppressor:


TLDR is basically what you arrived at: more projectile velocity, maybe more damage. One additional large takeaway from that thread is that the Oppressor suffers from the currently broken Bullet Magnetism implementation that Odyssey has: it assumes all projectiles are hitscan and fires them at where your target currently is, rather than where it is going. This is especially noticeable when trying to lead fast laterally-moving targets. I've reported it on the Issue Tracker and it has been Acknowledged, but that was several updates ago. Despite calling attention to it multiple times, it has yet to be fixed. Link to that is below:


I'd certainly love to see it fixed, but unless we start fighting Thargoids on foot, I doubt we'll be seeing any adjustments to any part of the Odyssey weapon sandbox.
 
My issue with the Manticore Opressor is that it gets outmatched by all other Weapons. Both in theory, and in practice.
My issue with the Asp Scout is that it gets outmatched by everything ever made. Both in theory, and in practice.

I have been asking Frontier to do something about this for over half a decade. They have yet to acquiesce to my request.

I hope they move faster to adjust foot combat weapons than they do anything else this community has asked them to, because at least we'd have that. Unfortunately, Frontier is about as competent at balancing this game as I am balancing on razor wire while carrying a refrigerator.
 
Feels to me that the Issue with Magnetized Bullet is a Relic from the Console Development to achieve "aim-assistance" in a semi cheap way...
 
I had a whole large thread dedicated to getting some attention for the Oppressor:


TLDR is basically what you arrived at: more projectile velocity, maybe more damage. One additional large takeaway from that thread is that the Oppressor suffers from the currently broken Bullet Magnetism implementation that Odyssey has: it assumes all projectiles are hitscan and fires them at where your target currently is, rather than where it is going. This is especially noticeable when trying to lead fast laterally-moving targets. I've reported it on the Issue Tracker and it has been Acknowledged, but that was several updates ago. Despite calling attention to it multiple times, it has yet to be fixed. Link to that is below:


I'd certainly love to see it fixed, but unless we start fighting Thargoids on foot, I doubt we'll be seeing any adjustments to any part of the Odyssey weapon sandbox.

It's freaking infuriating with the Executioner. I've had shots where it's been visibly pulled way to side nearly exactly the distance of my lead. Amazing how anyone could miss this when your weapon choices are all airsoft to tennis ball launcher velocities.
 
The problem that the oppressor has is that it's modelled after the plasma accelerator - as in, a big slow-moving projectile.

The problem is, unlike the plasma accelerator, each projectile is weak as hell. Last time I took a double-silenced G5 oppressor into a settlement, not only could it not kill a worker before they returned fire, when I started firing the first shot landed and did its pitiful damage and staggered them, which caused all the shots that were already in the air behind it to miss, and at that point they were actively dodging and trying to track them with the hail of little plap-plap-plap projectiles was pain. I could kill them faster with an eclipse, at least that thing actually lands shots even if it's entirely the wrong damage type for suits.

But the thing is, if you think of the executioner as the equivalent of a PA - a high-alpha, close-range weapon that hits like a truck and doesn't require a high time-on-target, then the oppressor is...
Well, it doesn't have a space equivalent. Even advanced plasma accelerators do decent damage even if they're less favoured due to the higher time-on-target required to use them effectively compared to PAs - there isn't really a PA-equivalent that requires you to hold your crosshair on the lead indicator while you magdump on them. I guess the guardian plasma fighter?

There is another plasma weapon that's used for rapid fire low-damage-per-shot though, and has a projectile speed comparable to multicannons.
It's the plasma repeater.
The scarab version has an incredibly large mag that allows you to keep dumping as long as your WEP capacitor holds up. A man-portable weapon that followed this model would be the equivalent of an LMG - big box mag, spray it in a general direction for a very long time. The kind of thing you point at a doorway to ensure that nobody wants to poke their head out.
The fighter version behaves differently, acting more like the regular twin-multicannon except it's way burstier. Very high ROF, empties its mag in like, a second, then you have to break off and reload. Even if you kept the damage-per-shot the same, boosting the shot speed and ROF could potentially make the oppressor a very scary weapon in close-medium range (though still not as scary as the intimidator) as it bursts someone down without needing to switch weapons, though having to reload constantly would make it less viable than a laser/kinetic combo in more extended engagements.
 
the depressor is made for real combat? i though its for airsoft :p
and while i agree on the plasma rifle buff i also think the plasma pistol and shotgun could handle a little nerf
 
the depressor is made for real combat? i though its for airsoft :p
and while i agree on the plasma rifle buff i also think the plasma pistol and shotgun could handle a little nerf
I've ended up preferring the kinetic pistol for general mission use. The tormentor is good but its low projectile speed and low refire rate makes it a pain to use in a CZ as you really feel every miss, especially in higher CZs when you're not one-shotting everything.

The only nerf the shotgun really needs is fixing the bug that makes its ADS spread tighten to a pinprick after you've been in and out of your ship a few times. I wouldn't mind it even tightening a little, just... not to the point where you can use it as a sniper weapon.
 
I've ended up preferring the kinetic pistol for general mission use. The tormentor is good but its low projectile speed and low refire rate makes it a pain to use in a CZ as you really feel every miss, especially in higher CZs when you're not one-shotting everything.

The only nerf the shotgun really needs is fixing the bug that makes its ADS spread tighten to a pinprick after you've been in and out of your ship a few times. I wouldn't mind it even tightening a little, just... not to the point where you can use it as a sniper weapon.
id say theres a bit more to it than just that. if nothing else, look at what scope does to a plasma shotgun
 
id say theres a bit more to it than just that. if nothing else, look at what scope does to a plasma shotgun
That's a bug. They tried to fix it before but it didn't work.
If it worked as intended, the scope would largely be useless - who cares about the zoom if the pellet spread is wider than the lens? You're not going to be sniping with it.
The whole point of shotguns in videogames is to be the devastating point-blank weapon that one-shots people when you get the drop on them, at the cost of being less effective at medium-long ranges.
The problem is, because of a bug, if you have the hipfire accuracy mod, then every time you enter your ship in a given play session, the aim-down-sights accuracy of the shotgun is tightened a little bit more until eventually it's as close to zero as matters.
I tested this extensively once, I just never got around to compiling the videos that I recorded because honestly I have zero faith in the issue tracker not memory-holing it.
 
This is something I really have tried to like and get used to but with it being outmatched in practice in every area by the Aphelion I just can't see a reason to keep going with it. Best I've got out of it has been with a headshot/extra mag, stability/faster handling combo, but I think the Aphelion still outperformed it when it was at G3. I know something needs to be the worst weapon in the game but using the Oppressor is just deliberately hamstringing yourself.

At this point I'll keep the thing on the off chance it gets looked at, but I see no point in featuring it in any load outs right now.

My preference for a change would be a significant damage increase. It feels more in line with what plasma weapons should be to have these as remaining as fairly unweildy, but hitting like a Clipper ram when it does connect. Having something that's hard to hit with is fine when you know it's going to make up for it when it does land.
 
I can agree very strongly here. Instead of being a jack of trades, it ends up failing in both tasks when the fact of the alternatives being miles more effective are to be factored. It’s regarded as the worst weapon for a good reason. Even the other bad options have viability whereas the Manticore Oppressor is just gonna get you killed in a gunfight.
 
i say leave the shotgun as is . but the opressor actaully needs a buff.. hell even the smgs are better tham the opressor. specially for shield/kenetic gameplay sawp . since they sawp faster than any other weapon . and actaulyl do damage
 
Yeah, I tried to like it but I can't. I tried because the NPCs have the amazing ability to nearly always be hitting me with it when they are within 20M or so. However between it's horrible spread and the fact that bullet magnetism is broken it's almost comical in player's hands. A rifle that can't hit or kill nearly anything. I live with the executioner's issues when in a "dynamic tactical environment" because it's going to kill them when it finally hits. The Oppressor is just going to moderately annoy them... maybe.

I've tossed out the Tormentor in any combat loadout as well. While again, Enforcers can perfectly aim it from across the settlements, it somehow even worse than the Executiioner it feels like on shot speed and it has slow follow-up shot time too so mostly once something is moving I'm missing more than I ever hit. Still perfect for quick and surprise work indoors though so it stays on my hitman/Infiltration maverick.
 
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Just looking at some numbers a stock grade 3 Oppressor firing all 6.7 rounds in a second has 47 percent damage of a stock grade 2 Executioner firing 1 shot. A grade 2 Oppressor has 37 percent.Too bad we cannot pick up rocks and throw them.
 
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tbf an Oppressor has a great mag. When I was using one for CZs I never ran out of ammo with it (which was why I used it over the AR50), slight damage buff, fix the bullet magnetism and I might even go back to it over the Exey.
 
Please FDev give this gun a buff. Its completely useless vs pretty much every other Oddy weapon. Either speed up those projectiles or give them a decent damage buff.
 
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