Meta builds (engineering for odyssey weapons)?

So basically I am just curious. What has become the established "meta" for the Odyssey FPS weapons in regards to engineering / mods to get on them? It seems like the Plasma stuff is probably the best since it does both shield and unshielded damage, but what about the engineering? What are the mods to go for in regards to weapons like the shotgun, the pistol, etc...
 
Is there any real need for a meta? Most weapons are viable. I can do a medium CZ without issue with no engineering and with grade 2-3 weapons.

I can only imagine things will be much easier with grade 5 and some engineering.

The only thing i would consider really important is the two silence mods on a weapon for when doing stealthy missions, but even then, not that important, can always use the zapper.
 
 
Uhhh that wasn't what I was asking. I was asking about which engineering mods for said Plasma weapons are the meta. That way I don't waste time grinding out useless attachments and upgrades.
 
Uhhh that wasn't what I was asking. I was asking about which engineering mods for said Plasma weapons are the meta. That way I don't waste time grinding out useless attachments and upgrades.
It's one of the many threads where the weapons and mods were discussed. I don't want to waste any time either, so just try the Search function and read up.
 
So basically I am just curious. What has become the established "meta" for the Odyssey FPS weapons in regards to engineering / mods to get on them? It seems like the Plasma stuff is probably the best since it does both shield and unshielded damage, but what about the engineering? What are the mods to go for in regards to weapons like the shotgun, the pistol, etc...
As far as I'm aware, there really isn't a hard-established Meta like there is with ship combat (FDL Pizza Parties, for example). With the exception of the Oppressor any weapon is perfectly viable for Odyssey's combat; ultimately it'll be down to a player's preference for how they want engagements to play out (single weapon per target, switching between lasers and bullets, double rockets, etc.).

For the Manticore lineup, here's a few of my recommended Engineering Mods:

Intimidator:
  • Magazine Size
  • Higher Accuracy (tightens pellet spread)
  • Scope (that acts like a choke because REASONS)
  • Greater Range (Note: This mod does NOT increase projectile velocity)
If you happen to enter/exit your ship or relog a few times in a game session, all your pellets will collapse into a single bolt that can one-shot most enemies with this setup, resulting in a better sniper rifle than the actual "sniper rifle" in the game. Here's such a shotgun in action (also possible loud noise warning - might want to turn down the speakers):

Source: https://youtu.be/zMrvnDi3nis?t=1006


Just be aware that this is probably a bug...

Executioner (Stealth Setup):
  • Scope
  • Audio Masking
  • Magazine Size
  • Your Choice
With proper positioning, this Executioner setup will trivialize any settlement as you will be able to eliminate every settlement occupant without raising the alarm. Or just enough so that you can sneak into the Security office and disable the alarms.

Source: https://youtu.be/IV_UAPoDbfc?t=115


Executioner (CZ Setup):
  • Magazine Size
  • Stability
  • Reload Speed
  • Your Choice
I did experiment with this setup over the past few days to see if I would like it, and while it will drop almost any target in two shots, I did find it a bit awkward with the abysmal projectile velocity when engaging sprinting targets. It's workable, but not my favorite.

Tormentor:
  • Magazine Size
  • Stability
  • Scope
  • Noise Suppressor (for silent assassinations indoors)
I actually only have the Noise Suppressor on my Tormentor at the moment because even un-Engineered at G5 it will trivialize everything. NPCs Rank 3 and below are dead in two shots with their shields up; everything else drops in 3 (2 body, 1 head). This is probably the weapon you should G5 first.

Oppressor:

The Oppressor needs some serious rebalancing before it is ready to compete with anything else in the sandbox, and it will probably remain that way until after Odyssey drops for consoles. Don't do what I did and mod up two of these to see if I needed to Git Gud. Avoid this weapon.

But if you're curious... here's what it looks like in action:

Source: https://youtu.be/l_gfhicO7i8?t=10
 
A

The Oppressor needs some serious rebalancing before it is ready to compete with anything else in the sandbox, and it will probably remain that way until after Odyssey drops for consoles. Don't do what I did and mod up two of these to see if I needed to Git Gud. Avoid this weapon.
The Oppressor is good for blowing purple bubbles. Thats all.
 
As far as I'm aware, there really isn't a hard-established Meta like there is with ship combat (FDL Pizza Parties, for example). With the exception of the Oppressor any weapon is perfectly viable for Odyssey's combat; ultimately it'll be down to a player's preference for how they want engagements to play out (single weapon per target, switching between lasers and bullets, double rockets, etc.).

For the Manticore lineup, here's a few of my recommended Engineering Mods:

Intimidator:
  • Magazine Size
  • Higher Accuracy (tightens pellet spread)
  • Scope (that acts like a choke because REASONS)
  • Greater Range (Note: This mod does NOT increase projectile velocity)
If you happen to enter/exit your ship or relog a few times in a game session, all your pellets will collapse into a single bolt that can one-shot most enemies with this setup, resulting in a better sniper rifle than the actual "sniper rifle" in the game. Here's such a shotgun in action (also possible loud noise warning - might want to turn down the speakers):

Source: https://youtu.be/zMrvnDi3nis?t=1006


Just be aware that this is probably a bug...

Executioner (Stealth Setup):
  • Scope
  • Audio Masking
  • Magazine Size
  • Your Choice
With proper positioning, this Executioner setup will trivialize any settlement as you will be able to eliminate every settlement occupant without raising the alarm. Or just enough so that you can sneak into the Security office and disable the alarms.

Source: https://youtu.be/IV_UAPoDbfc?t=115


Executioner (CZ Setup):
  • Magazine Size
  • Stability
  • Reload Speed
  • Your Choice
I did experiment with this setup over the past few days to see if I would like it, and while it will drop almost any target in two shots, I did find it a bit awkward with the abysmal projectile velocity when engaging sprinting targets. It's workable, but not my favorite.

Tormentor:
  • Magazine Size
  • Stability
  • Scope
  • Noise Suppressor (for silent assassinations indoors)
I actually only have the Noise Suppressor on my Tormentor at the moment because even un-Engineered at G5 it will trivialize everything. NPCs Rank 3 and below are dead in two shots with their shields up; everything else drops in 3 (2 body, 1 head). This is probably the weapon you should G5 first.

Oppressor:

The Oppressor needs some serious rebalancing before it is ready to compete with anything else in the sandbox, and it will probably remain that way until after Odyssey drops for consoles. Don't do what I did and mod up two of these to see if I needed to Git Gud. Avoid this weapon.

But if you're curious... here's what it looks like in action:

Source: https://youtu.be/l_gfhicO7i8?t=10
Excellent summary about Plasma weapons in PvP CZ! I also extensively use Intimidator / Executioner and I 100% agree. My payloads are exactly those.
 
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As far as I'm aware, there really isn't a hard-established Meta like there is with ship combat (FDL Pizza Parties, for example). With the exception of the Oppressor any weapon is perfectly viable for Odyssey's combat; ultimately it'll be down to a player's preference for how they want engagements to play out (single weapon per target, switching between lasers and bullets, double rockets, etc.).

For the Manticore lineup, here's a few of my recommended Engineering Mods:

Intimidator:
  • Magazine Size
  • Higher Accuracy (tightens pellet spread)
  • Scope (that acts like a choke because REASONS)
  • Greater Range (Note: This mod does NOT increase projectile velocity)
If you happen to enter/exit your ship or relog a few times in a game session, all your pellets will collapse into a single bolt that can one-shot most enemies with this setup, resulting in a better sniper rifle than the actual "sniper rifle" in the game. Here's such a shotgun in action (also possible loud noise warning - might want to turn down the speakers):

Source: https://youtu.be/zMrvnDi3nis?t=1006


Just be aware that this is probably a bug...

Executioner (Stealth Setup):
  • Scope
  • Audio Masking
  • Magazine Size
  • Your Choice
With proper positioning, this Executioner setup will trivialize any settlement as you will be able to eliminate every settlement occupant without raising the alarm. Or just enough so that you can sneak into the Security office and disable the alarms.

Source: https://youtu.be/IV_UAPoDbfc?t=115


Executioner (CZ Setup):
  • Magazine Size
  • Stability
  • Reload Speed
  • Your Choice
I did experiment with this setup over the past few days to see if I would like it, and while it will drop almost any target in two shots, I did find it a bit awkward with the abysmal projectile velocity when engaging sprinting targets. It's workable, but not my favorite.

Tormentor:
  • Magazine Size
  • Stability
  • Scope
  • Noise Suppressor (for silent assassinations indoors)
I actually only have the Noise Suppressor on my Tormentor at the moment because even un-Engineered at G5 it will trivialize everything. NPCs Rank 3 and below are dead in two shots with their shields up; everything else drops in 3 (2 body, 1 head). This is probably the weapon you should G5 first.

Oppressor:

The Oppressor needs some serious rebalancing before it is ready to compete with anything else in the sandbox, and it will probably remain that way until after Odyssey drops for consoles. Don't do what I did and mod up two of these to see if I needed to Git Gud. Avoid this weapon.

But if you're curious... here's what it looks like in action:

Source: https://youtu.be/l_gfhicO7i8?t=10
Oh wow, that is exactly the kind of info I was looking for! That's interesting the shotgun essentially seems to get two ways to tighten up the bullet spread too, strange that a scope acts as a choke though for bullet spread. Very informative! Thank you.
 
About the PvP CZ meta, I've seen a bit of it during the last 4 combat CG (vids in my signature). Overall gunplay seems well balanced to me, I'm pretty impressed (I didn't say perfect tho). I really like that most of comps work and that you can choose the one that suit your style.

But I saw some comps more popular than others (with Dominator, in that order):

1) L-6 + Laser Rifle/SMG + P-15
2) L-6 or Exec. + Intimidator
3) Laser Rifle/SMG + Kinetic Rifle/SMG
 
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