Odyssey Weapon Opinions …

Artemis with improved jump range, increased battery capacity, sprint and reduced tool battery consumption - oh crap, no night vision...
Sprint is overrated:) You can move at sprint speed basically forever while airborne so improved jump assist also makes sprinting easier.
 
Sprint is overrated:) You can move at sprint speed basically forever while airborne so improved jump assist also makes sprinting easier.
Probably about 500 metres. I generally park about 600-700 metres away whilst doing AX reactivation and bunny hopping between settlement and SRV usually results in breathlessness around 100 metres short.
 
Sprint is overrated:) You can move at sprint speed basically forever while airborne so improved jump assist also makes sprinting easier.

yeap, but bunny hopping works only for so long, sprint also helps with faster recovery - but, depending on case, it may be ok to skip sprint.
i dont have sprint on all my suits, still bunny hopping sometimes looks silly and immersion breaking and not at last, you cant bunny hop in a station 😇


edit: typos
 
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bunny hopping works only for so long
I don't bunny hop, I fly. On low G worlds (less than .2 G) you can move at sprint speed for a kilometer at a time this way, only touching the ground occasionally. On really low G worlds (less than .05 G) you can keep airborne almost indefinitely.
 
Some of my thoughts and rants after building many suits and weapons

In regards to suit defensive mods,
Faster Shield Regen is the more powerful of the two as it gets your shields up a few seconds faster. This has saved my life when a Sharpshooter or Enforcer takes their shot, whereas the extra resistances are more marginal (2-7% or so per the Helper Tool's loadout editor).

For suit movement,
Combat Movement Speed is quite underrated as it also removes the base move speed penalty for wielding heavier weapons like the Karma L6 or Manticore Executioner. You can audibly hear the difference in speed when sprinting with an Executioner on a suit with versus without Combat Movement Speed. Improved Jump Assist will help your jetpacks on the Maverick and Artemis suits moreso, but can provide a slight edge for some Dominator builds, but otherwise is situational to certain suits or gravity conditions. Increased Sprint Duration is a bit more "universal" in the sense that it also extends the duration for which you can bunny hop at full speed for low-G worlds, or run around unencumbered on high-G worlds.

For suit utility,
you really can't go wrong for Improved Battery Capacity for extending your charge, and it indirectly improves the efficacy of each battery pack consumable as they always recharge you to 100%. Extra Ammo is nice for going berserk in High Intensity Ground Conflicts, but also can be paired with the improved battery capacity for operating far from resupply in Thargoid territory. Quieter Footsteps is more situational to covert settlement raids, and Night Vision is a nice QoL mod if you are going for more utility or exploration on that suit. Extra Backpack capacity is a must on a Maverick if you are going for the "Looter" side of looter and shooter when raiding settlements, and also is helpful early on for collecting all the stuff you will need. Increased Air Reserves is nearly useless on most worlds, since you will then freeze or overheat to death before running out of air instead.

For weapon mods,
you typically can't go wrong with Magazine Size because it "keeps the weapon in the fight" longer as Jude Navarro states. Stowed Reloading is also a powerful choice on most weapons because it allows you to switch to a different weapon/sidearm and keep firing while it reloads. This is one of the few ways to increase your effective DPS over time. Headshot Damage is also a rare DPS-aiding mod if you're a good aim (very powerful on kinetic and some plasma weapons). Stability, Scope, and Improved Hip Fire Accuracy can be applied to flavor your weapons as you see fit (note that Scope and Hip Fire Accuracy can tighten the spread on the Intimidator shotgun). Noise Suppressor + Audio masking make weapons great for covert raids and specialist missions, and also hide the fire direction indicator of your shots for a PvP opponent's minimap HUD. Greater Range extends the damage falloff range so can help some shorter-range weapons like the carbines and shotgun.

As to what weapons themselves are good,
they're all pretty good in their own situations barring the Manticore Oppressor which only has a niche use against Thargoid Revenants at best (which the Intimidator will perform better in). I love the Karma C-44 for spraying kinetic rounds to quickly mow down unshielded foes in close quarters or harass and pepper them if at range. The TK Zenith is an excellent burst-fire pistol for stripping off shields, but may require the Stability mod to land all three shots in the bursts at longer ranges. Some people use the TK Aphelion as a sort of marksman rifle since the shots land instantly versus the slower-moving projectiles of the Manticore Executioner, but its thermal damage is better suited to shields than suit armor. The Karma L6 is the sole explosive projectile launcher at present and is excellent for taking out fresh groups dropping out of a dropship or tight formations of troops. I used to advocate for it as an anti-Revenant weapon for on-foot AX, but since 16.02 and later updates the Manticore plasma weapons are proving best for those activities.

If you had to only upgrade two weapons in the game, make them the Manticore Executioner and Tormentor with a Maverick Suit. With skill and a fully silenced modding on them you can take on any PvE mission and CZs. I usually prefer Magazine Size+Audio Masking+Noise Suppressor+Stowed Reloading.

For PvP and sweeping through CZs in a Dominator consider a thermal weapon, kinetic weapon, and the Karma L6.

For Exobiology even a base Artemis suit technically works since it's presumably peaceful empty space and your ship or SRV is nearby. But if you want to really frolic around consider extra battery, night vision, and improved jump assist. You can then either go for extra sprint duration for intensified frolicking or reduced tool power use since the Exobiology Sampler drains a good chunk of charge.

Have a good hike CMDR o7
 
Some people use the TK Aphelion as a sort of marksman rifle since the shots land instantly versus the slower-moving projectiles of the Manticore Executioner, but its thermal damage is better suited to shields than suit armor.
While this is true, scavengers that are the most common enemies for most missions don't seem to have better than grade 3 suits (three segments to shield and armor bars) and a grade 5 Aphelion cuts through their armor like hot knife through butter. I'm quite sure switching between eg Aphelion and P15 would actually increase TTK for scavs compared to simply using Aphelion alone🙃

Things are very different in high CZ-s where a grade 5 Aphelion is best never used against armor unless the opponent is already down to their last armor HP-s.
Headshot Damage is also a rare DPS-aiding mod if you're a good aim
Headshot damage mod has one problem for me—real life firearm training that even after 20 years of not even picking up a gun still without a failure makes me aim for the center of mass🫠
 
While this is true, scavengers that are the most common enemies for most missions don't seem to have better than grade 3 suits (three segments to shield and armor bars) and a grade 5 Aphelion cuts through their armor like hot knife through butter. I'm quite sure switching between eg Aphelion and P15 would actually increase TTK for scavs compared to simply using Aphelion alone🙃

Things are very different in high CZ-s where a grade 5 Aphelion is best never used against armor unless the opponent is already down to their last armor HP-s.

Headshot damage mod has one problem for me—real life firearm training that even after 20 years of not even picking up a gun still without a failure makes me aim for the center of mass🫠

True, basic scavengers have no better than Grade 3-seeming equipment, and the Aphelion will definitely cut through such weak opponents. Even pre-upgraded kit from the Pioneer store should work fine there! ;) Those are far from my most common enemy, however, since I engage in many illegal missions and raids (including taking out Omnipol officers, who seem to be on par with High Intensity opponents). Thargoid Banshees and Goliath skimmers are even more heavily armored, acting as the closest we currently have to an on-foot "mini boss".

If you forego Stability on the P-15 you maaaay be able to fire at center of body mass and let the recoil take the next shot up to the head, but mileage may very. Headshot Damage is more useful on it as a stealth weapon as an alternative to a silenced Tormentor.

These days my fingers and left mouse button have grown tired, so I use either full automatic weapons or powerful plasma semi-automatics requiring only few shots to do the job.
 
The Oppressor is a far better weapon than people give it credit for. For the past 2 years I ignored mine because of all the complaints/negative opinions, but it turns out to be incredibly useful - especially with the Mav suit. The shotgun + mav is nice for close quarters, but useless when you get swarmed after things go wrong. The sniper + mav is nice for long range, but again useless if you get swarmed. The oppressor + mav works beautifully at medium and close range.

E.g. I got trapped in the upstairs room of a power building after triggering the alarm, and using the Oppressor (G5) I wiped out wave after wave of NPCs until there was nobody left. It's fantastic in that situation. (I have the long range mod on mine too)
 
The Oppressor is a far better weapon than people give it credit for. For the past 2 years I ignored mine because of all the complaints/negative opinions, but it turns out to be incredibly useful - especially with the Mav suit. The shotgun + mav is nice for close quarters, but useless when you get swarmed after things go wrong. The sniper + mav is nice for long range, but again useless if you get swarmed. The oppressor + mav works beautifully at medium and close range.

E.g. I got trapped in the upstairs room of a power building after triggering the alarm, and using the Oppressor (G5) I wiped out wave after wave of NPCs until there was nobody left. It's fantastic in that situation. (I have the long range mod on mine too)
I always wondered why CMDRs snapped up the good Oppressors I discovered for sale. Personally, I still think the Oppressor is the 3307 version of an AK-47 and rarely use one. The loadout I have is G5 Maverick (NV+RTBC+IBC), G5 Tormentor (AM+ NS+stab+mag) and G5 Oppressor (range + stab).

If swarmed, the Tormentor is my go to weapon.

Steve
 
Some of my thoughts and rants after building many suits and weapons

In regards to suit defensive mods,
Faster Shield Regen is the more powerful of the two as it gets your shields up a few seconds faster. This has saved my life when a Sharpshooter or Enforcer takes their shot, whereas the extra resistances are more marginal (2-7% or so per the Helper Tool's loadout editor).

For suit movement,
Combat Movement Speed is quite underrated as it also removes the base move speed penalty for wielding heavier weapons like the Karma L6 or Manticore Executioner. You can audibly hear the difference in speed when sprinting with an Executioner on a suit with versus without Combat Movement Speed. Improved Jump Assist will help your jetpacks on the Maverick and Artemis suits moreso, but can provide a slight edge for some Dominator builds, but otherwise is situational to certain suits or gravity conditions. Increased Sprint Duration is a bit more "universal" in the sense that it also extends the duration for which you can bunny hop at full speed for low-G worlds, or run around unencumbered on high-G worlds.

For suit utility,
you really can't go wrong for Improved Battery Capacity for extending your charge, and it indirectly improves the efficacy of each battery pack consumable as they always recharge you to 100%. Extra Ammo is nice for going berserk in High Intensity Ground Conflicts, but also can be paired with the improved battery capacity for operating far from resupply in Thargoid territory. Quieter Footsteps is more situational to covert settlement raids, and Night Vision is a nice QoL mod if you are going for more utility or exploration on that suit. Extra Backpack capacity is a must on a Maverick if you are going for the "Looter" side of looter and shooter when raiding settlements, and also is helpful early on for collecting all the stuff you will need. Increased Air Reserves is nearly useless on most worlds, since you will then freeze or overheat to death before running out of air instead.

For weapon mods,
you typically can't go wrong with Magazine Size because it "keeps the weapon in the fight" longer as Jude Navarro states. Stowed Reloading is also a powerful choice on most weapons because it allows you to switch to a different weapon/sidearm and keep firing while it reloads. This is one of the few ways to increase your effective DPS over time. Headshot Damage is also a rare DPS-aiding mod if you're a good aim (very powerful on kinetic and some plasma weapons). Stability, Scope, and Improved Hip Fire Accuracy can be applied to flavor your weapons as you see fit (note that Scope and Hip Fire Accuracy can tighten the spread on the Intimidator shotgun). Noise Suppressor + Audio masking make weapons great for covert raids and specialist missions, and also hide the fire direction indicator of your shots for a PvP opponent's minimap HUD. Greater Range extends the damage falloff range so can help some shorter-range weapons like the carbines and shotgun.

As to what weapons themselves are good,
they're all pretty good in their own situations barring the Manticore Oppressor which only has a niche use against Thargoid Revenants at best (which the Intimidator will perform better in). I love the Karma C-44 for spraying kinetic rounds to quickly mow down unshielded foes in close quarters or harass and pepper them if at range. The TK Zenith is an excellent burst-fire pistol for stripping off shields, but may require the Stability mod to land all three shots in the bursts at longer ranges. Some people use the TK Aphelion as a sort of marksman rifle since the shots land instantly versus the slower-moving projectiles of the Manticore Executioner, but its thermal damage is better suited to shields than suit armor. The Karma L6 is the sole explosive projectile launcher at present and is excellent for taking out fresh groups dropping out of a dropship or tight formations of troops. I used to advocate for it as an anti-Revenant weapon for on-foot AX, but since 16.02 and later updates the Manticore plasma weapons are proving best for those activities.

If you had to only upgrade two weapons in the game, make them the Manticore Executioner and Tormentor with a Maverick Suit. With skill and a fully silenced modding on them you can take on any PvE mission and CZs. I usually prefer Magazine Size+Audio Masking+Noise Suppressor+Stowed Reloading.

For PvP and sweeping through CZs in a Dominator consider a thermal weapon, kinetic weapon, and the Karma L6.

For Exobiology even a base Artemis suit technically works since it's presumably peaceful empty space and your ship or SRV is nearby. But if you want to really frolic around consider extra battery, night vision, and improved jump assist. You can then either go for extra sprint duration for intensified frolicking or reduced tool power use since the Exobiology Sampler drains a good chunk of charge.

Have a good hike CMDR o7
That’s some awesome info - thanks!!
 
The Oppressor is a far better weapon than people give it credit for. For the past 2 years I ignored mine because of all the complaints/negative opinions, but it turns out to be incredibly useful - especially with the Mav suit. The shotgun + mav is nice for close quarters, but useless when you get swarmed after things go wrong. The sniper + mav is nice for long range, but again useless if you get swarmed. The oppressor + mav works beautifully at medium and close range.

E.g. I got trapped in the upstairs room of a power building after triggering the alarm, and using the Oppressor (G5) I wiped out wave after wave of NPCs until there was nobody left. It's fantastic in that situation. (I have the long range mod on mine too)
Interesting … I actually like the Oppressor in principle but its damage seems way too low for the fire rate and projectile speed … maybe with some upgrades it could be worth a go after all.

Maverick suit is definitely compromised with only the one primary weapon slot which is kinda frustrating. TBH I’d rather not have the side arm, then I’d go Aphelion and AR-50 and never look back!!!

ATM I’m torn between the following starting combos based on pre-engineered stuff I’ve picked up:

- G3 Aphelion (Increased Mag) / G3 P15 (a few variants: Greater Range or Stowed Reloading being the most interesting examples … I’d probably go with the Stowed Reloading and then add Greater Rang as I have the engineer access to do that but not the other way around!!)

or (as per original post)

- G3 AR-50 (no mods) / G3 TK Zenith (Faster Reloading and then look to add more)

or

- G3 TK Eclipse (Stowed Reloading) / P15 (Stowed Reloading)

As I say - purely based on the “staring points” I have available.

But … if the Oppressor can be viable that would be hugely useful as a single primary that works for shields and armour … which I’d probably pair with a Tormentor (?) pistol.

I mean … all I need is a gazillion Manufacturing Instructions and presumably I could just try them all … 😂
 
But … if the Oppressor can be viable [-]
1702439940137.png


Define "viable" 🙃

(Right-click and select "Open Image in New Tab" to see a larger version of that graph if you're having trouble seeing the numbers - the forum shrank the image :( )

ATM I’m torn between the following starting combos based on pre-engineered stuff I’ve picked up:

- G3 Aphelion (Increased Mag) / G3 P15 (a few variants: Greater Range or Stowed Reloading being the most interesting examples … I’d probably go with the Stowed Reloading and then add Greater Rang as I have the engineer access to do that but not the other way around!!)

or (as per original post)

- G3 AR-50 (no mods) / G3 TK Zenith (Faster Reloading and then look to add more)

or

- G3 TK Eclipse (Stowed Reloading) / P15 (Stowed Reloading)
From personal experience, if you're strictly fighting human NPCs I'd go with the Aphelion as a primary weapon. Get it to G5, slap a Headshot Damage mod on it and you're practically set for any engagement at any range. A G5'd Aphelion is deceptively good at eating armor HP with the Headshot mod, even when facing High CZ enemies. Just put a little distance between you and your targets, make notes of where ammo crates are, ensure you have Aim Assist on (because it works wonders with the laser weapons -as in "snapping to heads out to ~150m" wonders with the Aphelion IIRC from some testing I did a while back), and let it do the rest.

For sidearms, a G5 Tormentor will two-tap Medium CZ enemies (except Enforcers IIRC) and three-four tap High CZ enemies from full shields/HP with ease. I've heard good things about the P-15, but I haven't used a G5'd one, so I can't comment on how it performs. Either would serve as a good backup / close quarters weapon for an Aphelion.
 
View attachment 377940

Define "viable" 🙃

(Right-click and select "Open Image in New Tab" to see a larger version of that graph if you're having trouble seeing the numbers - the forum shrank the image :( )


From personal experience, if you're strictly fighting human NPCs I'd go with the Aphelion as a primary weapon. Get it to G5, slap a Headshot Damage mod on it and you're practically set for any engagement at any range. A G5'd Aphelion is deceptively good at eating armor HP with the Headshot mod, even when facing High CZ enemies. Just put a little distance between you and your targets, make notes of where ammo crates are, ensure you have Aim Assist on (because it works wonders with the laser weapons -as in "snapping to heads out to ~150m" wonders with the Aphelion IIRC from some testing I did a while back), and let it do the rest.

For sidearms, a G5 Tormentor will two-tap Medium CZ enemies (except Enforcers IIRC) and three-four tap High CZ enemies from full shields/HP with ease. I've heard good things about the P-15, but I haven't used a G5'd one, so I can't comment on how it performs. Either would serve as a good backup / close quarters weapon for an Aphelion.
That does sound like a very strong option … 👍

That graph is kinda interesting … looks like the Aphelion / Eclipse / Zenith are much or a muchness but the P15 is waaaay better than it has any right to be!!
 
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But … if the Oppressor can be viable that would be hugely useful as a single primary that works for shields and armour … which I’d probably pair with a Tormentor (?) pistol.

I have a G5 indoor/outdoor silenced tormentor pistol on the mav suit with the Oppressor. I use the pistol to take out single enemies, the oppressor to take out shielded enemies (e.g. pro assassination targets) and groups.

My Oppressor has these mods:

1 Noise Suppressor
2 Greater Range
3︎ Audio Masking
4︎ No mod (still deciding)

Tormentor has these:

1︎ Greater Range
2︎ Noise Suppressor
3︎ Reload Speed
4︎ Audio Masking

Since the Mav is all about stealth, having both weapons silenced in all situations is great.
 
That does sound like a very strong option … 👍

That graph is kinda interesting … looks like the Aphelion / Eclipse / Zenith are much or a muchness but the P15 is waaaay better than it has any right to be!!

It's charts and stats that prevented me trying the oppressor for all these months. But stats don't kill enemies, and in the actual game environment I find the weapon very effective.

Not saying I'd choose it on the Dominator in a CZ, where I use the Aphelion and Ar-50, but for the Maverick suit and base infiltrations/raids/slaughterisations it's great.
 
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