Personal Equipment Improvements

So I know it's been take d about over and over again, but I really do think personal equipment modifications needs a major overhaul. I don't have a problem with the upgrade structure that is in place, and that upgrades opens more module slots. What I have a problem with is modules being permanently installed and unable to be removed. Essentially this means that if you take all the time needed to upgrade a weapon or suit to grade 5 and then you mod it with something you end up not liking, the only way to fix "the error" is to completely start over. Not super cool. If engineered components were permanently affixed to a ship once installed and the only way to remove it was to buy a new ship, people would lose their ' minds. And this analogy is completely valid, because personal equipment costs AS MUCH as a ship.

We need the ability to slot and unslot weapon and suit modifications as we see fit. Having multiple weapons and suits that serve different purposes should be a choice if one chooses to save the trouble of modifying their loadouts, but it shouldn't be mandatory. The Executioner makes for a great example. If I'm using it to provide outdoor cover support for a group on a mission, I'm going to want Audio Masking. But if I'm doing so in a combat zone, I definitely don't need to be quiet, and a different modification would be much better suited for it. Why should I need to have two completely different weapons for this? The answer is, I shouldn't. Or how about suit nightvision? If I'm doing a mission on the light side of a planet, nightvision is absolutely unnecessary. Do I really need to have two different nearly identical suits with this feature and one with something else? NO! Though honestly, nightvision feels like a bad example as it should just be part of the suits in the first place, and we should have something better like thermal vision or some sort of advanced targeting HUD as a mod option.

I also would add that I DON'T think modifications should be universal. Instead, the modifications should be weapon and suit specific, and purchased through expense of materials on a case by case basis. So for instance, I purchase 1 x Scope for a P-15. I should then have a single scope that can only be fitted on a P-15. If I have 2 P-15s, then I can only have the scope slotted on one of them. Heck, I'd even be fine if the modification was bound to the specific suit/weapon and couldn't be transferred. Just as long as I have the option to customize what mods were actively installed.

As an added QoL improvement, it would be nice to have a loadout option for suits and weapons in which you could specify types of configurations for the suits and weapons. Instead of having loadouts be Suit > Weapons, we'd have individual suit and weapon configurations, then loadouts specifying the individual suit and weapon configurations.

Truth told, I really just want to see this change for one reason. Sure, I can push myself through the tediousness of upgrading a buttload of suits and weapons so i can have all the different configurations I want, but i really just don't want to have 85 different suits and 247 weapons to manage. Not when I could have 3-5 different suits and 12-15 weapons.
 
G5 stuff is so OP. I find that I only need one suit of each. Sure a certain mod in some situations is better. My Mav suit however does 95% of all missions without problems

Lower the stats for suits and equipment. Lower the material costs and then allow removal of modules.
 
G5 stuff is so OP. I find that I only need one suit of each. Sure a certain mod in some situations is better. My Mav suit however does 95% of all missions without problems

Lower the stats for suits and equipment. Lower the material costs and then allow removal of modules.

I'm in agreement. I upgraded a Mav to gr5 as well as a TK Aphellion and a Karma P15. I never even have a need to put on my dominator suits now. And I literally ONLY put the Artemis suit on when I'm about to disembark my ship for a bio scan.
 
I never even have a need to put on my dominator suits now.
Visited a high intensity ground CZ recently? Thise’ll probably make you want a high grade Dominator. Its purpose also exists to have two primary weapons and it’s specifically designed to be used for combat, so it accordingly provides the most resistances and shield strength. Unless you coordinate with a team, I don’t see why you’d even bother taking a Mav into a CZ anyway.

Missions? Obviously a G5 Mav will be all you need for those, and is likely going to be your preferred option for most of them anyway… because Frontier decided to tie ‘unique features’ to each one(not a whole lot of ‘realistic’ sense but I buy into it for gameplay/coding reasons) and you use the cutter quite a lot in the Odyssey stuff.
 
Visited a high intensity ground CZ recently? Thise’ll probably make you want a high grade Dominator. Its purpose also exists to have two primary weapons and it’s specifically designed to be used for combat, so it accordingly provides the most resistances and shield strength. Unless you coordinate with a team, I don’t see why you’d even bother taking a Mav into a CZ anyway.

Missions? Obviously a G5 Mav will be all you need for those, and is likely going to be your preferred option for most of them anyway… because Frontier decided to tie ‘unique features’ to each one(not a whole lot of ‘realistic’ sense but I buy into it for gameplay/coding reasons) and you use the cutter quite a lot in the Odyssey stuff.
Actually, I usually do all my ground CZs in a G5 Maverick suit. Including Highs. If I want more of a challenge I will use a G3 Maverick, but not often for highs as when doing BGS wars, losing is not efficient.

Loadout is normally a G5 Executioner and G5 Tormentor (of G3 of each if I want a challenge and am not too worried about the outcome).

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And I have done a lot of highs.

Steve
 
Actually, I usually do all my ground CZs in a G5 Maverick suit. Including Highs. If I want more of a challenge I will use a G3 Maverick, but not often for highs as when doing BGS wars, losing is not efficient.

Loadout is normally a G5 Executioner and G5 Tormentor (of G3 of each if I want a challenge and am not too worried about the outcome).

View attachment 366037
And I have done a lot of highs.

Steve
Want does not indicate need, but when you’re not jumping into the thick of it(which yout loadout indicates), a Mav will be perfectly adequate. I guess it could still work otherwise if you’re careful…

Though I’m also usually on the safer side of things so I do my combat in CZs in a Dominator. A few differing loadouts depending on what I feel like doing, some of which require the two weapon slots to work as I want them to.

(There’s also the factor to consider that a Maverick will occasionally have to stand up to the dumb scavenger swarm that the game decides to drop 5 meters from your location on a mission.)

Anyway, do agree with OP in the regard that it seems a bit jarring you can’t swap out mods as you’d like from a suit/weapon and instead have to upgrade a whole other one. I’ve done that in only one case so far, for a Dominator to use if I ever get a CZ in daylight conditions.
 
Want does not indicate need, but when you’re not jumping into the thick of it(which yout loadout indicates), a Mav will be perfectly adequate. I guess it could still work otherwise if you’re careful…
Jumping into the thick of it? I usually park my SRV a short distance away in what I think is a safe place and run in, often ending behind up behind the enemy. If you want to shout "BANZAI!" and run straight at the enemy and fight at point blank range, that is a recipe for a critical injury and return via dropship. Even in a Dominator suit. Even when dropping via drop ship, the enemy will be not nearby.

For lows and many medium czs I will use the Tormentor (audio masked). A good trick is to see the enemy land and run behind them and start shooting them at close range from behind. Can often get about half of them before being noticed. This is a bit trickier in highs.
(There’s also the factor to consider that a Maverick will occasionally have to stand up to the dumb scavenger swarm that the game decides to drop 5 meters from your location on a mission.)
Only if you lose awareness of your surroundings. Your ears will give indication of a drop ship close by, and your radar will show bad guys long before they drop in on you.

I am not a player who treats my CMDR as just a bunch of pixels. I try to fight tactically and with care.

Steve (who flew 280kls past my destination whilst typing!)
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Can often get about half of them before being noticed. This is a bit trickier in highs.
The AI for foot soldiers is kind of braindead so I can do the same with a non-silenced weapon in any CZ. Unless it’s the rocket launcher, then they usualy pay attention to getting shot at.

And I wasn’t saying “Run up to six enemies without a care in the world”. I’m not that kind of idiot and usually try to avoid destruction/death in games generally. But I still don’t think the suits are particularly overpowered… let’s just say, when the Executioner magically ignores your shield, those things can one shot you in a high CZ even when fully upgraded. Not that I’ve encountered any rhyme or reason to said behavior, or why they sometimes decide to aim for your head when they usually don’t.

Steve (who flew 280kls past my destination whilst typing!)
Happens to me more often than I’d like to admit, even if not to a degree that extreme.
 
Er… sorry? If it’s any consolation, I did the loop of shame because I was distracted by reading as well. Though not this post…
If the destination had been closer to the entry point, I would have jumped out and back in for speed. But given the distance, time to post ....

Enjoy your evening.

Steve
 
I don't know what with maverick, but I tried artemis in med CZ, and mix of low gravity and much better jetpack than on dominator was very funny thing.
I think that at some point I will try making some mods usefull in CZs on next suit.
 
Artemis if given better tolerances for cold and hot environments (let's say extra 100K both ways), could make energy-efficient combat suit, and interesting tactical play. Also swappable mods would be a very good solution - would lessen the grind.
 
Not when I could have 3-5 different suits and 12-15 weapons.
Only, unless you absolutely want to use a bunch of meme builds, you willmost likely never feel the need for more than 5 suits and 15 weapons. The only change they need to do is to let us remove mods so an engineer can put a new one on.
 
Anyway, do agree with OP in the regard that it seems a bit jarring you can’t swap out mods as you’d like from a suit/weapon and instead have to upgrade a whole other one.
Because a weapon is the basic unit. It hasn't got modules, like a ship, so you can't remove one module. If a weapon has been given noise suppression, say, it's likely the whole thing has been overhauled and improved, not one tiny piece of it.
 
Because a weapon is the basic unit. It hasn't got modules, like a ship, so you can't remove one module. If a weapon has been given noise suppression, say, it's likely the whole thing has been overhauled and improved, not one tiny piece of it.
Noise suppressors, scopes, grips, larger magazines, etc. can be swapped in 2023, why can't that happen in 3309?
 
Noise suppressors, scopes, grips, larger magazines, etc. can be swapped in 2023, why can't that happen in 3309?
Because screws, clips and the like went out of fashion in the 29th century and stuff is now molecularly bonded, a bit like in the mid 20th century stuff was put together with screws and clips so individual components could be replaced but by the end of the century things weren’t designed to be opened for repairs but instead to be replaced as a unit.
 
Because screws, clips and the like went out of fashion in the 29th century and stuff is now molecularly bonded, a bit like in the mid 20th century stuff was put together with screws and clips so individual components could be replaced but by the end of the century things weren’t designed to be opened for repairs but instead to be replaced as a unit.
A few problems with this explanation:
  • It's weak. Many things are still modular despite the non-repairable trends. There is always a market for modules and repairs.
  • Engineers can clearly remove, add, or swap parts to do the modifications, so why are they permanent? Just because there is stuff like molecular bonding that doesn't mean it can't be undone. Even non-repairable devices are often eventually hacked and repaired anyway.
  • Adding to the above point, ship module modifications can be completely undone. For example, a dirty drag engine can be made clean and lightweight and vice-versa. I don't see why we couldn't do the same with a suit or a weapon if we provide the necessary materials.
  • Things like magazines are modular by definition.
  • Other mods don't have anything to do with modules or parts, so why can't they be swapped?
 
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