Show off your Weapons builds and why

Greetings,

Here is my weapon builds after many months of gathering Odyssey materials. What a grind. When I couldn't get them in-game I bought or traded for them on fleet carriers. Still I got pretty good at at finding them. Now I have a lot left over. Let me know.

My play style is walk softly and carry a big stick then patiently take out the enemy. My builds reflect that. I may never do a protect the cargo mission taking out 16 enemies a minute with 6 waves landing to win it. Probabally the most intense combat in the game but I'm too old and slow! Maybe with friends I'll be happy to join in helping them out.

So here are IMO builds of the six best weapons in the game. Of course being old and slow I often die trying to unlock Terra Velasquez but they look so pretty! :)
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Manticore Executioner - scope, audio masking, greater range, magazine size
Semi-auto long range plasma rifle, high damage, low fire rate. Shields down 1 shot sniper rifle. Shields up 1-2 shots depending upon the enemy. 150m range before damage drop off is awesome if that slow plasma round hits a stationary unsheilded target.

Manticore Intimidator 1 - scope, audio masking, improved hip fire accuracy, magazine size
Semi-auto plasma shotgun often 1 shot depending upon your enemy, limited ammo. Audio Masking (outdoors) for stealth kills and turn off alarms missions while the Executioner does long range. Scope and improved hip fire accuracy combo provides a tighter shot pattern. High recoil but it fires so slowly I'm back on target so I didn't bother with stability.

Manticore Intimidator 2 - scope, headshot damage, improved hip fire accuracy, magazine size
For on-foot combat zones where audio masking doesn't help and headshot damage increases one shot kills.

TK Aphelion - audio masking, greater range, stowed reloading, magazine size
Auto laser rifle for quickly taking out shields, excellent accuracy and no scope needed.

Karma AR-50 - greater range, head shot damage, stability, magazine size
Auto kinetic rifle good power and range. OK, no suppression/masking as it is too much fun in a CZ. Take the enemy down after the TK Aphelion takes down the shields. Like a ship CZ friendly NPCs drop an enemies shields then I take them out.

Manticore Tormentor - noise suppressor, head shot damage, stability, improved hip fire accuracy
Semi-auto plasma pistol high damage, high recoil, low fire rate. Shields down 1 shot. Shields up 1-2 shots. Upgrade 2 of these from stealth to intense CG and I probably wouldn't need any of the other weapons. Too bad we can only carry one.

Karma P-15 - noise suppressor, head shot damage, stability, magazine size
Semi-auto kinetic pistol, high fire rate, very accurate. Built for indoor fun and does OK with shields versus using power to shock with the Energylink in overdrive. The basic Horizons flight suit which cannot be upgraded then in Odyssey can carry one of these! It's the little things that make me smile.

Regards to all

weapons.jpg
 
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Manticore Executioner - audio masking, scope, magazine size, stowed reloading
Good for picking up enemies without alerting their mates. Watching their patrol routes and with proper aim, one can clear all scavs at a settlement without alerting anyone of them
IMO no need for greater range (max range is 200m anyway, and the Exec is deadly almost to that range with no range mods)
Stowed reloading is more than a lazy thing - with all the weapon swapping, it makes sure i always have a full clip when i use the weapon (just be aware of the 5s reload time for stowed reloading)
Best paired with the Tormentor Below

Manticore Tormentor - noise suppressor, stability, increased magazine size, stowed reloading
Best pair for the Exec above - Exec used outside, Tormentor Inside (to benefit from the silence). However the Tormentor is excellent outside too when the enemies are closing in and the Exec is too cumbersome to use on the move.
Stability really helps when firing at max firing rate.

Manticore Intimidator - Scope, improved hip fire accuracy, magazine size, faster reload / faster weapon handling (really undecided for the last one, i think i will go for faster reload since the intimidator will not require much weapon swapping after all)
The combo Scope / Improved improved fire accuracy is extremely good at reducing the pellet spread. Makes it a one-shot wonder. Magazine size is also almost mandatory.

TK Aphelion - headshot damage, stability, stowed reloading, magazine size
Auto laser rifle for taking out enemies at range, headshot really helps if one has the required accuracy. Stability is rather mandatory for all automatic and semi-automatic weapons

Karma P-15 - headshot damage, stability, stowed reloading, magazine size - this is really a winning combo when paired with the TK Aphelion mentioned above. Headshot is really worth it

Karma L-6 - increased magazine size, faster handling, stowed reloading, faster reload speed - put 2 of these on a Dominator and rock any higz cz.

Karma AR-50 - headshot damage, stability, faster handling, stowed reloading
Really good for unshielded enemies. Need magazine size for shielded ones, but the ammo usage is way to high so better pair it with a laser weapon. TK Zenith is really good too.

TK Zenith - increased magazine size, stability, stowed reloading, headshot damage - the last mod can be replaced by basically anything since Zenith is quite complete in its strip-shields role with only the first 3 mods, but i kinda like headshot damage

Karma C44 / TK Eclipse - increased magazine size, stability, stowed reloading, headshot damage - the ultimate spray and pray combo, they're really good together on an Dominator, especially in pvp
 
I'd put a scope and increased range on the intimidator, the scope makes the plasma blobs spread out less and this becomes a nice one shot weapon at close/medium range even against most shielded opponents, though some enforces might need a few shots.
 
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The scope on the Intimidator getting closer patterns was supposedly fixed with a past update per all the posts. Is it still working? Let's go to the local firing range and see...
 
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The scope on the Intimidator getting closer patterns was supposedly fixed with a past update. Is it still working?

Scope reducing spread is the normal effect IIRC and it's useable on automatic weapons too.
What was supposedly fixed (but was not last time i checked - iirc between U13 and U14) was the bug that made the Intimidator concentrate all pellets in a single blob resulting a one-shot-kill basically vs any npc
 
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AFAIK yes, it's still working, scope and increased range make it a very nice weapon, increased mag is also nice, not sure what's best for the fourth mod. I haven't tried all the weapons but so far it's my preferred weapon.
 
I'll play.

I have engineered four weapons:

Manticore Tormentor - Stability, audio masking, noise suppressor, stowed reloading. Stability is a must on that gun, after that the Tormentor is all the gun you will ever need. It hits like a truck, has a good range and mine is silent everywhere. I carry it as a sidearm on all loadouts, and use it 90% of the time.

Manticore Executioner - Scope, audio masking, mag size, stowed reloading. Most times I carry this one alongside the Tormentor, and it is just loads of fun sitting on the highest building picking the NPCs off from the rooftops. I had one very proud moment where I took an assassination mission, marked the target at the terminal next to the pad, climbed on my ship and took out the target all across the settlement with the Executioner. I love it.

Manticore Intimidator - Scope, mag size, reload speed, stowed reloading. I use this one for CZs or when I plan to go loud from the start. But I feel it gets old very quickly.

Karma AR-50 - Stability, mag size, stowed reloading, faster handling. I think, I don't remember clearly. I bought it with stowed reloading and faster handling, I think. I carry that one as second rifle on the Dominator. Not as efficient as the plasmas, but fun in its own right.
 
AFAIK yes, it's still working, scope and increased range make it a very nice weapon, increased mag is also nice, not sure what's best for the fourth mod. I haven't tried all the weapons but so far it's my preferred weapon.

Not sure if Increase Max Range is worthy on the Intimidator... IIRC on my Steam/Epic accounts i have the Intimidator moded with scope, range, magsize and improved accuracy but for my 3rd toon i will replace the max range with faster reload speed.
Why? Intimidator max range is 7m. WIth the mod, this increases to 10m.
The real max range, disregarding the mod is 200m - which means we get proportional damage fallout from 7m to 200m (no range increase) or proportional damage fallout from 10m to 200m (with range increase mod). The gain seems insignificant considering the engagement range used with the intimidator are usually under 30m

I might be wrong, but i assume the fallout damage works as it works for ships - as in damage decrease to zero, proportional/linear with distance, starting from max damage at max fallout range (the range listed for on foot weapons) to what is actually the max range of the weapon (200m for on-foot weapons, tested, not listed anywhere)
 
That sounds reasonable, and if so a questionable mod. The problem is that it's hard to experiment due to the mods being welded to the weapons. I mean I do keep on picking up mats so I could do many guns without grinding too much, still it's really a drag and imo somewhat of a crappy design for the weapon engineering... So many other weapons that also need engineering and investigation.
 
This thread is awesome... I like hearing the reasoning behind the choices. The Karma C-44 and TK Eclipse are the ones I hear the least about, and I put them on one of my Dominator suits as well cause of the 'Winter Soldier' vibe. I know they are not Ideal war guns so I'm guessing they are more for facility raids? I just started foot combat and missions last week so I don't have any builds to share. In fact I really underestimated how much I would enjoy EDO on foot... Fdev did an amazing job with the details inside of these surface facilities. I started with low level CZ's instead of missions... I figured it's better to learn how to fight with a team than alone. I'm old and slow too... I was instantly killed trying to strip a SRV on a planet... At least with the CZ's they just throw you back into the fight instead of being in jail, again!

My big mistake was... being that I don't know what I want for upgrades and mods, I went and did some exo-bio to fund a shopping spree. Purchased a bunch pre-modded suits for all three styles (Dom, Mav, Art), I figured I will test them all out and just sell which ever ones I don't like... So After about 15 suits, I went to sell one that I felt the mod really didn't match.......... I got about 6% back on my purchase price...... Are you kidding me??? Paid about 19Mil and got back around 1mil on the sale. We really Need to be able to uninstall mods like ship weapons.
 
So for the Intimidator...

Scope - for a tighter shot pattern.
Audio Masking - for quiet outdoors.
Magazine Size - for another shot.

Decisions

Greater Range - If the drop off starts at 11 meters (on mine) then might have a little more punch hitting an enemy at 30 meters
Improved Hip Fire Accuracy - Might be more efficient even moving in stealth.
Noise Suppressor - Now it's totally quiet.

Faster Handling - Most useful if switching weapons between laser and kinetic. Plasma not needed so much.
Headshot Damage - It's already a 1-2 shot kill.
Reload Speed - Taking on multiple targets, sure. Going stealth not needed so much.
Stowed Reloading - I can press a button to do that.
Stability - It fires too slow to be useful.

So what would you pick per how you play?
Also a three shot pattern test with the scope at about 7 meters. The pattern is tighter.

scope.jpg
 
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Just copy / paste from your suit / weapons spreadsheet that you spent many hours to create. (y)
Doesn't exist. It only existed long enough to keep track of which weapons I was making because putting the wrong mod on a weapon would've been bad. The weapons got deleted as they were completed. Only thing left there now are the handful of weapons I'd make if we ever get atmo worlds.

I did keep the armor plans for kicks. But you didn't ask for those. :p
 
So for the Intimidator...
Long as you have hip fire accuracy and scope mod installed on plasma shotgun, try exit a ship or SRV 5 times, while equip this weapon and with these mods. That way it turn into shorter range plasma rifle, but with ability to take down fully shielded targets with just one hit. There is bug (still alive even 1 year later) that somewhat causing reduce spread on pellets on shotgun (mutliple vechicle entries required, about 5 or 6 to fully remove any spread), and hip fire + scope causes it and that effect stacks to the point where you got all pellets focused on single point, long as fire from ADS. And it works only with shotgun, no any other weapon in game have this "feature", even with similar mods installed. And that will be like that until exit game or change loadout, so process must be repeated to have it again.

That way, it dont even not need longer range or whatever, as even at 20-30-40m, if all pellets are focused, these still can one shot most of enemies.


So what would you pick per how you play?
Try mentioned mods above, add mag size to have 3 shots available and go with headshot dmg as that will increase "one shot kill" range by twice than without it.
 
Wow another bug. So I'll go with scope, hip fire, mag and audio masking for strealth moments and can help in CGs. Headshot leading a moving target with a slow plasma round I may hit 1 in 8 times if lucky. Then fly my ship to a CZ, enter/exit the SRV 6 times then engage the enemy. Probably works great until I die and may lose the SRV (park far away?) if my ship takes off.
 
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