Suit & Weapon Modification choices, what do you reccomend?

I am starting to have enough mats gathered where I need to get engineering, hitting 1000 cap, but it's still in the planning phase.
For most combat, I really like the AR50, and the Aphelion
For both Ar50 and Apehlion I was thinking about Faster Handling, and Faster Reload. For the AR50 I was thinking Stability

For base raiding, so far I don't use it, but I have a g3 Tormentor with Audio Masking, I was thinking about adding Noise Suppressor and Stability to it, for sneaky killing unshielded NPC's. I also have a g3 P15 with Headshot damage and reload speed, was thinking about adding Audio/Noise to this as well, as it would probably work as good or better than the Tormentor, possibly easier to use as well

For CZ, which I really like, I've only done 3 High Intensity ones so far, I've been using the AR50/Aphelion, but D2EA Youtube channel says the intimidator looks amazing, I have that at g4, no mods, Haven't used it much because it seems useless right now/

For my Dominator suit, it's almost g5 time, all I have so far I got lucky and it came with Dmg Resistance, was thinking adding Night Vision, after that not too sure, nothing seems obvious
For my Maverick, it came with Extra Backpack, was thinking Night Vision, not sure what else.

So my questions and hope for advice is, are these upgrades optimal? Are these weapons optimal? Gathering the materials (especially data), isn't totally killing me, but I don't want to upgrade something that turns out to suck badly. And I'm not too sure about the suit upgrades especially, considering I think my two suits already have the highest priority mods.
I have a g3 artemis, I'm not sure if I'll use it often, or what mods it might need, was thinking night vision obviously, and maybe jump assist for goofing around?
 
I am starting to have enough mats gathered where I need to get engineering, hitting 1000 cap, but it's still in the planning phase.
For most combat, I really like the AR50, and the Aphelion
For both Ar50 and Apehlion I was thinking about Faster Handling, and Faster Reload. For the AR50 I was thinking Stability
All three are very good mods to have in general. Stability is one of those that you think you can get away with not having, but you really notice it when you equip it :D

For base raiding, so far I don't use it, but I have a g3 Tormentor with Audio Masking, I was thinking about adding Noise Suppressor and Stability to it, for sneaky killing unshielded NPC's. I also have a g3 P15 with Headshot damage and reload speed, was thinking about adding Audio/Noise to this as well, as it would probably work as good or better than the Tormentor, possibly easier to use as well
The Tormentor will be better for easy one-shot bodyshot kills on most unshielded NPCs that you'll typically find in Settlements prior to the alarms going off. It boasts a ton of up-front power at G5.

While not quite as powerful, the P-15 is a good secondary to have with its high DPS and much better projectile speed. I've used it on occasion to shoot down particularly annoying Skimmers that I can't hit with with my Oppressor. I'd recommend the Magazine Size and Faster Handling mods for this one.

For CZ, which I really like, I've only done 3 High Intensity ones so far, I've been using the AR50/Aphelion, but D2EA Youtube channel says the intimidator looks amazing, I have that at g4, no mods, Haven't used it much because it seems useless right now/
A G5 Intimidator is the only weapon in Odyssey that can achieve a sub-second TTK (0.77 s) under the right conditions, and to my knowledge the bug that collapses the pellets into a single bolt is still in the game, so it's one-shot range can extend quite far.

For my Dominator suit, it's almost g5 time, all I have so far I got lucky and it came with Dmg Resistance, was thinking adding Night Vision, after that not too sure, nothing seems obvious
For my Maverick, it came with Extra Backpack, was thinking Night Vision, not sure what else.
Damage Resistance is very good on a Dominator, as are the Shield Regen and Night Vision mods. I have the Improved Battery Capacity mod for my last mod, but the Extra Ammo Capacity and Combat Movement mods are also ones to consider.

So my questions and hope for advice is, are these upgrades optimal? Are these weapons optimal? Gathering the materials (especially data), isn't totally killing me, but I don't want to upgrade something that turns out to suck badly.
As long as you don't go with the Oppressor as it is now, you'll be fine :p

If you're curious, I created a spreadsheet of weapon TTKs to help with these decisions, which can be found over here: https://forums.frontier.co.uk/threads/what-is-the-point-of-manticores-oppressor.582974/

And I'm not too sure about the suit upgrades especially, considering I think my two suits already have the highest priority mods.
I have a g3 artemis, I'm not sure if I'll use it often, or what mods it might need, was thinking night vision obviously, and maybe jump assist for goofing around?
The Artemis could benefit from the Improved Battery Capacity, Night Vision, Reduced Tool Battery Consumption, Jump Assist and Air Reserves mods to help with exploration of planets and tracking down those silly Bacteria colonies you can't see from the air.
 
All three are very good mods to have in general. Stability is one of those that you think you can get away with not having, but you really notice it when you equip it :D


The Tormentor will be better for easy one-shot bodyshot kills on most unshielded NPCs that you'll typically find in Settlements prior to the alarms going off. It boasts a ton of up-front power at G5.

While not quite as powerful, the P-15 is a good secondary to have with its high DPS and much better projectile speed. I've used it on occasion to shoot down particularly annoying Skimmers that I can't hit with with my Oppressor. I'd recommend the Magazine Size and Faster Handling mods for this one.


A G5 Intimidator is the only weapon in Odyssey that can achieve a sub-second TTK (0.77 s) under the right conditions, and to my knowledge the bug that collapses the pellets into a single bolt is still in the game, so it's one-shot range can extend quite far.


Damage Resistance is very good on a Dominator, as are the Shield Regen and Night Vision mods. I have the Improved Battery Capacity mod for my last mod, but the Extra Ammo Capacity and Combat Movement mods are also ones to consider.


As long as you don't go with the Oppressor as it is now, you'll be fine :p

If you're curious, I created a spreadsheet of weapon TTKs to help with these decisions, which can be found over here: https://forums.frontier.co.uk/threads/what-is-the-point-of-manticores-oppressor.582974/


The Artemis could benefit from the Improved Battery Capacity, Night Vision, Reduced Tool Battery Consumption, Jump Assist and Air Reserves mods to help with exploration of planets and tracking down those silly Bacteria colonies you can't see from the air.
Thanks! Thats good info! I'll keep the link too, ty
 
There's always opportunities to reload - changing position, taking cover. Also good habit to keep your mag topped up. Personally I'd put something else on than Fast Reload.
 
There's always opportunities to reload - changing position, taking cover. Also good habit to keep your mag topped up. Personally I'd put something else on than Fast Reload.
Generally, this is true; however, when you are directly assaulting Settlements alone and taking fire from many guards simultaneously, having a very short downtime in sustained fire would be highly advantageous for applying pressure. If I ever get around to it I might experiment with an AR-50 with Fast Reload... after I possibly mod up a fourth Oppressor 🙃

What do you suggest? All four mods. Scope?
The Scope mod is a personal favorite of mine and is particularly useful in extending most weapon engagement ranges. From my own experience with my current AR-50, it pairs very well with the Faster Handling and Stability mods.
 
The Aphelion and AR50 are a fine combo, and don't forget your secondary weapon, always useful in a pinch.

Mods you use basically depend on how you want to play. Long range, up close and personal, etc.

My go-to mods are: faster handling, rapid reload, stowed reloading, and scope. With all the switching of weapons when using a kinetic/thermal set its handy to never be delayed reloading or switching weapons. But again, depends on your style.

Stability has been mentioned, and yes, it can really help. All depends on whether you can handle the kick or not. Also more useful if you shoot a lot at range or close up, which of course, can vary a lot by the type of settlement. Long term thinking, if you are up for it, is to have different loadouts/weapons for different types of settlements.

Suit wise (Dominator), i'm a fan of extra ammo, extra battery, sprint duration, and night vision. Jumping not so important for the dominator suit because its base jump is so bad even multiplying it doesn't make much difference. However, i do have one Dom suit with extra jump, but that's for my dual L6 loadout where i want to spend more time in the air.

Mav suit should be your starting point though. Extra backpack capacity and night vision are very useful for material gathering.
 
I have the AR-50, L-6, P-15, Executioner, Intimidator, Tormentor, Aphlion, and Zenith. All are at G5 and all have four mods. The AR-50, P-15, Intimidator, Aphlion and Zenith have Greater Range, Improved Accuracy, Head Shot and Stability. The L-6 has Scope instead of Stability.

The Tormentor has Audio Masking, Noise Suppressor, Head Shot and Stability. The Executioner has Greater Range, Head Shot, Improved Accuracy and Scope. I only use the Tormentor and Executioner. I never use any of the other five anymore. The Tormentor will take down a shielded NPC in two shots, one for shields and the second shot is lights out. I generally only use the Tormentor anymore. I only use the Executioner at long range on unshielded NPC's. You can run around any settlement with the Tormentor and take out lone NPC's without raising any alarms as long as no other NPC sees you and your target never gets a shot off.
 
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Alarm/s can also be raised when your target cries out, which seems to happen to me far too much.

A variant on audio masking that killed that cry would be handy. A literal 'dead' zone...
 
All three are very good mods to have in general. Stability is one of those that you think you can get away with not having, but you really notice it when you equip it :D


The Tormentor will be better for easy one-shot bodyshot kills on most unshielded NPCs that you'll typically find in Settlements prior to the alarms going off. It boasts a ton of up-front power at G5.

While not quite as powerful, the P-15 is a good secondary to have with its high DPS and much better projectile speed. I've used it on occasion to shoot down particularly annoying Skimmers that I can't hit with with my Oppressor. I'd recommend the Magazine Size and Faster Handling mods for this one.


A G5 Intimidator is the only weapon in Odyssey that can achieve a sub-second TTK (0.77 s) under the right conditions, and to my knowledge the bug that collapses the pellets into a single bolt is still in the game, so it's one-shot range can extend quite far.


Damage Resistance is very good on a Dominator, as are the Shield Regen and Night Vision mods. I have the Improved Battery Capacity mod for my last mod, but the Extra Ammo Capacity and Combat Movement mods are also ones to consider.


As long as you don't go with the Oppressor as it is now, you'll be fine :p

If you're curious, I created a spreadsheet of weapon TTKs to help with these decisions, which can be found over here: https://forums.frontier.co.uk/threads/what-is-the-point-of-manticores-oppressor.582974/


The Artemis could benefit from the Improved Battery Capacity, Night Vision, Reduced Tool Battery Consumption, Jump Assist and Air Reserves mods to help with exploration of planets and tracking down those silly Bacteria colonies you can't see from the air.
So i have got the Tormentor to g4, and I'm THIS CLOSE to g5, need ionized gas, I added Noise Suppressor, it had Audio Masking, so far it's killing unshielded technicians/administrators one shot, been too scared to try it on guards, by the way, do you know if guards have more HP than techs? What about guards with level 2 or 3 access to the settlement? They must be stronger than 0's or 1's?

Anyway, back to my question, what do you think would be the best 3rd and 4th modifications? I'm not looking to use it in CZ's, settlement raids and covert operations. Trying to think if Scope is worth it? Stability seems like it would be good if i miss my headshot and need to take a second shot righht away, especially if I take Scope and try for longer range shots? Headshot Damage plasma? (might be over kill?)
 
I have the AR-50, L-6, P-15, Executioner, Intimidator, Tormentor, Aphlion, and Zenith. All are at G5 and all have four mods. The AR-50, P-15, Intimidator, Aphlion and Zenith have Greater Range, Improved Accuracy, Head Shot and Stability. The L-6 has Scope instead of Stability.

The Tormentor has Audio Masking, Noise Suppressor, Head Shot and Stability. The Executioner has Greater Range, Head Shot, Improved Accuracy and Scope. I only use the Tormentor and Executioner. I never use any of the other five anymore. The Tormentor will take down a shielded NPC in two shots, one for shields and the second shot is lights out. I generally only use the Tormentor anymore. I only use the Executioner at long range on unshielded NPC's. You can run around any settlement with the Tormentor and take out lone NPC's without raising any alarms as long as no other NPC sees you and your target never gets a shot off.
Ahh, an avid tormentor abuser! This is the info I was looking for! So, do you feel like Head Shot Dmg is worth it? I am killing unshielded technicians and administrators with g4 tormentor in 1 head shot (haven't tried a body shot yet), but I am curious about unshielded Guards (wondering if they have more base HP under the shield, escpecially the higher ranking guards?)
Would you rather have range or scope or something on the tormentor? Is the Headshot on the executioner over kill, if you use it on unshielded NPCs only? My execcutioner is only g2, and came with no modifications, and since it's the only g2 weapon I'm not keen on going shopping to try to find a g3 with mods

I see youu haven't listed the Eclipse or the c-44, have you played around with those much? I am really loving settlement missions and raiding anarchy (Arai's Mine) for materials, trying to do it covertly
 
Well, I put night vision on all my suits because walking around in the pitch black is no fun.
After that, I have to give it a think.
I put faster shield regen on my combat suit.
 
So i have got the Tormentor to g4, and I'm THIS CLOSE to g5, need ionized gas, I added Noise Suppressor, it had Audio Masking, so far it's killing unshielded technicians/administrators one shot, been too scared to try it on guards, by the way, do you know if guards have more HP than techs? What about guards with level 2 or 3 access to the settlement? They must be stronger than 0's or 1's?
The purple ID code level only denotes what level of access to the various areas around a Settlement you can achieve; the rank icon on the left and the number of shield bars roughly denote the difficulty level (and thus how much relative HP) of the NPC in question.

In my experience, a G5 Tormentor will one shot bodyshot unshielded NPCs at rank 3 and below; it is very close to being able to do that on rank 4 NPCs, but can't so aim for the head when you drop the shields of rank 4 and 5 NPC guards / troops.

Anyway, back to my question, what do you think would be the best 3rd and 4th modifications? I'm not looking to use it in CZ's, settlement raids and covert operations. Trying to think if Scope is worth it? Stability seems like it would be good if i miss my headshot and need to take a second shot righht away, especially if I take Scope and try for longer range shots? Headshot Damage plasma? (might be over kill?)
The Scope mod will turn the Tormentor into a pocket sniper, but might be a tad too high of a magnification for CQB engagements. Stability is always worth having if you can manage to incorporate it into a weapon build, as it can make follow-up shots very easy to make.

I'd actually recommend against the Headshot Damage mod for the Tormentor: even against a G5 Dominator suit with Damage Resistance installed, the Tormentor can deplete the armor HP in two headshots with its base 2x Headshot Multiplier. I'm fairly certain that most Rank 5 NPCs except Enforcers and maybe Strikers need only a single headshot from the Tormentor, so it would only benefit you in very niche scenarios over a mod that is "active" more often (Stability, Scope, etc.).

Is the Headshot on the executioner over kill, if you use it on unshielded NPCs only? My execcutioner is only g2, and came with no modifications, and since it's the only g2 weapon I'm not keen on going shopping to try to find a g3 with mods
It's a similar situation with the Executioner: it has a base 3x Headshot Multiplier resulting in a massive 134.1 MJ worth of damage on headshots, which would annihilate anything unshielded with a single headshot at G5 even after factoring in damage resistances. Therefore, the Executioner won't benefit from the Headshot Damage mod at all, opening up one ModSlot to other possibilities.

I see youu haven't listed the Eclipse or the c-44, have you played around with those much?
The Carbines have larger total potential damage pools per magazine, better ADS movement and Stow / Ready times over their Rifle counterparts in exchange for lower DPS, shorter Effective Ranges and lower Stability (more recoil / less accurate at range). The C-44 pairs fairly well with an L-6 as I discovered a little while ago:

Source: https://youtu.be/2ndDqhWoK0g


It's not an accurate weapon even with Stability as it has this weird tri-modal recoil pattern where the sights cycle between three different locations on the screen.

I don't have as much experience with the Eclipse, but statwise it is actually the worst standalone weapon in the game with a loooooong TTK of 8.83s at G5 with no Engineering vs. a G5 Dominator with no Engineering. It is one of the best sounding though, at least in my opinion :p
 
First thing: don't worry too much about the decision - unless you're doing PvP or trying to speed-clear CZs, G5 suits and weapons already take and give out excessive damage even before you add mods. :)

In terms of mods I've added which make the most difference to me personally:

Maverick: reduced tool power use - makes it much easier to get through powered-down bases quickly
Artemis: improved jump - permanent flight on low-G worlds is fun; improved run - you need it on something to get through hangars faster and the other two I had higher priorities for
Dominator: increased battery - means you're not constantly running for recharges in CZs

Night vision isn't a big deal for me since in Colonia there are very few bases not adequately lit by one of star, nebula, and galactic core. Might be more important in the bubble.

Weapon mods:
- scope on the Executioner is necessary to hit targets at range, and also comes in really useful on the Artemis for tracking down that next plant
- scope+accuracy on the Intimidator, even without the bug, makes it a lot more deadly at mid-range
- stowed reload is very nice on the L-6
- magazine size is nice on most things but especially the ones which only have 2 or 3 shots to start with
- I've got faster handling + reload speed on my Aphelion, which I find helps against the tougher ones; if you're doing an Aphelion/AR-50 combination I'd definitely put faster handling on both
 
The purple ID code level only denotes what level of access to the various areas around a Settlement you can achieve; the rank icon on the left and the number of shield bars roughly denote the difficulty level (and thus how much relative HP) of the NPC in question.

In my experience, a G5 Tormentor will one shot bodyshot unshielded NPCs at rank 3 and below; it is very close to being able to do that on rank 4 NPCs, but can't so aim for the head when you drop the shields of rank 4 and 5 NPC guards / troops.


The Scope mod will turn the Tormentor into a pocket sniper, but might be a tad too high of a magnification for CQB engagements. Stability is always worth having if you can manage to incorporate it into a weapon build, as it can make follow-up shots very easy to make.

I'd actually recommend against the Headshot Damage mod for the Tormentor: even against a G5 Dominator suit with Damage Resistance installed, the Tormentor can deplete the armor HP in two headshots with its base 2x Headshot Multiplier. I'm fairly certain that most Rank 5 NPCs except Enforcers and maybe Strikers need only a single headshot from the Tormentor, so it would only benefit you in very niche scenarios over a mod that is "active" more often (Stability, Scope, etc.).


It's a similar situation with the Executioner: it has a base 3x Headshot Multiplier resulting in a massive 134.1 MJ worth of damage on headshots, which would annihilate anything unshielded with a single headshot at G5 even after factoring in damage resistances. Therefore, the Executioner won't benefit from the Headshot Damage mod at all, opening up one ModSlot to other possibilities.


The Carbines have larger total potential damage pools per magazine, better ADS movement and Stow / Ready times over their Rifle counterparts in exchange for lower DPS, shorter Effective Ranges and lower Stability (more recoil / less accurate at range). The C-44 pairs fairly well with an L-6 as I discovered a little while ago:

Source: https://youtu.be/2ndDqhWoK0g


It's not an accurate weapon even with Stability as it has this weird tri-modal recoil pattern where the sights cycle between three different locations on the screen.

I don't have as much experience with the Eclipse, but statwise it is actually the worst standalone weapon in the game with a loooooong TTK of 8.83s at G5 with no Engineering vs. a G5 Dominator with no Engineering. It is one of the best sounding though, at least in my opinion :p
That is great info, thank you. Mean tot say thanks for the previous reply too, and the link to your TTK thread, thanks for doing the research and analysis
 
First thing: don't worry too much about the decision - unless you're doing PvP or trying to speed-clear CZs, G5 suits and weapons already take and give out excessive damage even before you add mods. :)

In terms of mods I've added which make the most difference to me personally:

Maverick: reduced tool power use - makes it much easier to get through powered-down bases quickly
Artemis: improved jump - permanent flight on low-G worlds is fun; improved run - you need it on something to get through hangars faster and the other two I had higher priorities for
Dominator: increased battery - means you're not constantly running for recharges in CZs

Night vision isn't a big deal for me since in Colonia there are very few bases not adequately lit by one of star, nebula, and galactic core. Might be more important in the bubble.

Weapon mods:
- scope on the Executioner is necessary to hit targets at range, and also comes in really useful on the Artemis for tracking down that next plant
- scope+accuracy on the Intimidator, even without the bug, makes it a lot more deadly at mid-range
- stowed reload is very nice on the L-6
- magazine size is nice on most things but especially the ones which only have 2 or 3 shots to start with
- I've got faster handling + reload speed on my Aphelion, which I find helps against the tougher ones; if you're doing an Aphelion/AR-50 combination I'd definitely put faster handling on both
That is very helpful! Man I hadn't considered faster run speed just to make it through the bases faster lol! Great idea. Or the scope on executioner for exo biology
 
Ahh, an avid tormentor abuser! This is the info I was looking for! So, do you feel like Head Shot Dmg is worth it? I am killing unshielded technicians and administrators with g4 tormentor in 1 head shot (haven't tried a body shot yet), but I am curious about unshielded Guards (wondering if they have more base HP under the shield, escpecially the higher ranking guards?)
Would you rather have range or scope or something on the tormentor? Is the Headshot on the executioner over kill, if you use it on unshielded NPCs only? My execcutioner is only g2, and came with no modifications, and since it's the only g2 weapon I'm not keen on going shopping to try to find a g3 with mods

I see youu haven't listed the Eclipse or the c-44, have you played around with those much? I am really loving settlement missions and raiding anarchy (Arai's Mine) for materials, trying to do it covertly
HS on the Tormentor is worth it. I prefer GR on the Tormentor. Since I only use it up close a scope would not be worth it.

Since I already have HS on the Executioner I am not going to change since I have zero desire to upgrade and mod a second one. According to one of the above posts HS on an Executioner is over kill so you will need to decide.

Since I have no need for them I have no desire to spend the time to upgrade / mod the Eclispe or C-44.
 
Well, I put night vision on all my suits because walking around in the pitch black is no fun.
After that, I have to give it a think.
I put faster shield regen on my combat suit.

I can't believe that suits do not have night vision as standard. Ships do so why not suits!

I only put NV on my Artemis suit since on my Maverick and Dominator I had other mods I wanted more than NV, I just use my flashlight to see in the dark with these two.
 
There's a lot to unpack from what's already been said. But, that being said, get your gear to G5 first. Then worry about mods. Mods are mostly Quality of Life improvements, not must haves(Combat Movement Speed is dangerously close to a must have, but that's a different discussion). Let me cherry pick some initial commentary and then after work come back.
So my questions and hope for advice is, are these upgrades optimal? Are these weapons optimal? Gathering the materials (especially data), isn't totally killing me, but I don't want to upgrade something that turns out to suck badly. And I'm not too sure about the suit upgrades especially, considering I think my two suits already have the highest priority mods.
I don't think there is an 'optimal' build for every situation. But I break out into three situations: CZs, Loud Settlement Assault and Quiet Settlement Assault.
The Artemis could benefit from the Improved Battery Capacity, Night Vision, Reduced Tool Battery Consumption, Jump Assist and Air Reserves mods to help with exploration of planets and tracking down those silly Bacteria colonies you can't see from the air.
That's a good mix, but I would swap Air Reserves with Sprint duration. The only time Air Reserves is relevant is when you're out of batteries. You'll want to run more basically all the time you're on foot. Bunny hopping does have its limits and you'll eventually run out of sprint.
I'd actually recommend against the Headshot Damage mod for the Tormentor: even against a G5 Dominator suit with Damage Resistance installed, the Tormentor can deplete the armor HP in two headshots with its base 2x Headshot Multiplier. I'm fairly certain that most Rank 5 NPCs except Enforcers and maybe Strikers need only a single headshot from the Tormentor, so it would only benefit you in very niche scenarios over a mod that is "active" more often (Stability, Scope, etc.).
The Tormentor with the Head Shot mod should be able to kill a G5 Dom with DR within its effective range(the math checks out to be 100.8% health, but I haven't explicitly tested it yet. On my list of things to do). Enforcers in a High CZ are the only NPC's that require two headshots with a Tormentor without HS. All the NPC's in a CZ require two body shots from a Tormentor. Even the enforcer doesn't require three. So I think in general you're correct here on a general purpose Tormentor.
The Scope mod will turn the Tormentor into a pocket sniper, but might be a tad too high of a magnification for CQB engagements. Stability is always worth having if you can manage to incorporate it into a weapon build, as it can make follow-up shots very easy to make.
My initial testing with stability doesn't back this up. Yes the jump is less, but the weapon re-centers faster without stability to the point where it appears both the Tormentor and Executioner recoil animation is complete at the same time as the weapon is ready to fire again. I've got video, I just need to dump the frames to verify.

HS on the Tormentor is worth it. I prefer GR on the Tormentor. Since I only use it up close a scope would not be worth it.
My current estimate is that you get a max of ~3% more damage with the Tormentor with the Greater Range mod. That boils down to about 1% of a G5 dom at around 22m and goes down from there. My personal thoughts on greater range is that it's a wasted mod on a weapon with an effective base range of less than 30m.
 
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