Suit & Weapon Modification choices, what do you reccomend?

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.
Whoops - forgot about that one. I do the bunny hop all the time inside Settlements so I haven't really considered it for a long while!

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.
Good to know - thanks!

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.
That's interesting... I've been debating what to put into my Tormentor's final slot and it was down to Faster Handling and Stability. Looks like I can rest easy with Faster Handling :D
 
I pulled a chart from my beginner's guide to CZs. So this is my focused impressions for mods based around Dominator suits and Combat Zones:

For the most part, suit modifications are quality of life(QOL) and small edges of advantage, not must-haves. Upgrading suits to G5 will generally get you better survivability than adding Damage reduction to your G3 Dominator. That being said, the quality of life can be significant.

Mod NameDescriptionWhen would I use
Added Melee DamageWeapon and Fist Damage +150%Never currently. Melee is only done when I’m dry and f2f and need only one or two hits to kill. Other QOL improvements are way higher on the list. Dead End Mod for CZs.
Combat Movement SpeedRemoves the movement penalty for readied weapons and ADS.This mod is so effective it is a ‘Must-Have’ for Combat Zone PVP instead of QOL.

Outside of PVP, I would equip this anytime I frequently equip a weapon larger than a SMG, or plan to spend significant time Aiming Down Sights(ADS). This is very apparent when airborne.
Damage ResistanceDecreases damage receive by an extra 10%
Note, that takes you from 25/80/50/50 to 32/82/55/55 for a G5 Dominator Suit.
An extra 10% reduction doesn’t seem like much, and it’s generally only one or two shots difference in practice. But, you will likely remember some fun times where everything went grayscale but your health bar stopped with a sliver of red when you aced the enemy CMDR rather than the other way around.
Enhanced TrackingLOS Analysis Time -100%
LOS Analysis Range +100%
Dead end mod for CZs. Everyone currently appears to be pre-analyzed upon drop so never falls off radar. Mini-radar range isn’t increased.
Extra Ammo CapacityIncreases Ammo capacity 50%Very useful for loadouts that use weapons with low round count, or can empty their reserve quickly. I.e. L6, plasma precision rifle, shotgun, P-15
Extra Backpack CapacityDoubles suit Item, Data and Component carry capacity.Dead end mod for CZs. Does not increase consumable count.
Faster Shield RegenSpeeds up shield regen 25% G5 goes from 2.48 to 3.1Useful in general. Shields are Life. Shields start recharging a couple of seconds after not taking a hit when active and not broken. If taking continuous small damage they will not recharge at all.
Improved Battery Capacity+50% battery capacityVery useful when not taking the dropship often. In open CG Ground CZ’s(where combat with other CMDRs as opponents is way more common) this will lower the frequency of needing to be vulnerable during recharge. Makes energy cells more impactful as well as they fill to 100% of the suit’s full capacity.
Improved Jump AssistImproves jump assist drain rate and recharge rateUseful in low gravity for higher jumps, the default Dom Suit has terrible jump assist. Is required to reach most rooftops on >0.5G planets.
Increased Air ReservesDoubles air reserves when battery low.Dead end mod for CZs. If you have no battery, you have no suit advantage and no shields.
Increased Sprint DurationDoubles active sprint durationInfrequently useful, but when useful it’s great. Moon bouncing gives a similar sprint duration increase, but requires more skill to do so under fire and not become predictable to easily lead. Does double the amount of sprint you get back when it refreshes. Shines when used indoors where moon bouncing is impossible.
Night VisionAdds Night VisionInfrequently useful, but during pitch black night missions is a high tactical advantage over CMDRs that need to use their flashlight/torch.
Quieter FootstepsReduce footstep audible range multiplierDead end mod for CZs. Everyone is pre-scanned and doesn’t fall off radar.
Reduced Tool Battery ConsumptionReduces battery drain of certain suit functions.Dead end mod for Dominator Suits in general, not just CZs. Does not affect shield drain. Does not affect night vision or jump assist.

This advice is very different from what you would want with 'quiet settlement infiltration' and 'loud settlement assault/pillaging'. So I'll need to gather my thoughts on what I'd recommend for Mavericks.
 
This is very apparent when airborne.
Oh wow, I hadn't expected CMS to make a difference while airborne!
(I just played with CMS btw and am astonished at how much difference it makes. I might even want it on my Maverick now but will await your thoughts ;))
 
I pulled a chart from my beginner's guide to CZs. So this is my focused impressions for mods based around Dominator suits and Combat Zones:

For the most part, suit modifications are quality of life(QOL) and small edges of advantage, not must-haves. Upgrading suits to G5 will generally get you better survivability than adding Damage reduction to your G3 Dominator. That being said, the quality of life can be significant.

Mod NameDescriptionWhen would I use
Added Melee DamageWeapon and Fist Damage +150%Never currently. Melee is only done when I’m dry and f2f and need only one or two hits to kill. Other QOL improvements are way higher on the list. Dead End Mod for CZs.
Combat Movement SpeedRemoves the movement penalty for readied weapons and ADS.This mod is so effective it is a ‘Must-Have’ for Combat Zone PVP instead of QOL.

Outside of PVP, I would equip this anytime I frequently equip a weapon larger than a SMG, or plan to spend significant time Aiming Down Sights(ADS). This is very apparent when airborne.
Damage ResistanceDecreases damage receive by an extra 10%
Note, that takes you from 25/80/50/50 to 32/82/55/55 for a G5 Dominator Suit.
An extra 10% reduction doesn’t seem like much, and it’s generally only one or two shots difference in practice. But, you will likely remember some fun times where everything went grayscale but your health bar stopped with a sliver of red when you aced the enemy CMDR rather than the other way around.
Enhanced TrackingLOS Analysis Time -100%
LOS Analysis Range +100%
Dead end mod for CZs. Everyone currently appears to be pre-analyzed upon drop so never falls off radar. Mini-radar range isn’t increased.
Extra Ammo CapacityIncreases Ammo capacity 50%Very useful for loadouts that use weapons with low round count, or can empty their reserve quickly. I.e. L6, plasma precision rifle, shotgun, P-15
Extra Backpack CapacityDoubles suit Item, Data and Component carry capacity.Dead end mod for CZs. Does not increase consumable count.
Faster Shield RegenSpeeds up shield regen 25% G5 goes from 2.48 to 3.1Useful in general. Shields are Life. Shields start recharging a couple of seconds after not taking a hit when active and not broken. If taking continuous small damage they will not recharge at all.
Improved Battery Capacity+50% battery capacityVery useful when not taking the dropship often. In open CG Ground CZ’s(where combat with other CMDRs as opponents is way more common) this will lower the frequency of needing to be vulnerable during recharge. Makes energy cells more impactful as well as they fill to 100% of the suit’s full capacity.
Improved Jump AssistImproves jump assist drain rate and recharge rateUseful in low gravity for higher jumps, the default Dom Suit has terrible jump assist. Is required to reach most rooftops on >0.5G planets.
Increased Air ReservesDoubles air reserves when battery low.Dead end mod for CZs. If you have no battery, you have no suit advantage and no shields.
Increased Sprint DurationDoubles active sprint durationInfrequently useful, but when useful it’s great. Moon bouncing gives a similar sprint duration increase, but requires more skill to do so under fire and not become predictable to easily lead. Does double the amount of sprint you get back when it refreshes. Shines when used indoors where moon bouncing is impossible.
Night VisionAdds Night VisionInfrequently useful, but during pitch black night missions is a high tactical advantage over CMDRs that need to use their flashlight/torch.
Quieter FootstepsReduce footstep audible range multiplierDead end mod for CZs. Everyone is pre-scanned and doesn’t fall off radar.
Reduced Tool Battery ConsumptionReduces battery drain of certain suit functions.Dead end mod for Dominator Suits in general, not just CZs. Does not affect shield drain. Does not affect night vision or jump assist.

This advice is very different from what you would want with 'quiet settlement infiltration' and 'loud settlement assault/pillaging'. So I'll need to gather my thoughts on what I'd recommend for Mavericks.
Amazing job you did with this study Toqueville. I really agree with most of those analysis, especially for PvP CZ. (y)
 
I might even want it on my Maverick now but will await your thoughts
To explain my rationale for mods on Mavericks, I should explain how I go about pillaging settlements, whether it be loud or quiet.

When I can, I wander around the outside of the entire exterior and scan every single NPC. This way I get surprised much less often when leaving buildings as scanned NPCs show up on radar and I can plan for when to exit and not be seen leaving a crime scene.

My typical armament is a G5 Tormenter and G5 Intimidator both with Audio Masking and Noise Suppressor as the primary mods(I’ll go into the other weapon mods in another post). The choices for PVP and CZ are different from the needs for most settlement missions. But, I use those two regardless of if I’m going loud or going quiet. The Maverick has the cutting tools I need to get in, so it is the suit I use.

(Now, that being said, settlement assaults where the OpFor has been tipped off… you are generally better off being in a Dominator for the initial assault. If you can either land a ship nearby or drag an SRV up, it’s pretty trivial to change suits. If not available, a G5 Maverick will do the job; its resists are about like a G4 Dominator. It is just not as easy with the slightly smaller shield and one less primary weapon. )

Mod NameDescriptionWhen would I use
Added Melee DamageWeapon and Fist Damage +150%Never currently. Melee is only done when I’m dry and f2f and need only one or two hits to kill, so faster to kill with a hit instead of reloading. Other QOL improvements are way higher on the list.
Combat Movement SpeedRemoves the movement penalty for readied weapons and ADS.I would equip this anytime I frequently equip a weapon larger than a SMG/Intimidator, or plan to spend significant time Aiming Down Sights(ADS). This is very apparent when airborne. My Maverick suits carry an Intimidator and a Tormentor, so this generally gets pushed out of my top 4. If you carry an Executioner, or a quiet Rifle this should have a higher priority.
Damage ResistanceDecreases damage receive by an extra 10%An extra 10% reduction isn’t much, and you’re much better off getting to G5 first. There’s some utility to being able to take another hit, but when forced ranked, this mod drops down out of my top 4.
Enhanced TrackingLOS Analysis Time -100%
LOS Analysis Range +100%
Mini radar isn’t improved, however, once scanned, an NPC always shows up on radar as a blip when in range and with the triangle when in LOS. So you only need to put the pointer over them with this mod, and do not need to wait at all for a full scan, it’s instant. For my style of settlement assault this mod is in my top 2. It cuts down on the amount of time I have to scan very significantly.
Extra Ammo CapacityIncreases Ammo capacity 50%Useful for loadouts that use weapons with low round count, or can empty their reserve quickly. I.e. L6, plasma precision rifle, shotgun, P-15. Less useful than would be in a CZ, piles of ammo are usually plentiful in most settlements. I can only think of one layout offhand that doesn't have many well placed ammo crates.
Extra Backpack CapacityDoubles suit Item, Data and Component carry capacity.Doubles looting capacity. Top 2 mod for a general purpose suit IMHO. With this, I need to take half as many trips back to the srv/ship to unload. Unless I’m gathering EVERYTHING in a settlement, I generally can make it through a complete cycle without having to make a second trip.
Faster Shield RegenSpeeds up shield regen 25%Useful in general. Shields are Life. Shields start recharging a couple of seconds after not taking a hit when active and not broken. If taking continuous small damage they will not recharge at all.
Improved Battery Capacity+50% battery capacityShields are battery hungry as is overloading and cutting. I would rank this one above reduced tool cost as shields do not count as tools.
Improved Jump AssistImproves jump assist drain rate and recharge rateThis allows you to stay out of the scan trigger range of NPC’s much easier. On higher G planets, it is also the quickest(sometimes only) way to get to the high ground.
Increased Air ReservesDoubles air reserves when battery low.I would never voluntarily equip this mod.
Increased Sprint DurationDoubles active sprint durationInfrequently useful, but when useful it’s great. Moon bouncing gives a similar sprint duration increase, which does lower the ranking to be under jump assist. Does double the amount of sprint you get back when it refreshes. Shines when used indoors where moon bouncing is impossible(inside stations)
Night VisionAdds Night VisionIs a nice QOL increase in the bubble where it can get very dark in some systems. It’s less frequently useful in Colonia due to the brighter night sky in general.
Quieter FootstepsReduce footstep audible range multiplierWhen you have to be in a place where you’re not supposed to be, cannot kill people and cannot allow the alarms to sound is simply awesome. Halves the radius you get heard walking at. Testing indicates that crouching also reduces this. So crouching and having this mod allows you to walk very close to the back side of NPCs and not get their attention. Note, Cutting tools still make a lot of noise.
Reduced Tool Battery ConsumptionReduces battery drain of certain suit functions.Affects tools. Useful for B&E as scanners and cutters are both tools that should get the discount and are battery hungry. Note, I have not actually tested the reduction rates myself. That being said, I’d add this if I have room after having added an improved battery.


This being said, I have two mavericks I use. One is my general looting suit that has Extra Backpack, Improved Scanning, Improved Battery and Jump Assist. I use this one when violence is on the list of things I can do and not fail the job. My Infiltration suit has Improved Scanning, Quiet Footsteps, Jump Assist, and Night Vision. Both use the same weapon loadout, Tormentor and Intimidator with both noise reduction mods on each.

My first Maverick had Added Melee Damage and Improved Scanning as pre-installed mods and I added Extra Backpack. Never did settle on a 4th slot. It did the job well enough that I never got around to it. I actually built another suit from G1 and added scanning, backpack, improved battery and jump assist instead.

My infiltrator Maverick came with Quieter footsteps and I added the other items. I’ll be honest, I just quietly killed guards at first with the silenced weapons instead of actually getting better at the stealth game. I avoided the ‘no violence missions’. It’s still my standard MO now when possible. Going quiet with no violence adds extra time that I am generally not willing to expend unless I have to.
 
I pulled a chart from my beginner's guide to CZs. So this is my focused impressions for mods based around Dominator suits and Combat Zones:

For the most part, suit modifications are quality of life(QOL) and small edges of advantage, not must-haves. Upgrading suits to G5 will generally get you better survivability than adding Damage reduction to your G3 Dominator. That being said, the quality of life can be significant.

Mod NameDescriptionWhen would I use
Added Melee DamageWeapon and Fist Damage +150%Never currently. Melee is only done when I’m dry and f2f and need only one or two hits to kill. Other QOL improvements are way higher on the list. Dead End Mod for CZs.
Combat Movement SpeedRemoves the movement penalty for readied weapons and ADS.This mod is so effective it is a ‘Must-Have’ for Combat Zone PVP instead of QOL.

Outside of PVP, I would equip this anytime I frequently equip a weapon larger than a SMG, or plan to spend significant time Aiming Down Sights(ADS). This is very apparent when airborne.
Damage ResistanceDecreases damage receive by an extra 10%
Note, that takes you from 25/80/50/50 to 32/82/55/55 for a G5 Dominator Suit.
An extra 10% reduction doesn’t seem like much, and it’s generally only one or two shots difference in practice. But, you will likely remember some fun times where everything went grayscale but your health bar stopped with a sliver of red when you aced the enemy CMDR rather than the other way around.
Enhanced TrackingLOS Analysis Time -100%
LOS Analysis Range +100%
Dead end mod for CZs. Everyone currently appears to be pre-analyzed upon drop so never falls off radar. Mini-radar range isn’t increased.
Extra Ammo CapacityIncreases Ammo capacity 50%Very useful for loadouts that use weapons with low round count, or can empty their reserve quickly. I.e. L6, plasma precision rifle, shotgun, P-15
Extra Backpack CapacityDoubles suit Item, Data and Component carry capacity.Dead end mod for CZs. Does not increase consumable count.
Faster Shield RegenSpeeds up shield regen 25% G5 goes from 2.48 to 3.1Useful in general. Shields are Life. Shields start recharging a couple of seconds after not taking a hit when active and not broken. If taking continuous small damage they will not recharge at all.
Improved Battery Capacity+50% battery capacityVery useful when not taking the dropship often. In open CG Ground CZ’s(where combat with other CMDRs as opponents is way more common) this will lower the frequency of needing to be vulnerable during recharge. Makes energy cells more impactful as well as they fill to 100% of the suit’s full capacity.
Improved Jump AssistImproves jump assist drain rate and recharge rateUseful in low gravity for higher jumps, the default Dom Suit has terrible jump assist. Is required to reach most rooftops on >0.5G planets.
Increased Air ReservesDoubles air reserves when battery low.Dead end mod for CZs. If you have no battery, you have no suit advantage and no shields.
Increased Sprint DurationDoubles active sprint durationInfrequently useful, but when useful it’s great. Moon bouncing gives a similar sprint duration increase, but requires more skill to do so under fire and not become predictable to easily lead. Does double the amount of sprint you get back when it refreshes. Shines when used indoors where moon bouncing is impossible.
Night VisionAdds Night VisionInfrequently useful, but during pitch black night missions is a high tactical advantage over CMDRs that need to use their flashlight/torch.
Quieter FootstepsReduce footstep audible range multiplierDead end mod for CZs. Everyone is pre-scanned and doesn’t fall off radar.
Reduced Tool Battery ConsumptionReduces battery drain of certain suit functions.Dead end mod for Dominator Suits in general, not just CZs. Does not affect shield drain. Does not affect night vision or jump assist.

This advice is very different from what you would want with 'quiet settlement infiltration' and 'loud settlement assault/pillaging'. So I'll need to gather my thoughts on what I'd recommend for Mavericks.
Couple of comments for a Dominator PvP CZ:

I would personally say that 'Added Melee Damage' is "not great and not that useful", but calling it a "dead end mod" sounds a bit too harsh.

I had it on my suit for 5 months. It's true that I regret to have chosen it (I replaced it with 'Improved Jump Assist'). But to me, melee attacks are actually pretty strong in Odyssey (compared to some other games) and this +150% bonus seems pretty decent. With a shotgun and its small magazine, melee can be useful to chain NPC kills.

Also I would say that in PvP, 'Improved Jumped Assist' is one of my favorite and probably most under-estimated mod (important in dogfights, let you cover more distance, great in high G).
 
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Couple of comments for a Dominator PvP CZ:

I would personally say that 'Added Melee Damage' is "not great and not so useful", but I calling it a "dead end mod" sounds a bit too harsh.

I had it on my suit for 5 months. It's true that I regret to have chosen it (I replaced it with 'Improved Jump Assist').

Also I would say that in PvP, 'Improved Jumped Assist' is one of my favorite and probably most under-estimated mod (important in dogfights, let you cover more distance, great in high G).
I guess that's fair. Between Added Melee Damage, Reduced Tool Battery Consumption, Increased Air Reserves, Extra Backpack Capacity, and Enhanced Tracking; at least Added Melee Damage can actually be used in a CZ. So it's not a dead end, just so incredibly niche that I feel that it's a dead end.
 
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.

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.

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.

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.

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.


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.
Great info, and the rest of your replies too! I Got my Dominator to g5, it came with Dmg Red, I'll try to get CMS and enhanced battery I think. What do you think the next most useful mod is? Increase sprint, or jump assit, both seem pretty good. I don't feel like the mod's make much difference in a "loud" settlement raid, if I have a Dominator out for a raid mission, I'm slaughtering everything anyway.

I'm beginning to work on the Maverick, interesting that you did what I was considering, having two different mavericks, although my thought was more along the lines of a more combat appropriate one for when scavengers attack me on Salvaging missions, where I wouldn't need tool battery, increase battery, or quiet footsteps, or scan speed

Thanks for the info about stability regarding Tormentor and Executioner, I had thought they might be core upgrades for those weapons
 
a more combat appropriate one for when scavengers attack me on Salvaging missions, where I wouldn't need tool battery, increase battery, or quiet footsteps, or scan speed
As I mentioned, the Mav is a Dom G4 more or less. My other mav is more a general purpose one. Lots of competing concerns. I could totally see other people weighing the math differently and adding shields instead of battery or sprinting instead of backpack.
 
A year later, looking for more and updated opinions @De_Toqueville @CMDR The Riz @metatheurgist and anyone else
Considering that there have been no adjustments to Odyssey's regular (non-AX) combat in the year since I last posted in this thread, the previous opinions and loadouts suggested earlier in this thread still stand.

AX Odyssey FPS combat is either full stealth, where the objective is to sneak around the Revenants and avoid confrontation, or a frontal-assault speedrun. As of Update 15.02, for actually fighting Revenants the only real option is to use Plasma or rockets as the resistances against both Kinetic and Thermal are stupidly high, requiring two full magazines at G5 for the Aphelion to down a single drone within its Effective Range, for example. That realistically limits us to the L-6, Executioner, Tormentor, and Intimidator (but only if utilizing the single-pellet bug that collapses your shotgun shot into a single bolt. Yes, that's still a thing - FDEV never fixed it.).

Even with the increased Plasma damage vs. Revenants, avoid the Oppressor - its low damage output necessitates higher time-on-target, and with a low projectile velocity vs. a highly mobile airborne target with fast acceleration / deceleration, that equates to dramatic shifts in where you need to aim to consistently score hits. The additional required ToT also eats into the time until the next wave drops, which begins counting down once a Revenant is damaged (as confirmed on the last Frameshift Live). Its only saving grace is its ammo economy, as it is possible to down a Revenant in ~25 bodyshots at G5 (if it stands still) and it has plenty of spare ammo, but with the numerous ammo boxes strewn about Settlements that's hardly a consideration and can be accounted for with a bit of situational awareness / map knowledge.

My suggestion: probably either an Executioner / Tormentor or L6 / Tormentor setup for weapons on a Maverick suit, Engineered to your tastes, though I don't think Audio Masking does anything - I've seen comments around here that Revenants don't react to weapon fire unless it hits them. For Mods for the suit itself in an AX-specific loadout I'd probably go with Enhanced Battery, Night Vision, Shield Regen and maybe Combat Movement or Sprint. I don't think the Damage Resistance mod helps with the Revenant's weapons, but I could be wrong.

Two fun facts for a closer: Frag grenades can take about half a Revenant's health off if you manage to bounce one high enough, and the little caustic missiles they fire can be destroyed at any time and will not explode when destroyed.
 
A year later, looking for more and updated opinions @De_Toqueville @CMDR The Riz @metatheurgist and anyone else
Well with no specific order:
  • I've now got an appreciation for PARAp loadouts in PVP. Solid build all around. I can't get 15-16Mil per drop with it in a 7 minute clear time, but on a good map I can get 12. It excels at organic PVP(Arai's) encounters where the distances are greater, and people don't necessarily show up on the radar(>50m).
  • Extended range on some weapons is warranted(the Aphelion on PARAP with Extended Range and Headshot can reach out and touch at a ridiculous range accurately) and the mild percentage buffs feel better in practice than they seem on paper.
  • I've also played around with ZInIn. Double shotties is interesting(On a good map I can match my normal ZARL clear times and bond totals, but that loadout playseven more aggressively and needs sprint).
  • And PApAp. I don't recommend the PApAp for general purpose use, but if you've got a buddy with several kinetics, it's great.
  • Stowed reloading is still a force multiplier, and if you can make it work for your loadout it'll increase the work you do by leaps and bounds in CZ's. The ZARAR loadout shoots till reserve is empty, only pausing long enough to swap to the next weapon.
  • The easy anti-revenant loadout early on was all lasers, but after the resistance rebalance, it's L6 every day all day.
  • I also put together a practice PARAp loadout with G3 weapons which only have Headshot on the kinetics and faster handling on the Aphelion. It plays a LOT less aggressively than a G5 loadout where everything has stowed, magazine, and faster handling. But that's making me skill up on my shooting accuracy and positioning.
  • I'm a lot more aggressive with anarchy raiding. P-15 and Aphelion. No need for subtlety.
  • EDIT Oh, Oppressors still suck, and I'm still buying all the pre-engineered oppressors I find to keep anyone else from accidentally falling into their trap.

Loadout reference:
  1. PARAp: P-15/AR-50/Aphelion. Excels at longer range engagements. Not as good at crowd control as the ZARL
  2. ZININ: Zenith/Intimidator/Intimidator. Empty shotgun, swap, empty shotgun, reload, empty shotgun, swap, empty shotgun. Gives you a ~30% dakka increase by rough estimates. Can take down an entire drop with good aim and headshot mods before they kill you back.
  3. PAPAP: P-15/Aphelion/Aphelion Great loadout when duoing with someone with double kinetics. Just mows down the opposition. Too light on kinetic damage for general purpose, but Aphelions with headshot will do work. As an aside, dual Eclipses IMHO is oddly enough laser overkill. If you had a trio, maybe. But they strip shields too fast and don't do enough damage once shields are down to double up on.
  4. ZARAR: Zenith/AR-50/AR-50. Stowed reloading on all three. Every time an any weapon empties, two of the other weapons are always ready to fire. Other than swap times, you can continuously fire.
  5. ZARL: Zenith/AR-50/L-6. My go to general purpose loadout.
 
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My suggestion: probably either an Executioner / Tormentor or L6 / Tormentor setup for weapons on a Maverick suit, Engineered to your tastes, though I don't think Audio Masking does anything - I've seen comments around here that Revenants don't react to weapon fire unless it hits them. For Mods for the suit itself in an AX-specific loadout I'd probably go with Enhanced Battery, Night Vision, Shield Regen and maybe Combat Movement or Sprint. I don't think the Damage Resistance mod helps with the Revenant's weapons, but I could be wrong.
Yeah, L-6 /Mag/Faster Handling/Stowed/Faster Reload paired with a Tormentor/Mag/Handling/Stowed/(mod of choice) in a Mav/Battery/Sprint/Ammo/Night vision is what I put together for Loud AX drops after the resist rebalance.
 
Considering that there have been no adjustments to Odyssey's regular (non-AX) combat in the year since I last posted in this thread, the previous opinions and loadouts suggested earlier in this thread still stand.

AX Odyssey FPS combat is either full stealth, where the objective is to sneak around the Revenants and avoid confrontation, or a frontal-assault speedrun. As of Update 15.02, for actually fighting Revenants the only real option is to use Plasma or rockets as the resistances against both Kinetic and Thermal are stupidly high, requiring two full magazines at G5 for the Aphelion to down a single drone within its Effective Range, for example. That realistically limits us to the L-6, Executioner, Tormentor, and Intimidator (but only if utilizing the single-pellet bug that collapses your shotgun shot into a single bolt. Yes, that's still a thing - FDEV never fixed it.).

Even with the increased Plasma damage vs. Revenants, avoid the Oppressor - its low damage output necessitates higher time-on-target, and with a low projectile velocity vs. a highly mobile airborne target with fast acceleration / deceleration, that equates to dramatic shifts in where you need to aim to consistently score hits. The additional required ToT also eats into the time until the next wave drops, which begins counting down once a Revenant is damaged (as confirmed on the last Frameshift Live). Its only saving grace is its ammo economy, as it is possible to down a Revenant in ~25 bodyshots at G5 (if it stands still) and it has plenty of spare ammo, but with the numerous ammo boxes strewn about Settlements that's hardly a consideration and can be accounted for with a bit of situational awareness / map knowledge.

My suggestion: probably either an Executioner / Tormentor or L6 / Tormentor setup for weapons on a Maverick suit, Engineered to your tastes, though I don't think Audio Masking does anything - I've seen comments around here that Revenants don't react to weapon fire unless it hits them. For Mods for the suit itself in an AX-specific loadout I'd probably go with Enhanced Battery, Night Vision, Shield Regen and maybe Combat Movement or Sprint. I don't think the Damage Resistance mod helps with the Revenant's weapons, but I could be wrong.

Two fun facts for a closer: Frag grenades can take about half a Revenant's health off if you manage to bounce one high enough, and the little caustic missiles they fire can be destroyed at any time and will not explode when destroyed.
I can confirm the Revenants are as deaf as a post and don't react to their companions being detonated right in front of them.
I suppose my approach is something of a hybrid; sneak in and blast my way out.
The timer is based on the comings and goings of the scouts so I time the start of my assaults to coincide with the scouts leaving.
 
Well with no specific order:
  • I've now got an appreciation for PARAp loadouts in PVP. Solid build all around. I can't get 15-16Mil per drop with it in a 7 minute clear time, but on a good map I can get 12. It excels at organic PVP(Arai's) encounters where the distances are greater, and people don't necessarily show up on the radar(>50m).
  • Extended range on some weapons is warranted(the Aphelion on PARAP with Extended Range and Headshot can reach out and touch at a ridiculous range accurately) and the mild percentage buffs feel better in practice than they seem on paper.
  • I've also played around with ZInIn. Double shotties is interesting(On a good map I can match my normal ZARL clear times and bond totals, but that loadout playseven more aggressively and needs sprint).
  • And PApAp. I don't recommend the PApAp for general purpose use, but if you've got a buddy with several kinetics, it's great.
  • Stowed reloading is still a force multiplier, and if you can make it work for your loadout it'll increase the work you do by leaps and bounds in CZ's. The ZARAR loadout shoots till reserve is empty, only pausing long enough to swap to the next weapon.
  • The easy anti-revenant loadout early on was all lasers, but after the resistance rebalance, it's L6 every day all day.
  • I also put together a practice PARAp loadout with G3 weapons which only have Headshot on the kinetics and faster handling on the Aphelion. It plays a LOT less aggressively than a G5 loadout where everything has stowed, magazine, and faster handling. But that's making me skill up on my shooting accuracy and positioning.
  • I'm a lot more aggressive with anarchy raiding. P-15 and Aphelion. No need for subtlety.
  • EDIT Oh, Oppressors still suck, and I'm still buying all the pre-engineered oppressors I find to keep anyone else from accidentally falling into their trap.

Loadout reference:
  1. PARAp: P-15/AR-50/Aphelion. Excels at longer range engagements. Not as good at crowd control as the ZARL
  2. ZININ: Zenith/Intimidator/Intimidator. Empty shotgun, swap, empty shotgun, reload, empty shotgun, swap, empty shotgun. Gives you a ~30% dakka increase by rough estimates. Can take down an entire drop with good aim and headshot mods before they kill you back.
  3. PAPAP: P-15/Aphelion/Aphelion Great loadout when duoing with someone with double kinetics. Just mows down the opposition. Too light on kinetic damage for general purpose, but Aphelions with headshot will do work. As an aside, dual Eclipses IMHO is oddly enough laser overkill. If you had a trio, maybe. But they strip shields too fast and don't do enough damage once shields are down to double up on.
  4. ZARAR: Zenith/AR-50/AR-50. Stowed reloading on all three. Every time an any weapon empties, two of the other weapons are always ready to fire. Other than swap times, you can continuously fire.
  5. ZARL: Zenith/AR-50/L-6. My go to general purpose loadout.
Thank you for that, very much. I like the Zenith/AR/AR idea very much all with stowed.

You didn't mention the c-44, have you played with it much or don't like it? I have played a decent bit of odyssey CZ's, but not hitting those really high $$ you mentioned, my best weapons on AR/Aphelion so I do a lot of strip shields then switch to AR, was wondering if the SMG's would speed it up, hadn't htought of Zen/AR/AR, that seems pretty sweet
 
Haven't really changed my opinion on mods. Except maybe fast reload for the L6, that one is interminably slow. There's probably one of my usuals I could swap for that on the L6.

The funny thing about Ody weapons is they actually work for their specifications. The Carbines are really good for close quarters, it's just a shame there is no situation in the game I'd use one over the others. If there were scenarios where you raided a station or structure, and all the fighting was short range I'd use the hell of out them. 🤷‍♂️
 
Haven't really changed my opinion on mods. Except maybe fast reload for the L6, that one is interminably slow. There's probably one of my usuals I could swap for that on the L6.

The funny thing about Ody weapons is they actually work for their specifications. The Carbines are really good for close quarters, it's just a shame there is no situation in the game I'd use one over the others. If there were scenarios where you raided a station or structure, and all the fighting was short range I'd use the hell of out them. 🤷‍♂️
they did advertise fighting in stations, and boarding ships. maybe someday.
 
Haven't really changed my opinion on mods. Except maybe fast reload for the L6, that one is interminably slow. There's probably one of my usuals I could swap for that on the L6.

The funny thing about Ody weapons is they actually work for their specifications. The Carbines are really good for close quarters, it's just a shame there is no situation in the game I'd use one over the others. If there were scenarios where you raided a station or structure, and all the fighting was short range I'd use the hell of out them. 🤷‍♂️
Do we not fight inside buildings already?

Steve
 
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