The Odyssey Weapon and Suit Mechanics and Mods Thread.

In this thread we discuss how our favorite suits and weapons work and what the various mods do for them.

I paid close attention to my Stable Tormentor pistol today. It’s one projectile per click (so no auto fire) and there’s an unavoidable delay between firing even if you spam the fire button. With ADS it’s quite accurate, and even with base falloff you can do some damage from a surprising distance.

Non-Stable Tormentors have a pronounced recoil, but with enough time it does return to your original aim point. With fire button spam you can get another projectile out before it reaches that aim point, however.

With Stability on board there’s just a tiny little hop upwards after you fire, after which it returns to the same pixel you left. This meant that I could spam the fire button and it would always fire at the earliest opportunity right where I was aiming.

This sort of discussion seems to be a welcome thing, so have at it.
 
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This video shows how hip accuracy mod helps firing from the hip with the Executioner:

Source: https://youtu.be/aG5eddGJOeg

Note, the spread indicator is really hard to see (fdev need to change that and optics to be more visible). So it's mostly invisible in the video, sorry. You can still see the difference in the first section though.

My testing suggests faster reload reduced reload time by 20% (but that's the Executioner so may differ with other weapons)
 
Handheld weapon range is not just the range listed in weapon screens. That listed range is actually the beginning of falloff. Projectiles go a long way past that range and continue to do damage at a rate that is presumed to diminish in the same way that ship weapons do. Even a diminished projectile does some damage, and a good lined up headshot can hurt a lot even at range.

The Greater Range mod pushes that falloff point further outwards. Depending on the weapon you can gain a little or a lot of useful full damage range, plus whatever part of the falloff range that can still kill.
 
How does the reduced noise mods work in almost no atmosphere? or does it send a signal to the suit to go "shh, no one here so don't broadcast the sound"?
 
How does the reduced noise mods work in almost no atmosphere? or does it send a signal to the suit to go "shh, no one here so don't broadcast the sound"?
Two mods:

Noise Suppressor (same as what we have in real life, only works inside when it's pressurised)
Audio Masking: Prevents the simulated sound being transmitted to suits (same effect as the above, just works outside or when in an unpressurised environment)

Uniquely allows you to specialise in one of two, or both, forms of stealth.
 
Noise suppressed weapons are basically the equivalent of the overcharge silent attack but at range. As long as you make your shot, no one else in the building is alerted. This doesn’t mean that another NPC can’t wander on by, discover the body and go on alert, so be careful.

A missed silent shot that isn’t seen by the target elicits no response from the target. I don’t know yet if other NPCs in the vicinity can see the shot and respond.

Remember that NPC weapons aren’t silent. If they’re shooting at you, the rest of the building can hear that.
 
Noise suppressed weapons are basically the equivalent of the overcharge silent attack but at range. As long as you make your shot, no one else in the building is alerted. This doesn’t mean that another NPC can’t wander on by, discover the body and go on alert, so be careful.

A missed silent shot that isn’t seen by the target elicits no response from the target. I don’t know yet if other NPCs in the vicinity can see the shot and respond.

Remember that NPC weapons aren’t silent. If they’re shooting at you, the rest of the building can hear that.
The other difference is that if the missed silent shot hits close to the target they will go into alert mode.
 
The other difference is that if the missed silent shot hits close to the target they will go into alert mode.

I’m not 100% certain of that. I had an instance inside a power plant where a completely mistimed tormentor shot went whizzing behind the head of the level 3 scientist and hit the wall. The scientist kept right on walking.
 
I’m not 100% certain of that. I had an instance inside a power plant where a completely mistimed tormentor shot went whizzing behind the head of the level 3 scientist and hit the wall. The scientist kept right on walking.

Source: https://youtu.be/nHJ7x9tkLno


Pretty conclusive :)

This is repeatable and fits all the behaviour I understand with NPCs in EDO. The first shot, she doesn't hear anything, the supression works. The second shot, she's not aware of me so attributes it to no one. The third shot, she is aware of me and attributes it to me, giving me a warning (note the delay before she goes into alert state, this is due to an animation finishing, I've seen this a lot). Final shot, she goes straight to aggressive mode and starts to call in the alarm.

I haven't exactly tested the range but I think my first shot is quite close to the edge (you can see the distance of the second shot is about the range of the red circle I guess; this is standard audio detection range for NPCs on all sounds that aren't actually gun shots). She doesn't hear the shot, she hears the impact. If I shot in the opposite direction, she hears nothing and I can get quite close (like you correctly pointed out, similarly to the overcharge)
 
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I need idea for Manticore Intimidator mods.

And please keep that bugged scope idea for you.

Based on some more use today, the bug actually is that the spread further decreases to a near point after boarding and exiting your ship. I did a run today before that happened and the spread was narrow but still individual pellets, and more like what I’d expect the combo of accuracy and scope would be.

Otherwise…per your criteria you could pick accuracy for hip firing ease. Magazine size for 3 total shots. I like greater range so you don’t have to be point blank to do damage. Either one of the silencing mods lets your shotgun things quietly, which has comedy value. I’m not sure how useful Stability is for something like a shotgun but it’ll stop your recoil.
 
I tried g5 intimidator with no mods in high CZ and I am still clueless about this weapon. Maybe I will stick to double Exe setup
 
I agree that the Intimidator meets its match in high CZ. I did get a few headshot one hitters, but there was also a lot of “I wish I had more then 2 shots” going on. The Executioner was a better option for me.
 
As a staunch plasmaphile, I’d like to hear from others about the laser and kinetic weapons and their pros and cons. The AR-50 is pretty awesome from what I’ve read. I don’t see anyone using the carbines which is kind of sad. The sidearms seem nice but not as nice as the Tormentor.
 
I used the SMGs in alpha and they're fun. At G5 I imagine they're pretty dangerous.

The thing is, I've never been a fan of fully automatic weapons and always prefer semi automatic. If there was a punchy semi auto duo that wasn't plasma I would consider using it. As it is, we have plasma and that'll do.
 

I did some sciencing with a stock sidewinder last night as I'd got my launcher up to G5, mainly as I wanted to see if the damage figures listed in pioneer supplies were consistent with those listed in outfitting for ships.

I put my maths in the description but the short version is "yes, but with the caveat that personal weapons don't list their AP value which appears to be very low so they're a lot less effective against hull than their figures otherwise imply"

I just tested today with a DBS instead of a sidewinder (because it conveniently has exactly double the hardness and exactly double the HP) and it took four times as many rockets to do the same hull damage.
 
I will start with the obviouse problems:

One Weapon for all: Manticore Executioner.
There is really no reason to bring anything else. This weapon does Everything: Highest damage Close and Long Range. = 2 Hits kill ideal for hit an run tactics against multiply enemies. Best Scope.
And most of all i don't have to switch weapons right in the middle of a fight.( Who thought this was a good idea?)

Suits:
With Manticore Executioner i don't really need a 2nd or 3rd weapon.
Could have combined all suits in to 1 and it wouldn't really feel any different.
No Suit specific modules.

Pioneer Supplies:
Terrible terrible idea to sell modded Lvl 3 Suits and Weapons - basicaly saved you time to unlock some Engineers.
 
Pioneer Supplies:
Terrible terrible idea to sell modded Lvl 3 Suits and Weapons - basicaly saved you time to unlock some Engineers.
How the hell is this a problem?

This is a fantastic mechanic. It means that your average joe starter player, while they don't get to enjoy the full benefits of being able to tweak and customise their gear to their exact specifications, can still fairly easily strap on good enough gear to jump in and play.

One of the biggest problems that Horizons has is the cliff-face that new players have to scale before they get to have G3 gear, never mind G5, which makes it really hard for them to hop in as a new player and wing up with their buddies without their ships feeling massively underpowered and fragile. The difference between unmodded and G3 is massive compared to the difference between G3 and G5.

So how is it a problem that people can jump straight in to being able to actually play the game?
 
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