The Odyssey Weapon and Suit Mechanics and Mods Thread.

For silencing a weapon to be worthwhile, it needs to be something with a high alpha-damage so they die in one shot and don't have time to get their shields up.

I found a randomly audio-masked C-44 and got rid of it for this reason - it just didn't kill fast enough to finish them before they returned fire and alerted the entire settlement.

Now, if you want a silent sidearm that does the trick, look no further than the Manticore Tormentor. Note that even that will need the headshot damage mod if you want to kill an unshielded G5 dominator in one hit.
However, being able to dome a guard in a G5 dominator without alerting anyone is pretty potent for a sidearm. No idea if guards actually start routinely wearing maxed-out suits once your merc rank is high enough, I'm still only a rookie.
Thanks.

Sure, an Audio Masked Tormentor/Executioner would be great - it's the whole beggars and choosers thing though - even though no one (known) has unlocked the last engineer that has the modifications, I'd still be a long (long) way off unlocking them, hence why I was thinking that the beggar's option of G5ing the P-15 might be worthwhile. Added to by the fact the pistols actually do a decent amount of damage at G5. I've seen one CMDR dispatch guards with a G5 Zenith pistol that does just over 5 damage.

I can one shot scavengers with my G3 Executioner, it's the stealth aspect I require though since you can still raise alarms without Audio Masking.
 
No idea but headshot would help a lot assuming you actually hit the head

Other than that, you could do what everyone else is doing - use a Tormentor with audio masking or an Executioner or any other weapon that can kill them in one shot
I'll just have to dip into the Thursday morning frenzy and have a quick look in the local systems to see if I can strike gold... :)

TBH I've been collecting stuff since release and that was the first Audio Masked weapon I found and why I snatched it up (purchase first, ask questions later...)
 
Thanks.

Sure, an Audio Masked Tormentor/Executioner would be great - it's the whole beggars and choosers thing though - even though no one (known) has unlocked the last engineer that has the modifications, I'd still be a long (long) way off unlocking them, hence why I was thinking that the beggar's option of G5ing the P-15 might be worthwhile. Added to by the fact the pistols actually do a decent amount of damage at G5. I've seen one CMDR dispatch guards with a G5 pistol that does just over 5 damage.

I can one shot scavengers with my G3 Executioner, it's the stealth aspect I require though since you can still raise alarms without Audio Masking.

You have to keep in mind that headshot mod will not do wonders by itself.
IIRC, P-15 already does 2x damage on headshots, with the mod it will do 3x damage. Assuming a 5 damage at G5, that would be 10 dmg vs 15 damage. IT may seem a lot, but practically its a single shot difference which is not a big difference given the high rate of fire the P15 can get.
The most important thing is to get those headshots... else you can always sneak behind them and zapp them
 
You have to keep in mind that headshot mod will not do wonders by itself.
IIRC, P-15 already does 2x damage on headshots, with the mod it will do 3x damage. Assuming a 5 damage at G5, that would be 10 dmg vs 15 damage. IT may seem a lot, but practically its a single shot difference which is not a big difference given the high rate of fire the P15 can get.
The most important thing is to get those headshots... else you can always sneak behind them and zapp them
Thing is I don't know (and don't know how to find out) how many hit points a guard/scavenger has. I think I'll leave it for the moment and go with the Black Thursday rush! ;)
 
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?
Or if you have the credits (and lets admit it, i may be a poor a freak, but for most experienced players 12 million credits for a modded g3 suits, or 3.75 for a gun, is negligible), you can buy premoded gear to test out the mods and see how they work, and while you might not find all gear with mods you want to try, some is better than nothing.
 
Or if you have the credits (and lets admit it, i may be a poor a freak, but for most experienced players 12 million credits for a modded g3 suits, or 3.75 for a gun, is negligible), you can buy premoded gear to test out the mods and see how they work, and while you might not find all gear with mods you want to try, some is better than nothing.
the pricing system for the onfoot gear seems to have been made as a credit sink in mind I think
 
Or if you have the credits (and lets admit it, i may be a poor a freak, but for most experienced players 12 million credits for a modded g3 suits, or 3.75 for a gun, is negligible), you can buy premoded gear to test out the mods and see how they work, and while you might not find all gear with mods you want to try, some is better than nothing.
Yeah, they even sell for considerably less than you buy them for (unlike ship modules) and I thought absolutely nothing of buying a suit I didn't have in a particular grade yesterday purely so I could let someone shoot me with it and see how effective his gun was
 
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 use a masking/silenced G5 kinetic carbine and it is glorious.

while the plasma weapons are arguably better, I like being able to gun down three NPCs with a single sweep of SMG fire from across the room. The plasma weapons can’t do that.
 
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I use a masking/silenced G5 kinetic carbine and it is glorious.

while the plasma weapons are arguably better, I like being able to gun down three NPCs with a single sweep of SMG fire from across the room. The plasma weapons can’t do that.
Nothing like getting people to say hallo to my leeettle friend!
 
Thing is I don't know (and don't know how to find out) how many hit points a guard/scavenger has. I think I'll leave it for the moment and go with the Black Thursday rush! ;)

Well, my G5 Tormentor is doing 22.4 damage (IIRC)
And they fall in one shot unshielded and 2 shots with shields on

But the Higher ranked Guards at some Threat 3 military bases need 2 shots for shields and 2 shots for suits to be killed
First shot on shields leave them with like 10-20% shields and the first shot on suit leaves them with like 20-30% life
 
Well, my G5 Tormentor is doing 22.4 damage (IIRC)
And they fall in one shot unshielded and 2 shots with shields on

But the Higher ranked Guards at some Threat 3 military bases need 2 shots for shields and 2 shots for suits to be killed
First shot on shields leave them with like 10-20% shields and the first shot on suit leaves them with like 20-30% life
Thanks for the information. That's slightly encouraging if a G5 with Head Shot damage can do ~15 damage. When I get a materials excess I might try G5ing it and see what mileage I get from it. Unless someone beats me to it - don't hold your breath!
 
Well, my G5 Tormentor is doing 22.4 damage (IIRC)
And they fall in one shot unshielded and 2 shots with shields on

But the Higher ranked Guards at some Threat 3 military bases need 2 shots for shields and 2 shots for suits to be killed
First shot on shields leave them with like 10-20% shields and the first shot on suit leaves them with like 20-30% life
Really? The only time my G5 tormentor with noise suppress and stowed reload couldn't drop an unshielded NPC in one shot is in high CZs (which supposedly have the highest difficulty NPCs in the game right now)
 
Really? The only time my G5 tormentor with noise suppress and stowed reload couldn't drop an unshielded NPC in one shot is in high CZs (which supposedly have the highest difficulty NPCs in the game right now)

yeap, they guard some nasty bases too
 
I remember, after stealthily disabling the alarms at a base I was tasked with wiping out, seeing someone with five health bars.

Most of the others were fairly weak in comparison, so I opened up my assault by planting a rocket at their feet. No point in subtlety for something like that.
 
For anyone wondering, Greater Range on a Tormentor takes you from 15m to 23m of full damage range.

Edit: I’m not entirely sure, but it seems like the Tormentor projectile is faster now. Needs further study to be sure.
 
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For anyone wondering, Greater Range on a Tormentor takes you from 15m to 23m of full damage range.

Edit: I’m not entirely sure, but it seems like the Tormentor projectile is faster now. Needs further study to be sure.

Indeed, Greater range increases the range by 50%
Projectile speed doesn't seem higher - still the Tormentor is able to do serious damage even at longer ranges, even 50+ meters
 
Just finished the referral grind for Hero Ferrari and unlocked Wellington. Tomorrow I’ll get the referral from Wellington and go anger Sirius Corp to get the next person.

I also put Handling on my Executioner. It’s a ponderous weapon to swing around. The next plan is for stowed reloading so I can ADS quicker, put it away quicker, and get it back fully loaded.
 
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Does Reduced Battery Consumption apply to Jump Assist?

I’m working on my Artemis suit which will have Increased Jump Assist to see how many km I can go without touching the ground. The options to make that happen are RBC and Increased Battery Capacity.

I already have Increased Sprint Duration baked in. Besides Jump Assist and one of the above I’m also planning on night vision so I can go hurtling through the dark, so it does have to be one or the other for the battery mods.
 
Does Reduced Battery Consumption apply to Jump Assist?

Not sure... the complete name seems to be: Reduced Tool Battery Consumption
And tools are Energy Link, Profile Analyzer and Arc Cutter.

Edit: My Artemis is planned to have: Night Vision, Improved Jump, Reduced Tool Battery Consumption and then... not really sure about the 4th mod.
Either Improved Battery or Extended Oxygen or Sprint (but Sprint seem to be a waste since sprinting in jumps - without jumps assists being engaged - does not seem to use the sprint "energy" pool, sure it may look like the dudes jumping on the Moon, but seems to be effective). Most probably will be Imp
 
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Not sure... the complete name seems to be: Reduced Tool Battery Consumption
And tools are Energy Link, Profile Analyzer and Arc Cutter.

Plus the genetic sampler, presumedly.

I’m leaning towards Increased Battery, since suit functions that keep you alive (oxygen, temperature control) aren’t affected by Reduced Tool Battery Consumption.

Edit: Yep, Increased Battery Capacity was the right choice. I’m having a ton of fun jumping between mountaintops on a 0.04 g planet.
 
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