The Odyssey Weapon and Suit Mechanics and Mods Thread.

It really helps with the reload timer
It affects stowed reloading times too... which is useful for a dual L-6 setup
It does? I timed Stowed Reloading at 5 seconds exactly, irrespective of the individual weapon's reload time and/or having Reload Speed on it as well. But perhaps I made mistake, I'll check later tonight.
 
It does? I timed Stowed Reloading at 5 seconds exactly, irrespective of the individual weapon's reload time and/or having Reload Speed on it as well. But perhaps I made mistake, I'll check later tonight.
Would love to hear your findings on this for the L-6. Very curious as I hadn't noticed a difference on my lasers with Stowed Reload and Reload Speed.
 
Melee should stun/knock out enemies, flat out. The stun mechanic is in the damned coding, don't tell me it's not, FDev. We can all see the stars in the persons nametag once you overload them. It's there. GIVE IT.
I know this is a bit of a necro but I disagree, the Melee should stay damage but what it REALLY should be is buffed and done with a knife.
Additionally we should be able to one-shot a shieldless enemy with a knife when done from behind. No scream, no alarm. Drag the body to a hiding place out of LOS.

Stun with the charge tool 100%, the fact there's no stun mechanic (or drag body mechanic) available to us is ridiculous. It's a staple of stealth game-play and another example of FDEV being completely divorced from common sense and the realities of playing ED.
 
It really helps with the reload timer
It affects stowed reloading times too... which is useful for a dual L-6 setup

Would love to hear your findings on this for the L-6. Very curious as I hadn't noticed a difference on my lasers with Stowed Reload and Reload Speed.
Checked again with the following loadout, both L-6s took exactly 5 seconds to reload when stowed. However, I don't have two L-6s with both Stowed Reloading and Reload Speed, so there's still a possibility that that combination might trigger a bug and affect Stowed Reloading.

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I use reload speed just because sometimes I want to refill a part-empty mag and keep my stowed one ready to swap to rather than just swapping and relying on the SR mod to get it in time (that, or I've just fired off all six rockets from both launchers, swapped and found that the first one hadn't finished yet so I'm doing a brave sir robin)

Audio masking is a hilarious one since it masks the shot but not the explosion, which is fun for dealing with scavs and distracting guards.

Don't bother with a scope, the L6 is decent for taking people out at range (especially when paired with audio masking so they don't get alerted until they actually explode) but the magnification on the scope mod is so poor as to be worthless. Certainly not worth giving up mag size, faster handling or stowed reloading.
 
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I use reload speed just because sometimes I want to refill a part-empty mag and keep my stowed one ready to swap to rather than just swapping and relying on the SR mod to get it in time (that, or I've just fired off all six rockets from both launchers, swapped and found that the first one hadn't finished yet so I'm doing a brave sir robin)
I don't double L-6, usually run with an Intimidator to pick off anything that survives the L-6 (and emptying and manually reloading the Initimidator takes just about enough time to reload the stowed L-6 again).
 
I don't double L-6, usually run with an Intimidator to pick off anything that survives the L-6 (and emptying and manually reloading the Initimidator takes just about enough time to reload the stowed L-6 again).
I ran the combo, but it got me into bad habits - mainly of firing my rockets into a group then pulling the shotgun and closing into melee range against groups I really ought not to be meleeing.
Double-shotgun or double-launcher kinda forces me to stick to one particular method of being aggressive and not screw up my engagement ranges.
 
I just did a test comparing a non-stable Tormentor to a stable one. Something has changed since the last time I paid attention to this stuff.

The difference between stable and non was noticeable when I was firing repeatedly without ADS. The amount of aim point climb (which is what stability is supposed to prevent) between shots was more pronounced with the non-stable one, although it wasn't much of a difference.

With ADS there was no difference whatsoever, which is definitely a change. In each case the weapon snapped back to true aim very quickly.

Not sure if this is a bug fix, a new bug, or what.
I appreciate your testing back in January. With Update 11.1, is this still the case? Is stability a useful mod on the Tormentor now?
 
How can this not be a bug if adding a mod makes no difference in the behaviour this mod was supposed to affect? ADS is basically a must for Tormentor (unless also using the hip-fire accuracy mod), so if there's no difference in stability between modded and unmodded gun in ADS, the mod must be broken. The fact that you recall there once existed a noticeable difference, further proves that this is a bug, likely introduced in one of the later patches.

I think we should add this to the issue tracker. If anybody can make a video comparison that would be best.

Or, I dunno, let people enjoy their unmodded Tormentors as if having a free Stability mod, and the rest of us lament the wasted mod slot/mats.
Looking specifically at the tormentor, stability and hipfire together seem like they’d best be taken together…. Which doesn’t leave enough space for handling, mag size, and stowed reloading. Oof. Decisions decisions.
 
Has anyone else looked else into the mechanics of extended range yet? I’ve done some initial testing, and the results were a bit underwhelming. From what I have been able to gather from testing Plasma and Lasers, the damage model appears to be as follows:
Damage is 100% of listed up to max effective range and then drops linearly to just shy of 0 at around 200m(exec hits at that range were getting 1-2% shield damage, lasers were showing hit markers but not dropping below 100%). Getting hits above 170-180 is challenging, so there's a possibility of a curve between 180 and the hard cutoff for projectiles at 250. But it appears to be reasonably accurate model for effective range out to ~180 with plasma weapons and lasers.

That being said, this data has me completely re-thinking Extended Range's rank in my weapon mod hierarchy. First, given the hard projectile cap at 250, extended range on a L-6 is flat out useless. Period. Do not use. If you have it on there I feel bad for you. I had considered it a pretty much standard include in most of the really short range builds, but the experimental data has best difference between a tormenter with extended range and without is ~ 0.9Mj, or roughly 1.5% of applied damage to a G5 Dom suit at 24m.

The bigger the distance between effective ranges pre-post mod, the more effective it should be. The executioner appears to be the best performing: at 150m will retain full damage instead of dropping to 50%(~22.35Mj, 37.25% of extra applied damage) . The Intimidator will be the worst performing: at 11m the non modded weapon will drop to ~97.93%, the modded weapon will retain an extra 1.8Mj if you hit with all 10 of the plasma pellets doing 3% (yes, three tenths of a percent per pellet) extra applied damage to a G5 Dominator.

That leaves me to personally think that extended range is completely ineffective on weapons with <25m effective range, and is pretty marginal on weapons with an effective range <50m. It's nice on a weapon with the range of the Executioner, but I'm simply not taking shots at much above 100m anyway and the Executioner retains the ability to one-shot a G5 CMDR with Damage Resistance with a headshot all the way out to 150m and two shot one out to 125, which is well outside CZ engagement ranges.

Thoughts?
 
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Manticore Intimidator
  • Greater Range
  • Reload Speed
  • Scope
  • Magazine Size
Watch the youtube video on the gun....it's jaw dropping.
Just watched the video - nice! I had somehow not quite noticed that you can't take down ANY of the armour/health with a single-shot weapon. Damn, but that's so unphysical.

Meanwhile, are these still good mods for the Intimidator? (Other than Greater Range, I guess, which the recent post by @De_Toqueville suggests is a bad move; I guess this may reflect changes by the devs since D2EA's video was made, or else he was just wrong.)
I've yet to really try my Intimidator properly, but I'm now quite keen to have a go with it :)
 
Just watched the video - nice! I had somehow not quite noticed that you can't take down ANY of the armour/health with a single-shot weapon. Damn, but that's so unphysical.

Meanwhile, are these still good mods for the Intimidator? (Other than Greater Range, I guess, which the recent post by @De_Toqueville suggests is a bad move; I guess this may reflect changes by the devs since D2EA's video was made, or else he was just wrong.)
I've yet to really try my Intimidator properly, but I'm now quite keen to have a go with it :)
The problem with all weapon (and suit) mods is that it's not possible to remove a mod and put another on. So to try a different set up we have to go and completely fashion a weapon to G5 and add all the mods. To that end I've not tried anything else with Intimidator as I can't face the material grind right now. However I hit Elite Mercenary a while back using a combo of the Intimidator and C44 [Fast-Handle / Stability / Scope / Range]. I have to say any changes went unnoticed by me. Intimidator can at distance take shields down, and then the C44 is a great helper once enemy shields are down if ammo is low.
 
Thoughts?

Interesting.
My Intimidator has Greater Range, Magazine Size, Improved Hip Accuracy and Scope.
The last 3 are rather mandatory to reduce the spread, but maybe i should do another one replacing the Range with either Faster Handling or Reload Speed / Stowed Reloading

edit: well, not exactly all last three have something with spread reducing, but i meant that all 3 are rather mandatory
 
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The problem with all weapon (and suit) mods is that it's not possible to remove a mod and put another on.
Yeah, this is in my eyes incomprehensible and quite intolerable. If I ever get around to writing a Steam review for EDO, it's gonna be a thumbs-down and this is perhaps the single biggest factor in that decision. (The appalling performance is right up there, of course.)
I'm guessing that nobody from FD has ever attempted to justify this bizarre design choice?
 
Meanwhile, are these still good mods for the Intimidator? (Other than Greater Range, I guess, which the recent post by @De_Toqueville suggests is a bad move; I guess this may reflect changes by the devs since D2EA's video was made, or else he was just wrong.)
I've yet to really try my Intimidator properly, but I'm now quite keen to have a go with it :)
For the intimidator, I’m actually easing my judgement on extended range. Imho it’s not great, but it’s not worthless. Its ideal use is within 25m where if you’ve got scope and are adsing, you have a shot to get all the pellets to hit. I still think there are mods I rank higher, but the huge damage of the int with all 10 pellets add up to some significant extra damage that is important to a burst damage weapon.
 
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