What is the Point of Manticore’s Oppressor?

Edit 4.22.2022

For those of you just arriving in this thread, I created an interactive spreadsheet calculator that compares the Oppressor to all of the other weapons in Odyssey for a better visual representation for why it needs a buff (Shoutouts to De_Toqueville and the folks behind the Odyssey Material Helper for collecting and providing some much-needed data!). A link to the Calculator v2 can be found below:


You can download the Excel file from the above link to play around with the various parameters to see what effects various changes to damage, projectile velocity, damage resistances and more have on weapon Times-To-Kill (TTKs), as well as what happens when some Engineering mods are applied to Odyssey's weapons and how they affect TTKs.

Below is a link to the Calculator v2 announcement post:


I'm continuously updating the Calculator to make it more accurate and fix any bugs. Check back periodically to see what's changed!

Additionally, to make things simpler, here's what I currently recommend for buffing / fixing the Oppressor:
  1. Increase projectile velocity by 200% to 150 m/s (up from 75 m/s)
  2. Slight damage increase by 10-20% (2.64 - 2.88 MJ, up from 2.4 MJ)

The original post from nearly a year ago is below:

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I’ve done extensive testing with a G5 Oppressor and am frankly left asking the above question – what is the point of the Oppressor? What role does it fulfill?

In my quest to answer that question, I dove into several different level Ground Conflict Zones and compared the Oppressor’s performance with my AR-50 as well as my Tormentor. The stats and builds of the weapons are as follows:

G5 Oppressor:
  • Greater Range
  • Stability
  • Extended Magazine
20210619154946_1.jpg


G5 AR-50
  • Scope
  • Extended Magazine

20210619113617_1.jpg





G5 Tormentor
  • Noise Suppressor

20210619113636_1.jpg



I recorded my CZ sessions for each weapon: a Low, Medium and High CZ for the Oppressor and AR-50 and a Medium and a High CZ for the Tormentor. The videos are posted in the Spoilers below:




Discussion

As you can tell from the videos, the Oppressor is vastly outperformed by both the AR-50 and even the Tormentor in all scenarios. Even with a penalty against shields in High CZs no less, the AR-50 is able to hold its own and tear through everything; the Tormentor is able to 2-tap NPCs in Low and Medium CZs and 2b1h (2 Body shot, 1 Headshot) NPCs in High CZs.

So I’m left asking the opening question: what is the point of this weapon? Why does it exist if it is outperformed by everything else – even weapons that have penalties against certain damage types?

Quite simply, there isn’t one.

The Oppressor does not bring anything to the table that every other weapon cannot do. Close range engagements are dominated by the Tormentor / Intimidator / SMGs, and even the slug shotgun Executioner performs well here; mid-long range you're better off using the AR-50 / Aphelion due to higher hit probability, and the Executioner if your target is AFK.

So what can be done to make the Oppressor a competitive option to use?

Suggestions

After extensive playtime with the Oppressor (I’m even modding up a second one with Headshot damage, a Scope, Extended Magazine and a fourth mod I haven’t decided on yet), these are my suggestions to help make the Oppressor a competitive option:
  • Double the projectile velocity.
    • Drastic? Yes. The Oppressor’s base velocity is ~75 m/s, which is absolutely glacial; projectiles can be dodged at ranges shorter than 10 m by merely tapping the “A” or “D” keys.
    • A twofold increase to the velocity would result in a more consistent weapon as your shots will hit more often. Even at 150 m/s, the projectiles will still move slower than the AR-50’s at 180 m/s (which could also do with an increase…), and will still require a good deal of skill landing shots at longer ranges.
  • Slightly increase the damage.
    • A G5 Oppressor’s DPS is ~16.1 MJ/s; a G5 AR-50’s is 27 MJ/s; a G5 Tormentor’s is 38.1 MJ/s?!
    • Increasing the damage to at most 20 MJ/s (~2.99 MJ per shot, up from 2.4 MJ per shot) can help the Oppressor pack a little more punch.
TLDR
  1. Oppressor is vastly underperforming
  2. Increase its projectile velocity
  3. Slightly increase its damage
----
Edit: Added new opener with links to Calculator v2 and v2 announcement post.
Edit 2: Added current recommended Oppressor buffs because I forgot them in the last edit 🙃
 

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The Oppressor does look off alright. But I have to say, I absolutely dread the inevitable Balance Pass (tm) that is going to wreck havoc with all those perma-installed-mods-just-build-a-new-gun-from-scratch-lol. Unless they come back on that one and make our gun mods behave like ship modules.
 
Serious props to you for even bothering to upgrade the oppressor pass G2!

And yeah, after using it for the first time, I immediately dismissed it as useless and never gave it another chance.

Not really sure about the ways of fixing it though. I think the plasma weapon category is just better without an automatic rifle option. It's supposed to be the 'unique' one, the category that packs a punch but is slightly harder to use (except for the shotgun) because of the projectile velocity.

Like on ships, for thermal and kinetic damage types, we have rapid fire options and ammo capacity high enough that we can basically spray and pray. Whereas for plasma, we only have plasma accelerators which we have to manually aim and the projectile files slowly towards the target but packs a hefty punch.
 
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I'd prefer it as a semi automatic, high powered plasma rifle. Lower fire rate, lots of recoil but much higher damage (less than the Executioner though obv)

Just don't think we need another automatic rifle.

I also think the tormentor needs lots more recoil. To the point that it's off target if you fire constantly.
 
The Oppressor does look off alright. But I have to say, I absolutely dread the inevitable Balance Pass (tm) that is going to wreck havoc with all those perma-installed-mods-just-build-a-new-gun-from-scratch-lol. Unless they come back on that one and make our gun mods behave like ship modules.
Increased spread on Manticore Intimidator to compensate for engineering. Weapon spread now has a 90° jitter, engineered.
 
The Oppressor does look off alright. But I have to say, I absolutely dread the inevitable Balance Pass (tm) that is going to wreck havoc with all those perma-installed-mods-just-build-a-new-gun-from-scratch-lol. Unless they come back on that one and make our gun mods behave like ship modules.

that's one of the main reason i'm holding back to do any attachment engineering. The balance pass will be a thing and, as it standsout, the greater advantages are achieved through upgrading rather than through engineer attachments.
 
If the Oppressor were any good no-one would ever bother with the laser-to-kinetic weapon switching mechanic that the devs clearly intended to be the Unique Selling Point of Odyssey FPS combat.
 
If the Oppressor were any good no-one would ever bother with the laser-to-kinetic weapon switching mechanic that the devs clearly intended to be the Unique Selling Point of Odyssey FPS combat.
I would kinda agree with that.....if Executioner, Intimidator and Tormentor weren't as good as they are. Weapon switching between thermal and kinetic is not needed unless you want to.
 
I’ve done extensive testing with a G5 Oppressor and am frankly left asking the above question – what is the point of the Oppressor? What role does it fulfill?

In my quest to answer that question, I dove into several different level Ground Conflict Zones and compared the Oppressor’s performance with my AR-50 as well as my Tormentor. The stats and builds of the weapons are as follows:

G5 Oppressor:
  • Greater Range
  • Stability
  • Extended Magazine
View attachment 242211

G5 AR-50
  • Scope
  • Extended Magazine

View attachment 242209




G5 Tormentor
  • Noise Suppressor

View attachment 242210


I recorded my CZ sessions for each weapon: a Low, Medium and High CZ for the Oppressor and AR-50 and a Medium and a High CZ for the Tormentor. The videos are posted in the Spoilers below:




Discussion

As you can tell from the videos, the Oppressor is vastly outperformed by both the AR-50 and even the Tormentor in all scenarios. Even with a penalty against shields in High CZs no less, the AR-50 is able to hold its own and tear through everything; the Tormentor is able to 2-tap NPCs in Low and Medium CZs and 2b1h (2 Body shot, 1 Headshot) NPCs in High CZs.

So I’m left asking the opening question: what is the point of this weapon? Why does it exist if it is outperformed by everything else – even weapons that have penalties against certain damage types?

Quite simply, there isn’t one.

The Oppressor does not bring anything to the table that every other weapon cannot do. Close range engagements are dominated by the Tormentor / Intimidator / SMGs, and even the slug shotgun Executioner performs well here; mid-long range you're better off using the AR-50 / Aphelion due to higher hit probability, and the Executioner if your target is AFK.

So what can be done to make the Oppressor a competitive option to use?

Suggestions

After extensive playtime with the Oppressor (I’m even modding up a second one with Headshot damage, a Scope, Extended Magazine and a fourth mod I haven’t decided on yet), these are my suggestions to help make the Oppressor a competitive option:
  • Double the projectile velocity.
    • Drastic? Yes. The Oppressor’s base velocity is ~75 m/s, which is absolutely glacial; projectiles can be dodged at ranges shorter than 10 m by merely tapping the “A” or “D” keys.
    • A twofold increase to the velocity would result in a more consistent weapon as your shots will hit more often. Even at 150 m/s, the projectiles will still move slower than the AR-50’s at 180 m/s (which could also do with an increase…), and will still require a good deal of skill landing shots at longer ranges.
  • Slightly increase the damage.
    • A G5 Oppressor’s DPS is ~16.1 MJ/s; a G5 AR-50’s is 27 MJ/s; a G5 Tormentor’s is 38.1 MJ/s?!
    • Increasing the damage to at most 20 MJ/s (~2.99 MJ per shot, up from 2.4 MJ per shot) can help the Oppressor pack a little more punch.
TLDR
  1. Oppressor is vastly underperforming
  2. Increase its projectile velocity
  3. Slightly increase its damage
To get people to buy skins 😁
 
Hehe, no one likes a nerf but that pistol is massively op.

Sorry, edit. It's not that it's op, it's just too easy to use for its power. But it is just too damaging I think. But it's the same for the other pistols.

The other pistols kinda balance out because they're so bad at the other damage type. I've done an entire (low) CZ with a G1 Tormentor, I couldn't with the other two as the TTK would be too slow.

The Oppressor doesn't have a niche, other than looking cool on your non-combat builds, I think a plasma SMG would make more sense as the shorter distance makes up for the slow projectile - the reason the Tormentor is so effective - but as it stands it has no place.
 
The Oppressor does look off alright. But I have to say, I absolutely dread the inevitable Balance Pass (tm) that is going to wreck havoc with all those perma-installed-mods-just-build-a-new-gun-from-scratch-lol. Unless they come back on that one and make our gun mods behave like ship modules.
I've said it before and I'll say it again: allow these mods to be removable.

Also - good idea on having the mods behave like ship modules. I'd love to see that kind of system in action.

Serious props to you for even bothering to upgrade the oppressor pass G2!

And yeah, after using it for the first time, I immediately dismissed it as useless and never gave it another chance.
I'm modding up a second one :

20210619113607_1.jpg


Some overly stubborn part of me really wants to make this thing useable.

Not really sure about the ways of fixing it though. I think the plasma weapon category is just better without an automatic rifle option. It's supposed to be the 'unique' one, the category that packs a punch but is slightly harder to use (except for the shotgun) because of the projectile velocity.

Like on ships, for thermal and kinetic damage types, we have rapid fire options and ammo capacity high enough that we can basically spray and pray. Whereas for plasma, we only have plasma accelerators which we have to manually aim and the projectile files slowly towards the target but packs a hefty punch.
Fair enough. I toyed with the idea of turning the Oppressor into a burst rifle...

That's what you get from excluding a whole weapon type from the weapons balancing alpha test.
1624140483977.png


(For reference: I made a thread in the now-Thanos-snapped Alpha forums literally asking for them to be testable in the Alpha.)

Increased spread on Manticore Intimidator to compensate for engineering. Weapon spread now has a 90° jitter, engineered.
So a Rapid Fire Cytoscrambler with Inertial Impact?

Hehe, no one likes a nerf but that pistol is massively op.

Sorry, edit. It's not that it's op, it's just too easy to use for its power. But it is just too damaging I think. But it's the same for the other pistols.
I'm literally bunnyhopping around CZs and clearing out settlements with that thing alone - it could use some adjustment :p

They designed on foot combat to be somewhat similar to ship combat.

The Oppressor therefor fulfills the ship inspired role of Turret.
Why can I only like this comment once?
 
I would kinda agree with that.....if Executioner, Intimidator and Tormentor weren't as good as they are. Weapon switching between thermal and kinetic is not needed unless you want to.
And I would kinda agree with that :) ... but the three other plasma weapons are a different kettle of fish from the AR-50, TK Aphelion, and Oppressor. Low capacity makes them high-skill, high-risk weapons. Miss with them and you're likely to be screwed. Ask me how I know....💀💀💀💀
 
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