I'm just watching the enemy health bar and counting every time it moves. The plasma, for example, takes about 3 shots per shield bar, and there are 3 shield bars. As far as I can tell, it applies to every part of the video, so there's not much use in highlighting any specific example.
Edit: I suppose there are different HP enemies. Look at the ones with 3x shield bars.
Indeed, the enemies we face have different HP depending on their class and rank: Rank 1 Sharpshooters have the least, Rank 5 Enforcers have the most.
I've been going through the footage I linked here as well as some I've recorded since, and I noticed a slight deviation on the number of rounds the AR-50 takes to drop the shield of an Omnipol Striker (who should be wearing a G5 Dominator suit, if the assumption that they use the same gear as us holds). It took 27 rounds from close range (~10 m) for the shield and 8 bodyshots for the Suit, instead of the expected 21 shield hits and 15 Suit bodyshots. The video can be found here:
Source: https://youtu.be/KJG13pYnNdk
Furthermore, I'm also noticing that something is off with the Oppressor as well - it took me 13 shots to break the shield of an Omnipol Enforcer (which I'm assuming is wearing a G5 Dominator + Damage Resistance) and a further 30 shots (one of which was a headshot, timestamp just after 0:24 in the video below) to drop them. I expected 15 shots to break the shield and 28 bodyshots to kill.
The footage of the Enforcer can be found below:
Source: https://youtu.be/HXUzbWd5ylM
I know I missed one shot after the shields dropped as I was strafing to avoid the Enforcer's Tormentor. I did account for that one
As far as I can tell from some sanity checks, the data regarding a G5 Dominator's Suit resistances with and without the Damage Resistance mod are correct; it's entirely possible (and at this point likely) that NPCs do not use the same equipment as we do, so comparisons between them and us aren't quite linear as I had assumed previously.
Example: the effective Suit HP from the Striker comes out to:
8 AR-50 shots * 2.7 MJ/shot = 21.6 effective MJs
A G5 Dominator
without the Damage Resistance mod is rated for:
30 MJs * 1.25 (25% Kinetic Resistance) = 37.5 effective MJs
I'm going to spend more time looking through my footage / recording more and checking over the Calculator to see if something's wrong on my end, or the above observations are actually correct.
SCIENCE!
In a 1vs1 yes, Intimidator is better than anything esle in close combat.
But in 1vsMany, the Oppressor is excellent for suppressing an entire enemy team, making them stagger but also doing consistent damage
Forcing one target to flinch buys you a second or two reprieve from that target (particularly from Sharpshooters), but they're back in the fight before you're able to apply meaningful damage to other targets to flinch them or drop them. It's far more beneficial to drop targets quickly than try to juggle staggering them all and splitting the damage between them, which will bleed the Oppressor's magazine dry before a kill can be secured.
For example, I can drop half of a dropvulture's squad in 3.9 s with three shots out of an Intimidator with the Magazine Size mod (rank dependent); I can drop one Scout and start working on a second in the same time with the Oppressor.
Or I could just use an L-6... that always works if there's ever a need to outright delete an enemy or 6 should the need arise
I just linked you a sequence from your own movie that shows a 3s kill time for a full shield full health npc, why mention a g5 dominator?
Also dont think i've seen a similar performance in your ar-50 movie, although i might be as well mistaken.
The NPC in the video was a Rank 3 Scout, which has a relatively small health pool as far as NPCs go. The reason I mentioned the G5 Dominator is that comparatively it has more HP; I can get a faster TTK on a target with more HP with the AR-50 than I can with the Oppressor shooting one with far less health, thus demonstrating the disparity in damage output between the two, even when resistances are accounted for.
(Granted, the comparison is likely not linear in light of recent observations since I drafted this post, but should still be accurate enough for demonstrative purposes.
Also - in the Omnipol Striker video I also dropped an Omnipol Scout with an AR-50 in a little over 2 seconds.)
Currently Exec, Tormentor and Intimidator are very powerful, bordering OP - as a single shot high frontload damage.
Improvements to the Oppressor can and will lead to a very powerful, bordering OP automatic weapon.
The Intimidator's fast TTK assumes all projectiles land on target, and with the single-bolt bug active that is currently achievable. I would expect that to change once that bug is squashed, though given the mobility players can achieve I wouldn't be against a rate of fire nerf to drop its DPS output a bit.
I'm personally torn on the Tormentor, as it's a 2 shot kill on Rank 3 and below targets, but requires at least 3 above that. It has a low rate of fire, small magazine, short Effective Range and high recoil. I'm not entire sure there's room to adjust some of these properties, but I'd be open to a 3 shot kill on Rank 3 Commandos if the it needed to be changed.
As I mentioned in an earlier post, I believe the Executioner needs a total rework for it to perform as a marksman's rifle; it presently behaves like a shotgun loaded with slugs. My initial thoughts are that it should function something like Destiny 2's Scout Rifles or something closer to a bolt-action rifle with high power rounds with a very low cyclic rate. Either way, the focus should be on precision rather than DPS racing, which would likely mean it would be a bad choice for anything closer than long-medium or long range engagements (of which there are surprisingly many to be had in Odyssey's settlements).
Currently the Oppressor's actual useable range falls within both the Tormentor's and Intimidator's. The adjustments I proposed would help push that range further out so it can fulfill the role of a medium-range Plasma weapon; its low cyclic rate should prevent it from becoming a DPS monster. As it stands, at G5 the Oppressor puts out 16.1 MJ/s, compared to the AR-50's 27 MJ/s (not accounting for resistances).
And when FDev improves something, they usually go over the board.
Thankfully the Calculator takes the guesswork out of how much improvement the Oppressor needs, so if FDEV sees this Thread / Calculator that shouldn't happen. Well... theoretically
(The last time FDEV listened to one of my weapon balancing requests was back in the 3.0 Beta with the
Shock Cannons; I managed to convince someone to increase the ammo reserves to what they presently are, though I did ask for substantially more...)
I'd rather see the Oppressor removed from the game than improved into OPness
Frankly, I wouldn't be surprised if only a few players (including me

) blinked if the Oppressor was removed today. Plenty of the feedback I've seen about the Oppressor has been negative, though I have read a few positive reviews here and there.
Sadly, there aren't any player-accessible statistics for what Odyssey weapons see the most use. I'd be curious to see what the most popular are and where the Oppressor ranks in that list.
All the Oppressor needs is doubled projectile speed, so that it works at proper assaultrifle range. The damage is fine.
If I had to pick only one buff, I'd go with the projectile velocity; I'd strongly prefer both, but I could live with either a smaller damage increase or no increase at all.
Still, I am inclined to only one improvement - a lot of ammo.
A lot of people here have compared that Opressor is kind of a replacement for ray and kinetic and you don't need to change weapons. So in this case it needs a double magazine all the more !
Actually, ammo efficiency (overall damage per round, including resistances of both the Shield and Armor) is one area where the Oppressor surpasses the AR-50: you get more performance per round out of the Oppressor than the AR-50, so your total ammo reserves last longer during prolonged engagements... assuming your aim is on point, which, let's be honest - mine apparently isn't
I'm still hemming and hawing over the last mod, but I'd pick bigger magazine, if it meant that I carried more bullets overall, rather than the same number of bullets used up more quickly, due to less [fewer?] reloads.
The Magazine Size mod only gives you an extra 25 rounds overall, but a 75 round magazine which is very forgiving when engaging multiple targets in rapid succession or one tanky one (Enforcers). Without question, Magazine Size is my #1 must-have mod for all weapons.
The accuracy, in a machine gun, seems sufficient, thanks to stability, though rounds still seem to rise up gradually from the recoil kick.
There is a slight muzzle rise with Stability, but it maxes out after a second of sustained fire. That mod completely removes the horizontal recoil which is harder to control.