A projectile velocity buff would probably the best, keeping the rest unchanged. It would still do comparably pitiful damage, but at least hit consistently beyond point blank range.
And you can throw away the AR-50 and the laser rifle.A projectile velocity buff would probably the best, keeping the rest unchanged. It would still do comparably pitiful damage, but at least hit consistently beyond point blank range.
No, they'd still do more damage vs shields/armor and have even better projectile speed/hitscan.And you can throw away the AR-50 and the laser rifle.
Not necessarily true. Recall the Fed vs. Yuri Grom CG from a little while back; I fought exclusively for the Feds in the remote hope that I could get my hands on those Short Range Blaster / Rapid Fire Phasing Sequence Multicannons for my Courier (Hey! FDEV! Bring those back! Please?And you can throw away the AR-50 and the laser rifle.
I do not understand what kind of damage to the head you're writing here, in fact, it's a machine gun Manticore, move and shoot. What just added 30%?
Well, stabilty it does almost negate recoil, on most guns, but never fully deleted. Its simply lowers that to point where recoil is not an issue anymore. Without this mod, you need correct aim a lot more than without it. It really helps to score headshots on larger distances.Really? I was under the impression that the Stability mod outright deletes a weapon's recoil - at least from what I've seen.
I'll agree that the Oppressor has the most recoil. The one I use has a Scope with no Stability and that recoil is definitely noticeable, more than the recoil on similarly equipped AR-50s and Aphelions.
Add stabilty to this, and thats what I use on my rest of full auto weapons. For dual setups(both same wep as main), instead of scope, stowed reload so you dont have to reload anymore, just swap to next gun and continue fire. Dual G5 Alphelions are crazy with this setup.The one I like the most uses the Scope, Magazine Size and Headshot Damage mods. I haven't decided on what to put into that final slot as none of the available options are overly enticing. I'd certainly recommend using Magazine Size over Greater Range for the Oppressor, and the Headshot mod can give the Oppressor a sizable DPS increase if you can land shots consistently (with Odyssey's equivalent of a Nerf Blaster).
Adding DR mod to the calculations:Sooo... Planetside 2's Lasher X2?
For those unaware: Planetside 2's Lasher is a low RPM, low velocity (comparable to the Oppressor's), high damage plasma LMG that fires projectiles that explode on contact. Not great in an open field, but absolutely hilarious in bases due to its AOE's suppressive nature.
I don't think the Oppressor would fit that role well, as it's positioned as the Plasma variant of the Rifle family in Odyssey. That being said, I won't say no to having LMGs added to the game...
Thanks for the in-depth calculations. IIRC, those Enforcers in High CZs wear G5 Dominator suits with the Damage Resistance mod applied; they'd be a good target for testing what the Oppressor can do to (presumably) a PVP-like Dominator setup.
My first thought was to put Stability into that fourth slot; however, since I've played other FPS's that have higher recoil on average (Destiny 2 for example) and that the Oppressor's is mostly vertical, I've gotten use to the Oppressor's recoil pattern and personally don't value Stability for it too much more than the others. I do have Stability on my carbines and my other Oppressor, though.Well, stabilty it does almost negate recoil, on most guns, but never fully deleted. Its simply lowers that to point where recoil is not an issue anymore. Without this mod, you need correct aim a lot more than without it. It really helps to score headshots on larger distances.
Add stabilty to this, and thats what I use on my rest of full auto weapons. For dual setups(both same wep as main), instead of scope, stowed reload so you dont have to reload anymore, just swap to next gun and continue fire. Dual G5 Alphelions are crazy with this setup.
Stability, mag size, HSD, scope. All of these mods are work really well together for one purpose, to be able score headshots easier. You wanna able to use full auto on distance, and still able to score headshots like for 70% of hits, and thats what stabilty is for. More bullets in magazine, never is bad, allows to kill more before need to reload. Headshot dmg is obvious, its only direct dmg buff from mods and it does lot of diffrence. Scope makes better zoom means easier time to aim at heads. And it looks really nice from cosmetic point of view as bonus.
You are probably correct here given the available Engineering options, though an individual player's recoil management skills could certainly negate the need for the Stability mod and thus they could chose another that compliments their playstyle (assuming there are any, which is what my issue is). Ultimately I'd say it would depend upon the player in question for how much of an impact the presence of the Stability mod would make.Its more for PVP than PVE, as when you are about to fight someone who has same weapons as you do, you want be able to kill them faster than they do. Better handling, stowed reload, faster reload, hip fire accuracy, no one of these, will help you in sake to kill faster, and if opponent has might have Stability, mag size, HSD and you dont, you are at disadvantage.
Adding DR mod to the calculations:
Plasma: 27.777(i.e. 28) body shots instead of 25, 18.5(i.e. 19) headshots instead of 17. This adds .448 and .299 seconds to the calcs.
Kinetic: 16.5(i.e. 17) body shots instead of 15, 8.2(i.e. 9) headshots instead of 8. This adds .2 and .1 seconds to the calcs.
You swap from the eclipse to the AR-50 kill the G5 dominator with body shots AND swap back to the eclipse, you'll be waiting .545 seconds more for your friend to finish with his opponent.
If your friend kills his opponent with nothing but headshots, and you use bodyshots you kill them faster. 2.667 vs 2.835.
You both use headshots, and you finish pulling your eclipse back out the same time your friend has killed the other G5 Dom: 2.836 vs 2.834.
I'm beginning to rethink my qualification on a damage increase to the Oppressor via the Headshot Multiplier...It's slow enough that I'm not sure the oppressor can kill faster than the health regen on a healthpack even with headshots.
Bodyshot Count | Bodyshot TTK (s) | Headshot Count | Headshot TTK (s) | Swap Time (s) | Projectile Velocity (m/s) | Time of Flight at 35 m (s) | Time of Flight at 50 m (s) | Adjusted Bodyshot TTK @ 35m (s) | Adjusted Headshot TTK @ 35m (s) | Adjusted Bodyshot TTK @ 50 m (s) | Adjusted Headshot TTK @ 50m (s) | |
Oppressor | 25 | 3.73 | 17 | 2.49 | - | 70 | 0.500 | 0.714 | 4.23 | 2.99 | 4.44 | 3.20 |
Eclipse / AR-50 | 15 | 1.50 | 8 | 0.8 | 0.967 | 180 | 0.194 | 0.278 | 2.66 | 1.96 | 2.74 | 2.04 |
A space Nerf blaster!Opressor? What's that?![]()
And, not only this, but the Aphelion / AR50 combo benefits hugely from faster handling on both guns and is an order of magnitude easier to use and much longer ranged.Just wanted to add this as I was thinking about it - the TTK calculations above assume point-blank barrel-in-your-face DPS races or hitscan weaponry. The majority of Odyssey's weapons fire projectiles that need to travel, so I went ahead and accounted for bullet travel in the table below.
Some assumptions first:
The results:
- These are shields-down, health-only calculations
- Target is stationary at the Effective Range of both the Oppressor (35 m) and the AR-50 (50 m)
- Target is wearing an un-Engineered G5 Dominator suit
- Damage Falloff is ignored for the purposes of these tests
- Weapon projectile velocities:
- Oppressor: ~70 m/s (checked with the new Point/Ping feature, down from my Alpha measurement of ~75 m/s)
- AR-50: ~180 m/s (Alpha value, remains unchanged AFAIK)
- The Eclipse / AR-50 results include a combined Swap Time penalty of 0.967 seconds to simulate a player swapping between both weapons
- Time-of-flight was simulated as a delay before damage could be applied to the target, as once the first bullet arrives the only remaining delay is the weapon's rate of fire to sustain the bullet train / cadence
Bodyshot Count Bodyshot TTK (s) Headshot Count Headshot TTK (s) Swap Time (s) Projectile Velocity (m/s) Time of Flight at 35 m (s) Time of Flight at 50 m (s) Adjusted Bodyshot TTK @ 35m (s) Adjusted Headshot TTK @ 35m (s) Adjusted Bodyshot TTK @ 50 m (s) Adjusted Headshot TTK @ 50m (s) Oppressor 25 3.73 17 2.49 - 70 0.500 0.714 4.23 2.99 4.44 3.20 Eclipse / AR-50 15 1.50 8 0.8 0.967 180 0.194 0.278 2.66 1.96 2.74 2.04
An extra half a second is added to the Oppressor's TTK out at its Effective Range of 35m, bringing its Bodyshot TTK to 4.2 seconds and Headshot TTK to three seconds.
Three seconds is an eternity in an FPS engagement. Typical FPS TTKs range from sub-one second (think Destiny 2, CS:GO, COD) to the one-two second range (Halo Infinite). In addition, these calculations assume no shields are used - the actual full TTK is longer. I'd like to calculate by how much, but none of the shield resistance values are stated for our Odyssey suits so I'll need to figure those out first. They really should be there, to be honest...
In any case, this is a good example of why the Oppressor needs a velocity buff as a half-second penalty to its TTK at its supposed Effective Range is rather counterintuitive.
A space Nerf blaster!
I wrote above about 30 percent, I don't quite understand how you can lean on a standing soldier when you're running around too.Just wanted to add this as I was thinking about it - the TTK calculations above assume point-blank barrel-in-your-face DPS races or hitscan weaponry. The majority of Odyssey's weapons fire projectiles that need to travel, so I went ahead and accounted for bullet travel in the table below.
Some assumptions first:
The results:
- These are shields-down, health-only calculations
- Target is stationary at the Effective Range of both the Oppressor (35 m) and the AR-50 (50 m)
- Target is wearing an un-Engineered G5 Dominator suit
- Damage Falloff is ignored for the purposes of these tests
- Weapon projectile velocities:
- Oppressor: ~70 m/s (checked with the new Point/Ping feature, down from my Alpha measurement of ~75 m/s)
- AR-50: ~180 m/s (Alpha value, remains unchanged AFAIK)
- The Eclipse / AR-50 results include a combined Swap Time penalty of 0.967 seconds to simulate a player swapping between both weapons
- Time-of-flight was simulated as a delay before damage could be applied to the target, as once the first bullet arrives the only remaining delay is the weapon's rate of fire to sustain the bullet train / cadence
Bodyshot Count Bodyshot TTK (s) Headshot Count Headshot TTK (s) Swap Time (s) Projectile Velocity (m/s) Time of Flight at 35 m (s) Time of Flight at 50 m (s) Adjusted Bodyshot TTK @ 35m (s) Adjusted Headshot TTK @ 35m (s) Adjusted Bodyshot TTK @ 50 m (s) Adjusted Headshot TTK @ 50m (s) Oppressor 25 3.73 17 2.49 - 70 0.500 0.714 4.23 2.99 4.44 3.20 Eclipse / AR-50 15 1.50 8 0.8 0.967 180 0.194 0.278 2.66 1.96 2.74 2.04
An extra half a second is added to the Oppressor's TTK out at its Effective Range of 35m, bringing its Bodyshot TTK to 4.2 seconds and Headshot TTK to three seconds.
Three seconds is an eternity in an FPS engagement. Typical FPS TTKs range from sub-one second (think Destiny 2, CS:GO, COD) to the one-two second range (Halo Infinite). In addition, these calculations assume no shields are used - the actual full TTK is longer. I'd like to calculate by how much, but none of the shield resistance values are stated for our Odyssey suits so I'll need to figure those out first. They really should be there, to be honest...
In any case, this is a good example of why the Oppressor needs a velocity buff as a half-second penalty to its TTK at its supposed Effective Range is rather counterintuitive.
A space Nerf blaster!
I found one with the greater range mod, so I bought and threw it away, as a public service.
The stationary target and shooter assumption was to make the math easier to compute, as to include a moving target and shooter would necessitate knowing their relative velocities and the shooter's hit probability as a function of distance - assuming they only pick one direction to move. Messy, but doable for sure.I wrote above about 30 percent, I don't quite understand how you can lean on a standing soldier when you're running around too.
If you're referring to the damage headshots do, Plasma weapons have a 1.5x headshot multiplier. If you're asking what happens if we increase the Oppressor's base damage by 30% from 2.4 to 3.12, that would mean:I do not understand what kind of damage to the head you're writing here, in fact, it's a machine gun Manticore, move and shoot. What just added 30%?