What is the Point of Manticore’s Oppressor?

Eh, see, I think it needs a role change. It's currently a SMG in a rifle slot and the only thing it's even vaguely good at is suppression. Let us lean into that by:
  1. Officially change it to a Light MG
  2. Sightly longer range to support role
  3. 20% more ammo per mag and in reserve
  4. Small bump in projectile speed
  5. Small splash damage
  6. A bump in stagger
Another way to make this weapon unique than others, is to add a laser bayonet to make it extremely high melee damage.
The specail suite effect of "added melee damage" is not that practical in most of shooting situations. Make this gun with unique combat feature would encourage player go CQC.
But I doubt if dev has enough resources to to that 🤷‍♂️
 
Yes, it would be nice for it to have same ROF as HALO plasma rifle, wich it would be 7,5 ROF. That would be very nice.
Currently as its now, this weapon is like out of place, every other gun have its uses or niche, and this one lacks it.

It has lowest dmg of all 3 Assalut rifles, yet highest recoil on full auto, even with stabilty. Its recoil alone feels like it this weapon should deal atleast 3.0 dmg per shot, not mere 2.4... It should be other way around, it should had litte to nothing of recoil for such dmg, even without stability.

My G5 Oppressor has Headshot dmg, stabilty, Scope, and increased range...
I only used it few times after G5, and I found that increased range makes zero sense on this weapon because for its terrible shot speeds.
If I would change it, then it would be mag size instead.
Headshots with HSD, are nice, but its very hard to constantly score it with, again very slow bullet speed, in anything that is more than 15m away.
I only made this gun into G5, cuz there was nothing else left, to upgrade and had bunch of materials.

I still regret spending materials to upgrade for it, I rather would had another variant of shotgun, sniper or pistol, from plasma manticore selections. If would knew before hand its this much terrible as it is now... Again, due of slow speeds of bullets, NPC's or other players, will have hard time to hit someone with it, no matter how good thier aim are, if they at 15m+ away and start move 8-ways. Its so easy to dodge this gun shots, that I turn off my shields against High CZ npcs who I see carry it, to not waste suit energy cuz shields not needed to defend against this gun.

For now, its only a collector item for me, no point to bring it out to spin, cuz preety much all of rest weps will vastly outprefrom it in any scenarios.

Maybe it will be buffed someday, we shall see.
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%?
 
Eh, see, I think it needs a role change. It's currently a SMG in a rifle slot and the only thing it's even vaguely good at is suppression. Let us lean into that by:
  1. Officially change it to a Light MG
  2. Sightly longer range to support role
  3. 20% more ammo per mag and in reserve
  4. Small bump in projectile speed
  5. Small splash damage
  6. A bump in stagger
Sooo... Planetside 2's Lasher X2?

Source: https://www.youtube.com/watch?v=FS7EFclP6no


(Disclaimer: Not my video.)

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...

It has lowest dmg of all 3 Assalut rifles, yet highest recoil on full auto, even with stabilty. Its recoil alone feels like it this weapon should deal atleast 3.0 dmg per shot, not mere 2.4... It should be other way around, it should had litte to nothing of recoil for such dmg, even without stability.
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.

My G5 Oppressor has Headshot dmg, stabilty, Scope, and increased range...
I only used it few times after G5, and I found that increased range makes zero sense on this weapon because for its terrible shot speeds.
If I would change it, then it would be mag size instead.
Headshots with HSD, are nice, but its very hard to constantly score it with, again very slow bullet speed, in anything that is more than 15m away.
I only made this gun into G5, cuz there was nothing else left, to upgrade and had bunch of materials.

I still regret spending materials to upgrade for it, I rather would had another variant of shotgun, sniper or pistol, from plasma manticore selections. If would knew before hand its this much terrible as it is now... Again, due of slow speeds of bullets, NPC's or other players, will have hard time to hit someone with it, no matter how good thier aim are, if they at 15m+ away and start move 8-ways. Its so easy to dodge this gun shots, that I turn off my shields against High CZ npcs who I see carry it, to not waste suit energy cuz shields not needed to defend against this gun.
Don't feel bad - I G5'd and Engineered two of them 🙃

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).

For now, its only a collector item for me, no point to bring it out to spin, cuz preety much all of rest weps will vastly outprefrom it in any scenarios.

Maybe it will be buffed someday, we shall see.
If this thread gets enough traction and somebody notices it, perhaps it shall be buffed sooner!

I like the plasma rifle i find it works best in enclosed areas with short range crowd control combat. However trying to hit a moving target from anything other than point blank range is just a lesson in frustration as at best just a couple of rounds will hit and do minimal damage.
At which point I'd frankly argue that you'd be better off with an Intimidator shotgun, given its one-shot capabilities at absurd ranges that put the Executioner to shame... under the right conditions ;)

One thing they could do it increase the stagger effect of the plasma round, rather than do more dame per say. That would make it more effective as you could then look to getting more rounds on target and doing reasonable damage.
So like the original Halo CE Plasma Rifle's stun effect? Plasma use to slow down your targets when you hit them back in Halo CE...

The issue I have is that both the laser rifle and smg are overkill for just stripping shields. The laser pistol does it so well, even at ranges > 50m, I don't even bother arming a laser primary. IMHO, it's a bit OP.

But, back to the Oppressor. I'm always thinking about it from a G5 vs G5 perspective though. Consider this. You and your buddy are both shooting at different G5 Dominators. You've got an Eclipse out and a AR-50. Your buddy has two Oppressors. The two Dominators have just lost shields at the same time to a grenade. At G5 Oppressor, G5 Ar-50 and G5 dominator:
It'll take 25 body shots or 16.667 (i.e., 17) headshots for a plasma rifle to do 30 health. That's 3.73 or 2.49 seconds.

It'll take 14.82(i.e 15) body shots or 7.41(i.e 8) headshots for the AR-50. That's 1.5 or 0.8 seconds. By default, it takes roughly half a second to either stow or ready an AR-50. The eclipse is a little faster at roughly .467 seconds to stow or ready(not all weapons are 50/50 split between stow and ready fwiw). So, if 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 .297 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 a little faster. 2.467 vs 2.537.
You both use headshots, and you finish with enough time to spare to put away the AR-50 and are mid-way through pulling the Eclipse back out(just shy of .2 seconds left).

I haven't finished the research to see how many shots it takes to drop G5 Dom shields, but my anecdotes from high CZ's indicates that it's quite a few. So if you start adding the time it takes to drop shields to the beginning of this, then the oppressor is woefully underequipped, even considering weapon swapping.
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.

Another way to make this weapon unique than others, is to add a laser bayonet to make it extremely high melee damage.
The specail suite effect of "added melee damage" is not that practical in most of shooting situations. Make this gun with unique combat feature would encourage player go CQC.
But I doubt if dev has enough resources to to that 🤷‍♂️
The Intimidator is the Manticore / Plasma family's CQC weapon, on which this mod (or the ROCKET PUNCH Melee Damage mod - no seriously it puts Micro Thrusters on your fists!) would be best. The Oppressor is positioned as the Plasma counterpart to the AR-50 and Aphelion rifles; it should have the Range and projectile velocity to compete with them.
 
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.
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? :D):

20211006211327_1.jpg


I did that almost exclusively with my G5 Aphelion with the Scope and Extended Magazine mods and some support from my then-G3'd L6. The Aphelion (and AR-50) can certainly hold its own in a CZ.
 
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, I am confused too, I did not said anything about headshot dmg apart that this mod is good on it (like on any other full auto), and by 3.0 dmg I only meant that It should be buffed to that value, from 2.4 base dmg as it currently has at G5, so it would feel that its high recoil per shot, from this weapon, would be justified.

More of recoil weapon has, means higher dmg in shooter games. And this gun does opposite of that, it has highest recoil and doing least amount dmg per shot than other Assalut rifles. Its bullet speed is more than twice slower than kinetic, wich makes it useless for long - medium distances, it works somehow only upclose. If anything, its only in-door weapon, and its still worse than other close-up weapons by a lot, if I had to fight inside a buliding, I would rather take my C-44 or shotgun. Those are for vastly much more better suited for this role.

Thats why it needs be buffed. Opressor should had its niche, currently does not. Useless on long range or medium, due of high recoil and slow bullet. For upclose, its not even decent, due of its small dmg.
 
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.
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.

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).
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.

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.
 
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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.
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.
 
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.
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.

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.
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.

For me, I'll probably end up putting Stability on my second Oppressor when I'm done working on my Eclipse.

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.
It's slow enough that I'm not sure the oppressor can kill faster than the health regen on a healthpack even with headshots.
I'm beginning to rethink my qualification on a damage increase to the Oppressor via the Headshot Multiplier...

I'd be fine if the two-gun waltz is at most 0.15 seconds faster than just the Oppressor; a full third to half a second is quite a long time in an engagement lasting 2-3 seconds.
 
I imagined Oppressor being the gimmick of a LMG but it's more of a weapon meant to become overwhelmed by ai's. It is an oppressor indeed, for the one using it, that is. Just boot up some good old quake 3 and spam yourself some REAL automated plasma gun... Or boot up unreal tournament and end up hardly ever using the llink gun's primary shot (as it looks highly similar to the oppressor albeit hits for more) and instead using the secondary beam... or have a fwend link transfer you so you can do double the damage wait is thiis nostalgia or some hints of ideas to use from great references
... ah right, no it's because I get ctd the moment I get to the main menu since U10.
Seriously tthough. Stop torturing yourself wiitth the Oppressor. I've tried fully engineering one, the only variant if I'm struck with masochism would be replacing stability with headshot.
Just use it for the sake of training t.o.t with plasma projectiles. That's it.
 
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IMHO the Plasma guns are only good for PvE against the AI and rubbish against humans. I took part in one of the streams with Sally and Arf where they did ground combat with the community. Trying to hit a moving player with plasma is awful! Where as the NPC's are more static and I find plasma more effective in time to kill.
 
Yeah, the Oppressor is a turd sandwich, absolute worst FPS weapon in the game. Needs a massive buff before i would consider using it on anything other than an Artemis suit (which never encounters enemies, so its just for screenshots)

Seems to me that a combo of Aphelion and AR50, both with fast handling, is incredibly good and i struggle to see any use for anything else in CZs, other than the rocket launcher maybe. The executioner and tormentor are great for assassination missions, but the projectile speed makes them a bit risky to use in a CZ for my money.
 
I'm loving Tormentor. Fast reload, noise supressor and that outside noise supressor, also hip fire accuracy. Fun fun fun, outside and inside. Basically the only gun I am using. Ah, the plasma sniper, too, but only from afar, naturally.

EDIT: on topic: Opressor? What's that? ;)
 
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:
  1. These are shields-down, health-only calculations
  2. Target is stationary at the Effective Range of both the Oppressor (35 m) and the AR-50 (50 m)
  3. Target is wearing an un-Engineered G5 Dominator suit
  4. Damage Falloff is ignored for the purposes of these tests
  5. Weapon projectile velocities:
    1. Oppressor: ~70 m/s (checked with the new Point/Ping feature, down from my Alpha measurement of ~75 m/s)
    2. AR-50: ~180 m/s (Alpha value, remains unchanged AFAIK)
  6. The Eclipse / AR-50 results include a combined Swap Time penalty of 0.967 seconds to simulate a player swapping between both weapons
  7. 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
The results:

Bodyshot CountBodyshot TTK (s)Headshot CountHeadshot 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)
Oppressor253.73172.49-700.5000.7144.232.994.443.20
Eclipse / AR-50151.5080.80.9671800.1940.2782.661.962.742.04

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.

Opressor? What's that? ;)
A space Nerf blaster!
 
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:
  1. These are shields-down, health-only calculations
  2. Target is stationary at the Effective Range of both the Oppressor (35 m) and the AR-50 (50 m)
  3. Target is wearing an un-Engineered G5 Dominator suit
  4. Damage Falloff is ignored for the purposes of these tests
  5. Weapon projectile velocities:
    1. Oppressor: ~70 m/s (checked with the new Point/Ping feature, down from my Alpha measurement of ~75 m/s)
    2. AR-50: ~180 m/s (Alpha value, remains unchanged AFAIK)
  6. The Eclipse / AR-50 results include a combined Swap Time penalty of 0.967 seconds to simulate a player swapping between both weapons
  7. 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
The results:

Bodyshot CountBodyshot TTK (s)Headshot CountHeadshot 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)
Oppressor253.73172.49-700.5000.7144.232.994.443.20
Eclipse / AR-50151.5080.80.9671800.1940.2782.661.962.742.04

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!
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.

Its true that you can only use that combo on a Dominator suit, and you would think the Oppressor should be a natural choice for the Maverick, but its still dramatically outclassed by swapping between an AR50 and a TK Zenith, in my experience. It would take a dramatic buff for me to ever upgrade it past the G3 version i bought.
 
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:
  1. These are shields-down, health-only calculations
  2. Target is stationary at the Effective Range of both the Oppressor (35 m) and the AR-50 (50 m)
  3. Target is wearing an un-Engineered G5 Dominator suit
  4. Damage Falloff is ignored for the purposes of these tests
  5. Weapon projectile velocities:
    1. Oppressor: ~70 m/s (checked with the new Point/Ping feature, down from my Alpha measurement of ~75 m/s)
    2. AR-50: ~180 m/s (Alpha value, remains unchanged AFAIK)
  6. The Eclipse / AR-50 results include a combined Swap Time penalty of 0.967 seconds to simulate a player swapping between both weapons
  7. 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
The results:

Bodyshot CountBodyshot TTK (s)Headshot CountHeadshot 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)
Oppressor253.73172.49-700.5000.7144.232.994.443.20
Eclipse / AR-50151.5080.80.9671800.1940.2782.661.962.742.04

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.
 
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