What is the Point of Manticore’s Oppressor?

Or double its ammo capacity. May not be the most accurate or damaging but, boy, it won't stop hosing down the opposition with little plasma balls. Great for suppressive fire and lethal when there is no room to dodge. It already has the highest ammo capacity, I would just emphasize on that.
 
Double damage yes. Projectile velocity, no. It's supposed to be slow. Don't like slow? Use the other AR's. Don't like the resistance issues? Then complain about that.

I'm sure they'll get right on it! Right after they address the hundred other issues making Odyssey hardly worth spending time on.
 
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
Damned impressive stuff. Was holding out some vain hope for the oppressor, but alas, it shall not be today.
Out of interest, does the greater range upgrade improve a plasma weapon's shot speed, or did you just add it because the default 35m is kinda pitiful for an AR?
 
I was hoping to use the Opressor as the main weapon for Maverick builds, but it lacks oomph, as you've rightly surmised.
Yep. It was the only weapon I didn't pick up at G3 in Pioneer Supplies in the first few days after launch, so I ground one out to G3. I wanted it for my Maverick, and also for a second primary weapon for a rocket launcher Dominator build.

A few test runs in CZs, however, convinced me that it wasn't up to the task of serving as an alternative to the Aphelion/AR-50 combo.
 
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.
For comparison a G5 P-15 with headshot damage will oneshot any unshielded settlement NPC. And if that fails it still only takes 3 body shots, for a pistol that can fire 10 rounds/sec.
 
For comparison a G5 P-15 with headshot damage will oneshot any unshielded settlement NPC. And if that fails it still only takes 3 body shots, for a pistol that can fire 10 rounds/sec.
Yeh that's what I'm saying. They're all a bit too effective for sidearms. I think Fdev were a touch lenient on the penalty side of the guns. As in, none of them particularly perform in any area badly, they're all pretty accurate, all pretty good at range (even the Intimidator with mods). The net result is a game where weapon choice is more about "feel" and less about strict balancing options. You could throw a team together and all use the same guns, all use different guns or a mix between and I don't think it'd make much tactical difference to the power of that team.

It's not really a bad thing... it's mostly a single player game.
 
Yeh that's what I'm saying. They're all a bit too effective for sidearms. I think Fdev were a touch lenient on the penalty side of the guns. As in, none of them particularly perform in any area badly, they're all pretty accurate, all pretty good at range (even the Intimidator with mods). The net result is a game where weapon choice is more about "feel" and less about strict balancing options. You could throw a team together and all use the same guns, all use different guns or a mix between and I don't think it'd make much tactical difference to the power of that team.

It's not really a bad thing... it's mostly a single player game.

Yeah, I'd agree with that especially at G3+. At G1, especially against harder targets, you can see a difference, by G5 weapon choice is almost an aesthetic choice.
 
Or double its ammo capacity.
We can get halfway there with the Extra Ammo Capacity suit mod...

Double damage yes. Projectile velocity, no.
Doubling the Oppressor's current damage of 16.1 MJs pushes it to 32.2 MJ/s. That's still behind the 35.1 MJ/s of a G3 Intimidator, and with the current projectile velocity the Oppressor's actual effective engagement range is within the Intimidator's effective engagement range - which you can vastly expand with the use of a Scope mod due to the mod's unstated pellet spread tightening effect, with frankly terrifying results. Upping the damage of the Oppressor but not the velocity still means you are competing in shotgun ranges, and with the Intimidator's G5 DPS of 60.1 MJ/s you will lose that engagement the majority of the time.

On top of that, the Tormentor sidearm can achieve a G5 DPS of 38.1 MJ/s, and can down a High CZ target (likely ones that have the same health as a player in a G5 Dominator) in 3 shots minimum (2 body, 1 head). At a rate of fire of 1.7/second, that gives you a minimum of 5.1 1.76 seconds (I can't math lol) to return fire and eliminate your target; no velocity increase means we are operating in the Tormentor's effective range as well. Being a sidearm, the Tormentor has an inherent handling bonus, so your target is much more evasive than you, as well as being able to take advantage of "peek shooting" - taking a shot, ducking behind cover while the next shot chambers, then peeking out again to take another shot - because the Tormentor frontloads the damage into single shots instead of a stream of shots. The Oppressor needs to maintain a steady stream of plasma on a target to kill, and thus will generally lose that engagement. Even in a straight DPS race, the Oppressor will still lose with a twofold damage boost.

In short: doubling the damage won't solve the Oppressor's issues. Changing its projectile velocity, and thus its effective engagement range, will.

(As an aside, the above are textbook Hand Cannon vs. Auto Rifle scenarios frequently seen in Destiny 2's PVP modes. Only way out of those are to outrange the Hand Cannon with a Scout or Sniper Rifle or force a close range shotgun engagement. Due to various factors such as map design, Hand Cannons have been overly dominant in Destiny 2's PVP since the Forsaken expansion released in 2018.)

It's supposed to be slow.
After extensive playtesting, I don't see any particular reason why the Oppressor's projectiles should be slow to the point of being difficult to hit targets with at ten paces away.

Don't like slow? Use the other AR's.
My main weapon at the moment is that G5 AR-50 I posted in the OP.

Don't like the resistance issues? Then complain about that.
The AR-50 is able to chew through targets in a High CZ in less than an Extended magazine with absolute ease, despite unfavorable shield resistances, as shown in the following video:

Source: https://youtu.be/67DQ_etkIAA


High CZ targets are the hardest NPCs you will encounter in Odyssey. If the AR-50 can handle those, it will handle anything Odyssey throws at it.

So no - I actually don't have an issue with the resistances.

I'm sure they'll get right on it! Right after they address the hundred other issues making Odyssey hardly worth spending time on.
Source: https://www.twitch.tv/videos/1052006919?t=0h40m59s


They're definitely thinking about weapon balance alongside other issues. While more pressing issues take priority, they shouldn't preclude these balance discussions... though we should have discussed this back in Phase 2 of the Alpha, but hey - better late than never!

Damned impressive stuff. Was holding out some vain hope for the oppressor, but alas, it shall not be today.
Out of interest, does the greater range upgrade improve a plasma weapon's shot speed, or did you just add it because the default 35m is kinda pitiful for an AR?
Sadly, Greater Range does not increase a weapon's projectile velocity. It does increase the range at which Damage Falloff kicks in. I added it to my first Oppressor in order to figure out what the mod actually does, which I documented over here. Needless to say I was - and am - disappointed that the mod doesn't help much with the Oppressor.
 
Last edited:
Soooo plasma will be nerfed to the ground I guess.
Can't nerf something that's already a Nerf blaster :p

1624290181030.png
 
After extensive playtesting, I don't see any particular reason why the Oppressor's projectiles should be slow to the point of being difficult to hit targets with at ten paces away.

It's not. You lead the target or wait for them to stop. The range is fine.

Increasing the projectile velocity would be a mistake. Plasma was intended to provide higher potential to players with skill and patience. This can only be achieved through increasing damage. The fact the Oppressor's dps isn't close to the other plasma weapons is the real issue.

If you can come up with a good reason why the oppressor should have fast projectiles, try one that isn't your inability to land hits as well as other players.
 
Last edited:
My only issue with the Oppressor is its pitiful damage. The pistol can almost two-shot an enemy and the same goes for the Long range rifle, but for some reason the Oppressor seems to barely tickle enemies.
 
I want to revive an old topic.
Are there any changes? Or is it as bad as before?

It's the same weapon it was before.

It's role is 'dedicated pea shooter'. You put your bag of freezer peas on the ground, crouch as close to it as you can, and dump three full magazines of your Oppressive into it. BAM! Luke warm freezer peas!
 
Back
Top Bottom