What is the Point of Manticore’s Oppressor?

FWIW, I also would like to see at least a true DMR in Odyssey and not the scoped slug shotgun that claims to be one (Executioner). Maybe a Beam Laser LMG too, while we're at it :D

I'm resigned to accepting that this will never happen, for much the same reason as there will never be a tool for rendering NPCs unconscious
They already made the kinetic rifle a meta since the resistance of the shield is not known and it does not matter which place to shoot at.
But even the level 5 Dominator with resistance has the smallest resistance to kinetic.
Perhaps not properly set resistance suits.

I'm tempted to try some kinetic stuff, for comparison, but the [Tormentor?] pistol works pretty well for clearing up, at least with scavengers.
 
I actually wrote the first bit from above yesterday, but backspaced away from it because I couldn't honestly say that it was the 'same reason'.

The board has a curiously persistent memory for anything we type in, adding it to the next comment...
 
They think the limitation on the number of missiles and its reload speed is enough factor not to carry 2 of them.
And from what I understand all THIS has no weight...

But the thing is (all grade 5):
C44 : 13.3x1.9 = 25.27 (DPS) vs AR50: 10.0x2.7 = 27 (DPS)
Eclipse: 10.0x2.5 = 25 (DPS) vs Aphelion: 5.7x4.7 = 26.79 (DPS)

At a distance of ~40m, the speed of this weapon is enough not to count it.
And there is no way to increase the damage and rate of fire, but the reloading and handling speed of the weapon can.

And it turns out that C44 and Eclipse are the worst weapons.
In terms of raw DPS, yes.

They do have advantages over Rifles in other areas - larger potential damage pools per magazine, better hipfire characteristics, faster handling, etc.

Got to agree - numbercrunching is all fine and well but at the end of the day I'm not in a competition (and EDO isn't a competitive shooter) and I pick the weapons that feel the most fun to me.
I'll be the first to admit I get absolutely lost in the numbers more often than not, though in this case it I wasn't aiming for "So here's the fastest TTK with the best weapons to use now get out there and own everybody!!1!1!" as I was "...oh so THAT'S why the Oppressor feels so bad" - backing up my in-game experience with some numbers to see if they line up, essentially.

In this case, they do. I believe I have created a strong enough argument for buffing the Oppressor using those numbers; time will tell if that truly is the case and I managed to convince somebody at FDEV to at least have a second look at Odyssey's sandbox, if they noticed this thread at all 🙃

In the meantime, I'll be switching back to my AR-50 and figuring out the last two mods to put on it (I have the Scope and Magazine Size mods on it at present). I might take the Oppressor out every once in a while as it is probably my favorite art- and sound-wise out of the Odyssey sandbox.

[...] the Scorpion SRV main gun is a similar if not more ridiculous example).
Oddly enough I think the Oppressor might have a faster TTK than the Scorpion's Surge Repeater because of that negative bloom thing...

I think the balance for the plasma weapons is based on gameplay where even non-bugged NPCs don't move half the time:
Source: https://www.youtube.com/watch?v=pc_xzIBxbV8
I just noticed that happening quite a bit last night as I was dismantling the local Security Forces at a Settlement - is that a new bug or am I just noticing it more?
 

Deleted member 182079

D
I'll be the first to admit I get absolutely lost in the numbers more often than not, though in this case it I wasn't aiming for "So here's the fastest TTK with the best weapons to use now get out there and own everybody!!1!1!" as I was "...oh so THAT'S why the Oppressor feels so bad" - backing up my in-game experience with some numbers to see if they line up, essentially.

In this case, they do. I believe I have created a strong enough argument for buffing the Oppressor using those numbers; time will tell if that truly is the case and I managed to convince somebody at FDEV to at least have a second look at Odyssey's sandbox, if they noticed this thread at all 🙃

In the meantime, I'll be switching back to my AR-50 and figuring out the last two mods to put on it (I have the Scope and Magazine Size mods on it at present). I might take the Oppressor out every once in a while as it is probably my favorite art- and sound-wise out of the Odyssey sandbox.
No doubt does working the numbers help establish whether the (a) gun is poorly balanced more easily and certainly objectively, I was merely speaking from a purely subjective preferred feel point of view - which explains that while I understand that the Oppressor isn't great I still use it regardless (vs low level NPCs) and am still tempted to further upgrade it before I do so with others, whereas I barely ever use other players' meta aka the Exec because it kinda leaves me cold and the slow bullet velocity annoys me when NPCs can easily sidestep it last second at longer distances (which is supposed to be the key use case for this rifle based on its design).

I suppose an unintended positive side-effect is because it's so poorly balanced I won't use it all the time, which would be a bit boring to be fair. Though I obviously agree it really needs some form of buff.
 
I just noticed that happening quite a bit last night as I was dismantling the local Security Forces at a Settlement - is that a new bug or am I just noticing it more?

The alarm was sounded when I shot a skimmer, which opened the doors to the guard closets, and I disabled the alarm almost immediately after, before any dropships showed up. I'm not sure if they're bugged or if they are supposed to stand still and return fire.
 
Honestly, it's a fun build, but in mediums and lows I tend to prefer twin-shotgun just for the damage-through-shields the intimidator provides. If someone's on a thin sliver of shield, it still takes a full rocket to drop them. If your first rocket doesn't get all of their shield down, your second one won't secure a kill even if it's dead on target. A pair of G5 launchers is good for hitting groups in high zones (like if you see a dropship coming in and ambush them as they land, before they get a chance to scatter) but if you don't land your kill perfectly or you end up fighting a group that isn't bunched up, you could find yourself wishing you'd brought a shotgun, or even a laser/kinetic combo - and against weaker opponents like the guys in lows, you'll find that two seconds to get two rockets out is an eternity compared to how quickly the other weapons can drop someone.
twin shotgun is not bad in highs either.
 
In terms of raw DPS, yes.

They do have advantages over Rifles in other areas - larger potential damage pools per magazine, better hipfire characteristics, faster handling, etc.


I'll be the first to admit I get absolutely lost in the numbers more often than not, though in this case it I wasn't aiming for "So here's the fastest TTK with the best weapons to use now get out there and own everybody!!1!1!" as I was "...oh so THAT'S why the Oppressor feels so bad" - backing up my in-game experience with some numbers to see if they line up, essentially.

In this case, they do. I believe I have created a strong enough argument for buffing the Oppressor using those numbers; time will tell if that truly is the case and I managed to convince somebody at FDEV to at least have a second look at Odyssey's sandbox, if they noticed this thread at all 🙃

In the meantime, I'll be switching back to my AR-50 and figuring out the last two mods to put on it (I have the Scope and Magazine Size mods on it at present). I might take the Oppressor out every once in a while as it is probably my favorite art- and sound-wise out of the Odyssey sandbox.


Oddly enough I think the Oppressor might have a faster TTK than the Scorpion's Surge Repeater because of that negative bloom thing...


I just noticed that happening quite a bit last night as I was dismantling the local Security Forces at a Settlement - is that a new bug or am I just noticing it more?
Off-topic about the AR50.
I don't think x3 head damage is worth neglecting, especially since you have a scope.
 
And it turns out that C44 and Eclipse are the worst weapons.
A carbine differs from an assault rifle only in the length of the barrel to shoot further. And this can be changed in the game a little, but it's still not enough to counterbalance the assault rifles.
In game the SMG's also have some other statistics that separate them from the rifles. They have about 50% more ammo per magazine, reload faster, have less speed reduction when wielded, have much less ADS speed reduction.
 
Now - Assumptions!
  • All tests are assumed to be in optimal conditions - direct line of sight, neither Shooter nor Target in motion, same elevation, etc.
  • TTKs are calculated by determining how many shots are required to first break the shield and then deplete the suit HP underneath using a Ceiling function. While that does give us an accurate shot count needed to pop the shields or deplete the HP, it results in some oddities with one-shot scenarios causing the refire time to be the TTK - specifically in the cases of the Executioner, Intimidator and L-6.
  • Shield Resistances are assumed to mirror those of our ships - +40% Kinetic | -20% Thermal | +50% Explosive | No Absolute/Plasma. These seemingly align with what I am seeing in the game, but I have included these Resistances in a Control box in the spreadsheet so they can be adjusted should the need arise.
  • Weapons have infinite magazines because the Reload Time isn't stated on the Loadout screen.

I know that quite a few posts have happened since I started this one. I'll try to reply to a few of the posts I missed in a bit - I started this post when the thread was back on Page 4!
These in a vacuum calculations(and the spreadsheet) are AWESOME and help out a couple of other things I've been looking into.

Some feedback: Your ROF for the Zenith uses the Aphelion's, it should be 10/s. And while I'm still testing, initial data indicates the suit shields are probably near -50% thermal. Aphelion takes 5 shots to drop shields to 0, Zenith drops shields on the 5th shot(and has an extra), Eclipse takes 9. I have my suspicions that all displayed values are actually rounded in the display and are up to +/- 0.05 under the hood.

Jaxxed and I have been working on determining some of the unexposed stats. In-game derived estimates for reload speed are now in the Odyssey Materials Helper Loadout Editor. We're working through the stow/ready split times for weapons as well(not all of them are 50/50). It's tough to get measurements that are better than +/- 3% though.

edit: I'm wrong on the rof, and have been mentally thinking that for quite some time.
 
Last edited:
Jaxxed and I have been working on determining some of the unexposed stats. In-game derived estimates for reload speed are now in the Odyssey Materials Helper Loadout Editor. We're working through the stow/ready split times for weapons as well(not all of them are 50/50). It's tough to get measurements that are better than +/- 3% though.
I grabbed some footage of Stowed Reloading a while back and I was quite surprised to see that it's exactly 5 seconds and doesn't seem to take the related weapon's reload speed into account at all. A lot more powerful than I expected.

Edit: With regards to readying weapons and tools, it must be extra confusing because you can actually start using them before they are visually "ready".
 
Edit: With regards to readying weapons and tools, it must be extra confusing because you can actually start using them before they are visually "ready".
Yeah. I was surprised to find that out about stowed as well.

the weapons being fireable before actually ready is a problem. It polluted the hell out of ads and weapon handling results before I figured it was happening.
 
Yeah. I was surprised to find that out about stowed as well.

the weapons being fireable before actually ready is a problem. It polluted the hell out of ads and weapon handling results before I figured it was happening.
There was always something I wanted to test, but it's hard to get reliable results in CZs and/or settlements when your FPS is yanky. Have you ever tried just manually tapping (as fast as you can) with something like an Aphelion or an AR-50? Firstly, on my end the sound starts breaking and it either skips shots or the shots lag behind, but also I had the distinct feeling I was able to shoot slightly faster (and kill NPCs faster) than in automatic mode. But maybe that's just some laggy placebo effect caused by my subpar FPS in settlements.

And on an unrelated note, I really dislike that you can't reload cancel in this game other than swapping weapons.
 
Last edited:
There was always something I wanted to test, but it's hard to get reliable results in CZs and/or settlements when your FPS is yanky. Have you ever tried just manually tapping (as fast as you can) with something like an Aphelion or an AR-50?
Like the old 'bind fire to mousewheel up' thing that turned the 92fs into a buzzsaw? I have tried it and not seen anything conclusive. I don't have a mouse that spins the wheel freely anymore either. Hitting as fast as I can on the regular button didn't seem to increase fire rate either.
 
Earlier I pointed out that the information about shooting from the hip on the wiki and Inara is not true because in the game it is not.
Also (without knowing the exact speed of the bullets) I showed that the Oppressor is the very smallest dps in the game (took the distance to the target of 1m)
Now I want to ask about the oversight. I have in the game says to this mod 1s > 1.3s
How do I understand it ? I would understand 1s > 0.7s.
 
Maybe we've been thinking this through all wrong and the only thing the oppressor is missing is the ability to sprint while firing it.

These in a vacuum calculations(and the spreadsheet) are AWESOME and help out a couple of other things I've been looking into.
Thanks! I'm glad they've helped you out.

Some feedback: Your ROF for the Eclipse uses the Aphelion's, it should be 10/s.
I checked the ROFs and it seems like the Eclipse's is ok. Were you referencing the Zenith? The ROF I have in the spreadsheet for the Zenith is reported in-game as 5.7 shots per second, which is the same as the Aphelion's though I'm not quite sure how accurate that is given the burst firing mode.

For some reason burst weapons throw me for a loop when I'm trying to figure things out whenever they're involved 🙃

And while I'm still testing, initial data indicates the suit shields are probably near -50% thermal.
Interesting... Factoring that in, here's what the Oppressor looks like compared to all other weapons with that -50% Thermal resistance @ 35 m:

1644198956606.png


It's only about 0.4 seconds faster than the Eclipse in Bodyshot TTK, assuming that there's nothing strange going on with how Plasma / Absolute damage interacts with shields.

At point-blank:

1644199148558.png


About a second faster than the Eclipse.

Aphelion takes 5 shots to drop shields to 0, Zenith drops shields on the 5th shot(and has an extra), Eclipse takes 9.
I think for the next set of updates to the calculator I'll break out the shots required to drop shields and deplete Suit HP into their own cells so it'll be easier to verify/rectify theory and reality.

I actually had the spreadsheet outlined that way but decided to consolidate those calculations into a single cell to reduce the number of columns. Silly me, trying to be all neat and tidy 🙃

I have my suspicions that all displayed values are actually rounded in the display and are up to +/- 0.05 under the hood.
I suspect that to be the same as well. It's incredibly difficult trying to construct these calculators without having accurate data like we have with our ship equipment.

This whole exercise has made me appreciate the creators of all the third-party tools we all rely on much, much more than when I started this relatively simple spreadsheet.

Jaxxed and I have been working on determining some of the unexposed stats. In-game derived estimates for reload speed are now in the Odyssey Materials Helper Loadout Editor. We're working through the stow/ready split times for weapons as well(not all of them are 50/50). It's tough to get measurements that are better than +/- 3% though.
Excellent! I'll update the spreadsheet with this new data over the coming days. I greatly appreciate your efforts to determine these stats and for sharing them with the community.

There was always something I wanted to test, but it's hard to get reliable results in CZs and/or settlements when your FPS is yanky. Have you ever tried just manually tapping (as fast as you can) with something like an Aphelion or an AR-50? Firstly, on my end the sound starts breaking and it either skips shots or the shots lag behind, but also I had the distinct feeling I was able to shoot slightly faster (and kill NPCs faster) than in automatic mode. But maybe that's just some laggy placebo effect caused by my subpar FPS in settlements.
Yes, I've noticed that too with the Oppressor. It will always fire at a rate of 6.7 shots/second but the audio seemingly follows the manual tapping.

There is also an issue with semiautomatic weapons in low FPS situations in Elite. I first noticed this with the Shock Cannons when I was messing around with an autofire macro (one that fired the Shock Cannons at their max rate of fire - 10 shots/second, or 100 milliseconds between shots) while playing in VR a while back: when the framerate dropped low enough for reprojection to kick in, the macro didn't fire the Shock Cannons as fast. I tested this further by manually locking the framerate via the Display options menu as well as manually firing the Shock Cannons and noticed the exact same thing.

It would seem as though Elite's user inputs are polled at the game's framerate and that the lower the framerate, the less the user's inputs are polled and thus semiauto weapons suffer a practical reduction in ROF.

I'm not entirely sure how to interpret that hypothesis aside from trying to mathematically map out the refresh and input rates and see how far being out-of-phase from the refresh rate affects detection/fire rate...

I'm... going to need another spreadsheet, aren't I?
 
Thanks! I'm glad they've helped you out.


I checked the ROFs and it seems like the Eclipse's is ok. Were you referencing the Zenith? The ROF I have in the spreadsheet for the Zenith is reported in-game as 5.7 shots per second, which is the same as the Aphelion's though I'm not quite sure how accurate that is given the burst firing mode.
Did I not fix that in the edit? sigh Yeah, the Zenith is listed as 10.0/s, not 4.7.

Edit:
I must have been given something really really good. I'm not sure why I've been thinking it's been 10...
 
Last edited:
which mod is 'this mod'?

P.S. I still don't understand why they give false information on Inara ?
 
Last edited:

P.S. I still don't understand why they give false information on Inara ?
I don't understand the in-game display for reload speed either.
 
Back
Top Bottom