
TrueDef-Pro Legs/core Black and silver available for purchase at CRU-L4.
I can recreate this look now. But i'm looking for piecemeal arms grey.

I can recreate this look now. But i'm looking for piecemeal arms grey.
Looking through sc dressing room app saw this combo.
So I may be able to go back to inquisitor core
- undersuit: TCS-4 black and grey (seraphim)
- helmet: Paladin black and silver (Subscriber store, singularity)
- inquisitor black steel core (CRU-L4)
- pab-1 arms (default color, mic-L1 or mic-L2 I forget which)
- legs: TrueDef-Pro black and grey (cubby blast area 18, arcorp)
- strata hurson black backpack
- 4x medpens equipped
- quicksilver multitool with truhold tractor attachment
- hurston multitool with cambia lite attachment
- gallant midnight rifle with tweaker emod2 stabilizer, 250-E laser pointer, ee04 scope and 1x spare battery equipped
- cq7 bullpen with sion2, 250-E, ee04 and 5x spare magazines wquipped
It is unclear if a single multitool will keep me under 35kg for 90% max fps speed. Ammo on the bullpen is I think 0.4 kg, gallant ammo is I think 1.1 kg, don't know current mass of multitool (the armory isn't reporting it) g forces problems in a shiv with maneuverability blade are mild.
EDIT: so I ran a bunch of the Battaglia caterpillar missions, (recovering Beskar [paladin iceborn helmets] for my clan/mandalorian themed org: children of the rock]l) in mostly the same gear except for Sol-III Core and mac-flex grey backpack and I found out that there are situations were range, and cover aren't factors and speed only helps insofar as shooting first by almost dying twice. So I switched back to the inquisitor black steel core and found out that when flying a shiv a +0.49375 G modifier is only severely problematic in a shiv with maneuverability blade when transitioning from nav to scm and that briefly boosting right after the transition can somewhat mitigate the transition. Not sure if this is viable long term because of weight/speed (on Battaglia missions i've been leaving the gallant in inventory at levsky so the second multitool hasn't been problematic in that context, but i came to stanton for an OLP mining event with my org, so brought both rifles and the multitool and black/red- outs were mildly more problematic in the asgard, i think because I was over 35 kg because 2 rifles + 2 multitools)
So the human generalist Gish is cool and all, but i like teleporting elves for the bonus action teleports, elven accuracy, a 4 hour trance, and a long life. Honestly i've liked elves since I started playing AD&D way back in high-school.
While Shadar-kai or Eladrin bonus action teleport "steps" offer rider effects, I selected Astral Elf for thematic reasons. It provides a 4-hour conscious trance (so i can keep watch why the rest of the party sleeps), Sacred Flame (a thematic radiant damage ranged cantrip since Level 2) and a skill that can be retrained on a 4 hour trance, so my build is more flexible than the standard Generalist Gish build
Species: Astral Elf Grants Starlight Step for 30-foot teleports as a bonus action proficiency bonus times per day, Astral Fire (Sacred Flame scaling off Charisma), and Astral Trance so I can retrain a skill proficiency with 4 hours notice, but I leave it on investigation by default so I don't have to track different bonuses for the 3 "did I see/hear/find it" skills.
Background: Quandrix Student Spells: Silvery Barbs (1 spell slot free daily cast per day so I can give the target who passes the save on my own save or suck spell a second chance at failing), guidance, magehand
Ability Scores (Point Buy + Background):
STR: 8 (Yes i'm weaker than average but i don't get movement penalties from Medium Armor, and i'd rather have a +1 to int)
DEX: 13 (my initial Dex <14 is compensated for by defensive fighting style, and it means the dex bump from Mage Slayer won't be wasted)
CON: 14 (13 +1 Background)
INT: 12
WIS: 12
CHA: 17 (15 Base + 2 Background)
Level 1: Fighter 1
Features: Constitution Save Proficiency, Weapon Masteries, Fighting Style.
Weapon Masteries: Rapier (Vex), Shortbow (vex), trident (topple)
Fighting Style: Defense (+1 AC while wearing armor).
Level 2: Fighter 1 / Warlock 1
Features: Pact Magic (one 1st-level slot), My first Eldritch Invocation.
Invocation: Pact of the Blade add Charisma modifier to attack and damage roll
Warlock Spells:, booming blade, Eldritch Blast, *prestidigitation, Armor of Agathys.
Tactical Function: i use charisma modifier for my Rapier attacks (currently +3 to hit/damage), I'm attacking with booming blade because I've only got 1 attack per round. I've got exactly 1 daily free cast of Silvery Barbs from quandrix student to force critical enemy rerolls.
Level 3: Fighter 1 / Warlock 2
Features: Pact Magic (two 1st-level slots), +2 new Eldritch Invocations
Invocations Added: Eldritch Mind (Advantage on Concentration saves), Lessons of the First Ones (Magic Initiate: Wizard).
Tactical Function: magic initiate wizard gets me the Shield, shape water, and mending spells. Stacking Con proficiency with Eldritch Mind's Advantage on conentration checks gets me 97.75% success rate against DC 10 concentration checks.
Level 4: Fighter 1 / Warlock 3
Features: Pact Magic scales to 2nd-level slots. Celestial feature: Healing Light.
Warlock Spells: vortex warp is on your list because of quandtix student background
Tactical Function: Your Pact slots upscale. Healing Light introduces a pool of bonus-action d6s to patch up yourself or allies without interfering with your melee attack actions.
Level 5: Fighter 1 / Warlock 4
Features: Warlock Feat Selection, Invocation Retraining
Feat Selected: Elven Accuracy (+1 Charisma, pushes Charisma to 18).
Invocation Retrained: Swaps Lessons of the First Ones (Wizard) -> Lessons of the First Ones (Lucky).
Tactical Function: This is your core offensive pivot. By acquiring Elven Accuracy, any attack you make with Advantage allows you to roll three d20s instead of two. Because your free Shield cast goes offline here, you use your Lucky points or your weapon's Vex property to force triple-dice advantage, surging your critical-hit probability to a massive 14.26% per swing
Level 6: Fighter 1 / Warlock 5
Features: Pact Magic scales to 3rd-level slots. Invocations (total 4 slots).
Invocations Added: Thirsting Blade (Extra Attack), Eldritch Smite.
Warlock Spells: Spirit Shroud
Tactical Function: A massive tier upgrade. Thirsting Blade unlocks your second Rapier swing. You concentrate exclusively on Spirit Shroud, adding +1d8 radiant damage to every strike. When your triple-dice engine lands a critical hit, you fire an Eldritch Smite, doubling the damage dice to an explosive 6d8 Force payload and knocking the enemy prone with no saving throw allowed.
Level 7: Fighter 1 / Warlock 6
Features: Subclass feature: Radiant Soul.
Tactical Function: Radiant Soul lets you add your +4 Charisma modifier directly to your radiant-attuned Spirit Shroud strikes. By this tier, you have acquired Adamantine Half-Plate and a Sentinel Shield, locking down a permanent 21 passive AC baseline that completely eliminates incoming critical hit damage.
Level 8: Fighter 1 / Warlock 7
Features: Pact Magic scales to 4th-level slots. + 1 Invocation (total 5 invocations).
Invocation Added: Lessons of the First Ones (Magic Initiate: Wizard).
Tactical Function: My Spirit Shroud damage increases to ***+2d8 radiant per hit**. Because Lessons of the First Ones is a repeatable invocation i can ger magic initiate (wizard) , Shield, shape water and mending back
Level 9: Fighter 1 / Warlock 8
Ź Features: Warlock Feat Selection, Invocation Retraining.
Feat Selected: War Caster (+1 Charisma, pushes Charisma to 19).
Invocation Retrained: Swaps Eldritch Mind -> Agonizing Blast.
Tactical Function: War Caster provides advantage to Concentration checks and let me cast with stuff in my hands when there aren't any material components, plus i can use booming blade on an AOO now. I retrain the no redundant Eldritch Mind redundant into Agonizing Blast which adds my Charisma modifier to each Eldritch Blast beams for a good ranged fallback option.
Level 10: Fighter 1 / Warlock 9
Features: Pact Magic scales to 5th-level slots. Invocations (total 6 slots).
Invocation Added: Repelling Blast.
Tactical Function: Pact slots hit their maximum 5th-level ceiling. Repelling Blast adds a 10-foot push to every Eldritch Blast beam that hits
Level 11: Fighter 1 / Warlock 10
Features: Subclass Feature: Celestial Resilience.
Tactical Function: Grants you and your party members temporary hit points after rests, insulating your hardware health buffer.
Level 12: Fighter 1 / Warlock 11
Features: 6th-level Mystic Arcanum. Pact Magic slots expand to 3 slots per short rest.
Mystic Arcanum: Mental Prison.
Tactical Function: The third pact magic slot per rest provide means I can smite on up to 2 critical hits per encounter. Mental Prison is a single-target restraint option that dealing severe psychic damage
Level 13: Fighter 1 / Warlock 12
Features: Invocations (total 7 slots). Warlock Feat Selection.
Feat Selected: Mage Slayer (+1 Dexterity, pushes Dexterity to 14).
Invocation Added: Devouring Blade.
Level 14: Fighter 1 / Warlock 12 / Sorcerer 1
Features: Multiclass Dip. Sorcerer Level 1 Spellcasting, Innate Sorcery.
Sorcerer Spells: *Absorb Elements, Feather Fall
Tactical Function: You pause Warlock progression to gain 2 1st level sorcerer spell slots per day to fuel shield/silvety barbs/Absorb Elements/guiding bolt (another way to jumpstart your advantage lock)
Level 15: Fighter 1 / Warlock 12 / Sorcerer 2
Features: Font of Magic (Sorcery Points unlocked). Sorcerer slots scale to three 1st-level slots.
Tactical Function: Your per daily resource cache expands to 5 total uses (3 sorcerer slots + 1 free shield + 1 free barbs). Font of Magic let's you convert leftover short-rest Pact magic slots into 2 1st level sorcerer slots + 1 Sorcery point right before a Short Rest, recharging 2 uses of shield/silvery barbs etc
Level 16: Fighter 1 / Warlock 13 / Sorcerer 2
Features: Resume Warlock. 7th-level Mystic Arcanum.
Mystic Arcanum: Crown of Stars.
Tactical Function: Crown of Stars allows you to fire high-damage radiant motes as a Bonus Action over a 1-hour window without requiring concentration, beautifully stacking alongside your 3-attacks.
Level 17: Fighter 1 / Warlock 14 / Sorcerer 2
Features: Subclass Feature: Searing Vengeance.
Tactical Function: Your ultimate 1 off death-defying safety net. If you or an ally within 60 feet are about to make a death save, they instantly bypass the roll, stand up for free, heal for half their maximum HP, and detonate a blind-inducing radiant blast against nearby enemies with zero action cost.
Level 18: Fighter 1 / Warlock 15 / Sorcerer 2
Features: 8th-level Mystic Arcanum. Invocations (total 8 slots).
Mystic Arcanum: Power Word Stun.
Invocation Added: Witch Sight.
Tactical Function: Witch Sight grants you permanent 30-foot Truesight. Combined with your conscious Astral Trance, enemies can no longer shank you during your 4 hour trance, you see through illusions granting immunity to phantasmal force and mental prison. Power Word Stun acts as an instant, zero-save-allowed shutdown tool against targets sitting below the 150 HP line.
Level 19: Fighter 1 / Warlock 16 / Sorcerer 2
Features: Warlock Feat Selection. Total Character Level 19 satisfies the endgame requirement.
Feat Selected: Epic Boon: Boon of Dimensional Travel
Tactical Function: Immediately after taking the Attack or Magic Action, you can instantly teleport 30 feet for free without provoking opportunity attacks. This completely removes the threat of melee opportunity strikes and environmental hazards, so your use of shield and/or other defensive spells goes way down.
Level 20: Fighter 1 / Warlock 17 / Sorcerer 2
Features: 9th-level Mystic Arcanum. Pact slots expand to 4 slots per short rest. Invocation Retraining.
Mystic Arcanum Selection: Foresight.
Invocation Retrained: Swaps Lessons of the First Ones (Lucky) -> Lessons of the First Ones (Alert).
Tactical Function: while i could already chain elven accuracy super advanced with the rapier Foresight means I also get advantage on skill checks and saving throws other than death saves, but searing vengeance cover 1 death save per day, plus all enemies now have to attack me with Disadvantage and witch sight means they can't cancell out the disadvantage with invisibility or magical darkness. This makes Lucky redundant 8 hours a day so i'm debating about retaining it to Alert, for a +6 Initiative bonus.
https://www.dndbeyond.com/characters/169083686/IPnNtH
So parameters: 2024 with backward compatibility, everything on Dndbeyond character builder is allowed (nothing not on Dndbeyond is allowed) point buy or standard array.
I saw a "Jesus saves, everyone else takes full damage" tee shirt and thought i'd fun to try a Divine Gish build (i think that is the generic term) I initially was thinking paladin for a saving throw aura but i like my gishes to be 3/4 casters and multiclassing paladin is hard because of the STR requirement is tough so I went
Fighter 1/celestial warlock 1-5/sorcerer 1/warlock 6-12/Fighter 2/divine soul sorcerer 2-3/Echo knight fighter 3/sorcerer 4/Fighter 4.
Ending sorcerer 4/Fighter 4 (at character levels 19/20) means I get 2 ebic boons which are boon of fortune's favor, and boon of siberys dragonmark (Maze). Both bump cha so it has cha 22 at character level 20.
I was trying to make a generally useful character that could plug holes in a small party, so astral elf with the 4 hour trance to quick study proficiency in any skill I don't have, but it also fit well with the whole celestial knight errant (righting wrongs whichever town/city/kingdom/continent/world/plane he happens to be at now) theme. I picked sacred flame because, I wanted both vicious mockery and thaumaturgy on this build which brings me to the background...
For which I picked silverquill student, which is basically magic initiate with a different selection of spells, as noted I picked vicious mockery and thaumaturgy (glowing eyes is thematic) for the cantrip and silvery barbs for the once per day spellslot free casting which lets me get around the one spellslot per turn restriction so I can give a target who passes the save on my own save or suck spell a second chance at failure, one intended use is to make synaptic static stick before I drop maze as an ultimate attack and subtle spell will prevent it from being counter spelled.
Anyway after background the starting attributes are
Str=8, con=14, dex=14, int=10, wis=12, cha=17
Starting fighter 1 grants con saving throw proficiency, armor/shield proficiencies, weapon masteries (rapier, shortbow, trident), and a fighting style (still debating between dueling and defensive).
Level 2 warlock grants pact of the blade, eldritch blast, mage hand, and I forget whether prestodigitation is now or later
Warlock 2 brings I think 2nd pact magic slot, eldritch mind and lessons of the first ones magic initiate wizard so I can pick up mending, shape water, and shield
Warlock 3 brings the celestial warlock subclass which has a actually fairly great selection of always prepared 1st and second level spells, so i'm a backup healer with healing light as a better healing word.
At warlock 4 I retrain lessons of the first ones from magic initiate wizard to lucky and pick up elven accuracy which bumps cha to 18. The point of lucky is to be able to pop a lucky to establish an advantage lock (advantage + elven accuracy means max(3d20) so typically between a 5% and 10% chance of missing and if I hit with a vex weapon rapier/short bow I have advantage on the next attack against the same target) and chain mostly guaranteed hits with increased chance of critical hits.
At warlock 5 the build comes online in a big way (thirsting blade, eldritchsmite, spirit shroud) , round 1 typically looks like use the bonus action to cast spirit shroud, pop a lucky for advantage lock, and chain hits doing 2d8 + cha + dueling against the bbeg, when I crit I can pop an Eldritch smite for a significant damage spike and it only gets better from here.
Then sorcerer 1 to re acquire mending, shapewater and shield plus spellfire flare and first level spell slots, I think I got booming blade and mending an forget what other cantrips.
Then warlock 6-12
- at watlock 7 I get lessons of the first ones magic initiate druid for absorb elements (which made spellfire flare at sorcerer 1 viable, and i can seriouly pump up spellfire flare with pact magic flots), guidance and thornwhip.
- at warlock 8 I get warcaster bumping cha to 19, and retrain eldritch mind to agonizing blast
- warlock 9 brings repelling blast, 5th level spell slots and my rapier hits are now each doing 3d8+4+dueling, if i can get a vicious rapier add another 2d6.
- warlock 11, mystic arcanum true sight and I think the 3rd pact magic slot
- warlock 12: devouring blade (3 attacks per round) amd spell sniper bumping cha to 20 (now warcaster plus spell sniper have great synergy for say say eldritch blast on an AoO).
Then fighter 2 for action surge for a nova round
Then sorcerer 2-3 for more low level spell slots and spells (hello vortex warp with double range thanks to spell sniper, phantasmal force, silence), that I can replenish from sorcerer points from leftover pact magic slots at the beginning of a short rest, I know I can't go above my limit but it keeps me from running out of shield, absorb elements etc, also quickened spell and subtle spell (protection from being silenced). And favored by the gods helps me land the clutch save or hit
And yes I know that there is a lot of overlap between celestial warlock and what both divine soul and spellfire sorcerer provides, i almost went clockwork or aberration mind but 2 things kept me in divine soul...
favored by the gods is one of the few things that protects against a portent
silence is on the cleric/divine soul spell list which lets me shut down most enemy caster (exceptions for psychic spells and subtle spells) and since I have subtle spell i'll be at much less of a disadvantage in silence
Then fighter 3 Echo knight
Then sorcer 4(first epic boon, cha 21 and more spell slots and another sorcery point)
Finishing with fighter 4 for the second epic boon and cha 22
Now when I go to drop a maze I may optionally lead with mind sliver (to make it harder for big bad to resist synaptic static but that costs a round), subtle spell (so can't be counter spelled) a synaptic static (spell slot free casting of silvery barbs if needed to make it stick) to make it harder for the big bag to escape the subtle spell maze.
The great thing about maze is that there is no saving throw so those pesky legendary resistances won't help you, the only way back is to make a DC20 intelligence check and synaptic static made that so much harder.
Boom shaka-laka
So that was what I came up with given the constraints and goal
How could I make it better?
- Lamont Xy'Kara Undersuit
- paladin black and silver helmet (singularity on the subscriber store)
- Sol-III Core (2955 citizen con direct digital goodies pack)
- pab-1 (base color) arms
- truedef-pro black and silver legs
- MacFlex Grey backpack
- 4x medpens equipped
- hurston multi tool with truhold tractor attachment
- hurston parallax rifle with 250-E laser pointer, ee04 scope and 3x spare batteries
- midnight gallant rifle with 250-E laser pointer, ee04 scope, tweaker emod 2 stabilizer, 1x spare a re batter equipped.
G Resistance modifier: +0.74375 G (good enough to make blackouts/redouts in a light fighter/L-21 wolf more of a nuisance than a problem), sub 35kg so 90% max fps speed. And i'm taking light armor penalties to endurance, recovery, reaction time and accuracy.
It's my personal meta fps loadout.
It was a body i brought back from a Recco Battaglia board/take-back a caterpillar mission,
I ran 2 and got 2 paladin iceborn helmets, 2 microid battlesuit loadstone cores, a truedef-pro black and silver legs, now i can cosplay as the mandalorian again. also got some testudo armor and 2 demeco LMG's, some rippers, etc.
The mission is a nice change of pace from stanton bunkers.
So sub 35 kg => 90% speed build that made (at the time) blackouts/redouts more of a nuisance than a problem
Pre 4.8
- stoneskin undersuit
- paladin black and silver helmet
- inquisitor black steel core and arms
- truedef-pro black and silver legs
- strata hurston black backpack
- quicksilver multitool with truhold tractor attachment
- 4x medpens equipped
- pulse hurston laser pistol with 250-E laser pointer, gamma 3 scope & 1x spare battery equipped
- gallant midnight rifle with emod2 stabilizer 250-E laser pointer, Tau plus LL scope with 5x spare batteries equipped
Prep for 4.8 (based on prelim information that I'd need to drop some weight to stay sub 35 kg and have a +0.49375 G resistance as of 4.8)
- traded out inquisitor black steel arms for PAB-1 modified (xenothreat I harvested on pyro 4)
4.8 arrives with an inventory wipe and the +0.49375 G modifier was woefully insufficient for preventing blackouts/redouts in an L-21 and shiv, so with a Sol-III core (light armor core with no penalty to G resistance) light arms and legs medium helmet, backpack I have a +0.74375 G resistance modifier and have enough weight margin to get a second rifle
- Odyssey II green and black undersuit
- paladin black gold and red helmet (nightfire on the subscriber store)
- Sol-III Core
- field recon suit arms and legs
- CSP-68L green -> macflex Grey backpack
- hurston multi tool with truhold tractor attachment
- 4x medpens
- medgun
- custodian smg with emod1 stabilizer, 250-E laser pointer, pt3 scope, and 3x spare batteries equpped
- gallant midnight rifle with emod2 stabilizer, 250-E laser pointer, ee04 scope left on 5.5x magnification and 1x spare battery equipped
(I'd experimented with different rifle pairs, so that's different than the picture)
4.8.2 (I wasn't happy with the look and fps Al had gotten an upgrade, they got better at organizing a mob attack to overrun a solo player causing the custodian to have a distressing tendency to run out of ammo/need a reload at the worst possible time)
- Lamont Xy'Kara Undersuit
- paladin black and silver helmet (singularity on the subscriber store)
- Sol-III Core
- truedef-pro (base color)
- pab-1 (base color) arms
- macflex grey backpack
- hurston multi tool with truhold tractor attachment
- 4x medpens equipped
- parallax hurston or downburst with 250-E laser pointer, ee04 scope and 3x spare batteries
- gallant midnight rifle with emod2 stabilizer 250-E laser pointer and ee04 scope and 1x spare battery
I'm thinking about swapping out the gallant for a zenith (if you're holding a zenith and someone gets close, you can be very screwed so it doesn't pair well with a custodian which has 30 m range, but with the parallax which is fully effective out to 65 m so you don't need to swap to cover middle range)
- Lamont Xy'Kara Undersuit (patch bundle)
- paladin black and silver helmet (singularity on the subscriber store)
- Sol-III Core (2955 citizen con direct digital goodies pack)
- pab-1 arms (base color)
- truedef-pro legs (base color)
- MacFlex Grey backpack
- hurston multi tool with truhold tractor attachment
- 4x medpens
- downburst parallax (my hurston one got snatched out of my hands by an elevator down to a bunker) with ee04 scope, 250-E laser pointer and 3x spare batteries equpped (more in backpack but contents of backpack currently don't count against your weight)
- gallant midnight rifle with emod2 stabilizer 250-E laser pointer ee04 scope left on 5.5x magnification and 1x spare battery equipped (more in backpack)
So this is my second attempt for a Sol-III Core fps kit, why?
- +0.74375 G modifier which is high enough for blackouts/redouts not being a problem
- kit masses strictly less than 35kg so I get 90% max fps speed
- light armor penalties to endurance, recovery, reaction time, and accuracy (so I can make headshots from over 200 meters with the gallant set to 3 round bursts and these attachments)
- I like a mando aesthetic
the all light armor except medium helmet with gallant and parallax is my personal meta fps loadout... because the best armor in the game is range+speed+cover and the physical armor is to stop stray hits not to tank [IMHO heavy armor just encourages the bad habit of trying to tank hits in the hopes that the other guy(s) drop first], I prefer the gallant to the parallax as an all-rounder, but (and this is a skill issue on my part) the only situation where i've struggled with the gallant is up close and personal against multiple opponents and in that situation i need the crutch of a full auto "spray and pray/panic attack" weapon with a big magazine which is exactly why the parallax excels as a bunker (read as "an environment with limited range and ample cover" which also describes contested zones) clearer. However I wouldn't want to be in an open field and have to rely on a parallax, the point I'm making is that the parallax is a niche weapon because every weapon in the game is a niche weapon but the combination of a parallax, gallant and this armor is in general highly versatile and lets me transition seamlessly between fps and dogfighting without changing armor for whatever fps mission (as long as -35 C <= temperature <= 65 C) I find myself in.
I wear light armor (chest piece is sol3 because no penalty to G resistance) with a medium helmet and macflex grey backpack. This gives me enough weight margin to carry 2 rifles. I take the gallant as a pseudo sniper, if that thing had a full auto mode it would be the only thing anyone used. If the custodian had a 80+ clip i'd choose it over the parallax, i had been using the gallant and custodian as a pair with good results until the latest npc fps ai upgrade where the npcs got better at coordinating to mob/over run a PC meaning the custodian now has a distressing tendency to run out of BRRRRRT at the worst possible time. The parallax is just good enough at enough things. The individual shots are particularly powerful, or fast, but it's full auto has 80 shots per battery it's really the 80 shots per battery that make it a better spray and pray/panic weapon than a custodian/karna/p4-AR/etc. And even then the overheat mechanic keeps you from holding down the trigger until everything is dead. The only way it's better than a demeco is it weighs less. So it's the parallax is just the good enough at most things weapon.
Before 4.8 I was running with
- stoneskin undersuit
- paladin black and silver helmet
- inquisitor black steel core and arms
- truedef-pro black and silver legs
- strata hurston black backpack
- quicksilver multitool with truhold tractor attachment
- 4x medpens
- pulse pistol hurston edition (250-E laser pointer, gamma3 scope & 1x spare battery equipped)
- gallant midnight rifle with emod2 stabilizer 250-E laser pointer, tau plus LL scope, 5x spare batteries equipped
​
And since my kit weighed in at 34.x kg (strictly under 35kg) I had 90% max fps speed, black outs were more of a nuisance than a problem. The pulse pistol was for up close against multiple opponents which was the only place I was struggling against pve opponents
​
4.8 totally changed how armor affected blackouts, speed, accuracy so I adapte, first off my previous loadout was over 35 kg not but if I switched to FBL-8A modified (xeno threat arms) I could make the weight limit, but i'd only have a +0.49375 G resistance (so black outs would be problematic), and have majority/3 pieces of medium armor (helmet core backpack) i'd be taking medium armor penalties to endurance, recovery, reaction time and accuracy
​
BUT I had the citizen con direct digital goodies pack so I had the sol3 flightsuit, core and helmet. Now the sol3 core is a light armor core that has no penalty to G resistance, so my g resistance shot up to +0.74375 G which makes blackouts not particularly problematic. And that gave me enough weight margin to carry a second rifle
​
I found that the following loadout worked for me (in terms of effectiveness and color matching):
- odyssey ii green and black undersuit
- paladin black gold and red helmet (nightfire on the pledge store)
- Sol-III Core
- field recon suit arms and legs
- MacFlex Grey backpack
- hurston multi tool with truhold tractor attachment
- custodian smg with emod1 stabilizer 250-E laser pointer pt3 holographic scope and 3x spare batteries equpped
- gallant midnight rifle with with emod2 stabilizer 250-E laser pointer ee04 scope and 1x stalk battery equilped
​
Since it is all light armor except for the helmet, I take light armor penalties to endurance, recovery, reaction time and accuracy. And I was back to making headshots with the gallant at 200+ meters
​
As of a few weekends ago this was my personal meta. Now I haven't been able to game in a few weekend and had gotten a little rusty, and being on a low pop server (father's day) might have elevated the npc behavior but they were better at working together to mob you and better at using cover, but i struggled with the first fps mission I ran today..... the custodian had an annoying habit of running out of ammo at the worst possible time. I'm thinking of switching for a hurston parallax rifle, but i'll have to drop the med gun to make the <35kg weight limit, but honestly med pens are quicker in a pinch.
​
The only problem is I won't be able to stuff either the gallant or parallax in my backpack like I could with the custodian, so no more bringing back a loot rifle (unless I carry it out with the tractor beam)
​
I'm wondering about what has worked well for other plays who went light.
​
Also I got hit in the head with a sniper bolt twice at sector 2 of a distribution center (both times were at significant range, and i was immediately at danger of blacking out and had to stim myself quick, but I didn't die at the distribution center, so my loadout is pretty effective. But I was going straight gallant at the distribution center because the custodian just didn't have the range for that encounter.
​
The left half is all LTI and other than the Tiburon (which is a complete chain starting from a 600i explorer, but today it could be a carrack or perseus instead of Tiburon) and the m80 (which is a complete chain starting from a cutter Rambler) is currently in my hangar. Other than the ursa medivac and (BIS red alert) MSR it is all giftable, the ursa medivac is the only thing that's not meltable. The nursa gets carried by the asgard, the pulse gets carried by the shiv. The buccaneer is "up on blocks"/stripped for parts which is so appropriate for drake, I put the js-300 in the L21. I take the ultraflux out of the A1 and put it in the shiv. Once I can afford the parts in game I do a stealth build for the A1 and put the Ardent paint (i.e. the stock C1 paint) on the A1, ok monox pirates , you just keep pretending to be abandoned ships while i keep pretending to just be a C1 trying to avoid being harassed until it's too late.... for you. The 3 ships I use most sessions are the asgard, shiv, and L-21. The "hope endeavor" is just an endeavor plus the modules for the hope endeavor.
Right bottom row,
- the intrepid is an LTI game package I intended to upgrade to a nomad (i have the love struck paint for it) and gift to my almost 7 year old daughter/middle child (her favorite color is pink) when she is older, but she has been liking the avenger titan so I'm going to gift her one of the titans too
- one of the titans is a 10 year lucky break starter pack that I intend to gift to my 5 year old sone when he is older.
- another titan is an LTI fury-> titan that I learned the game in this one is mine)
- the third titan is an 10 year night break flight blades + titan kit, I had thought was a game package but isn't
- not shown is a 24 month Ttitan game package in an alt account that I will gift to my almost 9 year old son when he is older.
I have 2 night break avenger blades kits, I "should" get one more so the 4 of us (myself included) can have matching ships, but I have the nightbreak blades kit for the shiv and the night break weapons kit for the meteor and i'm thinking one of those might be a better team lead ship for me, which means one of the titans may now be extraneous.
The middle row on the right (starting with the Aurora mk2 over to the pulse) are potential LTI tokens for the 5 ships above them but i'm considering keeping one or both of the pitbulls and use the Tiburon or asgard as a mother ship for them.
The 5 ships up on the top right are mostly complete ccu chains.
- I already have the modules for the super collider endeavor (plus the engineering/science module I have both but I forget which one isn't in the supercollider kit), I plan to dock my two endeavors together to make a mobile mini space station.
- the redeemer is a stand in for I don't know what yet, if I can dock more than 2 endeavors together it'll be a 3rd endeavor.
- the starlancer Max is a stand in for a starlancer BLD
- the mole is to supply crafting and base building
- the 600i explorer is a "if I want to replace the 600i is turn into a Tiburon after the long promised 600i rework"
Case 1
- stoneskin undersuit
- paladin black and silver helmet ("singularity" on the pledge store)
- inquisitor black steel core and arms (CRU-L4)
- truedef-pro black and silver legs (cubby blast in area 18)
- strata hurston black backpack
- quicksilver multitool with truhold tractor attachment
- 4x medpens
- gallant midnight rifle with emod2 stabilizer 250-E laser pointer and tau plus LL scope with 5x spare batteries equipped
- pulse laser pistol hurston edition with gamma plus scope 250-E laser pointer and 1x spare battery equipped
Weighs in at a tad over 34Kg, which being STRICTLY under 35kg means 90% max fps speed
Wearing this loadout while dogfighting makes blackouts/redouts a minor nuisance in a L21 and shiv.
Case 2
Add a second multitool with orbit attachment and maxlift to the previous fps loadout, I blackout in the shiv for several seconds when switching from NAV to SCM.
That seems pretty conclusive.
If you have a fighter without an interior (cockpit only) you want to wear a heavy helmet, medium core arms, backpack, and light legs. Or you might want to go slightly heavier and stow your gun in the ships weapon rack now that we can claim them (4.8) with the ship.