Elite Dangerous

Elite Dangerous

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Ground Combat Modules (Elite Dangerous)
By ZanyScum
A list of modules you can get for suits and handheld weapons and the info I googled about it.
   
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Generally about ground combat modules
  • You can not destroy an installed mod
  • You can not replace an installed mod
  • You need to have access to one of the correct engineers to be able to install the mod
  • You could always plan for multiple weapons or suits of the same type with different mods. If you have the time.
Suit Modules
Added Melee Damage
  • Fists Melee Damage Multiper +150%
  • Weapon Melee Damage Multiplier +150%
  • ------------
  • Kills a unsuspecting technician with two hits in the face (works inside AND outside of course)
  • Irrelevant for most builds

Combat Movement Speed
  • Movement Speed Penalty -100%
  • ------------
  • Normal movement speed in ADS (ironsight)

Damage Resistance
  • +10% vs. Explosive/Kinetic/Thermal/Plasma Damage
  • ------------
  • It is NOT 10%, it is PLUS 10%, meaning, if you have already somehow 50%, then you get another 5%. If you have less, you get less. If you have none, you get none.

Enhanced Tracking
  • LOS Analysis Range +100%
  • LOS Analysis Time -100%
  • ------------
  • When you look at someone and it says "scanning...", this is it. So, if you want to create either a stealth build where you see at once if someone is a guard who could scan you or is harmless, or if you want to build a targeted destroyer build where you decide your target from five enemies depending on your threat evaluation, this CAN come in handy. How about you always kill the sharpshooter first? Nice to have for infiltration missions because you see at once if you have to avoid someone. If you have tracked someone once, he will show on the radar as soon as he re-enters the area (50m?). That means, if you have tracked all the guards before you make an error, you get correct information about all guards near your on your radar, no line of sight during the combat needed to see them on the radar.
    This could be really helpful because you would see more guards through walls who get alarmed through your shots with silenced weapons because they are just randomly patrolling on the other side of the wall. Bad luck, but it happens too often.

Extra Ammo Capacity
  • Ammo Capacity Multiplier +50%
  • ------------
  • Depending on your fighting style irrelevant or a must have.

Extra Backpack Capacity
  • Backpack Component Capacity +100%
  • Backpack Data Capacity +100%
  • Backpack Item Capacity +100%
  • ------------
  • This is NOT about grenades/med kits/energy cells
  • In the beginning in a Maverick suit for collecting stuff good to have. Many have late game suits without it or don't get it at all. You can not remove/overwrite mods! This mod is good if you want an easy way to make some money on the go or really want to collect a lot stuff. Try first how much you make without the mod.
  • You will VERY fast have the problem with the maximum of 1000 inventory space. If you want to use this to make money on the side, go for it. But I'd say: AVOID!

Faster Shield Regen
  • Shield Regeneration +25%
  • ------------
  • Must have for combat suits I think.

Improved Battery Capacity
  • Battery Energy Capacity +50%
  • ------------
  • Must have for nearly everyone. Combat? Yes. Your shield will thank you. Engineering? Yes. More chests you can open with your laser cutter, more doors you can force open. Assassin? Yes. More time you can lurk on roofs and watch the patterns of the routes of the guards.
    And of course: more people you can hit from behind with your power tool in overcharge mode.

Improved Jump Assist
  • Jump Assist Boost Duration +33%
  • Jump Assist Boost Recharge Duration -33%
  • Battery Consumption (when jumping?) -50%
  • ------------
  • Many people love it.

Increased Air Reserves
  • Air Capacity +400%
  • ------------
  • There is no known situation where this is needed.
  • But... what about the ability to just sit and watch the enemy and wait for them to unshield again and circle around the settlement and only take a shot when they are unshielded, then back to circling and watching.. you'd have lots of more time with this. Wanne try it? :-)

Increased Sprint Duration
  • Sprint Duration +100%
  • ------------
  • You are better when running to cover, when running away from enemies to flee or just to get into position to shoot them from afar. Just run towards your ship after the mission without having to think about guards catching you.

Night Vision
  • Adds Night Vision capabilities to the suit
  • ------------
  • Needed for stealth builds. Nice for assassination. Killing all the guards. For raids at night. Depending on your mission selection: must have.

Quieter Footsteps
  • Footstep Audible Range Multiplier -50%
  • ------------
  • Must have for stealth.

Reduced Tool Battery Consumption
  • Tool Energy Drain Multiplier -50%
  • ------------
  • Sounds impressive, but everyone chooses "Improved Battery Capacity" instead of stacking it or only using this. Unsure about the data.

Suit Examples
For Fights: Dominator Suit
  • Improved Battery Capacity
  • Night Vision
  • Faster Shield Regen
  • Extra Ammo Capacity

For missions in settlements: Maverick Suit, if you prepare for night fights
  • Improved Battery Capacity
  • Night Vision
  • Enhanced Tracking or Increased Sprint Duration or Improved Jump Assist
  • Quieter Footsteps or Faster Shield Regen

For missions in settlements: Maverick Suit, if you know there will be light
  • Quieter Footsteps
  • Increased Sprint Duration
  • Improved Jump Assist
  • Enhanced Tracking


For missions in settlements: Maverick Suit, if you you want to loot everything and kill everyone
  • Extra Backpack Capacity
  • Improved Battery Capacity
  • Faster Shield Regen
  • Reduced Tool Battery Consumption or Extra Ammo Capacity



Artemis Suits have the largest batteries!
For watching and stalking: Artemis Suit
  • Improved Battery Capacity
  • Increased Air Reserves
  • Night Vision
  • Enhanced Tracking

Artemis Suits have the largest batteries!
For fooling around: Artemis Suit
  • Improved Battery Capacity
  • Increased Sprint Duration
  • Improved Jump Assist
  • Faster Shield Regen

Artemis Suits have the largest batteries!
For exploring on foot without combat: Artemis Suit
  • Improved Battery Capacity
  • Night Vision or Increased Air Reserves
  • Increased Sprint Duration
  • Improved Jump Assist

Weapon Modules
Audio Masking
  • Reduces the weapon's simulated sound when fired in unpressurized environments.
  • ------------
  • Silencer outside.

Faster Handling
  • Reduces the weapon's draw/stow speed and improves ADS functionality.
  • ------------
  • Good for every weapon. Even if you want a better first shot with the sniper or the plasma pistol. But especially good if you want to switch between weapons a lot.

Greater Range
  • Improves the weapon's effective range
  • Different mods for Kinetic/Thermal/Plasma
  • ------------
  • Some are happy with it on the sniper, some say it is totally not needed on the sniper. Some use it on the shotgun, others on the pistol(s). It seems to totally depend on your use of the weapons.
  • Before you get this, create a shortcut for the emote "Point" and try it in multiple missions and get an idea how far things really are.

Headshot Damage
  • Headshot Damage Multiplier +50%
  • Different mods for Kinetic/Thermal/Plasma
  • ------------
  • Headshots have no effect on shielded enemies.
  • If a shield needs 10 damage to be destroyed and 100 damage is used, the shield is gone but the health is still like it was before.
  • ----
  • Not on the plasma sniper rifle
  • Plasma Pistol is still not a one shot kill to enforcers with this mod, so probably not

Originally posted by Holeypaladin:
[...]
G5 Tormentor pistol without headshot damage, vs High Intensity combat zone Enforcer.

One headshot deals about 2/3 of his HP in damage. It then took two body shots to finish him. As the headshot damage mod adds a 100% damage multiplier to the Tormentor pistol, this would mean that it still takes two headshots to kill an Enforcer, but one headshot plus one bodyshot would do it.

So, your miles may vary. Whether you want to get the headshot mod simply so that it's easier to two shot an enforcer (since the second shot doesn't need to be a headshot), then it may be worth it to you.
[...]
Not worth it on any laser weapon
Not worth it on plasma sniper
Your miles may vary on plasma pistol
Definitely worth it on kinetic rifle and pistol
Definitely worth it on shotgun IF you have BOTH the scope and improved hip fire accuracy mods.

Improved Hip Fire Accuracy
  • Hip Fire Inaccuracy Reduction 40-43% (NO idea, I just copied it that way. Weird!)
  • Different mods for Kinetic/Thermal/Plasma
  • ------------
  • If you always try to use ironsight (ADS), then this is useless for you.

Magazine Size
  • Magazine Size +50%
  • ------------
  • The Executioner (Plasma sniper rifle) will have 5 shots in the magazine with this.
  • The shotgun has 3 shots with this.
  • This is good for every gun. But you might have to prioritize.

Noise Supressor
  • Reduces the sound of the weapon when fired in pressurised envornments
  • ------------
  • Silencer inside

Reload Speed
  • Reload Speed +25%
  • Reload Speed Aphelion +20%
  • ------------
  • Does NOT shorten the duration of stowed reloading.
  • Worth it? Don't know. If you happen to reload a weapon very often...like your sniper. Why not?

Scope
  • Adds a scope to the weapon (or improves an existing one)
  • ------------
  • I only saw videos about it so far and only the sniper had a real use for it I think. I am guessing here!

Stability
  • Reduces the weapon's recoil
  • ------------
  • Best use is for burst and full-automatic weapons, not for single shot weapons.

Stowed Reloading
  • Automatically reloads a stowed weapon after 5 seconds
  • ------------
  • Depending on your behavior this is a must have or a waste of a mod slot. Try it. say "21, 22, 23, 24, 25". That is a lot of time. But in that time you can shoot your other weapon(s). So.. could be perfect, could be waste. It depends. :-)

Weapon Examples
Plasma Pistol for missions
  • Noise Suppressor!
  • Audio Masking
  • Faster Handling
  • Stowed Reloading

Plasma Pistol for Ground Combat Zones
  • Improved Hip Fire Accuracy
  • Magazine Size
  • Faster Handling
  • Stowed Reloading


Plasma Sniper for missions
  • Audio Masking!
  • Magazine Size
  • Faster Handling
  • Reload Speed or Scope or Stowed Reloading or Greater Range

Plasma Sniper for Ground Combat Zones
  • Magazine Size
  • Faster Handling
  • Reload Speed
  • Stowed Reloading or Greater Range or Scope


Laser/Kinetic Rifle Combination
  • Stowed Reloading
  • Faster Handling
  • Stability
  • Headshot Damage (perhaps not for Laser?)

This is an (crazy?) idea I read about on the Frontier forum: 2xRocket Launcher :-)
2x Karma L-6
  • Magazine Size
  • Stowed Reloading
  • Faster Handling
  • Audio Masking or Reload Speed (does NOT shorten the duration of stowed reloading)



Originally posted by Holeypaladin:
The shotgun's spread is calculated in a weird way. Both scope and improved hip fire tighten the accuracy of the spread, and they stack. It's also weird in that the more GCZs you fight in a day, the tighter the spread becomes.
[...]
With Scope and Improved Hip Fire Accuracy, it becomes one of the most accurate weapons in the game, and perfectly capable of one-shotting most enemies with a headshot, even with their shields up, due to multiple pellets bypassing shield gating.
Shotgun
  • Scope
  • Hip Fire Accuracy
  • Headshot Damage
  • Audio Masking


Just fooling around I found an incredible well working combination, even without mods:
  • Karma C-44 (SMG)
  • TK Zenith (Pistol)

Karma C-44 (Kinetic SMG)
  • Faster Handling
  • Stowed Reloading
  • Stability
  • Headshot Damage

TK Zenith (Laser Pistol)
  • Faster Handling
  • Stowed Reloading
  • Magazine Size
  • Reload Speed