Ive made a guide on Components and Armaments. Ive made a gude on AI crew. Now its time to tackle probably the hardest part of Railjack. What mods to equip?
A disclaimer to start, modding affects you even when you are not hosting. Im not just talking about Railjack auras or your warframe arsenal. Even mods like Ion Burn or Seeker Volley work when you are not host! This may be the most important guide out of the three Ive done, since noone else can influence your mod config!
INTEGRATED:
Now, lets get a few EXTREMELY important mods out of the way. Ion Burn increases Boost Speed, and Conic Nozzle affects base speed. These will make a difference for even Sigma ships that just left dock for the first time! Add Cruising Speed if you really want to hammer home that speed!
Both forward artillery mods are almost essential to the Railjack. The mod Forward Artillery helps you one shot those Veil ships without weakening them with turrets (always aim for the jets!) and Artillery Cheap Shot does wonders in reducing how often you will be running to the Forge.
Turret mods are where we get a bit less clear on whats good or not. Hyperstrike, Section Density and Predator are your raw DPS mods, increasing damage, crit damage and crit chance respectively. Crimson Fugue has a sort of Merciless effect, resulting in more damage than Hyperstrike if you are getting consistent kills.
I see alot of people talk about running Fortifying Fire to replenish shields, and while I can understand the appeal, the downside to this is that most of the time you are spamming Seeker Volley anyways, so how often will you really be critting? Protective Shots will rarely ever be active due to the constant damage the Railjack usually takes. Defensive Fire is just... why?
Ordinance is actually one of my least used parts of the Railjack, including niche things like Tactical 2 abilities, so forgive me for not delving into these mods. Just know that the Tycho Seeker ordinance is about to become irrelevant when we start discussing Battle Mods.
Aura mods are extremely important, as they affect more than just the seat you are immediately in. Onslaught Matrix is amazing if only for the efficiency it provides to Battle mods. Ironclad Matrix increases the overall survivability of the ship if you struggle with too many hull breaches. Raider Matrix is kinda neat, but requires a niche playstyle. What monster would ever pick Orgone Tuning or Indomitable?
BATTLE:
These determine what abilities you can use when seated in the pilot, forward artillery or side guns! To start with, let me mention that Seeker Volley has such a massive crowd clearing effect that the other abilities in that slot can barely compete. Press 3 and clear 25 fighters from the screen just like that.
For the middle slot, Shatter Burst renders Tycho Seeker obsolete, as it has a massive radius and can obliterate Grineer shielding. It can also mine asteroids for almost any resource except Aucrux Capacitors EXTREMELY easily. Point and click! I see some people using Particle Ram in order to provide the same Grineer utility, but I just feel that Shatter Burst renders it a non-issue as well.
The first slot is just Blackout Pulse. All the other abilities dont really do much. At least with Blackout Pulse you can halt crewships for forward artillery if you are playing solo.
TACTICAL:
This determines what abilities are at the top of the screen when you open the Tactical menu!
Form Up is insanely good for the first slot if you are playing with people who wont teleport back to the ship on their own. Squad Renew is just a worse version of Form Up. Breach Quanta is kind of niche and normally you can get to the breach in the same time it takes to activate the skill. Intruder Stasis is just for if you have subpar AI crew.
The second slot doesnt have many options as far as I see. Boosting turret damage or removing cooldowns. Pick your poison.
The third slot has two nice options. Flow Burn increases the Railjacks speed drastically, and can help with taxi services. Void Cloak is a great tool for avoiding conflict while setting up a forward artillery shot or waiting for a radiator to open up. Fire Suppression is useless if you have any AI crew at all, and Ive rarely seen Battle Forge needed with the whole 4 stations we have while we wait for cooldowns.
THATS ABOUT IT!
I think I covered everything. One last note is that AI crew will exactly mimic your plexus mods, increasing turret damage and even piloting speed. This means that auras can become up to 4x as strong if you are host of a solo Railjack!
Remember to never use Sentient Scalpel by the way. That mod sucks.
Other Railjack Guides:
Crew: https://www.reddit.com/r/Warframe/comments/196y18p/railjack_npc_crew_behavior_guide_for_those_who/
Parts: https://www.reddit.com/r/Warframe/comments/1ajj79f/railjack_component_guide_that_does_not_just_list/