Are the ENG Mods really that All Important?

SInce 2.1 dropped I've put about 40 million CR in the bank. I've taken out the Python, FDL, Viper MK IV, and a Sidewinder. Taken things off the Mission Board to smuggle, assassinate, haul cargo, source cargo, find Black Boxes, and find Trade Data. Put a serious dent in the planetary Skimmer Population (I've got one base that gives nothing but Kill Skimmers lol). I've gone Bounty Hunting in Navs, Low RES, RES and High RES and in Supercruise (In the FDL, Viper and Sidey btw). I've Undermined for Power Play and went about 200 LYs out to check some planets just past the edge of the bubble (not that far I know but I was curious). I've done a little bit of everything and have yet to even look in the direction of the ENGS nor have I been killed by an NPC yet. I mean I plan to go check them out but I don't see the all pressing need to upgrade everything. My MAts and Data are getting full without even really trying, I'm going to have to start dumping stuff. Am I just that lucky, because I know I'm not that skilled.

So are the ENG MODS really that necessary or are people just falling for the hype?
 
So are the ENG MODS really that necessary or are people just falling for the hype?

Some people get excited and want everything NOW!!! Personally I am just focusing on FSD upgrades and basic shield booster upgrades on my main fleet. You don't need any weapon mods unless you plan to PvP, at most the weapon mods will allow those that like farming to go back to business as usual
 
In my experience, they are fun to have and a nice goal to work towards, within reasonable amounts of obsession.

They are nothing to lose sleep over or a must have for the enjoyment of the game.

As of now, I have two most basic weapon mods so I could advance with the engineer and a lowest level powerplant mod for a ship, again to advance engineer relations.

TL;DR: Good to have but not a must.
 
They are not essential, but they make your ship significantly better. Just carry on as you were and engineers will slowly blend with your gameplay. :)
 
If they were THAT important, noone would be able to acquire them to begin with, since we'd be getting our asses kicked left and right by default.
 
I would say they help a lot if you want to taking the training wheels off and hunt in Haz RESs, also if you're a trader for better protection and exploration for further jumps. If you bounty hunt then it will increase your income because you pick your own fights, hit harder and survive longer. Are they absolutely necessary, no, but it makes a lot of activities in game easier.
 
Done 3 engineer upgrades so far, not impressed, but then my beef is more about the RNG, engineer did not learn anything from several tries? fire their      .
 
I imagine if Fdev had left high end modules in the hands of the npc's they might be more important than they currently are now. I plan to get my ship modded up to the max in case Fdev gives 'em back.
 
They are as important as having a Conda or Corvette, nice to have but you don't need it and if you wanna get it it will take time.
 
As I now only play in solo to avoid the pink laser brigade I don't think they are an absolute essential depending on the mode you fly in and the profession you ply the most. As for myself I can see me getting the engine upgrades for my Cobra MkIII just for exploration use.

Everything else is just fluff to me that I do not have the time to even consider. As it is the engines alone will take me a while to get sorted out - only 1 hour or so a day play time really is a killer when you want to craft something and refuse to do anything that feels like a grind.
 
They are what the game has been severely lacking since release - Ability to truly customize your ship for a specific role that can be completely different than someone in the same ship doing the same role.

They decided to make over 100 mats, large rep/unlock requirements, and RNG rolls upon RNG rolls to get your desired build and claim that's gameplay unfortunately.

This should have been one of the first major patches to flesh out the barebones module/weapons and none of this should be behind such a barrier to customize your ship. Slowly applying upgrades to make your ship a little better fine...leave your barrier in for that. All the base weapon/module mods and weapon special effects should simply have been new Cr purchasable modules.
 
All the base weapon/module mods and weapon special effects should simply have been new Cr purchasable modules.

So far they grinded for Credits only, some even were talking about a secound job, tee hee. But now these folks "have to" grind off their butts for Credits, Materials, Data and some odd Commodities, tee hee. This stuff should not be available for Cr, because it will sort things out :D
Of course it is not good gameplay, but with 4 fulltime grind jobs almost everyone now is forced to think a bit about their doings, and that is good for sure.
 
Engineer mods are highly useful. I've gotten a 25% optimal mass boost on my FAS and a 33% optimal range boost on my Python, both with L4 FSD upgrades. Also a few pulse lasers with special abilities from doing a ton of L1 mods - one medium G pulse with Scramble Spectrum, and a large G pulse with shield-phasing.

While not vital per se, the engineer mods are important additions for those that are in Elite for the long haul, and can really improve ship performance.
 
They are what the game has been severely lacking since release - Ability to truly customize your ship for a specific role that can be completely different than someone in the same ship doing the same role.

They decided to make over 100 mats, large rep/unlock requirements, and RNG rolls upon RNG rolls to get your desired build and claim that's gameplay unfortunately.

This should have been one of the first major patches to flesh out the barebones module/weapons and none of this should be behind such a barrier to customize your ship. Slowly applying upgrades to make your ship a little better fine...leave your barrier in for that. All the base weapon/module mods and weapon special effects should simply have been new Cr purchasable modules.

Why? Does it make people feel that they wasted too much time doing Robigo runs for much less gain than they were imagining? Probably that they would become entitled to the top-end modules/ships for ever?

Because in that case: Good!
 
Engineer mods are highly useful. I've gotten a 25% optimal mass boost on my FAS and a 33% optimal range boost on my Python, both with L4 FSD upgrades. Also a few pulse lasers with special abilities from doing a ton of L1 mods - one medium G pulse with Scramble Spectrum, and a large G pulse with shield-phasing.

While not vital per se, the engineer mods are important additions for those that are in Elite for the long haul, and can really improve ship performance.

What were the trade-offs though? All (or most) Engineer mods have a downside... heavier, consume more power, generate more heat, etc...
 
Why? Does it make people feel that they wasted too much time doing Robigo runs for much less gain than they were imagining? Probably that they would become entitled to the top-end modules/ships for ever?

Because in that case: Good!

For the reason I already stated. Customization and diversification of ship outfits beyond the same cookie cutter boring builds everyone has been using is a good thing. The rest of your post doesn't even merit a response.
 
For the reason I already stated. Customization and diversification of ship outfits beyond the same cookie cutter boring builds everyone has been using is a good thing. The rest of your post doesn't even merit a response.

I don't see anything stopping that diversification. I only see a different method of acquisition.

And it doesn't? Sorry, but I fail to see how "there should be no other currency other than credits" is a valid argument either. I can only see 2 possible motives behind it. One would be laziness and the other would be a huge credit balance.
 
So when I am ready to head for the ENGys what's the perfect Mat Wagon, you know a ship dedicated to just gathering Mats. I'm thinking Cobra. Cheap. Fair Jump Range. Decent Cargo. Fit it with Wake Scanner, Collector Limpets, and Planetary Hangar. It can drive around, scan wakes and hang innocuously in RES sites and gather Mats left and right (and maybe a little bounty to boot).
 
YUP you must grind to survive once NPC get MODS again. Soon we are mostly forced to leave OPEN and it thus divides players much further than it has already. Cronic design when I thought I was playing online with players in same Universe. Ridiculous!
 
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