Weren't the engineers ment to bring diversity?

Plus 1 for lightweight sensors!

Must admit i have been a little disappointed by whats on offer from the new engineers. In beta i was assuming that the options were placeholders, now im not so sure...
 
you're just spinning the issue. Your arguement can easily be spun the same way for prior to engineers.

Accept it, the only thing that is preventing the "pure, 100% identical clones" in ships post Engineers is the fact that now those stats are lathered with RNG

Quite the ostrich response - e.g. head in sand ignoring plain evidence.

If you want to debate whether it is now 90% identical, 60%, or even 99% - right or wrong, those are possible debate points based on whatever merit of argument you wish to present.

But 100% is a mathematical concept and can be proven or disproven. Pre-Engineers, with 0% chance to have differing components -vs- post-Engineers with -some- chance to have differing components at the custom level.

Unless you are stating literally every single ED player -100%- takes a 6A shield build for their Anaconda with exact same thermal, resist, etc version as every other player, then no - you are simply quite wrong. There are now more choices, more diversity.

As I've stated, whether that increase is 'good enough' is worth debating. But denying increased choices exist moves this from realm of opinion to denying physical fact.
 
FSD drives are basically the worst example of diversity because there's only really a single decent option for them. Most of the other modules that can be modded have a reasonable amount of variety in what is possible, all with their own specific niches and all with their own advantages and disadvantages.

If FSD drives had option for increased fuel burn per jump (giving larger increases in jump range but at the cost of reduced fuel efficiency) and an option for increased supercruise performance, suddenly we wouldn't be seeing 99% of players going for the same option.

For certain combat ships that maximise the limited power available, FSD boot time mods will be a godsend.
 

Jenner

I wish I was English like my hero Tj.
I'm no min/maxer. I have not bothered with Engineering anything yet and I don't really plan on it.
 
Perhaps at some day, far in the future, we might be able to convince FD to "fix" Engineers this way:

Rather than simply insert coin, pull lever, pray to RNGesus and hope for a "jackpot", we get this - Pick a Module, Pick a Mod type, Move the first slider left or right. Other linked sliders move along with that slider - so if we want to, for example, push our level 1 FSB upgrade all the way to 10%, the Integrity Slider drops down to -5%, and the Power Draw goes up to 10%. Then we decide that's too much Power Draw, so we grab the Power Draw slider, and pull it back down to 5%. Integrity drops down another 5%.
We say "Ok, I can live with that, and click "Apply". Then RNGesus steps in and throws some random modifiers to these stats. Maybe we get a bonus 1% Optimized Mass, but -2% Power Draw, and -1% Fuel Usage.

And so on and so on.. let us give our Engineers some idea of what we want them do try to do, then apply an after-the-fact random modifier. I'd even be willing to see some variable materials requirements based on the modification specified.

I kind of look at The Engineers right now like this:

I take my car to a mechanic and say "I'd like to go faster."
The mechanic says "Ok, give me a couple hours and I'll see what I can do."
I come back in a couple hours, there's a racing stripe painted on my car, a spoiler on the back, and my rear wheels are now 21 inches instead of the stock 18's.
The mechanic then says "There you go, I really worked hard on this."
I say "Does it go faster?"
The mechanic says "Well, it looks like it could go 200."
I take it out to test and find it goes only 2 miles an hour faster.

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My interdictor is bigger.

Stop playing with your interdictor before you require a doctor.
 
Perhaps at some day, far in the future, we might be able to convince FD to "fix" Engineers this way:

Rather than simply insert coin, pull lever, pray to RNGesus and hope for a "jackpot", we get this - Pick a Module, Pick a Mod type, Move the first slider left or right. Other linked sliders move along with that slider - so if we want to, for example, push our level 1 FSB upgrade all the way to 10%, the Integrity Slider drops down to -5%, and the Power Draw goes up to 10%. Then we decide that's too much Power Draw, so we grab the Power Draw slider, and pull it back down to 5%. Integrity drops down another 5%.
We say "Ok, I can live with that, and click "Apply". Then RNGesus steps in and throws some random modifiers to these stats. Maybe we get a bonus 1% Optimized Mass, but -2% Power Draw, and -1% Fuel Usage.

And so on and so on.. let us give our Engineers some idea of what we want them do try to do, then apply an after-the-fact random modifier. I'd even be willing to see some variable materials requirements based on the modification specified.

I kind of look at The Engineers right now like this:

I take my car to a mechanic and say "I'd like to go faster."
The mechanic says "Ok, give me a couple hours and I'll see what I can do."
I come back in a couple hours, there's a racing stripe painted on my car, a spoiler on the back, and my rear wheels are now 21 inches instead of the stock 18's.
The mechanic then says "There you go, I really worked hard on this."
I say "Does it go faster?"
The mechanic says "Well, it looks like it could go 200."
I take it out to test and find it goes only 2 miles an hour faster.

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Stop playing with your interdictor before you require a doctor.

Never gonna happen, and I wouldnt want it myself either. While I agree the randomness is too much, I do want randomness to stay. Otherwise you'll end up in the same situation as pre-2.1, but with a higher wall to scale to get there. Random (minor!) variation is what I like about 2.1. The idea of a ship with minor quirks and deviations.
 
My trading Python has reduced FSD cool down time, not increased FSD range.
Yes, I have to make more jumps but every time I get interdicted by an NPC, I can jump out again whilst he is still making his "I looked for you a lomg time" speech. He doesn't even get time to deploy weapons.

Sorry to dissapoint you, but I made the same mistake with that mod. It has no effect whatsoever on the time it takes your FSD to cool down or charge up to jump again.
All this modification does, is to reduce the time it takes for the FSD to turn on when it has been switched off. So if your power priorities mean that your FSD turns off while you are fighting, or if your FSD is taken out by an experimental effect that causes it to reboot, this is a useful modification to have. But for speeding up escapes from an interdictio this is of no use to you at all.
 
Any notion that introducing a set of new tools will introduce diversity in gaming is severely misplaced. As with 2.1, players will use it to find a more effective meta build.

Without extensive balancing, the only way RNGineers could have increased diversity is implement true sidegrading. Not necessarily that any stat gains are matched by an equal stat decrease, but that the stats you forced to lose would cripple your module as much as empower it, meaning any modifications you implement need to be specific to your build and tactic.

And of course even then people will find the most effective combo. But other loadouts would be far more viable compared to the remarkably one-sided affair we have now.

2.1 isn't getting rolled back though, so...all aboard the balance train!

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I'm no min/maxer. I have not bothered with Engineering anything yet and I don't really plan on it.

And this is the negative result of the meta being fussed over so much.

Most CMDRs have enough mats spare from missions/surface recon etc. to waltz into an RNGineer base whenever they happen to pass the region and net a couple of low-grade mods.

The right ones will seriously augment a ship without bothering with the min/max grind.
 
I see no problem at all ... we've got lightweight, reinforced, shielded and sometimes even ammo capacity upgrades

/sarcasm off [wacky][wacko]
 
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Lets indroduce a faster spooling FSD mod.. bet allot explorers would like that more than more range...

See, here's the thing, if we had control of the sliders ourselves, and sliding one up meant all the others slide down, and thus we can fine tune to our own needs...

Now that would be interesting.

Z...
 
Afraid your mistaken here, this is not how the mod works. The 'Faster FSD boot sequence' reduces the time it takes for your FSD to come back online after being turned off, it does NOT reduce the time taken to charge the FSD for the next jump.

A two second cool down means that you can submit, boost low wake in under 10 sec total. The attacker is basically just dropping into the instance as you leave. Very effective.
 
A two second cool down means that you can submit, boost low wake in under 10 sec total. The attacker is basically just dropping into the instance as you leave. Very effective.

I suggest you test this with two ships, one with the supposed faster FSD cooldown and the other without.

Prepare to be dissapointed.
 
See, here's the thing, if we had control of the sliders ourselves, and sliding one up meant all the others slide down, and thus we can fine tune to our own needs...

Now that would be interesting.

Z...

Hush your logic and good game design! That's heresy 'round these parts!
 
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Diversity? Who wants diversity when you can Min/Max?

Granted, when it comes to FSD mods Increased Jump Range is pretty much the de facto mod to have. Shielded FSD might be more popular if FSD's ever got shot out, but outside PvP that's pretty rare. For pirating NPC's you think this and thrusters would be primary targets, but that just doesn't seem to be how people want to do things.
And Faster Boot Sequence doesn't do what you might think - it still charges just as long, it's the cooldown that gets reduced, so this isn't particularly popular or terribly useful either. So what does that leave? Yep, range.

The same holds true for many other mods as well - some are just more useful than others. Those geared towards PvP are only going to enjoy any usage for those who engage in PvP. Those with less-than-utilitarian functions are just not going to get used.

The Reinforced Kill Warrant Scanner, for example - who has ever had their KWS shot out? Who wants it to have more mass? Lightweight is pretty much all that's left that is actually of any use.

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Faster FSD Charge might become just as popular as increased range if it were implemented.

Yea I know what the FSD charge does. I think it could be useful but either it's not powerful enough or I guess people don't feel like they need it.

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That's true, but only due to the RNG of Engineers. The modules and the Engineering Mods applied are pretty much the same all over, which is the OPs point I believe.

With the new Engineers that is really obvious, as they pretty much do shielded, lightweight, or reinforced anything. Where are the extended range, or decreased scan-time scanners? Those would actually be useful! And then you'd have a choice to make; do I want to be able to scan things from further away, or do I want to be able to scan them faster?

The new Engineers had a lot of potential, but when they pretty much come with the three options they add so little, as the only one really useful is lightweight. The others are silly imho.

Yea I was really shocked to see that the scanner and limpet mods are just useless filler. The only useful one is the increased ammo capacity for heat sinks and chaff (which doesn't that undermine the heatsink nerf?
 
Yea I know what the FSD charge does. I think it could be useful but either it's not powerful enough or I guess people don't feel like they need it.

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Yea I was really shocked to see that the scanner and limpet mods are just useless filler. The only useful one is the increased ammo capacity for heat sinks and chaff (which doesn't that undermine the heatsink nerf?

But more importantly, diversity in how ships run away from combat was not what I had mind when "diverse modifications" were put forward...
 
My trading Python has reduced FSD cool down time, not increased FSD range.
Yes, I have to make more jumps but every time I get interdicted by an NPC, I can jump out again whilst he is still making his "I looked for you a lomg time" speech. He doesn't even get time to deploy weapons.

Fair enough but I'll go out on a limb and say you are probably the minority in that case.
 
What do you excpect?
Min-maxing is the alpha and the omega.
Max FSD range is always king.
Overcharge rank5 has no Jitter for no reason.
Heat modding is still very effective.
Resistances are more effective than pure MJ due to reload times.
Only some small ships have power\ weight issues.
All the new utility and limpet mods are boring and lack of imagination.

The natural consequence is that there is one perfect build since forever.
 
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