News Engineering Guardian Modules

So you love repetitive gameplay killing again the same skimmer popping at the same position for nothing :)

Nice argument :) Enjoy !

This kind of "gameplay" is fun once, when you discover it. Then to have your module you have to grind in brainless mode for a module that does not bring anything new.


Not the kind of fun and gameplay I expect in a game :)

A pleasure to discuss with you !

Every game gets repetitive. HL/HL2, Halo, COD... all brilliant fun the first time through, which last what 10-30 hours tops to complete?

I've been to about half a dozen guardian sites, all slightly different, moderately challenging in places. Still enjoying them. Will that one aspect of ED alone hold my attention for 30+ hours? Probably not, but if it did that would make this one bit better than most games.

So go on then, describe in detail what you expect, and give us an example of a game that keeps giving that after 100 or 1000 hours of playtime.
 
I've been to about half a dozen guardian sites, all slightly different, moderately challenging in places. Still enjoying them.

There is a limited number of places designed by FD for old guardian ruins. Period. There is a script to activate. Period.
Actual new structure design is unique. Period.

At FX2017 they told us : narrative guardian content. So the narrative is to grind the only one actual kind of place, shooting the same skimmer poping at the same place, to collect pieces of stuff to unlock finally, over time to time, a module that is more or less exactly the same that the one we have since 2.1.

Man we are in 3.0 !! We expect some motivation to go on :p


If you have fun, fair enough, go on have fun, but please also consider that people can have an other point on view :)
 
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Every game gets repetitive. HL/HL2, Halo, COD... all brilliant fun the first time through, which last what 10-30 hours tops to complete?

I've been to about half a dozen guardian sites, all slightly different, moderately challenging in places. Still enjoying them. Will that one aspect of ED alone hold my attention for 30+ hours? Probably not, but if it did that would make this one bit better than most games.

So go on then, describe in detail what you expect, and give us an example of a game that keeps giving that after 100 or 1000 hours of playtime.

Civilization. Most versions.
 
Can i ask you? Why should I then open the GPP, if it can not be engineered? Spending time on a module that does not give you the advantage? Really?

P.S.
Sorry for Google Translate.

You get a similar result either engineering a normal one or unlocking the guardian one, it is a good option for those not very keen on engineering. Doesn't necessarily have to give any advantage.
 
I really do think some people will not be satisfied until they have a power plant that give 1.21 jiggawats, and an FSD that has 26 bazillion LY. And then they'll turn around and complain that everything is boring and too easy.

"to be competitive in PVP" is the new black.
 
They will be enginnerable some day?

or all the experimental stuff will be never enginerable? if it is so please tell us so we don't waste time unlocking it.
 
Just a little thought:

8A Guardian Power Plant vs. Grade 5 Overcharged 8A standard:

GPP is/has:
20% more expensive
25% heavier
a little less power output
a little worse heat management
25% more integrity

Result- absolutely not worth it unless you're like me and already got it for 5mil.

Huh, that begs the question: who would even want one of these GPP's? :S
 
Anyone that doesn't want to rol the dice on the engineers or doesn't even have to unlock them?

Yeah makes perfect sense: Grind (days) for materials/rare data to unlock something that are worse than a module that you can grind the materials in hours.

Someone please give a trophy to this guy...
 
Hello Commanders,

*SPOILER - if you are yet to discover Guardian content, stop reading now.*

Guardian modules and weapons are one of the newest additions to Beyond – Chapter One. As you may know, this technology is being utilised by commanders throughout the galaxy and offers significant benefits to those who use it. However, because the Guardian tech is new and experimental, it shouldn’t possible to engineer it.

Unfortunately, we’ve discovered that one of the guardian modules, the Guardian Power Plant, has slipped the net and it is currently possible to engineer. As a result, we will be initiating a server-side command to prevent Commanders from accidentally engineering the module in question.

This temporary solution will not require server downtime, and we will have more information when a permanent fix is in place.

We’re sorry to those who have engineered the Guardian Power Plant and to ensure that there is no unfair advantage over other commanders, we will be replacing your engineered Guardian Power Plant with a non-engineered one. To compensate your time and any spent materials, we’ll be providing you with a bundle of high-end materials in the near future and will have more details to share soon.

Thanks for your understanding and we apologise for the inconvenience caused by this.

Out of curiosity, Sandro mentioned in the last Beta 3.0 livestream that at least some of the Experimental modules/weapons would be Engineerable at some point. Is this still the case? For reference, here is Sandro's response to the question "Will Shock Cannons and Enzyme missiles be Engineerable?":

[video=youtube_share;t1UHx5MbejE]https://youtu.be/t1UHx5MbejE?t=26m28s[/video]

Edit: Link is acting funny - the question starts around 26 minutes 28 seconds.
 
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The guardian weapons regardless of how useful you think they are are unique. The power plant now is nothing special. Why? I spent all day yesterday farming stuff to get my new amazing power plants and some meh class 2 weapons with limited ammo. As of now (in my opinion) going out to the ruins and doing the puzzle a few times was worth the trip and time. The 5+ hours of farming was not.

Give the power plant a unique modifier that supports the guardian weapons. My suggestion would be to let the weapons use fuel as ammo while a guardian power plant is fitted. Would make the weapons much more usable (imo) and give the power plant a reason to exist.
 
Well, gee. I guess I wasted the time and resources to unlock the power plant. I have no use for them without being able to engineer them. I get better results with normal engineered power plants.

That's what I get for being all gung-ho on the new stuff...sigh.
 
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Well, let's see...

8A G5 Overcharged PP with Thermal Spread has 50.4 MW output and merely +12.5% heat. It also has no mass increase. It has 25% less integrity, but this is important only in PVP. It also costs less.

8A Guardian PP is worse in every department (except integrity), and also costs more.

"Experimental tech", eh? This "tech" sounds like some surplus engineer rolls from 2.4, with bad secondaries. I wonder what FSS and ISS think about that...
 
Hello Commanders,

*SPOILER - if you are yet to discover Guardian content, stop reading now.*

Guardian modules and weapons are one of the newest additions to Beyond – Chapter One. As you may know, this technology is being utilised by commanders throughout the galaxy and offers significant benefits to those who use it. However, because the Guardian tech is new and experimental, it shouldn’t possible to engineer it.

Unfortunately, we’ve discovered that one of the guardian modules, the Guardian Power Plant, has slipped the net and it is currently possible to engineer. As a result, we will be initiating a server-side command to prevent Commanders from accidentally engineering the module in question.

This temporary solution will not require server downtime, and we will have more information when a permanent fix is in place.

We’re sorry to those who have engineered the Guardian Power Plant and to ensure that there is no unfair advantage over other commanders, we will be replacing your engineered Guardian Power Plant with a non-engineered one. To compensate your time and any spent materials, we’ll be providing you with a bundle of high-end materials in the near future and will have more details to share soon.

Thanks for your understanding and we apologise for the inconvenience caused by this.

Not good enough, I spent both time and resources as well as selling a previously engineered module on something I thought was fair play. Unfortunately the forum whiners have won again and you guys at Frontier proceed to move the goal posts every time someone cries "Nerf!!!".

p.s. I would also like to know why was this a priority over some of the severe game breaking bugs that were introduced with 3.0? (i.e. the Throttle bug & people not saving in Colonia just to name a few).
 
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