XX Reasons Engineering 3.0 Is Horrible & Needs To Be Fixed.

I think there should be more reasons to have mods that aren't always maxed out due to the tradeoff involved. For example, before I had a level 1 low emissions power plant. I needed the heat reduction, but if I took more than level 1 I would have had a power loss issue with my given loadout.

Yeah engineering power plants is a funny one. Grade 5 overcharged is pretty much a disaster, while grades 2-3 can be pretty good for a bit of extra power. Armoured is good when you know you're going to be in a situation where your PP is going to be targeted, but the extra mass on a grade 5 isn't great for your speed (if that matters to you), and again grades 2-3 can be pretty good in that regard. On one ship I ended up with a grade 3 or 4 overcharged that gave a sweet random secondary weight reduction. Boosted the jump range of my explorer build really well. Funny things these power plant mods.
 
1. I like the Mat Traders
2. I like the remote engineering
3. I like the fact that 3.0 G5 upgrades that I've done, are better than the previous G5 upgrades.
4. I like the consistency of the modifications over multiple modules... i.e. shield booster %'s are the same once the grade level is maxed.
5. I like that I can purchase experimental upgrades without losing experience levels.
 
Everyone seems to want something unique until they are at a disadvantage because their uniqueness is trumped by their opponent's 24hour a day grinding uniqueness.

Balance is achieved by only having your skills and choice of weapons as deciding factors, not RNG buffs. This way those who spend the time to grind and practice get results that aren't nullified by your magical pew pew mod.
 
new eng is awesome.
all you carebears moaned and whined that PvP'ers mods were all OP and that there was no point trying to fight back.

well the grind is 1/6th of what it was and you too can have a perfectly enged PvP fit.
stop whining, stick it to the griefers, if you can lol.

the new eng is fantastic
 
I don't agree with #1. The game is better off with less rng behind deciding how good a player's ship is. If you really want more customization, add some way to allow players to tweak stats down to a fraction of a percent. Like allow the player to decide how much an overcharged power plant increases their power output, with the amount of efficiency loss corresponding to how much more they increase the power. You could add diminishing returns and asymmetrical price/gain increases as insurance against this creating OP builds, and you would have a system without RNG where every player's ship would be different in some way (unless they were just chasing the generic meta, at which point it's their choice so who cares).

For #2, I think you are over-exaggerating the issue. You don't NEED to take a module to g5, and if you were just going to do 1 g5 roll in the old system, you can get very similar results in the new system by rolling a g3 or g4 and then adding an experimental, and it shouldn't cost you much more than 1 or 2 g5 rolls. There still is a big time sink issue when it comes to maxing out g4 and g5, as well as having to jump around to mat traders because you ran out of some random g2 mat.

I agree with the sentiment though. Too much rng, too many time sinks, and not even a hint of actual engaging content.
 
I miss the fact my ships no longer have personality and my HYS cannons...
Also the 1-5 level upgrading from scratch is a rip off, I already worked to unlock 5's let me craft a level 5.
Everything else is awesome.
 
It's funny...here among many other threads, someone complains about the "grind engineering has become."

Look a bit around, you'll find threads where people complain "it's too easy now" and that "FDev has devalued all my hard work by making it so easy."

I'm not sure where the truth lies, but I'll bet it's somewhere in the middle.
 
To reiterate, the only things Engineers really needs now is:

1. Bring back a re purposed version of Favours, that can be used to tweak specific Upgrade stats and to apply experimental effects you might not have all the materials for.

2. Even more Experimental Effects.

3. Have multiple routes to gaining rank with Engineers (Gaining Rep with Faction and/or Super-Power Affiliates, bring the Engineers stuff they want) & make those routes faster than crafting.

4. Allow us to swap out certain materials in order to gain a bonus/penalty to the upgrade stats.

5. Make Engineer Rank more meaningful by having all of them provide rank-locked, unique modules that you can buy (kind of like a much more specialised version of Tech Brokers).
 
For the record, I disagree with all your points. :)

I agree with your point :)

To OP,
I could make a looong list why i think the changes in 3.0 are going inti the right direction, but i've did that on too many places already.
Yes, exploracondas will be a lot more similar. The same thought was hitting me today too. But than i remembered the distant stars expedition to AH Cancri.....do you really want to know how many time we've wasted to get those ships into reach?

Also, since the ships are much more equal again and differ only in personal choices, i'm back in PvP. YES i like PvP again!!! Because i have now a chance without MONTHS of rolling the slot-machine.

I have used at average 12 rolls for engineering in 2.4 and before. I guess i'm not alone, others have taken just 1-3 and again others have rolled hundreds of times.
Maybe (!) Frontier has taken the number 10 for full grade 5 mod as an average.
I think it is good how it is. Engineering is faster than ever before with foreseeable results.


So i can't agree with you. I like the changes in 3.0
 
OP, my take is that #2 is intended to address #1. Modules won't always be maxed out, if most people give up after a few rolls and they are at 80% or so.

I'd like to skip directly to grade 5 engineering, if you have sufficient rep with the engineer. That would help a lot with #4.

My hope is that the Q4 "explorers" update will mitigate issue #5. It would be great if you could scan a planet and find where the highest concentrations of materials (like arsenic) may be found.
 
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The new system is ten times better in the long run. I have 16 ships done pre 3.0 and 2 after. So much easier now. No plans to redo the 16, they work perfectly fine in solo and pg.
 
The new system is brilliant... less wasted rolls, less grinding, the ability to transfer lower-level junk to high-grade materials, remote engineering and less room for abuse from freakish edge-cases.
3.0 has been an awesome step-up for Elite, and it makes me hopeful for the future of the game.
 
The new engineering is vastly superior I wouldnt even be playing ED without it, the old RNG nightmare grind was really bad.

The new system is brilliant... less wasted rolls, less grinding, the ability to transfer lower-level junk to high-grade materials, remote engineering and less room for abuse from freakish edge-cases.
3.0 has been an awesome step-up for Elite, and it makes me hopeful for the future of the game.

Ya it got me back into the game after a long time away.
 
The one criticism I have with the new engineers is that we are now encouraged to only get high grade materials(conversion). Which is now restricting your choices to only specific materials and data, instead of collecting a vast selection like the old way. Some may say that this is a good thing, but it is restricting alternative gameplay.
No doubt FD will tweak the conversion rates when they see fit, so it is not too much of a big deal for me(happy enough with my legacy mods).
 
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