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

I actually like the end product being more baseline, brings some balance (not much but some) back to PVP.
Like the material traders but stupid stupid design decision to split them across three different types and only in some stations.
HATE the necessity to. go. from. one. to. five. for every fracking module - insipid game design (and I'm not even a game designer), maybe per ship would've been more tolerable, so upgrading 2 MCs and three pulse lasers once you got to five held across all modules of the same type on that particular ship...

Respect your time - yea, right! LOL, he's such a kidder.
 
I would say that from grade 4 to max out 5 is awful. Just converted four overcharged MCs form legacy grade 5 and even though I was full on required materials for that after just two maxed out MCs it was obvious how stupid the process is and how much materials I spent so the two other MCs left at half.
I can't even imagine making four efficient something, since proto heat radiators, unlike MEF are not mission reward...:eek::(:mad:

Why the rush to max them out? Within 3 of the 8 rolls you must be less than 0.5 DPS from the maxing out. Just pin the blueprint and work on it later. Meanwhile you'll have all your weps at very near the maximum and plenty of time to get the last rolls done on them if you really need too.

All this angst about grinding engineers is entirely self inflicted.
 
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TLDR GIVE ME BETTER MODULES NOUHHH.

Basically you fundamentally disagree to put any considerable effort in getting better modules. Not sure I agree with that sentiment. But that's struggle is for many players.
 
Why the rush to max them out? Within 3 of the 8 rolls you must be less than 0.5 DPS from the maxing out. Just pin the blueprint and work on it later. Meanwhile you'll have all your weps at very near the maximum and plenty of time to get the last rolls done on them if you really need too.

All this angst about grinding engineers is entirely self inflicted.

Never thought I will agree with you so soon.

Angst comes from Engineers don't giving mods to players right out of the bat. Credits are very easy to come by and they have grown with idea they can access everything with ease. And Engineers stop that idea on the tracks.
 
Seems to me that some those that are against the new Engineer system (and seem to be the most vocal) are those that had been blessed by luck and got that God Role in the previous system, never mind the 1,000s of rolls it took them. Back then they had a ship they were pretty confident that not many could counter. Now with the new system, if everyone jumped on the Engineer bandwagon we would have a situation were everyone had ship full of maxed out G5 modules and these guys can't stand that little fact. God forbid, they might have to go back to relying on skill when PvP'ing or not be able to come here and brag about their marvellous new jump range.
 
About the only thing I agree with is that we've lost a little of the flavour that came with knowing each and every ship was slightly unique, even with the same modifications. Engineering now feels less like tweaking a car for maximum performance, and more like making regular return trips to the showroom until you've added all the custom options. Overall I prefer the new system but it's a shame that homogeneity is the price we've had to pay to remove all the "god-roll" chaos.

The rest of the OP just seems to be an excuse to throw dung at Sandro, along with some swear filter evasion for good measure. Forum Rules 2, 9 and possibly 13 in a single hit. I'm amazed the thread is still here.
 
I'm finding the new system more approachable to be honest. I like that there is more predictability and that the results for Engineering are fairly directly related to your effort. I have a fairly clear idea of what I'll need to achieve what sorts of result now. The experimental effect system is handy.

The mat traders are a reasonable addition but I think the conversion rates are unreasonable. Unless there is some variation I've missed I think I'd drop them to a third of their current rates.
 
About the only thing I agree with is that we've lost a little of the flavour that came with knowing each and every ship was slightly unique, even with the same modifications. Engineering now feels less like tweaking a car for maximum performance, and more like making regular return trips to the showroom until you've added all the custom options. Overall I prefer the new system but it's a shame that homogeneity is the price we've had to pay to remove all the "god-roll" chaos.

Jack, I can see what you are saying but don't think it is as bad as you may imagine. There is no 'PERFECT' build for every type of ship, too many variables as in personal preference for weapons, armour, shields, self-preservation etc. What Commander A might consider be an ideal build for an FdL because he only does exploration would be vastly different to what Commander B thinks for his PvP exclusive FdL. I still think there will be enough variations scooting around the black to ensure you never know exactly what you will run into.
 
With what it’s become, I’d rather dispense with engineers completely and just have “super g5 enhanced performance” versions of modules available at 5x the cost in credits or whatever. Given the ridiculous amounts of space bucks missions and whatnot shower you with these days, it wouldn’t take long to get what you want. And Lo and behold, we’re now back to A rated modules, but now they’re A+++++ rated.

which i think is exactly why FD felt the need to NOT base off credits, because the money economy is in the toilet.
 

verminstar

Banned
Seems to me that some those that are against the new Engineer system (and seem to be the most vocal) are those that had been blessed by luck and got that God Role in the previous system, never mind the 1,000s of rolls it took them. Back then they had a ship they were pretty confident that not many could counter. Now with the new system, if everyone jumped on the Engineer bandwagon we would have a situation were everyone had ship full of maxed out G5 modules and these guys can't stand that little fact. God forbid, they might have to go back to relying on skill when PvP'ing or not be able to come here and brag about their marvellous new jump range.

Bingo ^

Just browsing through the last few pages, it does appear more prefer the new system as it does indeed go some way to levelling the playing field. And as ye say, now those who were blessed with the old system have now lost that edge they had previously...now that edge has been eroded away and they dont like it...not one little bit. Seems to me theres a faint hint of sour grapes in the op and echoed by a few others...though certainly not the majority thats fer sure ^
 
Bingo ^

Just browsing through the last few pages, it does appear more prefer the new system as it does indeed go some way to levelling the playing field. And as ye say, now those who were blessed with the old system have now lost that edge they had previously...now that edge has been eroded away and they dont like it...not one little bit. Seems to me theres a faint hint of sour grapes in the op and echoed by a few others...though certainly not the majority thats fer sure ^

There's still some "god rolls" that just mange to be slightly better than the current system's max (which these people can keep, of course, due to grandfathering) so they still have that slight edge. Of all the possible god rolls out there, I have the underwhelming honor of a fast-scan DSS that's .5 tons lighter than the flat 50% increase the new system gives, and a G3 light-weighted life support that's 1.3% lighter. Not what you call game breaking, but it's a neat little souvenir from the old system. :D
 
TLDR GIVE ME BETTER MODULES NOUHHH.

Basically you fundamentally disagree to put any considerable effort in getting better modules. Not sure I agree with that sentiment. But that's struggle is for many players.

Ye, why not? The NPCs got their updates without effort, too. I just wanna play like I could before engineers - I don't wanna grind to re-enable that gameplay again.
 
Ye, why not? The NPCs got their updates without effort, too. I just wanna play like I could before engineers - I don't wanna grind to re-enable that gameplay again.

i respect the view of those who just want access to everything at the start...... however I just cant see how that can fit into a progression based game which ED is, or, how both playstyles can possibly work together in the same space.

At some point FD have to commit to 1 type of game or the other, and imo the "grind" associated with engineers shows which path they want to travel.
 
Ye, why not? The NPCs got their updates without effort, too. I just wanna play like I could before engineers - I don't wanna grind to re-enable that gameplay again.

You don't need to grind to get grade 1-3 upgrades and that is all you will ever need for PvE. If you haven't been throwing away your materials which you get from missions then you probably have enough for most of those. What ship/s do you fly? What is the gameplay you like to do in-game before engineers? Most of the unlocks are very easy too depending on what ship you fly.
 
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i respect the view of those who just want access to everything at the start...... however I just cant see how that can fit into a progression based game which ED is, or, how both playstyles can possibly work together in the same space.

At some point FD have to commit to 1 type of game or the other, and imo the "grind" associated with engineers shows which path they want to travel.


"Progression based game" my rear. Maybe once someone has figured out how to implement proper progression.
 
"Progression based game" my rear. Maybe once someone has figured out how to implement proper progression.

I agree to a degree. I personally feel that progression stops at the Cobra Mk3 and Viper MK4 area. As those ships can do most things pretty well. After that it's all about choice and what you want to fly and do in the game.
 
First, that's not 20 reasons but 5.
Second, good post anyway. Thanks for providing feedback without acting like an idiot.
Third, I disagree with it.

PS
Actually, forget about second.
 
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New engineering is better than old engineering.

I reckon the vast majority of people agree.

The end result, in terms of pure performance increase, is fine. My issue is that unique modules will no longer exist. When every visit to an Engineer results in a "G_d roll" then no one has anything special.

I've got two modules I'll never switch over; a 141% Class 4 G5 drive I got after three (3!) rolls, and my Class 5 G1 shield generator that fits on a Cutter. They're unique, made the old fashioned Engineer way.
 
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