Engineers Planning Engineering post 3.0

Hi all,
I have lots of engineered ships but was out of the game and missed most of the beta for 3.0. I've done research but wanted to ask a few things. Stop me anywhere I am wrong too :) Questions are in bold.

-I have a multi-role Anaconda, it's my primary ship. My plan is to store all engineered modules, buy new stock modules and engineer everything from bottom to top. Then compare old vs new and grandfather if the new is better so I have 2x top grade modules. I may then rinse and repeat with my other engineered ships. Not sure yet, depends on irl time. <- Is this sensible or is there anywhere to find out for sure which modules are better/worse without doing this?

-The system is linear now but its not always the same number, so grade 1 to 2 may take anywhere between 3 and 5 spins. <- Is this true, are these numbers known?

-Technology/data etc brokers are the way to go, gather all materials and swap for what you need <- Accurate? And is there a list of locations around?

Also is Inara up to date with recipes and everything?

I always plan things out. Previously I'd calculate what I need for 15x G5 rolls and the process would be "Plan -> Gather -> Engineer". Now the process will be "Plan -> Gather -> Trade -> Engineer" and I will need the maximum materials required for every grade increase (e.g. 5x G1 rolls, 5x G2 rolls etc).

Anyone spot any other flaws or issues or have any recommendations?



Thanks in advance for any help! o7
 
1) Most modules under the new system are ~10% better than their predecessors, the exceptions I've heard of are the shield generator, shield boosters, hull reinforcement packages and armor (basically anything with a resistance stat). The difference is minor, and is usually compared to "god rolls", not average rolls. It's also possible FDev will eventually repass them as minority = a possible oversight. As for being sure, you can search the forums for people's reviews of how their modules turned out, that's about it. Keep in mind that old G5 modules start at G5 when converted to the new system, so you're in for a lot more work to reroll new modules for a minor gain (I completely rerolled my 'Vette, lost a bit off the shield, that's the only thing I really noticed and I really don't mind).

2) Numbers are "known" as FDev decided to not entirely remove the RNG from engineers. The lower tiers (G1-2) I've finished in 2 rolls, other times 4. G4 usually takes at least 5 however. It's random, so your best bet is to use the old method of farming enough mats to be sure.

3) https://inara.cz/galaxy-nearest/25/ - https://forums.frontier.co.uk/showthread.php/405498-Material-Trader-Helper (scroll down for a list of how each mat interacts).
Their rates can be pretty terrible (especially for Raw), but they can help you round out a list of mats when you're missing a handful of this or that. I don't rely on them that much, but they can come in handy now and then (needed 60 Mech Scrap, couldn't bothered scooping 20 times, traded 1 G5 mat for 80, done).

4) INARA is up to date AFAIK.

I follow the same methodology as you when engineering and my rule of thumb is 6 rolls for each tier. You can also pin blueprints and remote engineer now, so even if you don't get enough mats to max your G5 rolls, you can complete it latter without having to return to the engineer. Also keep in mind that experimentals require mats now and some are relatively expensive (Eg: Target Lock Breaker requires 5x Selenium, 3x Security Firmware Patch and an Adaptive Encryptors Capture - not cheap).
 
1) Most modules under the new system are ~10% better than their predecessors, the exceptions I've heard of are the shield generator, shield boosters, hull reinforcement packages and armor (basically anything with a resistance stat).

I can confirm thats true. HD boosters with 3-4% all Resistances, RA boosters with extra shield boost, shield generators with regen/broken and optimal/mass bonuses, or any godrolled HRP, are only ones wich is better to keep them from upgrade to new system if got any.

For weapons, double shot frags and low-heat longrange/focused PA are only execeptions in that field.
 
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I used to use EDEngineer, but the improvements that Inara for 3.0 made have swayed me. I dont know what improvements EdEngineer have made, but Inara does everything I want (even if I have to log to menu sometimes to get EDMC to update it)
 
Try Edshipyard's new interface to compare you old build vs new max G5 build.

Gather G4 & G5 materials; use materials broker to trade down. 1 PI = 3 CMs. 1 MEF = 9 CIF.

Is Inara's find nearest function to find materials brokers. 3 types: encoded, manufactured, and raw.
 
Install EDengineer https://github.com/msarilar/EDEngineer/releases . That tool have it all , real time tracking of your materials , all recipes , all special effects , locations of engineers and it is updated very fast.

If it had locations of material traders i would never go back to Inara


I agree with this post so much, i could have actually written it. Come on EDEngineer, whats holding you up, get the Material Traders in your DB and onto your excellent programme.
 
The new EDSY has been very accurate in my experience, and I do a ton of engineering.
Click on the far right nut icon and progress dial for max values, or you will only be shown the base numbers.

Make sure you understand the implications of the special/experimental effects.
That is often the tipping point on whether or not the grandfathered or new result will be better.

Ftr, I did the same with about 20 ships.
It will be a very rare instance where you'll want to keep an old module.
You'll save a bit of mats doing straight conversions as well.

Here's a new, max value G5 6A FSD, for example.
https://pbs.twimg.com/media/DXI-WeUU8AABv7O.jpg:large
 
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