Unlocking and buying engineering: No.
The unlock grinds range from tedious to infuratingly awful. Few CMDRs do them (successfully at least) without guides or at least 3rd party websites because it's so stupidly convoluted.
Blueprint pins are weak and let you make quick mockups of what you really want, at best. They don't apply experimentals (in some cases the most important part of the mod) and the fact that certain engineers have many high value mods while others few or none means you end up flying about 700ly to kit a ship. While one could say, "well that's a reasonable investment for such a powerful build", the fact of the matter is for certain types of gameplay (mostly PvP, but also extreme long range jump, canyon racers, and a few others) having full G5 and experimentals is basically a pre-requisite. So they're just forcing thousands of light years of jumps no one likes.
Materials management is atrocious. 3 types of currencies, with 2 grouped onto one screen and 1 on another, Each currency has 5, but sometimes 4, sub-currencies. Sub-currencies have a rarity grade that has no actual connection to how difficult it is to acquire (I can fill up on G5 imperial shielding in 15 minutes from logon to finish on any day any time. But I have to fly to a trader or surface prospect or barnacle for lowly arsenic). 3 types of mat traders, never at the same station. More useless jumping. Absolutely no way to know what's needed for a build without 3rd party tools. Incredibly non intuitive naming conventions ("Military Grade Alloys" are subtype "Thermic" but "Phase Alloys" are subtype "Alloys"). And it used to be worse!
[My wish: Shinrarta should have all engineers. All mat traders should be at shinrarta, and also at every engineer. If FDev wants to insist elite rank is still something special - despite ease of acquisition - well then give a truly special perk, even beyond the very convenient aspect of Jameson]
In practice, casual to medium players give up, frequent players find max farm techniques that have nothing to do with design intentions or fun, and the middle ground kind of gets somewhere but then, frustrated, settles for something vastly superior than casual player builds, but vastly inferior to frequent player builds.
Usage of engineers: Mixed
Some parts of engineering are OP in my opinion, particularly some godrolled legacies - I've seen claims of 300% HD shield boosters. The counters (reverb cascade, feedback cascade, fletchettes) are mostly band-aids.
Healing lazers are stupidly overpowered, and a continual source of bitterness in PvP groups.
But there are customizations that are neat, and it's nice to be able to really tweak a ship to suit its role. This is the redeeming aspect.
To some extent, engineering also erased the original ship roles. For isntance, the vulture's lack of power, which was supposed to balance its top notch flight characteristics, is just a non-issue with overcharged.
The unlock grinds range from tedious to infuratingly awful. Few CMDRs do them (successfully at least) without guides or at least 3rd party websites because it's so stupidly convoluted.
Blueprint pins are weak and let you make quick mockups of what you really want, at best. They don't apply experimentals (in some cases the most important part of the mod) and the fact that certain engineers have many high value mods while others few or none means you end up flying about 700ly to kit a ship. While one could say, "well that's a reasonable investment for such a powerful build", the fact of the matter is for certain types of gameplay (mostly PvP, but also extreme long range jump, canyon racers, and a few others) having full G5 and experimentals is basically a pre-requisite. So they're just forcing thousands of light years of jumps no one likes.
Materials management is atrocious. 3 types of currencies, with 2 grouped onto one screen and 1 on another, Each currency has 5, but sometimes 4, sub-currencies. Sub-currencies have a rarity grade that has no actual connection to how difficult it is to acquire (I can fill up on G5 imperial shielding in 15 minutes from logon to finish on any day any time. But I have to fly to a trader or surface prospect or barnacle for lowly arsenic). 3 types of mat traders, never at the same station. More useless jumping. Absolutely no way to know what's needed for a build without 3rd party tools. Incredibly non intuitive naming conventions ("Military Grade Alloys" are subtype "Thermic" but "Phase Alloys" are subtype "Alloys"). And it used to be worse!
[My wish: Shinrarta should have all engineers. All mat traders should be at shinrarta, and also at every engineer. If FDev wants to insist elite rank is still something special - despite ease of acquisition - well then give a truly special perk, even beyond the very convenient aspect of Jameson]
In practice, casual to medium players give up, frequent players find max farm techniques that have nothing to do with design intentions or fun, and the middle ground kind of gets somewhere but then, frustrated, settles for something vastly superior than casual player builds, but vastly inferior to frequent player builds.
Usage of engineers: Mixed
Some parts of engineering are OP in my opinion, particularly some godrolled legacies - I've seen claims of 300% HD shield boosters. The counters (reverb cascade, feedback cascade, fletchettes) are mostly band-aids.
Healing lazers are stupidly overpowered, and a continual source of bitterness in PvP groups.
But there are customizations that are neat, and it's nice to be able to really tweak a ship to suit its role. This is the redeeming aspect.
To some extent, engineering also erased the original ship roles. For isntance, the vulture's lack of power, which was supposed to balance its top notch flight characteristics, is just a non-issue with overcharged.
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