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Thread: Beyond 3.0 Beta 2 - Changes to Engineers

  1. This is the last staff post in this thread. #1

    Beyond 3.0 Beta 2 - Changes to Engineers

    Greetings Commanders,

    First of all we wanted to say a huge thank you to everyone who has helped us test the Beyond 3.0 beta so far. A huge number of you have jumped in to the game to test out the Chieftain, listen to GalNet Audio, and experience the other hundreds of change to the Elite Dangerous galaxy, making it our most populated beta so far.
    We’ve been watching your feedback very closely, and thanks to your support we were able to make a few changes to how Engineering works that we’d like to call out specifically.

    All of the below will take effect as part of beta 2 (as well as the other many changes in the full patch notes):
    - When pinning a blueprint, it will now pin all grades rather than just one.
    - If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer.
    - We’ve made a set of initial changes to improve the blueprints you receive from engaging with Engineers. As always, your feedback is hugely appreciated, and we’d love to hear what you think about these changes relative to how they were in beta 1. Please do continue to test and give us your feedback to help make the very best possible update. See the full list of changes to the modules so far here:

    Drives:
    - Dirty Drives:
    Speed Increase 30%->40%
    (Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
    - Clean Drives:
    Speed Increase 18%->28%
    (Max possible increase now 34.4%, used to be 33.8%)

    Weapons:
    - Short Range:
    Damage increase 65%->75%
    (Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
    - Overcharged:
    Damage increase 55%->70%
    (Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
    - Rapid Fire:
    Firing Interval reduction 40%->44% (ROF increase 66%->79%)
    (Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
    - Efficient:
    Damage increase 17%->24%
    (Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
    Passive power draw reduction 40%->48%
    WEP draw reduction 35%->45%
    - Focused:
    Heat increase halved (10%->5%)

    Shield Generator:
    - Enhanced, Low Power:
    Strength Multiplier: 10%->15%
    - Reinforced:
    Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 recipes

    FSD:
    - Increased FSD Range:
    Optimised mass 50%->55%

    Power Plant:
    - Low Emissions:
    Heat 60%->65%
    - Overcharged:
    Power 36%->40%
    Hull Reinforcement:
    - Single Resistance blueprints:
    Off-type penalties reduced 12%->10%
    - Heavy Duty:
    Damage resistance restored from 8.5%->15%
    - Lightweight:
    Health Multiplier increase 18%->24%

    Armour:
    - Heavy Duty:
    Health Multiplier increase 30%->35%

    Power Distributor:
    - High Frequency:
    Global charge rate increase 40%->45%
    - High Capacity:
    Global Charge Capacity 40%->42%
    - Priority X blueprints:
    Increase charge rate on primary capacitor from 30%->36%
    Shield Boosters:
    - Heavy Duty:
    Shield health increase 38%->40%
    - Resistance Augmented:
    Global damage resist 16%->17%

    Once again, we’d love to hear your thoughts on all of the changes in beta 2 – we’ve been paying close attention to your feedback on social media, the forums, your emails and Reddit since the first beta livestream, and we’ll continue to make changes thanks to your support.

    The full change log has been posted here.

  2. #2
    Thanks for the update Ed! Going to have to read through those engineering stats carefully now

  3. #3
    Clearly the changes to the new blueprints to deal with the grandfathering issues will be receiving the closest consideration today.

    There are also the major issues with secondaries (perhaps most especially thermal load) that I tried to highlight in this thread:

    https://forums.frontier.co.uk/showth...s-The-Rail-Gun

    ... which may need more work, but in the meantime I would just like to say ...

    THANK YOU, FRONTIER - YOU ARE TAKING US IN THE RIGHT DIRECTION, FOR SURE!


    All the best,

    Truesilver

  4. #4
    Originally Posted by Edward Lewis View Post (Source)
    - When pinning a blueprint, it will now pin all grades rather than just one.
    This is good. It was silly the first way!

    Originally Posted by Edward Lewis View Post (Source)
    - If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer.
    This is also good.

  5. #5
    Nice FSD increase!

  6. #6
    Accelerated progress in inferior grades makes sense as an inexpensive remedy to the 'too many roles to G5' complaint. I'll be interested to find out how much faster we will progress.

  7. #7
    Sounds nice so far, but what about the Optimal Mass secondary which allowed some ships to use shields below their minimum size?
    Without that i wouldnt even try to roll a new shield for my cutter

  8. #8
    Nice one Ed + FD! Will test asap!

    Fly safe you crazy kids

  9. #9
    Drives:
    - Dirty Drives:
    Speed Increase 30%->40%
    (Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
    Good start! Thank you!

  10. #10
    Thanks for responding to the feedback FDev - at a first glance it looks like the two big issues have been addressed. Looking forward to seeing Commanders’ experiences with the update.

  11. #11
    I think this should work for a lot of people.

  12. #12
    Originally Posted by Edward Lewis View Post (Source)
    Greetings Commanders,

    First of all we wanted to say a huge thank you to everyone who has helped us test the Beyond 3.0 beta so far. A huge number of you have jumped in to the game to test out the Chieftain, listen to GalNet Audio, and experience the other hundreds of change to the Elite Dangerous galaxy, making it our most populated beta so far.
    We’ve been watching your feedback very closely, and thanks to your support we were able to make a few changes to how Engineering works that we’d like to call out specifically.

    All of the below will take effect as part of beta 2 (as well as the other many changes in the full patch notes):
    - When pinning a blueprint, it will now pin all grades rather than just one.
    - If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer.
    - We’ve made a set of initial changes to improve the blueprints you receive from engaging with Engineers. As always, your feedback is hugely appreciated, and we’d love to hear what you think about these changes relative to how they were in beta 1. Please do continue to test and give us your feedback to help make the very best possible update. See the full list of changes to the modules so far here:

    Drives:
    - Dirty Drives:
    Speed Increase 30%->40%
    (Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
    - Clean Drives:
    Speed Increase 18%->28%
    (Max possible increase now 34.4%, used to be 33.8%)

    Weapons:
    - Short Range:
    Damage increase 65%->75%
    (Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
    - Overcharged:
    Damage increase 55%->70%
    (Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
    - Rapid Fire:
    Firing Interval reduction 40%->44% (ROF increase 66%->79%)
    (Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
    - Efficient:
    Damage increase 17%->24%
    (Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
    Passive power draw reduction 40%->48%
    WEP draw reduction 35%->45%
    - Focused:
    Heat increase halved (10%->5%)

    Shield Generator:
    - Enhanced, Low Power:
    Strength Multiplier: 10%->15%
    - Reinforced:
    Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 recipes

    FSD:
    - Increased FSD Range:
    Optimised mass 50%->55%

    Power Plant:
    - Low Emissions:
    Heat 60%->65%
    - Overcharged:
    Power 36%->40%
    Hull Reinforcement:
    - Single Resistance blueprints:
    Off-type penalties reduced 12%->10%
    - Heavy Duty:
    Damage resistance restored from 8.5%->15%
    - Lightweight:
    Health Multiplier increase 18%->24%

    Armour:
    - Heavy Duty:
    Health Multiplier increase 30%->35%

    Power Distributor:
    - High Frequency:
    Global charge rate increase 40%->45%
    - High Capacity:
    Global Charge Capacity 40%->42%
    - Priority X blueprints:
    Increase charge rate on primary capacitor from 30%->36%
    Shield Boosters:
    - Heavy Duty:
    Shield health increase 38%->40%
    - Resistance Augmented:
    Global damage resist 16%->17%

    Once again, we’d love to hear your thoughts on all of the changes in beta 2 – we’ve been paying close attention to your feedback on social media, the forums, your emails and Reddit since the first beta livestream, and we’ll continue to make changes thanks to your support.

    The full change log has been posted here.
    Any chance we could have a way to see all blueprints (but not be able to interact with them), when selecting an engineer that we have unlocked?

  13. #13
    Fantastic stuff! Thanks for listening to us and acting too!

  14. #14
    Good changes overall I guess, but:

    "(Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)"

    This is simple not true, why dont you know your own game? I dont believe 147 was possible with extreme luck before, and I have never ever heard of anyone having 143+ thrusters before. Or is this "extreme luck" something that nobody in the entire game has achieved yet? But anyway, since there are 142s with very good optimal mass, its probably better to have a few % more...

  15. #15
    Great changes so far Fdev thanks, and thanks for listening to the community, looking forward to the rest of them.

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