8, 9, 10 rolls to Max out G5

Yup. I engineered two FSD's to the max of G5 last night.

The first took 5 rolls, which is reasonable. The very next took 12, which is just silly. 6 of those 12 were tiny increments right at the very top of the grade. Just pure bullpoop.

I'd already spent about 4 hours collecting chemical manipulators at Dav's Hope previously, and a similar amount of time in a Distribution centre scanning wakes for DWE's.

I ran out of them twice last night.

You'd be better off collecting pharmaceutical isolators and trading down to chemical manipulators. DWEs you'll still have to grind.
 
You'd be better off collecting pharmaceutical isolators and trading down to chemical manipulators. DWEs you'll still have to grind.

I can't for the life of me find those pesky little pharmaceutical isolators anywhere - it could just be in the area I'm in though and the status's of those systems around me are varied. I've got a civil war in the system I live in and I've got a famine in a neighbouring system.

Sometimes I wonder if they could all just sit around a camp fire and sing kum-by-yar everthing will be ok.

Worked for Trump and Kim (a new series will be aired on netflix (other online subscriptions are available) next year).

V2k.
 
Yup. I engineered two FSD's to the max of G5 last night.

The first took 5 rolls, which is reasonable. The very next took 12, which is just silly. 6 of those 12 were tiny increments right at the very top of the grade. Just pure bullpoop.

I'd already spent about 4 hours collecting chemical manipulators at Dav's Hope previously, and a similar amount of time in a Distribution centre scanning wakes for DWE's.

I ran out of them twice last night.

Five rolls for G5? That's remarkable. So far I've engineered FSDs, a shield, a power distributor, a detailed surface scanner, sensors and life support using the 3.0 engineers and the lowest number of rolls I've had to max G5 out from the start of G5 is 9. I've had that on exactly one roll. Every other one has been either 10 or 11.

PI's spawn only in HGE's though, right?

Yep. Best chance in independent or alliance systems, high population and ideally an anarchy.
 
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To my mind it's a question of when is it good enough do I really need that last 0.1%. I've maxed a couple but now I'm more yeah good enough let me save the mats.

I really like and prefer the new system, but it has lost that gambling frissance you got with the old.

For me it's still better than the old system. I can get a *very good* roll in two rolls. For most cases, that'll be good enough. Only for the very highly tuned, special purpose ships do I feel the need to max out - and that's mainly my exploration ships where ever fraction of a lightyear counts. for my combat ships, traders etc, for say, the FSD, two rolls usually takes me close enough that there is no point bothering with any more.

It's going through L1-4 to get the L5 rolls that are annoying, but I think it's still better than the old system, where I've easily urinated 20-30 G5 rolls into the wind and still only gotten "average" rolls.

Z...
 
The worst I have seen took 17 rolls to max out a grade 5. But it was only 7 to 9 for getting it to that last percent. The rest was to move through that last percent. This was on an engineer who had max reputation already. I do not remember what module type.
 
I completed my first ever g5 Module tonight, and I was able to max it out. A 6A Power Distributor with Charge Enhanced + Flow Control. It had been previously at high g3, and already had the Experimental Effect on it. I was able to go straight to g4 rolls, at t5 rank with the Dweller. After 4 g4 rolls g5 opened up. I maxed, just to get a count of how many times I might have to do it, g5 in six rolls total.

To me, that doesn't seem bad at all. Without the curiosity of just how many rolls it would take to finish it completely, I would have stopped at 4 rolls. At 4 chances there was just the tiniest slivers yet to go. Next time I will surely save the mats.

Good times.
 
Given how powerful a max G4 or low-end G5 is, and how miniscule of an improvement it is to get a top-end G5, these complaint threads are pretty weak, imo.

Engineering is easy, quick, and convenient now. Don't like grinding out a fully maxxed G5? Then don't do it. Those final few % are not going to make or break anyone's fight.

Agreed.

OP, a maxed out G5 is the same as a super god roll in the old system. To get a god roll in 10 rolls...... or even 30... that would be extremely lucky. Like you-need-to-play-Lotto-right-now lucky.
 
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I factor in ten rolls for most upgrades. Best completing it, as I like something to be 'finished'.

Then FD move the goalposts in a new update, and off I go again! :)
 
Is this really the number of rolls required to max out G5? I've had a few of these now and chewing through mats quicker than expected. Thought it was meant to be 5 or 6?

Yep rng totally loaded against the roll again.
Hard code the amount of rolls to progress, remove rng from the engineers completely.
Having predictable rolls to progress just makes sense.
Also this will demonstrate to the players that you can remove your rng addled brains from the game for a change.
 
Yeah, chewing through materials a lot faster. With the old system I could get a decent enough rolls on the upgradeable modules without using up too many materials. I could balance the amount of materials I had against how many things needed to be upgraded and choose a "good enough" value for upgrades. I did an engineering run where I would stop at a station near an engineer, get all my ships transferred and take them one at a time (obviously) to visit the engineer. Having g5 status with the engineer for everything coupled with being able upgrade any module type to g5 straight away made it lower material cost to get decent but not necessarily max possible upgrades. Now i have to run right through the whole g1-5 progression and sometimes it does take 7 or 8 rolls at g5. I guess the balance to this is I can carry more materials which means i'm not throwing stuff away all the time to make space. Nice to be able to trade materials but far too costly to trade common for rare. What was good about the old system was the more effort you put in to get more rolls, the better the end result could be with a dash of luck of course. Now effort required only varied by how many rolls it takes to go through an upgrade level so probably +/- 5 material sets variance for everyone.
 
You tell us, is it taking you that many? I have had a couple go past 6 rolls. I am not sure there is a definite maximum here, rng is still a thing.

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Deleted member 110222

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Yesterday it took eight rolls to max out my DD thrusters. By max, I mean complete the grade.

Hmm... 8-12 rolls to get guaranteed top results, or 1000's to get potentially zero results on the old system?

I know which I prefer.

As I've said many times before, the new system is superior, quite simply because it guarantees reward for every payment. It may well be a tiny reward... But that's leagues better than making ten payments in a row, with each granting a deduction from your current stats.
 
I have a question. In the new system, say you get to G4 and start rolling for G5, do you actually get any benefit from the G5 attempts before you get the full G5 or nothing until you hit 100%?
 
The problem is that ED fai... sorry "FAILED" to develope the Engineering effectively.

The engineering span is completely useless for most, as all I can see here is that NOBODY at all wants anything less than G5 MAX,

Progression.

The Engineer should only allow a couple of rolls at level one when you first meet, he/she should then ask you to get something and bring it back in a week's time when he/she would offer more level one engineering... and so on.

What we have is Everyone is clamouring for the Best and will not leave until that is achieved... it was broken at it's concept, and introducing a new system has only allowed players to get their top grade stuff more quickly, though it seems it's still not enough and not a big enough advantage and it takes too long.

How about ED introduce a option of the maxe'd out units 'Free' when they buy a ship... that way the little ingrates don't even have to search for materials.
 
This is one of the things in 3.0 that has really increased the grind.
In 2.# I was usually quite happy with 1-3 rolls on a module. Was quite normal to go to an engineer with a new ship and upgrade 5 weapons of the same type with about 8 total high grade materials. Now I need a similar amount of materials to do just one weapon, plus a bunch of others for the 3-5 L4 upgrade on the way.
Occasionally I would get a really good roll and move that weapon to a favourite ship.

Most of the time it was not worth wasting materials to try and get a better one, but the guaranteed gain in 3.0 makes it far more likely I will push the module a bit further, especially on favourite ships.

I think the new system really benefits those who would have rolled 100s of times to get that super one, but I'm not seeing much advantage for me.

I like some aspects; material trader, experimental effect purchases rather than random ones, for example, but I think there's a lot more overall grind.
 
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