A-E modules and Integrity? Was not "B" modules supposed to be the most sturdy?

Ok, we have A-E modules and the following have been the norm:

E: Least power draw
D: Lightest modules
C: The middle ground
B: Best Integrity
A: Best performance

But this is not quite right is it...

Sensor 3A and 3B have identical integrity and the difference in other modules are abysmal.

If anything "B" module should have a more significant bonus, like 25% or so.

I mean the statistical difference makes the B module mostly useless.
 
Game breaker - LOL

No, but poor and lazy game design further impacted by Engineering.

The problem with a linear approach to modules as they have simply makes some modules into "fillers" and everything else garbage.

D and A modules are the ones used, everything else is basically useless due to them being worse in other regards as well.

Making each grade of module actually BETTER at ONE thing would make each E-A class of module an actual tactical choice if the difference in their specific field was better than all other. They could have identical stats on everything else but be superior on ONE stat.

A: Performance - ie, better FSD range at the cost of integrity compared to E,D,C,B
B: Integrity - Superior integrity but suffer more mass
C: Middle ground
D: Ultralight but suffer integrity
E: Minimal energy usage but has the worst performance
 
No, but poor and lazy game design further impacted by Engineering.

The problem with a linear approach to modules as they have simply makes some modules into "fillers" and everything else garbage.

D and A modules are the ones used, everything else is basically useless due to them being worse in other regards as well.

Making each grade of module actually BETTER at ONE thing would make each E-A class of module an actual tactical choice if the difference in their specific field was better than all other. They could have identical stats on everything else but be superior on ONE stat.

A: Performance - ie, better FSD range at the cost of integrity compared to E,D,C,B
B: Integrity - Superior integrity but suffer more mass
C: Middle ground
D: Ultralight but suffer integrity
E: Minimal energy usage but has the worst performance

I think for the most part they do follow this pattern:
A: Best performance, mass = C, most energy requirements
B: Good performance, heaviest, highest integrity.
C: Average performance, same mass as A, middle energy requirements
D: Poor performance, least mass, low energy requirements
E: Worst performance, least energy.

Could be wrong on a few specifics.

I think it gives flexibility to your builds, I occasionally question the reason for C class, not something I'd ever choose unless I was strapped for cash and just need a little improvement.

E because you need a base level, D for light weight builds, B for tanking, A for performance.
 
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I occasionally question the reason for C class, not something I'd ever choose unless I was strapped for cash and just need a little improvement.

I think that's exactly what they're there for. A and B are incredibly expensive compared to C. It's the most cost efficient grade. Of course that is eventually of little concern.
 
I think that's exactly what they're there for. A and B are incredibly expensive compared to C. It's the most cost efficient grade. Of course that is eventually of little concern.

Agreed, thinking about it, I almost always fit a C class fuel scoop - when I need one - unless heading out of the bubble.
 
I think it gives flexibility to your builds, I occasionally question the reason for C class, not something I'd ever choose unless I was strapped for cash and just need a little improvement.
I certainly used them a lot while building up my money in the early game. Buy a new ship, A-rated the distributor and FSD, C-rate everything else, then upgrade component by component as money allows.

Another use coming in 3.0: you can get C-rated bits almost anywhere (even Colonia has basically full outfitting at C-rated) without having to hunt around much, and with remote workshop engineering, you can then boost their performance way above stock A-rated at a fraction of the credit cost, giving you a very powerful ship with a small rebuy.
 
Another use coming in 3.0: you can get C-rated bits almost anywhere (even Colonia has basically full outfitting at C-rated) without having to hunt around much, and with remote workshop engineering, you can then boost their performance way above stock A-rated at a fraction of the credit cost, giving you a very powerful ship with a small rebuy.

LOL - it's a long walk to engineer from Colonia o7
 
Agreed, thinking about it, I almost always fit a C class fuel scoop - when I need one - unless heading out of the bubble.

Same here. The B and A grade scoops are faster, but nowhere near enough to justify being 10-100x more expensive than the C grade (depending on size)!
The C grade is fast enough in most cases, only noticably taking longer if you have a big (or extra) fuel tank.
 
The whole A-E system was a mistake.

Modules should have been types and balanced (better) asymmetrically, and redundant modules removed.
 
Same here. The B and A grade scoops are faster, but nowhere near enough to justify being 10-100x more expensive than the C grade (depending on size)!
The C grade is fast enough in most cases, only noticably taking longer if you have a big (or extra) fuel tank.

It cracks me up whenever someone posts their AspX exploration build and it carries a 6A scoop. Like, did you even consider a smaller one? A C-class will top off your tank after every jump in just the time it takes to steer around the star.
 
The whole A-E system was a mistake.

Modules should have been types and balanced (better) asymmetrically, and redundant modules removed.

I do not think the E-A modules was a bad idea but not well implemented.

Instead of dubious bonuses but at the same time a linear progression it would have been nicer if each one had a clear bonus and an additional trade-off so that there would be a tactical choice to pick a C class over a B class.

I mean, E class might be low power but they are also crap even with R5 engineering.

Heck, they could do the following:

E: Lowest power
D: Light
C: Coolest running
B: Superior integrity
A: Superior performance
 
It cracks me up whenever someone posts their AspX exploration build and it carries a 6A scoop. Like, did you even consider a smaller one? A C-class will top off your tank after every jump in just the time it takes to steer around the star.

Indeed. On bigger ships an A grade scoop will cost you more than the ship itself, it's ridiculous. And unnecessary.
 
I do not think the E-A modules was a bad idea but not well implemented.

Heck, they could do the following:

E: Lowest power
D: Light
C: Coolest running
B: Superior integrity
A: Superior performance

Errr, aside from C, they do, and so much more - I'm find it quite hard to follow your thinking.
 
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