"A" Rated means nothing anymore, do we have to Engineer?

Hey all,

So, not long ago I returned to the game. In my absence things have changed. I last played when Engineers was new, and I dabbled a little but never had the materials to go that far. However, it didn't feel like I had to Engineer, as "normal" upgrades on the way to "A" Rated made a huge difference to the ships I was flying at the time (Vulture, ASP, Type 6, iEagle)

Returning today, it seems that "A" Rated ships are barely adequate these days. I.e. I do an "A" Rated build on one ship and it simply doesn't have enough power (Vulture) I do it on other ships and they have ample power, but are slow, another runs way too hot, yet another will have a terrible jump range etc. I just seems that every "A" Rated build ends up with some major weakness, perhaps more than one. This is fine on the one hand, I'm not looking for a "it can do everything ship, that'd be silly. However, I'd expect such a build to be competent at least.

To me, it feels like the old gold standard "A" rated build has been hugely de-valued with Engineers. I'm forced to Engineer my Vulture for example just so it can power very much middle of the road weapons...and just two of them. A dedicated fighter that cannot power all but the lowest tier 3 lasers when "A" rated? Doesn't seem right lol. Don't get me wrong, I like that we can customise our builds like this, I just think that a non-Engineered "A" rated build should feel special in its own right.

Now, to be clear, as I've been away much of the last 18+ months, I've only dabbled with Engineers. I understand the basics, but have largely avoided spoilers along the lines of "here's how you grind material x" for example. I do however do LOTS of missions with a huge variety of material rewards. I find these missions fun, that's why I do them. Also, having roll-played as a Trader much of the time, I'm not one for seeking combat. I understand that certain materials primarily drop from the results of combat? I do spend the odd hour here and there doing HighRes bounty hunting with a buddy, but that's more about the bounties than anything. Of course I'm on his wing, or he mine, much of the time. I'm not taking time out from protecting my buddy to scoop up any dropped materials - it's so damn time-consuming. We fight in iEagles btw, it's a fun challenge.

I guess I'd hoped I'd gain most of the materials I'd eventually need for an Engineer over normal game-play, but it does indeed look like I may have to focus my activities for a while to gain what I require.

What do people think of Engineers as it is now? I know things are planned to change in the future, but we're not sure exactly how yet other than the "always an improvement" thing. Personally, I was thinking that for the more basic tweaks, we should have an option just to pay the Engineer for their services, only the more exotic - say tier four and above - tweaks would need additional resources. I guess I had hoped that the basic materials needed for the lower tier upgrades would be gained through natural gameplay. However, I'm finding myself unable to do all but the most basic tweaks with the handful of Engineers I've unlocked (three currently, with two more known but locked) this is despite me being near full of both Materials and data for Engineers - I guess I just have lots of the wrong stuff lol.

How have other people found the material gathering side of things? Did you manage to acquire what you needed through natural game-play? If so, what was your preferred game style that gained your these materials? Or, did you have to grind / do tasks you'd rather not to get what you needed?

My game time is currently spent mostly doing more relaxing tasks. So, I do various Trade, Passenger and Data type missions in my Type 7. I recently acquired a Python and "A" Graded it and use it for a similar role, but I can actually fight when interdicted now - I've not been interdicted since getting it lol. These tasks regularly give me materials of course, I potentially gain a fair few for one trip when the mission board is kind and I can take multiple missions at once. However, I'm simply not gaining anything I can use. Poor RNG luck on my part perhaps?

Anyway, this isn't intended at a whinge, just my observations on how "A" Rated has been hugely devalued, and how the required (so certain ships don't suck) Materials do not seem to be forth coming through natural game-play - at least not for me. I ideally don't want to have to grind tasks I don't naturally do, in order to enhance something I use all the time for tasks I undertake regularly. I've barely been able to upgrade my FSD and thrusters due to lack of materials.

I welcome people's thoughts on this. Remember, I am new...again, to the game so perhaps I'm missing some trick, or maybe I simply do have to embrace other activities to perform the ones I like adequately.

Scoob.
 
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A rated has never meant anything at all in reality afterall you are only as good as your skillset, just because engineering is there doesn't mean that it will give you a god machine or give you a huge advantage without trying. An average player with the best equipment will still be inferior to a skillful player with average equipment so it pays to be as skillful as you can and when it comes to engineering you have to simply to pick a direction that you want to go or you will just end up with a ship that is a liability and you don't want that at all but fly safely CMDR.
 
In my opinion you are correct OP. An A-Rated Federal Corvette won't stand a chance against a fully engineered Python for example. No matter what ship you have entirely A-rated you ll have some strong downside in PVE and you won't last two seconds with an engineered equivalent in PVP.
 
Returning today, it seems that "A" Rated ships are barely adequate these days....

Yeah, welcome to power creep, the gaming term which apparently was not in the vocabulary of whoever designed "The Engineers".

An average player with the best equipment will still be inferior to a skillful player with average equipment

I'm assuming you mean this in the context of this thread: Elite: Dangerous' Engineers, in which case the translation would be:

"An average player with the engineered equipment will still be inferior to a skillful player without engineered equipment."

To that I can only say:

e02e5ffb5f980cd8262cf7f0ae00a4a9_press-x-to-doubt-memes-memesuper-la-noire-doubt-meme_419-238.png
 
Hey all,

So, not long ago I returned to the game. In my absence things have changed. I last played when Engineers was new, and I dabbled a little but never had the materials to go that far. However, it didn't feel like I had to Engineer, as "normal" upgrades on the way to "A" Rated made a huge difference to the ships I was flying at the time (Vulture, ASP, Type 6, iEagle)

Returning today, it seems that "A" Rated ships are barely adequate these days. I.e. I do an "A" Rated build on one ship and it simply doesn't have enough power (Vulture) I do it on other ships and they have ample power, but are slow, another runs way too hot, yet another will have a terrible jump range etc. I just seems that every "A" Rated build ends up with some major weakness, perhaps more than one. This is fine on the one hand, I'm not looking for a "it can do everything ship, that'd be silly. However, I'd expect such a build to be competent at least.

To me, it feels like the old gold standard "A" rated build has been hugely de-valued with Engineers. I'm forced to Engineer my Vulture for example just so it can power very much middle of the road weapons...and just two of them. A dedicated fighter that cannot power all but the lowest tier 3 lasers when "A" rated? Doesn't seem right lol. Don't get me wrong, I like that we can customise our builds like this, I just think that a non-Engineered "A" rated build should feel special in its own right.

Now, to be clear, as I've been away much of the last 18+ months, I've only dabbled with Engineers. I understand the basics, but have largely avoided spoilers along the lines of "here's how you grind material x" for example. I do however do LOTS of missions with a huge variety of material rewards. I find these missions fun, that's why I do them. Also, having roll-played as a Trader much of the time, I'm not one for seeking combat. I understand that certain materials primarily drop from the results of combat? I do spend the odd hour here and there doing HighRes bounty hunting with a buddy, but that's more about the bounties than anything. Of course I'm on his wing, or he mine, much of the time. I'm not taking time out from protecting my buddy to scoop up any dropped materials - it's so damn time-consuming. We fight in iEagles btw, it's a fun challenge.

I guess I'd hoped I'd gain most of the materials I'd eventually need for an Engineer over normal game-play, but it does indeed look like I may have to focus my activities for a while to gain what I require.

What do people think of Engineers as it is now? I know things are planned to change in the future, but we're not sure exactly how yet other than the "always an improvement" thing. Personally, I was thinking that for the more basic tweaks, we should have an option just to pay the Engineer for their services, only the more exotic - say tier four and above - tweaks would need additional resources. I guess I had hoped that the basic materials needed for the lower tier upgrades would be gained through natural gameplay. However, I'm finding myself unable to do all but the most basic tweaks with the handful of Engineers I've unlocked (three currently, with two more known but locked) this is despite me being near full of both Materials and data for Engineers - I guess I just have lots of the wrong stuff lol.

How have other people found the material gathering side of things? Did you manage to acquire what you needed through natural game-play? If so, what was your preferred game style that gained your these materials? Or, did you have to grind / do tasks you'd rather not to get what you needed?

My game time is currently spent mostly doing more relaxing tasks. So, I do various Trade, Passenger and Data type missions in my Type 7. I recently acquired a Python and "A" Graded it and use it for a similar role, but I can actually fight when interdicted now - I've not been interdicted since getting it lol. These tasks regularly give me materials of course, I potentially gain a fair few for one trip when the mission board is kind and I can take multiple missions at once. However, I'm simply not gaining anything I can use. Poor RNG luck on my part perhaps?

Anyway, this isn't intended at a whinge, just my observations on how "A" Rated has been hugely devalued, and how the required (so certain ships don't suck) Materials do not seem to be forth coming through natural game-play - at least not for me. I ideally don't want to have to grind tasks I don't naturally do, in order to enhance something I use all the time for tasks I undertake regularly. I've barely been able to upgrade my FSD and thrusters due to lack of materials.

I welcome people's thoughts on this. Remember, I am new...again, to the game so perhaps I'm missing some trick, or maybe I simply do have to embrace other activities to perform the ones I like adequately.

Scoob.

Nothing actually changed at all, and apart from PvP you can still do everything without engineers as you always could. Yes, you can become even more massively overpowered with engineers, but there is no need to do it.
 
Ship balans and skills went out of the window with engineers.

no more power management on the Vulture etc.

My Vulture was far from "A" Rated when I first got it prior to Engineers...was it once possible to run it well then?

A rated has never meant anything at all in reality afterall you are only as good as your skillset, just because engineering is there doesn't mean that it will give you a god machine or give you a huge advantage without trying. An average player with the best equipment will still be inferior to a skillful player with average equipment so it pays to be as skillful as you can and when it comes to engineering you have to simply to pick a direction that you want to go or you will just end up with a ship that is a liability and you don't want that at all but fly safely CMDR.

Of course skill counts, my observations are more about the base vessel than how it's piloted. Be a better pilot doesn't really help the Vulture fire bigger guns for example - the power plant simply isn't up to it without compromises elsewhere - nor does it allow other ships to jump further. My take on "A" Rated was that it's all the best base kit, and with all the best base kit, the ship should perform well across the board, not have glaring weaknesses like the Vulture for example.

In my opinion you are correct OP. An A-Rated Federal Corvette won't stand a chance against a fully engineered Python for example. No matter what ship you have entirely A-rated you ll have some strong downside in PVE and you won't last two seconds with an engineered equivalent in PVP.

I've never experienced fully engineered anything - due to my issues with materials - so I'm not actually aware how extreme things can get. However, a jack of all trades Python being able to easily beat a dedicated light destroyer - which I believe the Federal Corvette is - seems....excessive lol.

So, those of you who've successfully "fully Engineered" your ships, how did you find material collection? Was it naturally acquired during your chosen fun gameplay activities, or did you need to grind "boring stuff" (base on what you like doing) to get to the fun stuff?

Scoob.
 
I think you're looking at the situation backwards.

The vulture for example has always had power issues, it's a small ship with big guns.
You always had to compromise on your loadout, it simply wasn't possible to run everything on it that you might like.

Engineers hasn't taken anything away from that and made it worse, what it has done is given you a way to deal with it.

It might mean that you face vultures that are more hardcore than your one if you haven't engineered it, but there's nothing stopping you from doing so if you feel that it's a problem, even a grade one powerplant mod makes a difference, and that's really easy to do.
 
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Nothing actually changed at all, and apart from PvP you can still do everything without engineers as you always could. Yes, you can become even more massively overpowered with engineers, but there is no need to do it.

Sure, when in my Private group - Co-Op play FYI - I'm not being threatened by massively OP NPC's that I can tell. So, that aspect is unchanged. However, I do feel obliged to Engineer to get the best out of my ships due to the glaring weaknesses many have despite being "A" Rated. The first obstacle for me was trying to get a little more power out of my Vulture, I made it better but not great due to only being able to do the low-tier stuff. I did some more tweaking to my Type 7, a slight buff to power output, Thrusters, FSD and Shield boosters (Felicity Farseer) which did really make the Type 7 MUCH nicer to use...basically feeling how it should have felt "A" Rated. I.e. I ran no weapons, but still had power issues etc.

So, on the face of it Engineers give us back what we "lost" when they were introduced through the low-tier upgrades. The ones I've managed to do have successfully "balanced" an "A" Rated loadout so the parts work well together. So, power, jump range etc. feel uncompromised vs. the vanilla "A" Rated build. I've no experience with the tier 5 stuff at all, so I'm not sure how far this goes. However, it sounds like it's a long way.

Possibly I should check out a guide or something so I can gain the materials needed. I was hoping to discover things like this myself to a degree, but my natural gameplay simply isn't gaining me what I did. It works for conventional stuff. I earn money and can buy the basics, but not the Engineer requirements it seems...like I said, I've gained a tonne of materials etc. but most of them are useless - at least for he Engineers I've unlocked.

Scoob.
 
Sure, when in my Private group - Co-Op play FYI - I'm not being threatened by massively OP NPC's that I can tell. So, that aspect is unchanged. However, I do feel obliged to Engineer to get the best out of my ships due to the glaring weaknesses many have despite being "A" Rated. The first obstacle for me was trying to get a little more power out of my Vulture, I made it better but not great due to only being able to do the low-tier stuff. I did some more tweaking to my Type 7, a slight buff to power output, Thrusters, FSD and Shield boosters (Felicity Farseer) which did really make the Type 7 MUCH nicer to use...basically feeling how it should have felt "A" Rated. I.e. I ran no weapons, but still had power issues etc.

So, on the face of it Engineers give us back what we "lost" when they were introduced through the low-tier upgrades. The ones I've managed to do have successfully "balanced" an "A" Rated loadout so the parts work well together. So, power, jump range etc. feel uncompromised vs. the vanilla "A" Rated build. I've no experience with the tier 5 stuff at all, so I'm not sure how far this goes. However, it sounds like it's a long way.

Possibly I should check out a guide or something so I can gain the materials needed. I was hoping to discover things like this myself to a degree, but my natural gameplay simply isn't gaining me what I did. It works for conventional stuff. I earn money and can buy the basics, but not the Engineer requirements it seems...like I said, I've gained a tonne of materials etc. but most of them are useless - at least for he Engineers I've unlocked.

Scoob.
most people use this

https://inara.cz/galaxy-engineers

it makes life allot easyer.
 
I dont even bother with engineers. But I play solo and play to relax whilst listening to Mark Riley on BBC R6. I play my own way. I tried engineers for a while and did my fsd on conda and aspx, other than that...meh. Its way more grindy than trading and a heap more frustrating. For me personally, its an irrelevant feature and one I have zero further interest in. I dont combat really. I have bf1 for that. But everyone has their own game style and needs. Fortunately mine excludes the need for engineers.
 
I think you're looking at the situation backwards.

The vulture for example has always had power issues, it's a small ship with big guns.
You always had to compromise on your loadout, it simply wasn't possible to run everything on it that you might like.

Engineers hasn't taken anything away from that and made it worse, what it has done is given you a way to deal with it.

It might mean that you face vultures that are more hardcore than your one if you haven't engineered it, but there's nothing stopping you from doing so if you feel that it's a problem, even a grade one powerplant mod makes a difference, and that's really easy to do.

Vulture was allways a choice between A rated shield or A rated thruster, not both.

I agree with you both, this is the compromise I made originally. Though it does almost feel like it's a "flaw by design" that's perfectly fixed via Engineers - did not fly a Vulture in the very early days, so I cannot comment on it specifically. However, I always managed to obtain the "best ship for [insert task]" just after it got nerf'd for being too good at it :)

My take on the Vulture balance - I picked this ship because I flew it for a while - is that basic "A" rated should allow for "A" Thrusters and Shields at the same time, along with reasonable weapons. The weakness should be perhaps needing to conserve fire to short bursts, or maybe dealing with excessive heat for example. So, not exclude a weapon entirely due to lack of power, but perhaps compromise power distribution - that way player skill and tactics can power manage directly in combat, vs. the current "you can't do that" lack of overall power. At the end of the day, even the very basic Engineering I did on my Vulture made quite a difference - literally just tier one stuff.

Perhaps it's just my own take on "balance". I'd expect all the stuff of the top grade to work well together. I.e. all "A" Rated for the "best" close combat fighter. Some "D" rated items for a longer jump range at the cost of weapon loadout etc.

Scoob.
 
If OP thinks "A means nothing" I encourage him to engineer E-rated modules from now on ;)

I mean, yeah, you can just use C-grade overcharged plant in Python and avoid paying 50 mils, but then you start cooking and will see at ways to reduce that heat.
Also you have to notice the difference what, for example, D-grade components have when engineered for weight & long-jumpers. And so on.

Rating still means a lot. Its just not as straightforward "A is better" as it used to be.


Vulture was allways a choice between A rated shield or A rated thruster, not both.
And now its not. Things change.
 
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In PVP, of course you need to Engineer. In a competitive setting you always want the best.
For the rest of the game, nope. NPCs weren't buffed to compensate for the crazy power creep brought by the Engineers.
 
most people use this

https://inara.cz/galaxy-engineers

it makes life allot easyer.

Thanks, I was aware of that site. I think it will tell me exactly what each Engineers needs for upgrades I've not unlocked yet, right?

I dont even bother with engineers. But I play solo and play to relax whilst listening to Mark Riley on BBC R6. I play my own way. I tried engineers for a while and did my fsd on conda and aspx, other than that...meh. Its way more grindy than trading and a heap more frustrating. For me personally, its an irrelevant feature and one I have zero further interest in. I dont combat really. I have bf1 for that. But everyone has their own game style and needs. Fortunately mine excludes the need for engineers.

I wasn't overly interested when it was introduced. Seemed to be lots of boring busy-work just for the sake of it. However, with my ships all having glaring weaknesses - or at least things I've like to improve - despite me having upgraded them fully the conventional way, I wanted to dabble further. I guess it's the faf for materials that bugs me the most. I bet I'm going to end up doing tasks I have no interest in just to pursue something I am. I'm already "stuck" that every single chain mission I'm offered is for an Assassination, yet I got the first mission based on Trade! Looks like Engineers are the same in that regard.

Note: I did get the Python in part to expand my options. I was perfectly happy pootling around in my Type 7, running from danger, evading Interdictions etc. However, I found myself simply unable to progress materials-wise while doing these activities. So, the Python should allow me to do more things....not sure whether I'll like them though lol.

Scoob.
 
If OP thinks "A means nothing" I encourage him to engineer E-rated modules from now on ;)

I mean, yeah, you can just use C-grade overcharged plant in Python and avoid paying 50 mils, but then you start cooking and will see at ways to reduce that heat.
Also you have to notice the difference what, for example, D-grade components have when engineered for weight & long-jumpers. And so on.

Rating still means a lot. Its just not as straightforward "A is better" as it used to be.



And now its not. Things change.

Lol, point taken, but I'm sure you understand what I'm getting at.

I did debate Engineering lower-grade modules to see how I get on. However, it goes back to my materials issue in that I cannot experiment without, it seems, perhaps doing some grind of other activities to gain what I need. I think I will bite the bullet and examine the Inara site, though I generally try to avoid such things and discover stuff on my own. Sadly, my normal gameplay doesn't appear to grant the materials I need.

In PVP, of course you need to Engineer. In a competitive setting you always want the best.
For the rest of the game, nope. NPCs weren't buffed to compensate for the crazy power creep brought by the Engineers.

Was it not hinted at that we may well encounter Engineered NPC's in the future? Or was that just speculation? I mean, I'm not a terrible pilot I guess and I'm fine to flee if I need to. However, if I encounter another Python that's faster, tougher and hits harder than me due to Engineering I'm going to have a bad day.

Scoob.
 
In PVP, of course you need to Engineer. In a competitive setting you always want the best.
For the rest of the game, nope. NPCs weren't buffed to compensate for the crazy power creep brought by the Engineers.

They weren't maybe buffed enough to go against engineers. They are buff enough, however, to turn me (100% unengineered) away from any combat. It just isn't worth the TTK effort now.
 
Not sure since before engineering I had only a hand full of ships. The way I see it with or without engineering A-rated is the only and best to use except if you do high range jump stuff where you need to be lighter. So basically engineering is the step after A-Rated ship.
When I started Engineering I found I have everything to do 1-3 level upgrades but 4 I had only a few and most of 5 level upgrades I needed to grind the items for. I do not own even 1 ship that is fully engineered with max level 5 upgrades on everything.
The idea of Engenierign seems to be to extend game play in return to get more of what you need for your ship by modifying the modals to whatever you need them do have more and have less of. If anything I find it's the only last good change to the game since it opens the possibilities for new builds. But yes it mainly just makes stronger PVP opponents that have superior offence and deffence.
 
Unless I'm missing something in the OP's posts, interjecting PvP context into this is not at all what the OP is asking and is irrelevant.

I read the question as: "were existing ship characteristics & specs adjusted down when engineers were introduced?" From what I understand, the answer is "no" and that your A rated Vulture has the same power distribution and flight specs today as it did prior to engineers.

I also know that some ships have seen adjustments in various patches, but those were related to engineers.
 
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