A review of Beyond- wing/ module review

This is not an antagonistic piece so don't worry, but there are some things that certainly need reflection on with the current Beyond instalment.

what initially sparked this was with the current CG I have done CZ missions for the first time since 2.4 Return update, where in prevention of mission stacking the rewards were increased slightly per mission to compensate. as of Beyond, these elite missions worth quite a lot of credits have been reduced to 1/10 of their value. furthermore these I found cannot be stacked to compensate the harsh drop, we were not informed of this change. arguably this is still with low rep with the power, but even then the requirements are not adding up to the effort (80 kills for 2M non-stackable) now I have to eliminate 200 targets in a day for the equivalent for one trade run in my Cutter... Not happy but I can make do ;)

Wing Missions were a huge leap forwards in terms of a concept, the ability to participate with friends and players worldwide in your own missions! Except the rewards are less than desirable for the effort involved, for example even with 4 players, killing and waiting for NPC's to spawn still takes a considerable amount of time, you can complete the solo missions almost 2 times over for twice the credits in the same time. trade missions suffer the same fate as it almost seems that it is expected that every player has Trade Cutters and is ok with a really shoddy payout for doing numerous run. and there is absolutely no incentive to do these missions solo either...

an ideal fix would be to have a higher set payout that is variable depending on wing count, (for Example, start with 10M. solo participants receive additional +50-100% of the figure, every wing member extra contributes a minor -5-10% to the figure. so solo would be 15-20M, wing of 2 9M and 4 6M). not obscene but compensates for people efforts that little bit better. this would mean in the case of Soloing Thargoids (Basilisk and medusa) pilots will be paid what they deserve for the kill and not cheated.

Tech Brokers are another great idea. a nice extra endgame time sink with arguably 'some' pretty decent modules! but I did say some...

Shock Cannons, enzyme missiles, meta reinforcements and Guardian power plants are all really cool concepts, unfortunately they are a massive waste of resources. it seems that again the term 'Balanced' was stretched to it's absolute definition with these modules. as these modules have severe setbacks to their pros there is really no incentive to get them as Engineer-able counterparts exist which blow these out of the water...

possible fixes for;

GPP- the power cap was great, but the 0.5 heat rating would turn most ships into ovens, at current my engineered power plants (size 8) hold 45MW (very usable and just shy of the 47MW GGP limit) with 0.4 heat efficiency AND- lighter mass. So whilst players have access to engineers this modules will always remain useless. to fix, drop the heat figure down to beat engineer modules of the same class, it is kind of sad that advanced alien tech has such a significant drawback.

Shock Cannons- Statistics point to this being a gimmick rather than a weapon of choice, yes you can fire a semi-automatic weapon, but it's heat and damage per ammo cap is really, really, really sad. as in you would be lucky to kill a few big ships with the ammo provided kind of sad. it is also un-engineerable resulting in it being totally obsolete in comparison to most weapons of it's class. even if damage was doubled it would be doubtful if it cold be considered a viable weapon. to fix, greatly enhance the ammo capacity with a marginal damage increase. 10-13 damage per shot is still surprisingly low for most weapons, although DPS is player dependant, railguns/ Ihammers could trump this weapon unengineered in most aspects...

MAR- First after hearing the Meta-alloy reinforcement I seriously thought "made of meta alloys, therefore stronger than most engineered reinforcements" I couldn't have been more wrong, unengineerable with absolutely no additional resistances to anything other than caustic (a very low 3%) it's hull is also about the same as standard reinforcements also. possible fix is to greatly improve ALL resistances and hull, it is made from one of the toughest materials we know!!! how did this happen?!

enzyme missile- Again another Gimmick, although in theory it can one-shot NPC's as they cannot get rid of caustic damage, it would take a really, really, really long time. initial impact is 5 damage +2.5 DPS per Sec after impact. The are no statements as to whether this weapons damage is cumulative. if not or very little then this weapon is already beaten by almost every other missile in game for DPS. If so then it could be useful, but again unengineerable with a moderate ammo capacity. even if it were, you would only be able to negate a few targets efficiently. still a fun concept though!



In all the issues stated there is one reoccurring pattern...Balance.

It appears in trying to be fair on everyone with good intentions they also harm everyone. Underpaying them, giving them useless modules, no incentives and so on. Multi-crew is a great example of this balancing failure. everything was so heavily reduced it became worthless to participate. CQC to some extent had no reward or incentive for the main game and thus began to fade out.

In real life this is different, nothing is fair (although very morbid it is very true) we strive to better each other in any way we can whether that would be being promoted at work, building Militaries or developing the next cutting edge technology. if we strived for balance we would never progress... Elite needs to reflect this too.

CMDR Jaylem
 
I agree, a good part of the tech broker stuff seems really lackluster, but especially the generator, its just bad. Some power creep would be ok, as these pieces require a lot more than just cash to get. Would be nice if the equipment therein would get some buffs to maybe bring them up in line with engineered equipment in SOME aspects at least. Or just allow us to engineer them, then we could decide whether to mitigate their downsides or boost their strengths or something.
 
Sigh, I agree with your post here Jaylem.
It makes me sad to think of the wasted potential in Elite.
Wasted in the name of balance. Sometimes I think this game will be balanced into oblivion.

While it seems true that trying to keep everybody happy is an impossibility, perhaps the devs should swallow their pride and cater to the majority of the playerbase? Rip off that band aid FD.

Go PvE, it's the only way to be sure. Please stop with the MMO styling and do the soloists and co-op players a solid.
Then add our epic content, please.
 
Sigh, I agree with your post here Jaylem.
It makes me sad to think of the wasted potential in Elite.
Wasted in the name of balance. Sometimes I think this game will be balanced into oblivion.

While it seems true that trying to keep everybody happy is an impossibility, perhaps the devs should swallow their pride and cater to the majority of the playerbase? Rip off that band aid FD.

Go PvE, it's the only way to be sure. Please stop with the MMO styling and do the soloists and co-op players a solid.
Then add our epic content, please.

Well, some other players do like PvP as well. so I can see where Fdev is trying to keep it balanced on these lines. but these modules are useless even for that. I'd happily take an engineered PA of the same size with Efficient grade 5 and target lock breaker any day over the Shocking Shock cannon, and save a heap more resources in the process. ;)
 
I think I agree with you on mission payouts being a bit off, especially the wing stuff, but I haven't actually run the numbers myself.

As for the Guardian Power Plant. I think it's heat efficiency of 0.5 is actually to aid in heating the ship. Guardian modules are for fighting Thargoids and heat burns off their caustic damage, therefore, strategically overheating your ship when you're taking the caustic damage is easier to do. I think that's why all the Guardian stuff runs hot. This is just a theory, though.

For the Shock Cannons, despite having read (and watched videos) explaining how it's just too underpowered, I tried two of them paired with a C3 Corrosive High Cap Frag for kinetic damage, all gimballed for module targeting.
Against larger NPC ships, after stripping the shields, I get in close and dump a clip of Frag + Shock Cannon into the enemy ship; any module targeted is usually annihilated partway through the salvo; the hull itself drops pretty fast as well. Did the same thing with just the Shock Cannons and noted similar module annihilation and fair damage on it's own, so the Frag wasn't doing all the work. If PP snipping worked as it did pre 3.0, I'd easily be taking down anything as big as a Python by the dozens (well, maybe a dozen and a half) in pretty short order.
Medium ships are easy enough to hit with the Shock Cannons alone, but it's more of an aim and fire affair, akin to firing a regular cannon. Small ships are a lot harder (for me) and I usually save my kinetic ammo in that case.
I'm thinking it would pair better with an engineered Pacifier Frag Cannon, but that isn't available to me to test for a minimum of four weeks (and realistically, longer).
As your only weapon? Yeah, it's probably garbage. Mixed in with other weapons, it's pretty neat and has been doing it's job admirably for me. Also, the ammo is dirt cheap to buy at stations. Not sure about synthesis, though, as I extremely rarely expend mats that way, so I don't recall the recipe.

The Meta-alloy Reinforcements seem a pretty weak choice, but I want to believe they're going to get better as the Thargoid story continues. Maybe even have relevant engineers start modding them.

If I didn't comment on anything else, it's because I didn't feel strongly about it or I just don't know enough about it.
 
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I think I agree with you on mission payouts being a bit off, especially the wing stuff, but I haven't actually run the numbers myself.

As for the Guardian Power Plant. I think it's heat efficiency of 0.5 is actually to aid in heating the ship. Guardian modules are for fighting Thargoids and heat burns off their caustic damage, therefore, strategically overheating your ship when you're taking the caustic damage is easier to do. I think that's why all the Guardian stuff runs hot. This is just a theory, though.

For the Shock Cannons, despite having read (and watched videos) explaining how it's just too underpowered, I tried two of them paired with a C3 Corrosive High Cap Frag for kinetic damage, all gimballed for module targeting.
Against larger NPC ships, after stripping the shields, I get in close and dump a clip of Frag + Shock Cannon into the enemy ship; any module targeted is usually annihilated partway through the salvo; the hull itself drops pretty fast as well. Did the same thing with just the Shock Cannons and noted similar module annihilation and fair damage on it's own, so the Frag wasn't doing all the work. If PP snipping worked as it did pre 3.0, I'd easily be taking down anything as big as a Python by the dozens (well, maybe a dozen and a half) in pretty short order.
Medium ships are easy enough to hit with the Shock Cannons alone, but it's more of an aim and fire affair, akin to firing a regular cannon. Small ships are a lot harder (for me) and I usually save my kinetic ammo in that case.
I'm thinking it would pair better with an engineered Pacifier Frag Cannon, but that isn't available to me to test for a minimum of four weeks (and realistically, longer).
As your only weapon? Yeah, it's probably garbage. Mixed in with other weapons, it's pretty neat and has been doing it's job admirably for me. Also, the ammo is dirt cheap to buy at stations. Not sure about synthesis, though, as I extremely rarely expend mats that way, so I don't recall the recipe.

The Meta-alloy Reinforcements seem a pretty weak choice, but I want to believe they're going to get better as the Thargoid story continues. Maybe even have relevant engineers start modding them.

If I didn't comment on anything else, it's because I didn't feel strongly about it or I just don't know enough about it.

I too unlocked Shock cannons!... but for the fun of it..

In doing so I half take back what I said, absolutely useless for shields. ammo cap is less than average and rapid fire makes round spit out at almost 45 degrees to where you are aiming making them useless to spam....but., they are surprisingly effective against hull. I have been running a 2x Size 4 multi-cannon with incendiary rounds (WAAAAY better than lasers!) to melt shields and 3x shock's to lay into the hull. pythons melt in seconds!

Still have my doubts about it's cost (Technetium is a dog to get) but it is a nice hull chewing weapon overall.

as for the powerplant, for that one-off occation you need to roast deliberately then yes, good. but for anything and everything else very, very bad. this would only allow you to fire duel rails 2-3 time before roasting (with a size 7-8 PP too!!)

I will say it again, it is really, really sad that alien tech has such a drawback, then again it is a "hybrid" so maybe it is our human junk that is interfering???
 
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I think I agree with you on mission payouts being a bit off, especially the wing stuff, but I haven't actually run the numbers myself.

Just to give an example a mission to source 1110 t of reactive armour (galactic average 2008 credits) for a system pays 2,929875 Cr, using a cargo capacity of 192 t it would take 6 trips (depending on availability would affect distance to be travelled at time of reply available stock 11.33ly away with in system distance of 132,000 Ls (quite a journey)) at a cost of , on average, 2,228,880 Cr (potential profit 700,995 Cr for 6 jumps is 116,832 per jump)
One 13.77 Ly jump to deliver data on same mission board pays 148,040 Cr with no cargo space taken. Just about as un-balanced as it can get.
 
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