About that double-engineered FSD reward for the CG...

This reward module likely doesn’t provide any range benefit beyond what’s already available, it just powers on faster.
...
In that case it's utterly useless in 99.9% of use-cases and not what was promised.

Furthermore I shall let FDev know my displeasure by way of a strongly worded open letter.
 
A quick question about this FSD. Since faster boot time and extended range are both primary engineering modifications will I be able to take it to an engineer and add the experimental effect of mass manager which would be great?
Anyone who says they know is guessing.

The missile launcher could have it's exp eff changed, so that's a good sign, but:

"We'll see"
 
A quick question about this FSD. Since faster boot time and extended range are both primary engineering modifications will I be able to take it to an engineer and add the experimental effect of mass manager which would be great?
Apparently Yes, you can add experimental effects.

Nothing else is equal, not the knowledge nor the skills or the preferences how to outfit a ship. You have commanders who kill interceptors in sidewinders. I am still far from that skill-level, no matter what ship i use. Success depends on personal possibilities, not on any nice-to-have toys.
Very true.
A person in a free sidewinder has the same chance of getting the same stuff than someone in a 1b cutter.
People have gotten to triple Elite in a sidewinder.
So really, the CG rewards are nice extras, but not crucial to the game.
This FSD will look great in an AspX, but to someone always exploring in a Conda, it won't do much.
 
The issue is that it has the possibility of giving those Top 25% of players a jump range impossible for anyone else to equal. Unlike in the past, there will be a permanent wall to anyone trying to max their range unable to be overcome.

It was exactly for this reason the 3.0 FSD engineering was increased. Not because of power creep (though that is what it was), but because it let everyone have equal access to FSDs better than the old max God Roll possible. If you didn't max your engineering it was on you, but the max range is always possible.

IF the Optimal Mass stats stack (and we do not know if they will) this will be a permanent God Roll there is no way to match. Even in the 2.0 engineering system you had the chance to get that God Roll if you did enough rolls. That is the problem.

I'm hoping the Devs are smart enough to realize this and just use the Optimal Mass stat the Increased Range gives. That way there will be no range inflation.

I suppose so that is true.

This isn't a competitive module though... if it was, then i would understand.

So the way I'm seeing is: that whoever (including me) who will have this FSD, is a godsend. We can reach our plotted destination faster. Thats it. Especially for people who do not own an FC... again including me.

I would also understand if this FSD was capable of a jump range bigger than an FC, but it isnt.

So im still unsure on why that affects other people when they wont even see it.
 
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In that case it's utterly useless in 99.9% of use-cases and not what was promised.

Furthermore I shall let FDev know my displeasure by way of a strongly worded open letter.
What was promised was, a fully engineered long range fast boo(s)t, size 5 FSD, that is all anything other than that is purely speculation on our part.

I bracketed the presumed typo.
 
I'm not being rude here or anything but I'm not reading through all of these pages tbh, i have got the gist of people arguing and actually leaving the game because of this CG reward... in multiple places. Which is just mental tbf.

Still.. I'm super failing to see how a double engineered FSD ruins the game for anyone else who doesn't have it.

I think what a lot of people are not understanding is the bad way in which this module has also been introduced. Even if the benefits are marginal it was still a reward that many consider to be very good and well in demand. As I mention before you can see how well regarded this module is due to how fast the CG was completed and the reaction it has given.

If this module was more easily accessed then we would not have the problem. The issue of it being top 25% was too fold - 1 it required a good time commitment to do which makes it exclusive straight away - 2 the CG closed far too fast and caught many people by surprise. I have seen many people state they lost out by a small margin - the entire trade side of it was completed so early on Sunday that a large part of the American player base didn't even get the chance of a second weekend day to contribute.

Making CG that had one of the best rewards we have seen - coupled with a exclusive timing window is a recipe for salt and in my opinion well justified salt.
 
I think what a lot of people are not understanding is the bad way in which this module has also been introduced. Even if the benefits are marginal it was still a reward that many consider to be very good and well in demand. As I mention before you can see how well regarded this module is due to how fast the CG was completed and the reaction it has given.

If this module was more easily accessed then we would not have the problem. The issue of it being top 25% was too fold - 1 it required a good time commitment to do which makes it exclusive straight away - 2 the CG closed far too fast and caught many people by surprise. I have seen many people state they lost out by a small margin - the entire trade side of it was completed so early on Sunday that a large part of the American player base didn't even get the chance of a second weekend day to contribute.

Making CG that had one of the best rewards we have seen - coupled with a exclusive timing window is a recipe for salt and in my opinion well justified salt.
Unless the module was given directly to every player in the game there would be exclusivity complaints, if only because some of those who didn't get it dislike other people having something they don't.

CGs have finished way earlier than this one before now, it has been down to too low a target or underestimating the effort some of us are prepared to put in or underestimating how many will take part and that was before all the historical performance stats used to judge these things were made more inaccurate by our growing understanding of how to utilise FCs.

The margin between any of the percentage bands is always going to be low I have missed out on reaching or been kicked out of a higher band by less than one delivery of goods or bounties many times how salty anyone gets about it depends on what they missed out on other than the credits.
 
I think what a lot of people are not understanding is the bad way in which this module has also been introduced. Even if the benefits are marginal it was still a reward that many consider to be very good and well in demand. As I mention before you can see how well regarded this module is due to how fast the CG was completed and the reaction it has given.

If this module was more easily accessed then we would not have the problem. The issue of it being top 25% was too fold - 1 it required a good time commitment to do which makes it exclusive straight away - 2 the CG closed far too fast and caught many people by surprise. I have seen many people state they lost out by a small margin - the entire trade side of it was completed so early on Sunday that a large part of the American player base didn't even get the chance of a second weekend day to contribute.

Making CG that had one of the best rewards we have seen - coupled with a exclusive timing window is a recipe for salt and in my opinion well justified salt.

Thank the players with the locked FC's that transported tens of thousands of commodities by themselves for that. Inara was RIPE with FC's that were locked off to the public. I mean, good on them for owning one and being able to do that.
That leaves players with no FC at a disadvantage big time, especially with being 500ly from the bubble.

Hats off to the players who kept their FC's open though. Especially Z3RO's Rest & Trade and the players who helped load and unload
 
I still don’t understand the big stink over such a mundane mod.

I think I maybe powered off my FSD maybe 20 times on my beagle point round trip to repair it, if that.

That’s a whole gasp five minutes of combined reboot time waiting total over 120,000ly.

I feel like the misconception regarding the fast boot effect doesn’t help.
 
I have some time issues also that result in some CGs I just can't participate in. But I do very much like the unique rewards that are sometimes now being offered. It makes the CGs more fun and interesting. If I miss out on some interesting rewards now and then I can live with it.
 
I still don’t understand the big stink over such a mundane mod.

I think I maybe powered off my FSD maybe 20 times on my beagle point round trip to repair it, if that.

That’s a whole gasp five minutes of combined reboot time waiting total over 120,000ly.

I feel like the misconception regarding the fast boot effect doesn’t help.

The stink is the module has the possibility of creating a new king jump ship (DBX) IF the Optimal Mass stat modifiers are combined between the two mods. DBXs will be able to hit about 85ly, vs a 1-jump chump Anaconda topping out around 84ly.

It is all dependent on how FDev combines the stats of the two mods.
 
What was promised was, a fully engineered long range fast boo(s)t, size 5 FSD, that is all anything other than that is purely speculation on our part.

I bracketed the presumed typo.
Indeed. So if it's anything other than that (it could even be on a 5E and that'd be OK) then I'll be getting out my quill and vellum.
 
The stink is the module has the possibility of creating a new king jump ship (DBX) IF the Optimal Mass stat modifiers are combined between the two mods. DBXs will be able to hit about 85ly, vs a 1-jump chump Anaconda topping out around 84ly.

It is all dependent on how FDev combines the stats of the two mods.
But the DBX still can't scoop fuel for toffee, so the conda is still better. Even then, both are so stripped down to be practically useless anyway.
 
The stink is the module has the possibility of creating a new king jump ship (DBX) IF the Optimal Mass stat modifiers are combined between the two mods. DBXs will be able to hit about 85ly, vs a 1-jump chump Anaconda topping out around 84ly.

It is all dependent on how FDev combines the stats of the two mods.

Why does that affect people though? it shouldn't.

Thats like me or anyone who explores in an AspX turning round and saying "why am i using this when i can have a conda that does another 10 ly?"....
 
Whether they do or they don’t, how much is that really gonna change anything? Oh no, one extra lightyear on a baby-scoop DBX lol.

They’re probably just gonna tack it on as a bonus effect, I don’t expect the base mods to stack.
 
Whether they do or they don’t, how much is that really gonna change anything? Oh no, one extra lightyear on a baby-scoop DBX lol.

They’re probably just gonna tack it on as a bonus effect, I don’t expect the base mods to stack.

This! It's a bonus. So instead if spending say... 3.5 - 4 hours going to Formadine rift... it lessens the time to get there 🤷‍♂️ and we all know that whoever will get this FSD will clamp it to their explorer ship.
 
This reward module likely doesn’t provide any range benefit beyond what’s already available, it just powers on faster.

I suspect that as well.
I did took a look at the double engineered seeker rack.
It has the mass of the lightweight ones, 0.4t - so nothing additive/multiplicative there, they simply took the best value and that was it.
But the power consumption was interesting - it was additive. So they took the -40% from lightwight and +20% from high capacity and we have only -20% power usage on the module. Also interesting, it has better Distributer draw - -40%, no idea where that came from. Lightweight doe only -35% and high capacity does not touch distributer draw

So i'm quite curious what stat the fsd reward will have and while it can go to places, i do think it will have the same range, 2s boot time and +20% heat. Probably the same integrity as long range blueprint too..
 
I've noticed something...

That custom missile rack, previously given to us with a price of zero, now has a nonzero price attached.

If they do the same with the FSD, it will cost 100 credits to transfer it off the Spirit of Nysa initially, but those expecting a permanent reduction to their ship's transfer and rebuy fees will be disappointed when the price goes up.
I have finally got to the ship with that missile rack and can confirm that it is not now a zero credit item, I put it into storage and then loaded it back on the ship and while I was putting it back it said it was worth 487,101 credits which is about 95% full price.
 
This reward module likely doesn’t provide any range benefit beyond what’s already available, it just powers on faster.

If there’s any magical legacy modules out there, the benefit they give is negligible at best.

If you’re jumping 75.4ly, and someone is jumping 75.7, what difference does it make?
This means my mining MK-2 could go 40-45 instead 35 which means finally ready for "explorer-miner" ship with FC use.
Or my anti-xeno MK-2 could jump 20-25 instead 12 and finally be not so slow.
 
I have finally got to the ship with that missile rack and can confirm that it is not now a zero credit item, I put it into storage and then loaded it back on the ship and while I was putting it back it said it was worth 487,101 credits which is about 95% full price.

That's not nice.
I used the 0 credits value to easily spot the module in Inara's modules list :D
 
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