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

I'm not sure that they can release a "required" module, though, with how the rest of the game works.

For PvE, the existing standard engineering modules are already overpowered for what you actually need - especially for the 99% of the game which isn't High CZs or Thargoid Interceptors. Even the ridiculousness that would be an overcharged + efficient weapon, if you only had one of it, wouldn't signficantly improve how much you could kill. I haven't bothered fully maxing out G5 on most of my existing modules, because it's not worth the time to gather the materials.

For competitive PvP (combat, racing, etc.), organised tournaments and events can just say you can't use them.

For competitive but non-organised PvP ... sure, this is where it could hurt, but ... there's already healing beams, premium synthesis, ridiculous shield booster stacking, half the weapons being basically useless, the FdL just being a little too good, half the experimentals doing nothing with shields up and something really bad when shields are down, etc. etc. As you say, they don't really try to balance things to start with. What difference is one more module going to make, when a few people are still running around with legacy weapons from the original engineering? The game fundamentally isn't designed around it. (And ultimately so few people take part in this - because the game is already so badly balanced for it - that they might make a lot of noise when Frontier gives out a charge-enhanced+weapon focused power distributor as a CG reward, but it's not going to actually significantly affect overall player count even if half of them quit)

For uncompetitive PvP, one extra module again isn't going to matter - a reasonable multirole/trade build can escape but not fight back, an unreasonable one would be dead with considerably less firepower than existing ships have.

One extra module isn't going to matter. Five or six will. That's the thing. Either the module is superior to what's currently available, or it's useless. If we get one of these per month, then by this time next year most cutting edge builds will include several of them.

You can argue that this doesn't matter because the game isn't competitive, or too easy, but that's basically arguing that the game's balance doesn't matter at all. The fact of the matter is, we're going to hopefully see a bunch of new players join in for the new expansion, and if you tell them that they are literally unable to compete with other players simply because they haven't owned the game as long, they will quit.
 
Or hey, another option: Frontier could introduce new engineering blueprints that are more expensive to make than the regular ones are, and have the exact same effects as the CG-exclusive doubles had.
Maybe this is just a lead- in to double engineering options more broadly available, and this is just early access.

But tbh, thanks to FCs it's not like this is a game breaking module.
 
One extra module isn't going to matter. Five or six will. That's the thing. Either the module is superior to what's currently available, or it's useless. If we get one of these per month, then by this time next year most cutting edge builds will include several of them.
Possibly - there's no guarantee that the modules will necessarily work well together, or fit on the same ship, though. If the next two weapons are a fixed medium burst laser and a turret small frag, even if they are technically better than standard engineering it's going to take an inventive build to make good use of them and the missile launcher on a single ship.

(And I would hope that Frontier did continue to stay away from the few ridiculously good combinations - long-range + almost anything else on a weapon, any two on a power distributor or plant, etc. that are why we can't have double-engineering in general)

You can argue that this doesn't matter because the game isn't competitive, or too easy, but that's basically arguing that the game's balance doesn't matter at all.
Having seen hundreds of changes over the years that massively changed game balance without really making much difference overall ... I certainly think the game's balance matters a lot less than I originally thought it did.

On this current module, for example, maximum jump ranges have gone from 40 LY stripped down (10-20 LY working fit) to 330 LY stripped down and neutron boosting (20-50 LY working fit) plus 500 LY carrier jumps ... without anything really breaking. A few players have legacy lightweight sensors or drives which let them build a ship which can jump marginally further than is possible with currently available modules ... it hasn't really mattered.

The fact of the matter is, we're going to hopefully see a bunch of new players join in for the new expansion, and if you tell them that they are literally unable to compete with other players simply because they haven't owned the game as long, they will quit.
So long as Frontier keeps doing this sort of CG reward, they'll be able to catch up, though, if they want.

You've been able to say that to beginners - in a literally true sense - since 3.0's engineer reform kept the legacy modules intact, almost three years ago. And that was only replacing the original god-roll engineering where unless you put in tens of thousands of rolls and got lucky someone else was always going to have a better module than you.
There's a little bit of grumbling about it from serious PvPers but broadly speaking no-one else cares.

(And I'd like to care about it in theory but in practice I find it hard to find many occasions where someone will be able to outcompete me solely because of a superior module - as opposed to "actually practising this stuff" or "putting in ten hours a day grinding it" or whatever)
 
Ahhhhhh, you're right. I've missed that. Thanks a lot! o7

@EDIT
But then again, it won't have any experimental effect on it. I didn't check, can you engineer double modified missile rack from Liz? Can you additionally add mass manager effect to it? Would increased range + fast boot be better than increased range + mass manager?

That would be interesting to know and might even end this discussion.
 

rootsrat

Volunteer Moderator
Man, talk about a kick at explorers.

So, with these new CGs, now you can get a single class 5 FSD that'll have both the Increased Range and the Faster Boot Sequence blueprints applied. The latter is mostly useless, but it does come with a 15% increase to Optimal Mass. Which means that with this CG, explorers could get a better FSD than they normally could... if they made it to the top 25% via either hauling or anti-xeno combat, two activities which would both be unenjoyable grind for them, and because of the threshold, a lot of it too. Plus they'd have to compete with dedicated traders / AX fighters, who wouldn't be getting as much use out of these FSDs as they would anyway.
Not to mention that most explorers are far away from the bubble, and now, if they wanted this better FSD, they'd have to rush back - and start the competition with others having a headstart measured in days.

To Frontier (and the lead CM @Arthur Tolmie ) : could you change the reward to be for the top 75% of participants instead? That's the same threshold as the double-engineered missiles for Liz Ryder had anyway.


Although honestly, personally I'd rather you didn't offer such rewards, or if these double-engineered rewards will be a thing, then I hope in Odyssey we'll have a chance to make these on our own too. Handing out event-exclusive overpowered rewards in an MMO is generally not considered to be a good move. (Worse, unlike the missiles back then, which few people use anyway, everyone uses an FSD.) But well, what's done is done.

Why do you assume this CG is for explorers?
 
I do hope the double engineered FSDs will be a 5A, but even a 5B would be nice if the bonuses from increase ranged with fast boot would add up
 

Deleted member 182079

D
The fast boot experimental may be useless to explorers, but Not to PvPers. Since the first thing organic pvpers sub target is the FSD, most organic Pvpers have the shielded or faster boot sequence modifications, especially if they fight after shields drop.

The addition of a long range with the faster boot sequence will make high waking hunts much more feasible and allow PvPers to free up an internal by getting rid of a scoop if they choose.

I am very tempted to grind this CG. Too bad it isnt for a 4A since I fly mostly FDLs.

:)
As a non-PvPer (but who sometimes shoots back and either has to run or instead pops subsequently!) this module is pretty neat - size 5 means that largely multirole medium ships will benefit - while the meta PvP combat ship will lose out as you say - in a way it kind of levels the playing field for those who play in Open but still want to get some utility out of their mining/trading Python for example.

I use the Increased Distance mod on 99% of my ships because the jump range penalty is pretty severe if you apply the FSD boot sequence one; that has been applied only on a couple of my ships that are likely to be targets by gankers (such as my slow T10 which can't avoid grom rockets and the like) but those ships are built to withstand a decent hammering also.

Fitting this module to a paper exploration AspX won't make much of a difference as the ship will likely explode before it can spool up the FSD, but it will give PvE Open players a better chance to low-wake.

My main account which would certainly benefit from this is 6k LY outside the bubble unfortunately, and my alt account doesn't have the capacity to get to the 25% (no FC, no large enough ship, not enough credits to buy one either, no AX gear unlocked).

Still, I think I'll still cope missing out on this module, because to be fair, the amount of times my FSD fast boot builds actually benefited from this mod were close to zero so far.
Its like, one module though. It can't be duplicated and has a marginal benefit.
Also, this.
 
Why do you assume this CG is for explorers?
That's a loaded question. I hoped there were better standards for moderators here.


Also, I'd still like to hear from Frontier on the specifics of this, and I know plenty of other people would as well. So, @Arthur Tolmie , to repeat it: could we have some clarification on this? How will the Optimal Mass increases from the two blueprints stack?
The Increased Range blueprint gives +55% Optimal Mass, the Faster Boot Sequence blueprint gives +15% Optimal Mass. What increase in Optimal Mass will the double-engineered reward will have?

After all, the Mass Manager experimental also gives a +4% optimal mass boost, which normally multiplies with the +55% to give a +61.2% Optimal Mass on a fully-engineered 5A FSD with Increased Range and the Mass Manager added. If the double-engineered effect will follow the same, then a small percentage of players will get +85.38% Optimal Mass FSDs. That means a +24.18% advantage over the players who weren't in the top 25% of either CG, during this one week - which is the vast majority of players.

So, I guess another question would be: will these double-engineered modules be available for all players later?
 
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Man, talk about a kick at explorers.

So, with these new CGs, now you can get a single class 5 FSD that'll have both the Increased Range and the Faster Boot Sequence blueprints , but it does come with a 15% increase to Optimal Mass.
Am I missing something or where does this "15% increase to optimal mass" come from. It doesn't mention anywhere that I've seen, anything about an extra 15% increase to optimal mass.

All I've seen is that the module reward for the top 25% is a Grade 5 FSD with Increased Range and Faster Boot sequence.

So to me that just means a Grade 5 FSD with a bit of engineering to increase it's range and then an extra bit of engineering to give it a Faster Boot Sequence.

IMO Not that much of a kick (if any) to explorers.
 
So to me that just means a Grade 5 FSD with a bit of engineering to increase it's range and then an extra bit of engineering to give it a Faster Boot Sequence.

IMO Not that much of a kick (if any) to explorers.

IF the effects stack - as they did with the missiles - we'd get a FSD engineered with 15% more effectiveness than a regular FSD engineered only with Increase Range
Which would make my regular exploration Asx-X range increase from 66.48 to 72.71 LY
 
I don't if anyone has said this but why not look at this the other way. It gives a jumped up FSD for traders and fighters without which they generally get pathetic jump ranges .
 
It's a genuine question. You seem to indicate in the OP that this CG is aimed at the exploration community, as if nobody else would want to have a cool, double-engineered FSD. I was curious why you seem to think that.
In that case, you misunderstood the things I wrote. I didn't say nor indicate that this CG is aimed at the exploration community. Besides, by now you should know that this isn't the issue here.

If you should claim you don't, then let me repeat what has been said: the issue is that based on what information we have now, Frontier is going to release a module that's more powerful than what is obtainable, for the winners of one week's competitive goal. I suggested setting the participation requirement for the reward to 75%, the same as it was for the earlier double-engineered module.
It would be best if such a module were obtainable for everyone, but this "change to top 75%" is the option that would involve the least effort for Frontier. Assuming they won't just ignore people, of course. Which is the least effort, sure, but also the most damaging to how the developers are viewed by many players.

Better options would be to allow this module, and any other double-engineered ones they plan to make, available to everyone through regular gameplay, not time-limited exclusive events.


Am I missing something or where does this "15% increase to optimal mass" come from. It doesn't mention anywhere that I've seen, anything about an extra 15% increase to optimal mass.

All I've seen is that the module reward for the top 25% is a Grade 5 FSD with Increased Range and Faster Boot sequence.
You're missing that the Faster Boot Sequence blueprint also gives a +15% increased to optimal mass. (Look it up in-game, or on Inara, or other sites.) For a full breakdown, see my previous post. If this increase works as current rules work, then it'll be a +24.18% over what's available to the overwhelming majority of players.
 
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