Can someone verify that?The Diamondback Explorer would jump 84.52 ly...
Holy God!!!

Can someone verify that?The Diamondback Explorer would jump 84.52 ly...
Holy God!!!
78.7, but its only a skeleton with engineered to the teeth. (75.69 * 1.04)Can someone verify that?![]()
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.
Maybe this is just a lead- in to double engineering options more broadly available, and this is just early access.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.
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.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.
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.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.
So long as Frontier keeps doing this sort of CG reward, they'll be able to catch up, though, if they want.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.
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?
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.
The double-engineered missile rack came with an experimental effect, but people were able to change it and apply a different one.That would be interesting to know and might even end this discussion.
The double-engineered missile rack came with an experimental effect, but people were able to change it and apply a different one.
So adding mass manager to this one will probably also be possible.
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.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.
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Also, this.Its like, one module though. It can't be duplicated and has a marginal benefit.
That's a loaded question. I hoped there were better standards for moderators here.Why do you assume this CG is for explorers?
That's a loaded question. I hoped there were better standards for moderators here.
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.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.
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.
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.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.
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.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.