Any Engineer Grandfathering Issues at all?

So as I finally start my final decent back to the Bubble (only 19,000 ly to go), I have a question if anyone has had issues updating their ships?

So I know our previous G5 are now reduced to G4 and G2 to G1, and G1's to probably nothing, etc, and my original assumption is to just re-do all my modules to that they are back to their original levels pre 3.0.

So my G1's are back on my Over Charged Power Plant for example, my old G5's FSD, Thrusters, etc are all back to G5's at 100%, etc.

What I'm curious of has anyone had to re-determine new power drain levels at all while getting ships back up to their previous Grades?

I'm just thinking getting the higher grades (G5 especially) might use more power than before and meaning I would have to re-configure and figure out a new grade for my power plants?

Most ships I have, this won't be an issue as every module is G5 (or was pre 3.0), but this is more for my Exploration ships where I am keeping things as light as possible (hence the lower grade power plant mods).

I just don't want to grandfather my Power Plant and then realize after upgrading everything else, that it can't handle it and I have to make a return trip back to fix it? I know I can pin it, and effects might help, but was just curious if anyone has had issues with that at all?
 
This might depend on how good your old mod rolls were. In my case, I never did more than half a dozen rolls anyway, and in most cases, the maxed out G4 was as good, if not better than what I prevously had.

This includes the PP too, and I actually have an abundance of power now. I'd actually like to drop a level on the PP, for heat efficiency, but there's now option to do that other than drop all the mods and start again.

There are also most experimental effects, some of which can drop power usages, iirc.
 
The one annoying thing is that no side by side comparrison is presented and you must convert your old module to the new system before you can see the values of the new modifications. Once again it has been left up to the third party sites to actually provide you with information pertinent to the game.
 
If you got a god roll before then the grandfathered module will be slightly worse until you do a couple of rolls and add an experimental effect (the old god roll modifiers are now experimentals that you can select).

The only real annoyance is that if you had an old experimental (like corrosive shells) it is removed when you grandfather and you have to add it again. Bear this in mind when you collect materials prior to grandfathering.
 
I seriously had some god rolls under the old system, maxing out the module currently made my ship way better. Thrusters for example, boost speed for vulture was 540ish something before w/ all sorts of little problems heat especially, now its 570+ w/ maxing out the module and the heat problems and power problems are totally non existent now. So idk how i feel about this, way faster and crazily more energy/ heat efficient. There seriously wasnt a single aspect of my old thrusters that wasnt improved by a lot.
 
Id probably keep some of your favorite grandfathered shield boosters in storage for now til you know what sort of changes to expect. Havent got to test those yet, but so far my best hundreds+ rolls modules(which were awesome) havent beat any of the new system maxed modules yet. Im currently lmao thinking about some of the pvp players that spent months/years engineering their ships crazily to have it become obsolete.
 
So far only thing I'm using from before are rails. Can anyone confirm you can get -40% thermal load on long range post 3.0?
 
The one annoying thing is that no side by side comparrison is presented and you must convert your old module to the new system before you can see the values of the new modifications. Once again it has been left up to the third party sites to actually provide you with information pertinent to the game.

Well luckily I have screen shots of every mod I have done for every ship I have (it was a pain to do each time), but I can at least compare it to see if it was better or worse (especially if I make room in my storage for some of them).


This includes the PP too, and I actually have an abundance of power now. I'd actually like to drop a level on the PP, for heat efficiency, but there's now option to do that other than drop all the mods and start again.
Ok that's what I'm looking for. I just didn't want to get my old power plant mods back up to the same grade as before and realize I'm having more heat or power issues now.

If you got a god roll before then the grandfathered module will be slightly worse until you do a couple of rolls and add an experimental effect (the old god roll modifiers are now experimentals that you can select).

The only real annoyance is that if you had an old experimental (like corrosive shells) it is removed when you grandfather and you have to add it again. Bear this in mind when you collect materials prior to grandfathering.

Never had a God roll, or at least not one that was on an important module or ship that is. But that sucks then about the effects, as many of my combat or pseudo combat ships, including a fleet of ships in Colonia have the old experimental in them. For Colonia, I hear remote engineering won't add those new effects on to the modules at all. So I'm pretty much screwed with the enitre Colonia fleet then it seems.

I seriously had some god rolls under the old system, maxing out the module currently made my ship way better. Thrusters for example, boost speed for vulture was 540ish something before w/ all sorts of little problems heat especially, now its 570+ w/ maxing out the module and the heat problems and power problems are totally non existent now. So idk how i feel about this, way faster and crazily more energy/ heat efficient. There seriously wasnt a single aspect of my old thrusters that wasnt improved by a lot.

Great, that's what I was curious about was the power output and heat efficiency...
 
My heavy duty shield boosters are slightly heavier than before, but that is solvable with mass experimentals elsewhere on my ship if I want it bad enough.

Another thing is that my power usage and heat generation have become way more manageable.
 
best advice is to check the new possible stats against what you currently have. Some modules will upgrade higher, some don't. The only way to tell is check modifications vs top possible upgrade.
 
The double shot Frag Cannons do not do as much damage as a typical level 5 roll pre 3.0

Apart from that, most things seem better than even a good old roll.
 
Can someone explain to me what 'grandfathering' is plz

been seeing it everywhere
Preserving old engineering mods instead of converting them to the new system. The issue being the two systems work very differently so it’s not really possible to map stuff over.
 
Can someone explain to me what 'grandfathering' is plz

been seeing it everywhere

Many people use the term incorrectly.

Grandfathering means keeping previously existing stuff, even if it doesn't comply with current rules. In ED it means any mods created before 3.0 remain exactly the same (with the exception of high yield special...), even if it is not possible to replicate that same mod in current version of the game.

So all your mods from 2.4 are automatically "grandfathered", you don't need to do anything. If you want to apply a new mod, you need to convert the item to new system first, losing one grade in the process. So any existing G5 legacy mod will be converted to the best possible G4 mod according to new blueprint values.
 
Never had a God roll, or at least not one that was on an important module or ship that is. But that sucks then about the effects, as many of my combat or pseudo combat ships, including a fleet of ships in Colonia have the old experimental in them. For Colonia, I hear remote engineering won't add those new effects on to the modules at all. So I'm pretty much screwed with the enitre Colonia fleet then it seems.

That's not an issue so much as you not being able to convert mods remotely. Those ships have to come back to the bubble to be converted and upgraded if that's what you want. I love the new engineers but this one feature is one of my least favourites. It punishes people who engaged with the old system for no reason whatsoever.

P.S. I have apparently been using "grandfathering" incorrectly to refer to the act of converting old mods carried over from 2.4. Apologies if I caused confusion.
 

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That's not an issue so much as you not being able to convert mods remotely. Those ships have to come back to the bubble to be converted and upgraded if that's what you want. I love the new engineers but this one feature is one of my least favourites. It punishes people who engaged with the old system for no reason whatsoever.

P.S. I have apparently been using "grandfathering" incorrectly to refer to the act of converting old mods carried over from 2.4. Apologies if I caused confusion.

IMHO in Colonia, all you could do is the following :
- check which Module types do not have any Special Effects
- in the Bubble, pin most favored Blueprints at all Engineers
- use Remote Engineering in Colonia, which will require to "Remove Modification" first though, since the Remote Workshops can't convert Modules
-> you can get to the same max. G5 than with the Engineers in the Bubble

- FSDs can be treated the same, since their max. G5 Mod level even without Special Effect (Mass Manager) should exceed almost any legacy Mod
(alternatively, when in the Bubble purchase, max. out and store FSDs as desired, i.e. for all Exploration Ships)

- many Modules with solid G5 Mods and Special Effects or good Secondaries are best retained, since re-modding them simply isn't worth the trouble

Depending on fleet size or Ship diversity, it's of course also possible to store legacy Mods and redistribute them to other Ships, if that improves them. Better than letting it go to waste, if possible.
 
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its a bit annoying remote workshop (pinned blueprints) cannot convert legacy to new. you have to go to every engineer still...
 
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