Anyone else trying to G5 everything before the change?

I've engineered a lot of stuff, have loads of modules at various grades, but to be honest I always had a hard time working out what was a good roll and what wasn't.
Most of the time I would just accept what was offered and hoped it worked out, as I didn't have enough mats for dozens of rolls anyway.

From what I saw on the live stream, the new system looks much easier to understand, and much fairer in that you are guaranteed an improvement, so personally I'm looking forward to giving it a go :)
 
From what I saw on the live stream, the new system looks much easier to understand, and much fairer in that you are guaranteed an improvement, so personally I'm looking forward to giving it a go :)

yeah, part of me is excited about the prospect of always getting a better roll than the previous, but the other part of me isn't so sure the need for unlocking each grade of a modification will be a good change...

That said, last night I had two horrible G5 FSD Increased Range rolls and only enough materials for 3 rolls so I tried 6 rolls at G4 and managed to get a "God Roll" there which far surpassed the G5 rolls and gives me a 50 LY jump range on my Hauler (used as a taxi for quickly moving between ship locations)
 
If you're planning on buying the Chieftain, equipping a FAS with a fresh set of core internals and have them engineered might save you some time and materials. Then you only need to rank G1-G5 on the bulkheads when the update goes live.

Still have lots of Imperial hammers and Pacifiers that need modifications, problem is I don't know what to put on them, I normally don't use rails and frags.

Good tip, will get a FAS nicely engineered pre-Q1. I have a nice spreadsheet showing my 6 (now 7) main ships, and what grade I have engineered their respective components to. A fair way from done, but I will focus on what I can easily gather materials for, and what gives the most QoL boost (FSD, thrusters, powerplant and powerdist in my case).
 
I'm beginning to wonder if playing the game has become secondary to farting about in engineers.... Engineers have never been that important in my mind since they're only an extremely tedious and poorly thought out and implemented time sink, nothing more.

This fascination with guns, shields and spreadsheet game mentality...reminds me of that eejitfest, Eve online [yesnod]

Bravo!

We had a bunch of gameplay, the Engineers came along, in itself not really addnig any gameplay, but requiring you to spend hours collecting stuff, often doing parts of the old gameplay you didn't even want to. And the goal? So you can spend hours doing all this, to then go back to the old gameplay mechanics, simply now with more powerful modules...

It's like in the desperation to add things to do, FD can't actually think of new, more involved gameplay, and instead they feel the need to wring out every ounce of worth from their somewhat already tired 2-3yr old gameplay they can.


Personally I'd much rather be doing new more interesting gameplay with un-engineered modules, than the same gameplay we've been doing for years, with needlessly buffed modules.
 
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