Anyone else trying to G5 everything before the change?

as far as i understood this - we can keep using our old engineered units but not pimp any further

so :D

last week i pimped all my ships to max needed
 
In the new system you will need 3x4=12 rolls just to reach G5, for every single module. Then you can start increasing your G5 mod by subsequent rolls. Getting one G5 roll on every module now saves you the grind from G1 to G5 for however many modules you have. In my case that is about 12 x 70 = 840 rolls, all with different materials and blueprints compared to a G5 mod.

So if I already have g5 i wont have to do it again? ... Or will i have to grind EVERYTHING up to g5 ... Because i already have every eng to grade 5
 
Nope! 'Because I'd be astounded if Frontier allow the new system (I) to be more time-intensive & (II) to have current god-rolls remaining in the game that are better than the best new stats achievable.

Hence, as long as FD are not totally out of touch with the player-base[blah] & for that matter, the concept of 'common sense' [blah][blah]...

...all upgrades should - ceteris paribus - be more rewarding both in terms of certainty & improved results from the effort put in.

EDIT: what is up with cut & paste on these forums??
 
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Being able to create G5 rated FSD drives with a 56-58%+ Optimized Mass overspec is my main concern with the new system.

You currently can only get these high end FSDs with a rare secondary effect bump, and Sandro said that the secondary effect mechanic is going away in the new update.

So... I went through and made sure that all my ships had a minimum of a 56% OM over spec A rated FSD. The difference in jump range between a 50% and a 58% is pretty significant if you also managed to get some other mass reduction perks too. Especially on a large ship like an Anaconda. I have one Conda in my Fleet that can punch just under 60Ly with weapons installed.

Those were the only modules I am concerned with, since I have never spent much time attempting to get weapons up to that kind of rare state.
 
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Nope! 'Because I'd be astounded if Frontier allow the new system (I) to be more time-intensive & (II) to have current god-rolls remaining in the game that are better than the best new stats achievable.

Hence, as long as FD are not totally out of touch with the player-base[blah] & for that matter, the concept of 'common sense' [blah][blah]...

Uh, yeah, I've got news for you, the revamp as proposed right now is a resounding YES on both accounts (it is more time intensive AND God rolls remain). Things might change before the Q1 update, but Frontier rarely makes big changes like that to things they have already decided upon, sooooo..........:rolleyes:
 
Hence, as long as FD are not totally out of touch with the player-base[blah] & for that matter, the concept of 'common sense' [blah][blah]...

Unfortunately I fear you may be disappointed, at least on the time-intensive side of things thanks to the G1 to G5 progression. They have suggested that the new mods should be able to match previous "god rolls", but I honestly don't trust them to even get this right as they will, as always, underestimate the communities willingness to min/max and create new mods that will never be better than a "moderately good" roll with some lucky secondaries.

Either way though, having G5 mods on your modules from before is a win/win. If the new mods are better then at least you start at G5, if not then you can keep what you have :)
 

Deleted member 110222

D
No. Don't like them in any form.

I'd much rather play the game than chase numbers.

So much so I've decided what my YouTube will be.

One unengineered Cobra Mk III, roaming the galaxy, happy to be at the bottom of the food chain.
 
Yes I'm going over some of my more interchangeable modules and topping off their rolls. I've also almost built my hull tank DBS for some good old newbie bashing fun.
 
I thought that initially, the changes were positive. What am I missing with those upcoming changes?

The uncertainty of a new system of levelling up mods that requires you to level each mod from 1 to 5. Right now if you want, say, a g5 long range mod on a railgun you can level up on any of the other mod types to get the engineer to rank 5. With the new system who knows how it will work? Maybe you have to take that railgun long range mod from 1 to 5. Maybe if you then want a short range blaster mod, that mod will also start at level 1? We know that material limits will be raised, so how tempting will it be for the developers to add more grind?

Tl;dr: a new system brings with it uncertainty, so some people are hedging their bets with the devil they know.
 
I thought that initially, the changes were positive. What am I missing with those upcoming changes?

The initial change proposals were very positive Kantos, it was the later reveal by Sandro that we will essentially need to grind the blueprint grades for every single module we mod which caused a ruckus.

See my post from a few pages back:

A lot of the changes coming in the Q1 2018 update sound great and will go a long way towards making engineering better:

- Pinning more blueprints
- Able to roll pinned blueprints at any outfitter
- Material Broker to allow trading mats you don't need for mats you do
- Progressive rolls, every new roll is better than the last

Those are all very positive changes and would do a LOT to make the current system better. BUT, then they went and added this doozy of a change:

- Each new module must be rolled from G1 -> G2 -> G3 -> G4 -> G5, maximizing each grade with 3-5 rolls before moving on to the next higher grade.

So, essentially all of the time savings the previous changes saved us gets thrown out the window and even worsened by that last new grade grind.
 
Being able to create G5 rated FSD drives with a 56-58%+ Optimized Mass overspec is my main concern with the new system.

You currently can only get these high end FSDs with a rare secondary effect bump, and Sandro said that the secondary effect mechanic is going away in the new update.

So... I went through and made sure that all my ships had a minimum of a 56% OM over spec A rated FSD. The difference in jump range between a 50% and a 58% is pretty significant if you also managed to get some other mass reduction perks too. Especially on a large ship like an Anaconda. I have one Conda in my Fleet that can punch just under 60Ly with weapons installed.

Those were the only modules I am concerned with, since I have never spent much time attempting to get weapons up to that kind of rare state.

How on earth you got your fsds at 56% OM minimum? I have rolled hundreds of times and i only have 1 fsd at 51ish. In my conda that i have done most of the rolls, it only has 49.6%.

You know what? I dont wanna know.
 
Nah, can't be bothered. Whatever happens will happen. If it means more grind, well... I'm no stranger to that concept. Grind doesn't exist anyway, right guys? So it really doesn't matter what the changes are. [yesnod]
 
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So, as the title states I'm currently on a mission to G5 mod all relevant modules on my most used ships, just in case the dev's don't take to their senses and remove the G1 to G5 progression madness.

Anyone else doing this during the holidays?

Personally I have 6 ships (Cutter, Type-10, FDL, Python, Clipper and AspX) that need the following, in order of priority:

FSD - Long Range
Thrusters - Dirty Drives
Power Plant - Overcharged
Power Dist - Charge Enh.
Shield - Reinforced
Sh. Boost - Heavy Duty
Sh. Boost - Res. Augm.
M. Cannon - Overcharged
Lazers - OC / Rapid
Armour - Heavy Duty

60-70 G5 mods, and I'm about a third of the way there. Only doing one G5 roll per module, to ensure I'll be starting at the top of whatever progression is introduced.


Yes.
 
Yes, turned out FD wants to make Engineers a progression for each module, not unlock once shop.

People who want min max are disappointed.

You have that the wrong way round. The new system will take less rolls to max (3-4 per grade 20ish for best possible rather than the score or even hundreds people have made for max rolls in the current system) but more for those who are happy with just an average.
The current system lets you just make those cple of g5 rolls directly, but the new system makes you do 3-4 g1s, 3-4 g2s, 3-4 g3s and 3-4 g4s BEFORE you get to those cple of g5 rolls for every mod.
 
Chances are you got the module you need engineered on some of your ships. Thats what I gonna do with the new ships, swapping some modules around. I can't use two ships at the same time after all :D

I like your thinking there. The thought has occurred to me but I don't like pulling apart "finished" ships. Except for modules I deem optional to the builds.
Currently building up a range of potential and spare modules so I don't have to bother with the newly ruined version of engineering.
Hulls are the only thing I cannot do ahead of time for the new, yet to be released ships.
 
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