News Beyond 3.0 Beta 2 - Changes to Engineers

Greetings Commanders,

First of all we wanted to say a huge thank you to everyone who has helped us test the Beyond 3.0 beta so far. A huge number of you have jumped in to the game to test out the Chieftain, listen to GalNet Audio, and experience the other hundreds of change to the Elite Dangerous galaxy, making it our most populated beta so far.
We’ve been watching your feedback very closely, and thanks to your support we were able to make a few changes to how Engineering works that we’d like to call out specifically.

All of the below will take effect as part of beta 2 (as well as the other many changes in the full patch notes):
- When pinning a blueprint, it will now pin all grades rather than just one.
- If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer.
- We’ve made a set of initial changes to improve the blueprints you receive from engaging with Engineers. As always, your feedback is hugely appreciated, and we’d love to hear what you think about these changes relative to how they were in beta 1. Please do continue to test and give us your feedback to help make the very best possible update. See the full list of changes to the modules so far here:

Drives:
- Dirty Drives:
Speed Increase 30%->40%
(Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
- Clean Drives:
Speed Increase 18%->28%
(Max possible increase now 34.4%, used to be 33.8%)

Weapons:
- Short Range:
Damage increase 65%->75%
(Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
- Overcharged:
Damage increase 55%->70%
(Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
- Rapid Fire:
Firing Interval reduction 40%->44% (ROF increase 66%->79%)
(Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
- Efficient:
Damage increase 17%->24%
(Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
Passive power draw reduction 40%->48%
WEP draw reduction 35%->45%
- Focused:
Heat increase halved (10%->5%)

Shield Generator:
- Enhanced, Low Power:
Strength Multiplier: 10%->15%
- Reinforced:
Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 recipes

FSD:
- Increased FSD Range:
Optimised mass 50%->55%

Power Plant:
- Low Emissions:
Heat 60%->65%
- Overcharged:
Power 36%->40%
Hull Reinforcement:
- Single Resistance blueprints:
Off-type penalties reduced 12%->10%
- Heavy Duty:
Damage resistance restored from 8.5%->15%
- Lightweight:
Health Multiplier increase 18%->24%

Armour:
- Heavy Duty:
Health Multiplier increase 30%->35%

Power Distributor:
- High Frequency:
Global charge rate increase 40%->45%
- High Capacity:
Global Charge Capacity 40%->42%
- Priority X blueprints:
Increase charge rate on primary capacitor from 30%->36%
Shield Boosters:
- Heavy Duty:
Shield health increase 38%->40%
- Resistance Augmented:
Global damage resist 16%->17%
Once again, we’d love to hear your thoughts on all of the changes in beta 2 – we’ve been paying close attention to your feedback on social media, the forums, your emails and Reddit since the first beta livestream, and we’ll continue to make changes thanks to your support.

The full change log has been posted here.
 
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Clearly the changes to the new blueprints to deal with the grandfathering issues will be receiving the closest consideration today.

There are also the major issues with secondaries (perhaps most especially thermal load) that I tried to highlight in this thread:

https://forums.frontier.co.uk/showthread.php/402587-Grandfathering-problems-The-Rail-Gun

... which may need more work, but in the meantime I would just like to say ...

THANK YOU, FRONTIER - YOU ARE TAKING US IN THE RIGHT DIRECTION, FOR SURE!


All the best,

Truesilver
 
- When pinning a blueprint, it will now pin all grades rather than just one.
This is good. It was silly the first way! :)

- If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer.
This is also good.
 
Accelerated progress in inferior grades makes sense as an inexpensive remedy to the 'too many roles to G5' complaint. I'll be interested to find out how much faster we will progress.
 
Sounds nice so far, but what about the Optimal Mass secondary which allowed some ships to use shields below their minimum size?
Without that i wouldnt even try to roll a new shield for my cutter
 
Thanks for responding to the feedback FDev - at a first glance it looks like the two big issues have been addressed. Looking forward to seeing Commanders’ experiences with the update. :)
 
Greetings Commanders,

First of all we wanted to say a huge thank you to everyone who has helped us test the Beyond 3.0 beta so far. A huge number of you have jumped in to the game to test out the Chieftain, listen to GalNet Audio, and experience the other hundreds of change to the Elite Dangerous galaxy, making it our most populated beta so far.
We’ve been watching your feedback very closely, and thanks to your support we were able to make a few changes to how Engineering works that we’d like to call out specifically.

All of the below will take effect as part of beta 2 (as well as the other many changes in the full patch notes):
- When pinning a blueprint, it will now pin all grades rather than just one.
- If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer.
- We’ve made a set of initial changes to improve the blueprints you receive from engaging with Engineers. As always, your feedback is hugely appreciated, and we’d love to hear what you think about these changes relative to how they were in beta 1. Please do continue to test and give us your feedback to help make the very best possible update. See the full list of changes to the modules so far here:

Drives:
- Dirty Drives:
Speed Increase 30%->40%
(Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
- Clean Drives:
Speed Increase 18%->28%
(Max possible increase now 34.4%, used to be 33.8%)

Weapons:
- Short Range:
Damage increase 65%->75%
(Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
- Overcharged:
Damage increase 55%->70%
(Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
- Rapid Fire:
Firing Interval reduction 40%->44% (ROF increase 66%->79%)
(Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
- Efficient:
Damage increase 17%->24%
(Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
Passive power draw reduction 40%->48%
WEP draw reduction 35%->45%
- Focused:
Heat increase halved (10%->5%)

Shield Generator:
- Enhanced, Low Power:
Strength Multiplier: 10%->15%
- Reinforced:
Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 recipes

FSD:
- Increased FSD Range:
Optimised mass 50%->55%

Power Plant:
- Low Emissions:
Heat 60%->65%
- Overcharged:
Power 36%->40%
Hull Reinforcement:
- Single Resistance blueprints:
Off-type penalties reduced 12%->10%
- Heavy Duty:
Damage resistance restored from 8.5%->15%
- Lightweight:
Health Multiplier increase 18%->24%

Armour:
- Heavy Duty:
Health Multiplier increase 30%->35%

Power Distributor:
- High Frequency:
Global charge rate increase 40%->45%
- High Capacity:
Global Charge Capacity 40%->42%
- Priority X blueprints:
Increase charge rate on primary capacitor from 30%->36%
Shield Boosters:
- Heavy Duty:
Shield health increase 38%->40%
- Resistance Augmented:
Global damage resist 16%->17%
Once again, we’d love to hear your thoughts on all of the changes in beta 2 – we’ve been paying close attention to your feedback on social media, the forums, your emails and Reddit since the first beta livestream, and we’ll continue to make changes thanks to your support.

The full change log has been posted here.
Any chance we could have a way to see all blueprints (but not be able to interact with them), when selecting an engineer that we have unlocked?
 
Good changes overall I guess, but:

"(Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)"

This is simple not true, why dont you know your own game? I dont believe 147 was possible with extreme luck before, and I have never ever heard of anyone having 143+ thrusters before. Or is this "extreme luck" something that nobody in the entire game has achieved yet? But anyway, since there are 142s with very good optimal mass, its probably better to have a few % more...
 
Great changes so far Fdev thanks, and thanks for listening to the community, looking forward to the rest of them.
 
A solution to railguns might be just to revert them to their old heat values. They didn't used to make so much heat, but were nerfed and basically became impractical without the -heat side effect.
 
Engines and stuff are fine but can you PLEASE stop buffing the weapons and shield upgrades?! The power creep is too damn real. The effectiveness and time-to-kill gap between stock A-rated and even minimally engineered is already ridiculous as it is. Before engineers if you wanted to compete in PVP all you needed was the money and the skill. Now there's an additional grind wall to overcome to even get to entry level, and quickly swapping around different loadouts to see what works best for you is discouraged because you have to grind the mats for all of those upgrades too.

Just admit this thing was stillborn, grow a pair and tear it down so you can build it properly from the ground up. No grandfathering godrolls or buffing new rolls to compete with them, no more bloody RNGs, no more back and forth across the galaxy just to get all your lasers the right colour. Just user-definable tweaks that give small bonuses and small drawbacks to accentuate a ship's existing strengths or mitigate its weaknesses, one or the other, not both. God, how many times do we have to say this.
 
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