Engineers Clean Drives vs Dirty Drives

Hi all! I dont understand what is the main difference between clean and dirty drives. Clean = less heat, dirty = more heat, this part is ok. But, basically, if I want to go very fast, witch one do I choose? I dont know what is the optimal multiplier factor. :rolleyes:
 
Hi all! I dont understand what is the main difference between clean and dirty drives. Clean = less heat, dirty = more heat, this part is ok. But, basically, if I want to go very fast, witch one do I choose? I dont know what is the optimal multiplier factor. :rolleyes:
Dirty = faster but builds heat (good to pair with efficient weapons)
Clean = slightly faster than normal not so much heat

Also they increase roll, pitch, and yaw too.
 
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Dirty = faster but builds heat
Clean = slightly faster than normal not so much heat

Also they increase roll, pitch, and yaw too.

Cheers for this. Do you happen to know 8f the rates of roll pitch and yaw improvement are similar in both cases or less so for clean drives?
 
Cheers for this. Do you happen to know 8f the rates of roll pitch and yaw improvement are similar in both cases or less so for clean drives?
Seems to be tied to the optimal multiplier so as far as the two go dirty>clean drives for better agility.
 
for a cutter will this mean then that a clean drive is better for the 8a thruster?
and which grade I need to choose?,
I aiming that the cutter will react compared almost equal to the clipper
 
for a cutter will this mean then that a clean drive is better for the 8a thruster?
and which grade I need to choose?,
I aiming that the cutter will react compared almost equal to the clipper

Go for dirty unless you find yourself overheating a lot on your Cutter, which I doubt. A Cutter needs every ounce of maneuverability it can get to not be a combat T9.
 
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Go for dirty unless you find yourself overheating a lot on your Cutter, which I doubt. A Cutter needs every ounce of maneuverability it can get to not be a combat T9.

Do we have any screenies of the maxxed outcomes of rank 5 dirty and clean rolls
on the lucky side?
As far as i tested in beta dirty gives ~25% increase in speed and maneuverability.

The downside is just the increased heat, which is manageable,
though i'd love to see them increasing the signature in other ways aswell.
 
Do we have any screenies of the maxxed outcomes of rank 5 dirty and clean rolls
on the lucky side?
As far as i tested in beta dirty gives ~25% increase in speed and maneuverability.

The downside is just the increased heat, which is manageable,
though i'd love to see them increasing the signature in other ways aswell.
Dirty drives

http://inara.cz/galaxy-blueprint/4

Clean drives

http://inara.cz/galaxy-blueprint/6

Keep in mind that some of the ships don't run dirty drives all that well with some weapon load outs and either require efficient weapons mods or more kinetic weapons. Also overcharged weapons layered on top of dirty drives and (in pvp of course) thermal modded weapons means that your ship can get hot quick and stay hot unless you start popping heat sinks.
 
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Do we have any screenies of the maxxed outcomes of rank 5 dirty and clean rolls
on the lucky side?
As far as i tested in beta dirty gives ~25% increase in speed and maneuverability.

The downside is just the increased heat, which is manageable,
though i'd love to see them increasing the signature in other ways aswell.

Heat is pretty much negligible unless you PvP, which will become a meta, no doubt.
 
Heat is pretty much negligible unless you PvP, which will become a meta, no doubt.

With still broken heat generation on missiles that is pretty much a prob,
staying longer at excess heat levels.
;)

Dirty drives

http://inara.cz/galaxy-blueprint/4

Clean drives

http://inara.cz/galaxy-blueprint/6

Keep in mind that some of the ships don't run dirty drives all that well with some weapon load outs and either require efficient weapons mods or more kinetic weapons. Also overcharged weapons layered on top of dirty drives and (in pvp of course) thermal modded weapons means that your ship can get hot quick and stay hot unless you start popping heat sinks.


Thanks!
The blueprints however do not show any additional secondary attribute boosts.
I can remember having dirty drives in the beta with +25% multiplier and -1% optimal mass.
 
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With still broken heat generation on missiles that is pretty much a prob,
staying longer at excess heat levels.
;)




Thanks!
The blueprints however do not show any additional secondary attribute boosts.
I can remember having dirty drives in the beta with +25% multiplier and -1% optimal mass.
Also remember on top of what I said earlier that overcharged power plants are also less heat efficient as well. Which for ships like a Vulture having an overcharged power plant is very desirable.

As far as I know no one has been keeping good track of secondary effects yet.
 
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I'm worried about range, as well.

A modified ship's weaponry can engage at 5 km whereas normal weapon can only reach 3 km.

the range mod is pretty weak though, being able to engage at 5km isn't much of an advantage when you consider how feeble max range lasers are, it would give you a good advantage when engaging at mid range though.
 
the range mod is pretty weak though, being able to engage at 5km isn't much of an advantage when you consider how feeble max range lasers are, it would give you a good advantage when engaging at mid range though.

Yeah I'm not sure if there was or wasn't a drop off, however a good secondary roll can actually bump the damage out slightly above normal lasers.
 
Hopefully.

From my theory/half modded perspective you either go efficiency or overcharge for lasers. Range sounds nice but turrets miss, as will most players, gimbals completely won't work at that range.

Turrets will continue to try to fire at 5km though, which will give you the headache of turret management mid-fight or having it waste your capacitor for nothing, however if you are willing to do so this will give you the best damage at 3km if thats what your looking for (~50% increase). Overcharge crushes on low power requiring weapons and efficiency is king of DPE as long as your talking about lasers.
 
From my theory/half modded perspective you either go efficiency or overcharge for lasers. Range sounds nice but turrets miss, as will most players, gimbals completely won't work at that range.

Turrets will continue to try to fire at 5km though, which will give you the headache of turret management mid-fight or having it waste your capacitor for nothing, however if you are willing to do so this will give you the best damage at 3km if thats what your looking for (~50% increase). Overcharge crushes on low power requiring weapons and efficiency is king of DPE as long as your talking about lasers.

As of right now my MC turrets stop firing after 2 KM.

As far as I can tell the best use of long range weapons is fixed beam lasers. I did some 1 on 1 in beta with them on a vette with top damage secondary rolls and it off set the Corvettes speed against the Cutter.
 
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As of right now my MC turrets stop firing after 2 KM.

As far as I can tell the best use of long range weapons is fixed beam lasers. I did some 1 on 1 in beta with them on a vette with top damage secondary rolls and it off set the Corvettes speed against the Cutter.

Agreed I think fixed long ranged fixed beams on nimble ships will be a whole new way to do combat, but outside of that situation i'm not sure long ranged will be used - glad to hear MC turrets stop firing after 2km but they don't have anyway near the drop-off that lasers have anyway which makes the whole thing strange :p
 
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