Colonia Engineers need a re-think

Deleted member 182079

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Only just seen your post now.. so, hidden in plain sight then lol!

Just goes to show how preconditioned I've become when it comes to working anything out in the game, and dismissing most of the in-game text as meaningless fluff. First port of call remains Firefox, it's a habit I'm trying to shake, but old habits die hard and all.
 
I think the 5A are available after server tick and then sell out - in my head lore, a transport arrives with 50 of them in the morning then they sell out until next days delivery. I have no idea how accurate this is, purely observational anecdotal not confirmed or tested as such...but worth a try

RE Colonia Engineers - to help out just engineer whatever module needs to be raised. ie AFMS currently G3, the more players who upgrade their AFMS the quicker it will uopgarde to G4 available. - Head lore, youre 'training' the engineers through practice at lower levels to get better.

Head Lore helps me a lot in this game :)
 
How does one actually contribute to that? I plan to take a trip to Colonia soonish, I'd like to lend a hand.
In summary, engineer modules which haven't yet reached G5 with the local engineers (unproven, but it's likely that remote workshops and experimental effects do nothing)

The engineers gain experience every time a roll is made on a module - 1 XP for a G1 roll, up to 4 XP for a G4 roll. They need about 12000 XP to go from offering G3 blueprints to G4 blueprints on a particular module (each module is tracked separately, but all blueprints on the same module count together) ... and about 30000 more XP to go from G4 blueprints to G5. You can see progress in 5% increments (rounded down) in a local news article at each engineer base.

So if you just hang around here and engineer anything that's not already available at G5, you'll be helping by default. If you want to do more focused work on a particular module, grab a bunch of materials (the G1 raws, especially), a cheap module of the right type, and then sit at the engineer swapping low-grade blueprints over on it for as long as you can be bothered to.

Modules which aren't yet finished to G5:
Grade 3:
- Auto Field Maintenance Unit *
- Cargo Scanners
- Detailed Surface Scanner *
- ECMs
- Fuel Limpets
- Hatchbreaker Limpets
- Mines
- Torpedoes

Grade 4:
- Cannons
- Chaff
- Frag Cannons
- Missiles
- Plasma Accelerators
- Point Defense
- Power Plants
- Railguns
- Refineries *
- Sensors

* These modules only have one blueprint so are very painful to do bulk rolling on, as you need to go over to outfitting to strip the modification entirely to start over. Of course, if you actually want several engineered AFMUs, great! Fortunately they get a decent amount of general use anyway.

Well I thought you did, but had an odd experience. I bought a Python on arrival when last there, then encountered the no 5A FSD thing, so made do with a 5B (was fine for my purposes at the time, but frustratingly temporary as I don't engineer B rated modules). But then just as I was leaving Jaques Station had a 5A FSD for sale. I bought it, put it in the Python, then went to buy another for a Krait and they didn't have any. I checked back a while later and drew another blank. So I assumed that my 5A FSD was a glitch. Maybe that was introduction day and they were intermittent?
Most of the A-rated core modules are limited stock and only available from stations in Colonia system. So, some days are better than others. Stock seems to reset on Tuesdays for those stations, as far as I can tell.

On the Census site I track where can sell modules, as well as where currently does, and whether the stock is limited. e.g. https://cdb.sotl.org.uk/outfitting/25/269 for 5A FSDs, or https://cdb.sotl.org.uk/outfitting/25/265 for 5E (which have some "always available" stations). The only modules which are never available appear to the 7B, 7A, 8B and 8A sensors - not a great loss to most people, but definitely bring your own if you need them.
 
Did you pin armoured? Much better imho.
Nope, turns out it was Low Emissions! From ages ago.
You’re right of course re Armoured but I’m building a Combat Viper and it seems only OC 5 will work for the PA build I’m trying.

Even my explorers run armoured/thermal spread or outright low emissions. Never used a oc pp on an Explorer :eek:
Neither have I, see above, it’s not for sightseeing ;)
 
This is my combat Viper, only died once in it.:LOL:

The PP has to be G5 armored, monstered and the 2 PAs need to be G5 efficient for it to work. But a G2 overcharged, thermal spread PP could run the same setup.
 
This is my combat Viper, only died once in it.:LOL:

The PP has to be G5 armored, monstered and the 2 PAs need to be G5 efficient for it to work. But a G2 overcharged, thermal spread PP could run the same setup.
My one has a C3 SCB and 2 HD Boosters.
The PA’s are focused and the Rails LR.

So power hungry!
 
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