Could someone explain engineer upgrades a bit?

Hi,

I've just started looking an engineer upgrades and I'm a bit confused. It looks like level 1 upgrades offer the best solutions where as I would have thought the higher level ones would. Granted higher level upgrades give one aspect of the sub-system a bigger boost but then they often take it away again with the secondary effects and always have worse primary effects on the other aspects.

So if you try for more power you get hit hard on mass, heat, integrity etc and can loose much of the extra power due to a poor secondary roll.

So given they appear to offer poorer returns, take more resources etc is there any reason to actually go for higher level upgrades other than 1?

Thanks.
 
Actually, the downsides are generally fairly trivial in practice (if you get a really bad result, then roll again if you have the mats) or can easily be managed with other modules and engineer modifications. It also depends on what kind of build you're looking for, eg offensive, defensive, exploration, mining, piracy, etc. Anyway, the system is about to change in the next big update, where they'll be removing secondary effects and changing the progression system, so you might want to wait for that first.
 
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They all tie in to each other in a manner of speaking. For instance, say you want to engineer your weapons for increased damage. Now your power output is through the roof and your Vulture has to shut down half its modules just to deploy hardpoints. Solution? Engineer your power plant for increased output of course. But now you’re overweight, so you have to engineer your thrusters and FSD.

Its a deep hole...
 
The downsides are meant for balance, whether or not it make sense to go with a higher grade depends on your build and what you want.

The whole engineering system is going to change soon so you shouldn't worry about learning the current system, you'll only waste your time. I recommend working on unlocking engineers and gathering mats for now, and then get into doing the actual engineering when the new changes go live. At that point we will all be learning it, and there will lots of info on the forums.
 
Start with the FSD (makes it easier/faster to do the rest).

Most ships only need G1 - G3 on the Power Plant (Vulture is the exception).

Depending on the number of Utility Mounts, go with Reinforced or Thermal resistant Shields, then use boosters to get decent Thermal Resistance and max power

Dirty Drives on the Thrusters, G5

Weapons are a natter of personal preference and play style.

All the answers (well most anyway) are here:

https://inara.cz/galaxy-engineers/

The downsides are meant for balance, whether or not it make sense to go with a higher grade depends on your build and what you want.

The whole engineering system is going to change soon so you shouldn't worry about learning the current system, you'll only waste your time. I recommend working on unlocking engineers and gathering mats for now, and then get into doing the actual engineering when the new changes go live. At that point we will all be learning it, and there will lots of info on the forums.

^^

Good advice
 
Hi,

I've just started looking an engineer upgrades and I'm a bit confused. It looks like level 1 upgrades offer the best solutions where as I would have thought the higher level ones would. Granted higher level upgrades give one aspect of the sub-system a bigger boost but then they often take it away again with the secondary effects and always have worse primary effects on the other aspects.

So if you try for more power you get hit hard on mass, heat, integrity etc and can loose much of the extra power due to a poor secondary roll.

So given they appear to offer poorer returns, take more resources etc is there any reason to actually go for higher level upgrades other than 1?

Thanks.

First thing I'd say is that if you haven't done much with engineering so far, you might want to wait a bit until the 3.0 update because the engineering system is getting a reworking in that update anyway. We don't have a definite release date but the last we heard was Q1 2018 which should mean by the end of March.

As for a summary of engineering, it really is a bit too complex for me to do it in any kind of detail right now, I just don't have the time.

The absolute basics though are that for whatever the mod is supposed to deliver, the primary attribute which affects that change will always have a higher range of potential improvements as you move from grade 1 to grade 5. In some cases yes, the negative effects will also sometimes increase to provide some balance and ensure we aren't all just flying around in super ships but the positive changes will almost always offset the negatives. Generally though for maxing out the thing that the mod is meant to change a grade 5 roll will always be the best.

For example take an increased range FSD mod which is about as vanilla as it gets:

https://inara.cz/galaxy-blueprint/2/

Look at the optimal mass stat - the range of potential change at grade 1 is an improvement of between 4 and 10%. The range of potential improvement at grade 5 is 20-50%.

All of the grades also have negative effects that are delivered as part of the main roll, specifically decreased integrity, increased mass and increased power draw and those negative changes get worse as you go up the grades.

None of the increased negative changes at grade 5 compared to grade 1 even come close to making the increased positive change in optimised mass at grade 5 not worth having compared to the grade 1 result. The optimised mass percentage translates pretty much directly into a range increase, so if you start with a 30LY drive and apply a grade 1 mod, that can increase to 33LY with a 10% improvement. If you roll a grade 5 mod instead, that can increase to 45LY with a 50% improvement.

If what you want is a longer jump range, there are very few situations in which a relatively small increase in drive mass and power draw and a decrease in integrity are going to be so important to your overall build that you'd rather take the grade 1 roll with a 12LY shorter range just to avoid them.

(Note - in addition to the changes shown there, there are also secondary effects which are NOT part of the main blueprint and are applied randomly to the modification after the stat changes given by the main roll. Those can improve or make worse the stats affected by the main blueprint changes and in some cases will also affect stats that aren't part of the main blueprint; for example a long range FSD roll could give a secondary which increased the optimal mass even more, or that increased the power draw even more, or did both, or gave a faster drive reboot time, despite a drive reboot time change not being part of the main roll at all. Those secondaries are the source of much of the moaning about the current implementation of engineering and they won't be a feature of engineering after 3.0, which is why I said you might want to wait.)
 
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Rule number one for me is to modify more than one copy of each module.
That way I don't accidentally wipe a better roll.
If you are short on cash, remember that you can always sell the worse performing one for full price.
You just lose the mats you rolled.

As a general rule, figure out your powerplant last.
You'll want to do the minimum upgrade there possible and ou won't know how much power you'll need at first.

For mods in the current system, esp power plant, good lower rolls are way preferable to poor upper rolls, as you have found out.
Others like FSD tend to be less "critical".

Play around with the coriolis and inara sites before you commit and ask specific questions if you have any.
People are very helpful.

The upcoming system will be much more straightforward so there is that to look forward to.
 
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As said above.... don't even bother to understand right now. Just unlock and gather materials right now.

New engeneers work differently and more progressive then current ones.... you will be wasting your time and resource by doing it now
 
As a general rule, figure out your powerplant last.
You'll want to do the minimum upgrade there possible and ou won't know how much power you'll need at first.

This is good advice. It's tempting, where possible, to go blazing in with your Grade 5 upgrades thinking you're all good. Then sitting there, constantly overheating with your powerplant supplying far too much power you realise that going G5 on all your upgrades isn't always the best way to go.
 
Many thanks for all the replies. I just hope the new system reduces/removes the randomness - never mind the secondary effects - these NPCs are supposed to be the best yet the randomness makes it look like they haven't got a clue...

'Ahh yes commander I can make your FSD faster, all I have to do is poke this, tweek that and then hit it with this tuna fish to finish. Not quite sure what that will do... Oh what's that you say? It blew your head off? Oh well never mind, pick up your head and we'll try again.'
 
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