Easiest way to boost jump range?

I've been out of the loop for a couple of years until ~ 3 weeks ago. I'd like to increase my Anaconda's jump range, but am unsure of the easiest way to do it (other than reducing weight, which I'd rather not do).

Before I stopped playing in 2018 I started trying to do the engineers thing, collecting materials to take to one of the Engineers, but got frustrated with the amount of time it seemed necessary to spend scouring planet surfaces.

I gather there's also now a Guardians method for increasing jump range, but am confused as to whether this or the Engineers route is quickest/easiest. Is it an either/or thing, or do you have to do one of them first? Appreciate any help.

Danny
 
Anaconda is such a great ship and responds well to both engineer and guardian fsd booster. Highly recommend to just do both. I'd start with unlocking Felicity Farseer first because it is probably the easiest to do. Then move on to the guardian fsd booster. Unlocking that seems like it would be hard, but it really isn't as long as guides are followed. An excellent way to get materials for the unlocks is to scan High Grade Emissions and collect the materials and then just trade for the ones you need. Also, using a DSS and scanning planets with volcanism provides good raw materials that can also be traded. Good luck!
 
I've been out of the loop for a couple of years until ~ 3 weeks ago. I'd like to increase my Anaconda's jump range, but am unsure of the easiest way to do it (other than reducing weight, which I'd rather not do).

Before I stopped playing in 2018 I started trying to do the engineers thing, collecting materials to take to one of the Engineers, but got frustrated with the amount of time it seemed necessary to spend scouring planet surfaces.

I gather there's also now a Guardians method for increasing jump range, but am confused as to whether this or the Engineers route is quickest/easiest. Is it an either/or thing, or do you have to do one of them first? Appreciate any help.

Danny


Yes, Farseer (or Martuuk) is the easiest way to improve jump range. Getting a FSD up to G5 Increased Range is the way to go if range is the goal. The Guardian booster took me at least a bit more effort, but the top grade booster adds a flat 10ly to any ship that can take it so it's also very useful.
 
The FSD engineers are literally the first engineers you unlock and they make getting to the guardian sites a lot easier, as well as having easier unlock requirements than the guardian modules.
If G5 materials are hard to scrounge up then G4 is almost as good and you can grab those, get the booster, then deal with getting G5 later.

Most importantly, these aren't exclusive things. If you want to maximise your jump range, you'll want to do both.
 
If I was to start again knowing what I know now, I'd do what I could with the engineers but the Guardian FSD booster would be my priority. Yes there is a small grind involved but you only do it once. You have then unlocked the module in all sizes meaning you can buy as many as you like for as many ships as you have for ever and ever and ever. The thing with the engineers it is one module at a time. That can be a lot of of mats if you ever change ship or even want to change your loadout. I appreciate OP says he has one ship he is interested in boosting but for anyone else reading who is in a ship they don't think they will settle on, I would get the Guardian stuff nailed down.

I reckon you could engineer to about level 3 before that grind has done you for a while, you'd then be in better shape to get out to go grind the Guardian stuff (it's a completely different grind) then go back to engineering.
 
I might add that Felicity Farseer has the best selection of ship upgrades for a player
starting out with their first engineer. They make a significant improvement over stock
ships. I think Frontier designed it that way.
 
I might add that Felicity Farseer has the best selection of ship upgrades for a player
starting out with their first engineer. They make a significant improvement over stock
ships. I think Frontier designed it that way.


Agreed, she's probably the most valuable one stop engineer until you meet Mel Brandon.
 
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I gather there's also now a Guardians method for increasing jump range, but am confused as to whether this or the Engineers route is quickest/easiest. Is it an either/or thing, or do you have to do one of them first? Appreciate any help.
.....

Starting with the Engineers - Farseer for FSD and a few of other useful upgrades) is definitely the way to go... Grind, Yes (if you think of it as that) but there are other benefits as well (back to those later).

The Guardian FDS booster is a nice cherry on the cake, but you will get far more out of higher level FSD engineering. You will want both in the end...

I recently engineered my first Anaconda. Engineering took the jump range to nearly 60LY. The Guardian FSD booster added another 10.5LY (at the cost of a size 5 Optional module slot. The engineering that I did was not just the range enhancements for the FSD, but also lightweighting other modules... it all counts.....

When you go see Felicity, get her to perform "Increased Range FSD" with "Mass Manager" upgrades - they are the most effective combination if range is your priority.

To get the blueprint to Guardian FDS booster, you will need to travel a moderate distance outside the bubble (600-1000LY) that alone will be far easier with an engineered FSD, you then need to interact with a Guardian site (which is protected by Guardian Sentinels) gather parts to activate a beacon that dispenses a blueprint. You then take that blueprint back to a the bubble to buy the booster.

So... what are these other benefits I mentioned.... The unlock requirements for the engineers will make you perform most of the roles the ED has to offer - some you might not of tried without being prodded in that direction - you might just find other areas of gameplay you are partial to... It also gives you direction in your commander's early career.

There are plenty of guides on the internet to tell you the most efficient way to gather materials for engineering efficiently, but there isn't any way around having to do at least that, and the effect on your ship builds when you learn to do it effectively will be profound.
 
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I have found when exploring its better to choose economical short range jumps I have had first to discovery's in what seem to be quite well travelled routes in the systems in between the avg or longer jumps
still having the range to get back fast should be on your go get list none the less
 
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