Engineer clarification

Just started looking at engineering for the first time and wanted to create an Anaconda PvE build.
I was looking at something like this setup https://s.orbis.zone/1ft6
It confused me abit, on some hardpoints there are long range engineering, on some overcharged and on some efficient.
If I put long range on one hardpoint, does that engineering apply on the others as well?
Why go for different engineering type on the different hardpoints?

Also, if you know of a better PvE anaconda build please share.
 
Each module and each weapon is engineered independently of others.
Regarding engineering weapons (hardpoint is the placement for the weapons) - the cmdr that made that build had some really personal choices in engineering, not saying they're necessarily wrong, but they're unusual
Lasers for example are using a lot of power and generate quite some heat. Most of the time lasers are engineered with efficient. Sometimes, depending on play-style / goals it maybe better to use pulse lasers with long-range engineering (pulse lasers have lowest power/heat from the 3 types of lasers)
Multicannons are not power hungry and they do not generate much heat - so usually they're engineered with overcharged.
 
Why go for different engineering type on the different hardpoints?

Many reasons really. For example on my Vulture I tried all sorts of combinations, as you're limited to just two hardpoints (albeit large ones)

So which combinations could make this ship effective against both shields and hull? And that's what leads to experimenting with different experimentals, or at least it did for me. In the end I think I had two multi-cannons, one with incendiary (shields) and one corrosive (hull).

There are many more reasons I am sure, and besides that engineering is a chore, so it's not unusual for me to just throw in what's lying around the module storage bin and get on with it.
 
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Just started looking at engineering for the first time and wanted to create an Anaconda PvE build.
I was looking at something like this setup https://s.orbis.zone/1ft6
It confused me abit, on some hardpoints there are long range engineering, on some overcharged and on some efficient.
If I put long range on one hardpoint, does that engineering apply on the others as well?
Why go for different engineering type on the different hardpoints?

Also, if you know of a better PvE anaconda build please share.

Welcome to the head scratching world of engineering in ED! It's a very individual thing, each CMDR having their own preferences. It'll take a while to find your own way. Trial & error is a large part of that process. Or rather, it was for me anyway.

Each module and each weapon is engineered independently of others.
Regarding engineering weapons (hardpoint is the placement for the weapons) - the cmdr that made that build had some really personal choices in engineering, not saying they're necessarily wrong, but they're unusual
Lasers for example are using a lot of power and generate quite some heat. Most of the time lasers are engineered with efficient. Sometimes, depending on play-style / goals it maybe better to use pulse lasers with long-range engineering (pulse lasers have lowest power/heat from the 3 types of lasers)
Multicannons are not power hungry and they do not generate much heat - so usually they're engineered with overcharged.

Northpin puts it better than I could. The designer of that build made some curious decisions, that I wouldn't have personally chosen.

I've tweaked it a bit, but this is of course to my own personal style. Your own & others may vary. A few points I'd like to highlight. Again very much IMHO:

That boosted Prisi shield is all very well and good, but when it has a rebuild time of over half an hour, not much practical use. IMHO, shields are a buffer for your bulkheads. The quicker you can get them back up again, the better. Resistances are just as important as raw MJ's. A well balanced shield will serve you well. Bi weaves will yield a lower total protection, for a faster recovery and a lower power drain. In this case bigger is not always better. Shield cells are handy, best paired with a heat sink for each shot to spare giving yourself heat damage when using. However, once depleted, until you refill it at a dock it is a dead module.

Huge beams are great fun. But they have a distinct drain on your WEP capacitor while firing. Unless engineered will also generate a lot of heat. This can be dispersed via engineering with successful strikes. Try to balance your EPS drain to your capacitors per sec recharge as much as possible. This will save your WEP capacitor emptying completely.

MC's are great. Smart rounds will stop stray shots hitting unintended targets. Auto loader will stop having to pause for them to reload. Corrosive is very useful, but will lower your total magazine, I like to pair it with the high capacity mod to counter that.

Being able to internally & externally repair yourself, collect those useful mats that vanquished foes leave behind are not only sensible, but reap dividends for future endeavors. A large hull like the 'conda can accommodate such luxuries with little negative effect.

Grade 5 is always preferable for the best outcomes, but sometimes a grade 4 will do. Kinda the difference between a cable tie and a bit of string, both will get the job done. ;)

Hope this helps to give you a few ideas for your own builds. (y)
 
A lot of a build depends on personal style, technique, and what you're doing.

SHIELDS : Do you go big MJ Prismatic, or look for a weaker Biweave that gives quicker recharge ? I prefer a Big MJ shield, since when the shield and my SCB's are gone I am jumping out. BiWeaves work if you're fighting numerous small opponents in small skirmishes. Going for big game that can give you sustained heavy firepower might call for prismiatics...Either way, resistances need engineering.

LASERS : Efficient beams ? They fire forever, but damage drop off will kill you. Long Range ? Nice, but useless on a close in fighter that never expects to be outside 1500 meters. Pulse ? Burst ? Each has it's proponents. Most will agree that you should have a few thermal vents mixed in, how many depends on your ships heat efficiency, and if you engineered for heat on the PP or carry heat sinks. And you'll need a weapons focused PD to support them.. But you'll never need to return to base for R+R.

MC's : Nice weapon, but ammo based. Can you synth more in a hurry ? Also not all that great against shields. Still, they'll rip a hull tank to shreds, especially of you have corrosive. But shield heavy opponent builds will have an advantage.

Rails ? Cytos ? Faction Weapons ? Again, depends on your style. Some CMDRs love pack hounds, but they're useless against fast ships ( 400+ ) that can outrun them.

Fixed ? Gimbals ? Turrets ?

The answer gets complicated fast.
 
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