Engineering? How was it for you?

I went in to get my wisdom tooth pulled, but found out they had to pull out my incisors, eye teeth, and useful molars to get there. I could really use a bit of vicodin right now.
 
Today, I took the 'Fast Start' option, to start out with a topped off materials stores. I bought an aChief, outfitted it in my fashion, and ran off to engineer it. I decided to only use the grade of each mod that I have access to in the Live game. All in all it was easy and painless. I ended up basically at the same place as in 2.4, but spent far less, time and materials, to get there. And, that includes the purchased secondary effects each and every module can have now.

I will certainly be paying more attention to the Engineers in game, once 3.0 is released.
 

Deleted member 115407

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It's fine, Ben. Between the pinned blueprints, the mat traders, and the new storage, engineering is a breeze.
 
Another engineering thread? Then welcome to the party OP! :D :D Either way, I'm burnt out ranting about how awful it is others. ;) :D
 
Liking the changes to FSD in beta 2. It's now possible to increase the optimised mass by 62.1% (55% with G5 rolls, and then the "Mass Manager" special effect to increase the new mass by a further 4%). Got both a 5A and 6A FSD up to 62.1% increase.
 
It was good before, it is better now.

However I’m kinda annoyed about which kind of impact will have on the game all those maximised G5 modules. I mean, if people start sistematically mounting top G5 shields and shield boosters, how much time will it take to them to complain about NPCs being too easy?

And the thing is, if NPCs get balanced against that kind of ships, anyone who’s flying a stock vessel will have a very bad time against almost anything.
 
I really like the new system with the Engineers and it's going to encourage me to do more engineering as it's easier and quicker to engineer modules. Less time consuming as well as one doesn't have to hunt rare materials as much. The updated storage system is great as I no longer have to ignore stuff that I don't need at the time, only to find I need it later.

I did casual engineering before, apart from trying to max my FSD jump range and now I don't like the old system, whereas I used to think it was fine. I cannot wait until Beyond Chapter 1 goes live.
 
I mean, if people start sistematically mounting top G5 shields and shield boosters

as well as G5 weapons!
surely, this will be fun to watch
or does anyone believe this will make the bubble safer?

i doubt that - but will watch amused
 
It was good before, it is better now.

However I’m kinda annoyed about which kind of impact will have on the game all those maximised G5 modules. I mean, if people start sistematically mounting top G5 shields and shield boosters, how much time will it take to them to complain about NPCs being too easy?

And the thing is, if NPCs get balanced against that kind of ships, anyone who’s flying a stock vessel will have a very bad time against almost anything.

NPCs are already turkey shoot, so nothing changes.

I'd say give elite/dangerous npcs mods and add a bolt aside the ship type to make it clear what those are.

That way players are told what going on and van brave sir robin.
 
I must admit that I'm not at all surprised to see the start of "the engineers are too easy" complaints. FDev can't win it seems.
 
A pain from the very first day. Brought many good things, was an amazing idea to benefit the game, but implemented in the worst possible way that a human mind can think of. The main factor that it was based on, was only one. Time, and how it could be wasted.
 
Liking the changes to FSD in beta 2. It's now possible to increase the optimised mass by 62.1% (55% with G5 rolls, and then the "Mass Manager" special effect to increase the new mass by a further 4%). Got both a 5A and 6A FSD up to 62.1% increase.

Interesting, I modded a conda from scratch and got 56% on the FSD with the experimental effect added (50% without). Were you using smaller and lighter modules than the largest size A that can be fitted (except for life support and sensors, which are usually grade D, unless it's a combat build)? This is a much higher figure than I achieved...
 
Interesting, I modded a conda from scratch and got 56% on the FSD with the experimental effect added (50% without). Were you using smaller and lighter modules than the largest size A that can be fitted (except for life support and sensors, which are usually grade D, unless it's a combat build)? This is a much higher figure than I achieved...

Did you do it before the second beta iteration went live? They upped the max from 50% to 55% (without experimental effect) as of the beta 2.
 
Did you do it before the second beta iteration went live? They upped the max from 50% to 55% (without experimental effect) as of the beta 2.

Nope... Was in first Beta. I didn't know that they had buffed the stats for G5 mods. Thanks for the info!

Edit. Note to self... Ignore the first couple of beta releases, you'll be wasting your time.
 
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What do you think?

Engineers were (as of live) fine really.
Wasn't fond of the wheel of fortune for specials. This should have been a manual selection, that adds costs to the roll.
Or the pinned blueprint limit, I don't know why we couldn't just have an inara style interface.
And unlocking was rather grindy. It could have involved missions instead of just fetch X of something.

But my main issue was with the gathering of manufactured materials and data. Elements are fine, they're where you expect, usually.
But the other two are too RNGy, and very hard to come by during "normal play" (not sitting in supercruise USS hunting for hours).

If they'd fixed just what I listed, I'd imagine most people would be happy.

CMDR Cosmic Spacehead
 
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