I haven't played much with the engineers yet. I thought I'd look into upgrading my multi-cannons. For an example, I'll look at level 5 multi-cannon upgrades.
I have to assume that all stations stock the same ammo, and you synthesis the same ammo, so only the weapon is changed. It also appears that the shells contain their own chemical explosive to propel the round (flame out the barrel).
1. Efficient Weapon
Significant reduction in thermal load, power draw, and distributor draw (not sure what the difference is between the last two). The rate of fire goes down, but the there is still a small increase in damage.
OK, I can see better thermal designs, better motors, and etc., to explain the better thermal and power usage. I can believe that a cooler barrel allows for a higher muzzle velocity and higher damage, even if the rate of fire is decreased for some reason.
This is a believable mod.
2. High Capacity Magazine
Significant increase in ammo clip size and maximum ammo - makes sense.
Significant increase in mass. Is that mass of the weapon? That makes no sense. Maybe a relatively small increase due to a larger magazine and more ammo?
Significant increase in reload time. I suppose it takes longer to load more ammo from the clip to the magazine, or vise versa. I guess this makes sense.
Significant increase in power draw - why? Why would it take ~30% more power to fire each round?
This mod is mixed.
3. Lightweight Mount
Significant decrease in mass and integrity, with a small decrease in damage. This makes sense.
This mod is believable.
4. Overcharged Weapon
Significant increase in damage per second, but only a smaller increase in overall damage. I'm not sure how those go together, but I'll live with it. There is also a moderate increase in rate of fire. Fine.
Significant increase in distributor draw. Ok, more power to shoot faster, and maybe more power to for better cooling so the rounds fly faster, accounting for more kinetic damage. Maybe it adds a little electromagnetic propulsion? Whatever.
This mod is believable.
5. Short Range Blaster
Significant decrease in maximum range - duh.
Significant increase in damage per second and damage. Well, I thought you were already supposed to get this benefit by shooting from closer range? I guess it must be increased even more?
Ok, generally the faster a round is, the longer the range or the more damage up close. So why are these opposite?
Significant increases to distributor draw and thermal load, with significant decrease to integrity. Why? What is going on here? Other than making the weapon a piece of crap that uses more power, runs hot, falls apart, and shoots a bigger round that travels slower, I can't figure out what's going on here.
Of all the mods, this make the least sense. Can someone please explain this?
6. Sturdy Mount
Massive increase in mass - ok, makes sense.
Significant increase in integrity - I guess those go together.
Increase in "Amrour Piercing" - I have no idea what that means. Resistance to damage, I assume?
This mod seems believable, with the above assumption.
Do some of these mods actually require different ammo? If so, do the rounds cost the same? Do they have different synthesis recipes?
As for experimental effects, the auto loading sounds like the only actual weapon modification. All the others just sound like they must be different ammo. Or does the gun somehow magically change the standard ammo? If they are different ammo, why can't anybody just buy the different ammo?
Anyway, some of these mods make logical sense - others, not so much. I like to get up close and nasty, but the short range blaster mod looks horrible for no logical reason that I can see. If I have a hard time believing the mod is possible, or reasonable, I'll have a hard time actually going through the trouble to deal with these engineers. I can hardly wait it look into the other engineers and mods. [blah]
I have to assume that all stations stock the same ammo, and you synthesis the same ammo, so only the weapon is changed. It also appears that the shells contain their own chemical explosive to propel the round (flame out the barrel).
1. Efficient Weapon
Significant reduction in thermal load, power draw, and distributor draw (not sure what the difference is between the last two). The rate of fire goes down, but the there is still a small increase in damage.
OK, I can see better thermal designs, better motors, and etc., to explain the better thermal and power usage. I can believe that a cooler barrel allows for a higher muzzle velocity and higher damage, even if the rate of fire is decreased for some reason.
This is a believable mod.
2. High Capacity Magazine
Significant increase in ammo clip size and maximum ammo - makes sense.
Significant increase in mass. Is that mass of the weapon? That makes no sense. Maybe a relatively small increase due to a larger magazine and more ammo?
Significant increase in reload time. I suppose it takes longer to load more ammo from the clip to the magazine, or vise versa. I guess this makes sense.
Significant increase in power draw - why? Why would it take ~30% more power to fire each round?
This mod is mixed.
3. Lightweight Mount
Significant decrease in mass and integrity, with a small decrease in damage. This makes sense.
This mod is believable.
4. Overcharged Weapon
Significant increase in damage per second, but only a smaller increase in overall damage. I'm not sure how those go together, but I'll live with it. There is also a moderate increase in rate of fire. Fine.
Significant increase in distributor draw. Ok, more power to shoot faster, and maybe more power to for better cooling so the rounds fly faster, accounting for more kinetic damage. Maybe it adds a little electromagnetic propulsion? Whatever.
This mod is believable.
5. Short Range Blaster
Significant decrease in maximum range - duh.
Significant increase in damage per second and damage. Well, I thought you were already supposed to get this benefit by shooting from closer range? I guess it must be increased even more?
Ok, generally the faster a round is, the longer the range or the more damage up close. So why are these opposite?
Significant increases to distributor draw and thermal load, with significant decrease to integrity. Why? What is going on here? Other than making the weapon a piece of crap that uses more power, runs hot, falls apart, and shoots a bigger round that travels slower, I can't figure out what's going on here.
Of all the mods, this make the least sense. Can someone please explain this?
6. Sturdy Mount
Massive increase in mass - ok, makes sense.
Significant increase in integrity - I guess those go together.
Increase in "Amrour Piercing" - I have no idea what that means. Resistance to damage, I assume?
This mod seems believable, with the above assumption.
Do some of these mods actually require different ammo? If so, do the rounds cost the same? Do they have different synthesis recipes?
As for experimental effects, the auto loading sounds like the only actual weapon modification. All the others just sound like they must be different ammo. Or does the gun somehow magically change the standard ammo? If they are different ammo, why can't anybody just buy the different ammo?
Anyway, some of these mods make logical sense - others, not so much. I like to get up close and nasty, but the short range blaster mod looks horrible for no logical reason that I can see. If I have a hard time believing the mod is possible, or reasonable, I'll have a hard time actually going through the trouble to deal with these engineers. I can hardly wait it look into the other engineers and mods. [blah]