ENGINEERS V2 - Fixed module increases with small RNG variance + Module degredation

No.. this is nuts... while I agree that engineering should have drawbacks... this is not a good idea...

The thing here is that they should tag draw backs where it hurts.

FSD range == Integrity

Mass == Integrity

Damage == ROF

Weapon Range == Damage

Ammo magazine == Reload time

Total ammo == Mass, reload time.


This would effectivelly make people go down the road of prioritize, do i have a super damage Pulse laser that fire once a week? or have a very long pulse that do less DMG?

My ramble...
In real life engineers do not have to swap a good effect for a bad one (with better materials we’ve made things lighter and stronger, more ammo with the same reload time, same damage per round with higher fire rate, etc.). So I’m not sure about this... but I could live with it I suppose. Or they could just have one positive slider for the effect you want to add.

Again, I wish they’d never had RNG to start with. Problem is that they have had the RNG god in play with ‘engineers’ for a long time now and those that have spent day upon day grinding for the best roles will probably feel betrayed by changes that make it easier... there’s a good chance changes would nerf what they’ve spent ages rolling for (e.g. if they get their damaged reduced because of their long range weapon mod).

As mentioned by others, missions from engineers to get goodies might increase their interestingness. For example do these missions to get this really good modification. No need to change people’s existing mods to do this.
 
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