Engineers Experimental Effects roll seems rigged

RNG regarding weapon/module stats is fine to me. Low grade mod may be good or bad. High grade mod may be good or great. But at least, the mod you choose goes into the direction you expect.

But RNG for special effect is a non sense since you may end up with something completely different than what you wanted, never get it or even worse, have no use for it.

I agree, RNG for a weapon special effects are non sense . Reason i'm not fooling with the weapons mods until the update.
 
Personally the complete RNG with the RNGineers makes no sense at all. "Sorry bill, but when you asked m to increase the range of your laser i instead broke its mount so now it's no longer accurate enough to hit anything. But you paid for it so better luck next time; maybe then I'll feel like actually being an engineer for you."
 
I'm one of those people who wants to be a dedicated healer/support ship. As a beta participant and experienced PVP'er... Modifications offer an amazing experience to high level PvP. edit: But I feel they are entirely too uncommon considering how insane their impact on gameplay is. With just one thermal shock beam laser I'm cooking NPC ships so much that if they use shield cell banks, their hulls are at 40% before the shields even drop. With just ONE laser.

I've had a thermal shock beam since like my second mod (large fixed) it doesn't do anything like this for me, infact I think its special effect is borderline useless currently It usually does ~1% before i take shields off and after that its really quite irrelevant, have I just got a rubbish one?

- - - - - Additional Content Posted / Auto Merge - - - - -

Personally the complete RNG with the RNGineers makes no sense at all. "Sorry bill, but when you asked m to increase the range of your laser i instead broke its mount so now it's no longer accurate enough to hit anything. But you paid for it so better luck next time; maybe then I'll feel like actually being an engineer for you."

No you asked him to extend your laser range and he ALSO broke your mount, its an important difference - you always get a sizeable range upgrade (20% per rank~) then your trying to minimise the cost to the other stats with the roll essentially.
 
I've had a thermal shock beam since like my second mod (large fixed) it doesn't do anything like this for me, infact I think its special effect is borderline useless currently It usually does ~1% before i take shields off and after that its really quite irrelevant, have I just got a rubbish one?

- - - - - Additional Content Posted / Auto Merge - - - - -



No you asked him to extend your laser range and he ALSO broke your mount, its an important difference - you always get a sizeable range upgrade (20% per rank~) then your trying to minimize the cost to the other stats with the roll essentially.

There is absolutely no reason accuracy should even be on the table. The ONLY other stats that should even be considered to be modified for range is power consumption, heat, and draw. That's IT. Mass and the like don't affect it so they're fine. But a lot of the mods have more negatives than positives and negatives to things that have no right to be touched by said mod, such as accuracy in this case. And that's all assuming you don't get handed a minimized positive, maximized negative roll which I got a lot of in the betas.

In this particular case, it's like giving a sniper a rifle that fires like a shotgun. Completely and utterly useless.
 
Last edited:
I've done loads of level 1 upgrades, mostly just to gain reputation and clear out some trash materials, but have not got a single experimental effect.
I did one level two upgrade - short range blaster on a C3 multicannon and got an experimental effect first time - rapid reload :)
 
I've had a thermal shock beam since like my second mod (large fixed) it doesn't do anything like this for me, infact I think its special effect is borderline useless currently It usually does ~1% before i take shields off and after that its really quite irrelevant, have I just got a rubbish one?

A single thermal shock weapon, especially on a fixed mount isn't over powered. The problem is when you stack multiple weapons with thermal shock into the same build that it gets uncontrollably ridiculous. I'm using thermal shock on a beam turret and can keep them on the target for most of a fight so I am giving my target a constant, non stop buildup of heat.

Some facts about thermal shock, a single large weapon with thermal shock seems to build up to an additional ~30% heat onto the target. Sustained fire keeps it there. Adding additional thermal shock weapons increases the rate in which heat increases, and its pool of heat is added separately but to the same heat level of the ship. The more you have, the more outrageous the heat levels become.

During the beta Frontier made a change to thermal shock by disallowing it to heat a ship beyond 300%. They however did not modify the rate of heat application or the amount of heat each weapon can apply to a target. It's worth mentioning that they put this 300% cap in place because these weapons were overheating ships to proven heat levels of 8000%. Yes, eight thousand and doing so with ridiculous rapidity.

Thermal shock should be a weapon that rewards consistent accuracy over time, not small bursts of fire. The moment we get favors, we WILL see it dominant a meta just like we saw with silent running rail builds.

To me the solutions are simple:
  • Make it respect thermal resistance
  • Don't allow it to pass heat through through the shield (optional if heat sink is immune to heat malfunctions)
  • Apply diminishing returns to heat application if you are using more than one weapon with the mod.
  • Limit heat sink malfunctions that jettison heat sinks to weapons damage and don't allow them to malfunction from heat damage. It makes sense that a heat sink for emergencies would be hardened against this type of malfunction.
 
Last edited:
i would rather have

THIS Scroll to Min 1:55 :p
[video=youtube_share;a7wZX9Uftec]https://youtu.be/a7wZX9Uftec?t=113[/video]
as a mini game to get a chance to get the Special effect than the current RNG lol
 
Last edited:
A single thermal shock weapon, especially on a fixed mount isn't over powered. The problem is when you stack multiple weapons with thermal shock into the same build that it gets uncontrollably ridiculous. I'm using thermal shock on a beam turret and can keep them on the target for most of a fight so I am giving my target a constant, non stop buildup of heat.

Some facts about thermal shock, a single large weapon with thermal shock seems to build up to an additional ~30% heat onto the target. Sustained fire keeps it there. Adding additional thermal shock weapons increases the rate in which heat increases, and its pool of heat is added separately but to the same heat level of the ship. The more you have, the more outrageous the heat levels become.

During the beta Frontier made a change to thermal shock by disallowing it to heat a ship beyond 300%. They however did not modify the rate of heat application or the amount of heat each weapon can apply to a target. It's worth mentioning that they put this 300% cap in place because these weapons were overheating ships to proven heat levels of 8000%. Yes, eight thousand and doing so with ridiculous rapidity.

Thermal shock should be a weapon that rewards consistent accuracy over time, not small bursts of fire. The moment we get favors, we WILL see it dominant a meta just like we saw with silent running rail builds.

To me the solutions are simple:
  • Make it respect thermal resistance
  • Don't allow it to pass heat through through the shield (optional if heat sink is immune to heat malfunctions)
  • Apply diminishing returns to heat application if you are using more than one weapon with the mod.
  • Limit heat sink malfunctions that jettison heat sinks to weapons damage and don't allow them to malfunction from heat damage. It makes sense that a heat sink for emergencies would be hardened against this type of malfunction.
For the constructive comment.
Would you mind copy/pasting it into the right thread? :)
 
A single thermal shock weapon, especially on a fixed mount isn't over powered. The problem is when you stack multiple weapons with thermal shock into the same build that it gets uncontrollably ridiculous. I'm using thermal shock on a beam turret and can keep them on the target for most of a fight so I am giving my target a constant, non stop buildup of heat.

Some facts about thermal shock, a single large weapon with thermal shock seems to build up to an additional ~30% heat onto the target. Sustained fire keeps it there. Adding additional thermal shock weapons increases the rate in which heat increases, and its pool of heat is added separately but to the same heat level of the ship. The more you have, the more outrageous the heat levels become.

During the beta Frontier made a change to thermal shock by disallowing it to heat a ship beyond 300%. They however did not modify the rate of heat application or the amount of heat each weapon can apply to a target. It's worth mentioning that they put this 300% cap in place because these weapons were overheating ships to proven heat levels of 8000%. Yes, eight thousand and doing so with ridiculous rapidity.

Thermal shock should be a weapon that rewards consistent accuracy over time, not small bursts of fire. The moment we get favors, we WILL see it dominant a meta just like we saw with silent running rail builds.

To me the solutions are simple:
  • Make it respect thermal resistance
  • Don't allow it to pass heat through through the shield (optional if heat sink is immune to heat malfunctions)
  • Apply diminishing returns to heat application if you are using more than one weapon with the mod.
  • Limit heat sink malfunctions that jettison heat sinks to weapons damage and don't allow them to malfunction from heat damage. It makes sense that a heat sink for emergencies would be hardened against this type of malfunction.

Thanks for the rundown sir, I certainly haven't had reason to sell it so i'll keep it and see if I like it better with extra weapons with the same property
 
It's funny that the special effects, which were seen (by players) to finally bring diversity to the gameplay
are seen by FD like the extra bonus / cherry on top of the cake, optional but without any critical importance.

Newsletter 125 made me laugh... "We created experimental effects with the notion that these powerful, but rare, augmentations would be occasional treats that added spice to the upgrade crafting process. [...] Commanders see these effects as a means to create combat strategies, even ship roles."

Really, skilled commanders seek to bring some strategy to the fights? in a space simulation?? Damn, they are making it all wrong again!
(sarcasm)

The real irony is, they first used those special effects to go on an advertising frenzy. Then they put them at high probability for one fish, to make sure that everybody had everything, to really drive up the hype machine. And now it's like "we never intended that you actually had those things".
 
For the constructive comment.
Would you mind copy/pasting it into the right thread? :)

Already done. :)

Thanks for the rundown sir, I certainly haven't had reason to sell it so i'll keep it and see if I like it better with extra weapons with the same property

You're quite welcome. Though I will say I find them a bit boring... until the NPC has popped their Nth SCB, have shields at full and their hull is at 70% and dropping and I'm screaming "COOK! COOOK! MWUAHAHHAHA!" into my friends ears over comms. The original ship from my group that fitted all thermal shock in beta was named "The George Foreman".

The real irony is, they first used those special effects to go on an advertising frenzy. Then they put them at high probability for one fish, to make sure that everybody had everything, to really drive up the hype machine. And now it's like "we never intended that you actually had those things".

It is kinda funny. But they intended them to be rare.. But like, top of the line special effects like that aren't going to be treated as rare in actual gameplay... lol
 
The real irony is, they first used those special effects to go on an advertising frenzy. Then they put them at high probability for one fish, to make sure that everybody had everything, to really drive up the hype machine. And now it's like "we never intended that you actually had those things".

When they hype advertised the Special Effects, i was thinking all the time " Could this be true? i hope they don't mess it up with some bad implementation mechanic" . BAM then they reveal the things are walled behind 3 RNG walls. **TACTICAL FACEPALM**

And is this kind of things that have put me in the position not to trust FD. Like i've always said, they pass information in a shady way. What is not transparent is not worth my trust.( since before gamma)
 
Last edited:
When they hype advertised the Special Effects, i was thinking all the time " Could this be true? i hope they don't mess it up with some bad implementation mechanic" . BAM then they reveal the things are walled behind 3 RNG walls

Pre-2.1 release: "Holy Crap! That ThermoSlam Cannon will be SO OP! How can they do this! All I want to do is TRADE! This is giving WAY too much power to GRIEFERS!"

Post 2.1 release: "Soooo.... there's like a 1 in 10,000 chance you'll ever see a CMDR with that.... it's almost impossible to get. So. Where's the new Robigo?"
 
Hey by the ways guys, I was sure I read this somewhere, and here it is:

"We’ve mentioned previously but in 2.1.1 we will be giving players the ability to exchange their experimental modifications for another modification but at a cost to your reputation with that Engineer."

While most believe we will be able to choose special effect at the cost of reputation, it is only half true: one will need to get the special effect (very low chance) while rolling for a mod (chance to get very bad stats), then eventually use some reputation to roll again the special effect.

That's already better but does not change what is pointed out in this thread, and getting a special effect to start with might most of the time simply not happen.
Or, could anybody confirm there is a higher chance to get a special effect when rolling for a higher grade mod (above 3 for instance)?
 
It's funny that the special effects, which were seen (by players) to finally bring diversity to the gameplay
are seen by FD like the extra bonus / cherry on top of the cake, optional but without any critical importance.

Newsletter 125 made me laugh... "We created experimental effects with the notion that these powerful, but rare, augmentations would be occasional treats that added spice to the upgrade crafting process. [...] Commanders see these effects as a means to create combat strategies, even ship roles."

Really, skilled commanders seek to bring some strategy to the fights? in a space simulation?? Damn, they are making it all wrong again!
(sarcasm)

Please take your time to admire superb thought process that went into this idea. It speaks of decades of game design experiences and hours of focused thoughts on game design in general. Yet again, players fail to follow unique (and frankly rather demented) vision of David Braben of how the game should be played. Yet again, we probably failed to understood the message and the communication, the game is still correct.

- - - - - Additional Content Posted / Auto Merge - - - - -

Hey by the ways guys, I was sure I read this somewhere, and here it is:

"We’ve mentioned previously but in 2.1.1 we will be giving players the ability to exchange their experimental modifications for another modification but at a cost to your reputation with that Engineer."

While most believe we will be able to choose special effect at the cost of reputation, it is only half true: one will need to get the special effect (very low chance) while rolling for a mod (chance to get very bad stats), then eventually use some reputation to roll again the special effect.

That's already better but does not change what is pointed out in this thread, and getting a special effect to start with might most of the time simply not happen.
Or, could anybody confirm there is a higher chance to get a special effect when rolling for a higher grade mod (above 3 for instance)?

Also consider their own narrative of how the special effects are lucky byproducts, no two inventions are ever the same etc. And suddenly, once you get effect, you can get any other (vastly different) effect?

In real life, you ask for product, you ask for this and that parameters fixed, this special effect and get rest of the parameters lower(with degree of chance). Want accurate and cheap gun? It will be (somewhat randomly unreliable). Want reliable and cheap? It will not be accurate and ammo will be expensive and maintenance will take long. Etc etc. What they design is stupid on every level.
 
Last edited:
Newsletter 125 made me laugh... "We created experimental effects with the notion that these powerful, but rare, augmentations would be occasional treats that added spice to the upgrade crafting process. [...] Commanders see these effects as a means to create combat strategies, even ship roles."

LOL, which every PVPer read in their heads as:

"Don't bother with the high level weapon thingamies, just get your self 200 sulphur and 200 nickel and then roll that dice with a level 1 upgrade on every weapon until you have 5 with the same special effect"
 
Back
Top Bottom