Engineers Forced to use multi-purpose ships for Engineers

[/U]Another good example could be to go for a Diamondback Scout, with 4 internal compartments you're really limited to what you can do with this ship without refitting it.
Say you want to upgrade your pulse or burst lasers with the help of an engineer, you would need to provide Praseodymium (mining), do I go refit my ship with prospector, collector limpets, a refinery, cargo hold and mining lasers now? I'm sure you can tell that it would take forever to mine in this ship, the alternative is to use another ship for the mining, but how are you supposed to transfer the cargo from your mining ship the the DBS?

One way to do it would be to outfit your mining ship with the weapon(s) you want for your DBS, go and upgrade it, fly back to the same system and the same station that you keep your DBS in, sell the weapons, change ship and pray to god that you didn't loose your instance lobby in which case the weapons would be gone from the list.
How do you people go about outfitting your ships? Do you also feel that you're kind of forced to use a multi-purpose ship? Or are you using multiple ships for different purposes? Have you lost any upgraded weapons/internals by selling them and hoping to buy them back in another ship?


Having no problem in my DBS. Recently had it fitted with two light weight multi cannons. A resonance cascade rail. And a C2 Mining laser. 32ly range, up to 20t of variable cargo space. Quick refitting for SRV/mining/hauling/whatever. And it tears up elite Anacondas like no tomorrow (even managing to stay out of turret arcs because of how light it is - and the rail eats shield cells for breakfast).

And cargo gets transferred automatically between ships.


I hope you can read it.
 
Last edited:
Greetings CMDR's.

I would like to talk about how you can play the Engineer part of Horizon without grinding and also hear your opinion(s) about fitting internals in your ship(s).
Grinding to me, would be to have 1 ship for each purpose and simply doing one thing and one thing only over and over for hours to an end.

Rather than doing that, what I do, is having 1 ship that I do everything with, and rather than tunnelvisioning on one materia, or stacking 1 type of mission, I tend to sidetrack A LOT. Picking up a mission here, going there, if there's something interesting along the way I stop by and check it out, wether it's an USS or a planet that interests me.

By doing this, I get alot of variety in my gameplay, I get to do a little bit of everything at the same time, I don't have to pick up 14 surface assault missions and jump from one base the other in search for Security Firmware Patch or visit a conflict zone for 2 hours searching for Electrochemical Arrays, because you can get these as mission rewards and signal sources.

Now the problem with playing like this, is that it requires a lot of internal compartments to work!
Right now I'm flying a Python, and not because it feels good to fly, nor does it sound good and it sure as hell doesn't serve as a combat ship in terms of maneuverability, but it's a sturdy ship with a lot of internal compartments that allows me to play the way I want to play, rather than using 1 ship for each purpose.

The downside of only using a python is that the combat is, and lets be honest here, somewhat dull, because it's extremely sensitive to speed/turning, if you're outside the blue bar it'll turn like a Type-9, so forget about boosting, even with max upgraded Dirty Drive thrusters with 4 PIP's to engine, boosting while pitching up and using lateral down, you still won't out maneuver anything, not even a conda
Sidenote: I'm sure someone will comment on this and argue that you actually can outmaneuver ships in a python, if that's the case, would you please provide a video for it? Obviously v 2.1

So I started looking at alternatives to the python, something that was built for combat...

Say you decide to go with the Federal gunship, it has:
x2 6 sized compartments
x1 5 sized compartment
x2 2 sized compartments

Lets make a list of internals you need to run missions, without having to refit/change ship for a specific mission:

Advanced discovery scanner, detailed surface scanner - In case I would get any surface assault/cargo mission in a system that I haven't already scanned
Planetary vehicle hangar - Kind of a requirement for surface materials aswell as surface assault missions
Fuel scoop - The gunship FSD jump around 14 LY, with a maximum of 48 LY (fuel tank), I would need to make sure there is atleast 1 scoopable star every 3rd jump.
Shield generator - Also a requirement, sure you can "hull tank" in combat, but what if you're on a high gravity planet, or accidently hitting asteroids in an asteroid field?
Cargo hold - The high tier engineer upgrades often requires cargo material that isn't stored under "materials", but under "cargo".

You need 6 internal compartments if you want to be able to do missions located on planets in systems you haven't already scanned

It would add another step in the process of accepting a mission by first looking up the system, wether you need to scan it or not, and there's a chance that the mission is gone by the time you've done so, but say we're willing to take that risk, and add that extra time. This way we can skip both the scanners.

Now we only need 4 internal compartments to fit the planetary vehicle hangar, fuel scoop, shield generator and cargo hold.

By compromising a bit, we might get it to work, allthough we need to switch out internals for FSD Interdictor, or SCB/Hull reinforcements if we're to engage in a lot of combat.
The problem isn't to switch out the internals, it's that you might not find them in the station you're getting the missions from, and you might not find whatever internal you changed out in the next station you're going to.

Another good example could be to go for a Diamondback Scout, with 4 internal compartments you're really limited to what you can do with this ship without refitting it.
Say you want to upgrade your pulse or burst lasers with the help of an engineer, you would need to provide Praseodymium (mining), do I go refit my ship with prospector, collector limpets, a refinery, cargo hold and mining lasers now? I'm sure you can tell that it would take forever to mine in this ship, the alternative is to use another ship for the mining, but how are you supposed to transfer the cargo from your mining ship the the DBS?

One way to do it would be to outfit your mining ship with the weapon(s) you want for your DBS, go and upgrade it, fly back to the same system and the same station that you keep your DBS in, sell the weapons, change ship and pray to god that you didn't loose your instance lobby in which case the weapons would be gone from the list.
How do you people go about outfitting your ships? Do you also feel that you're kind of forced to use a multi-purpose ship? Or are you using multiple ships for different purposes? Have you lost any upgraded weapons/internals by selling them and hoping to buy them back in another ship?

Youre sincerely,
CMDR RARUE

You don't need a DSS or an ADS, you can use the Nav beacon, so you can remove those to start with. You don't need a fuel scoop, you can easily stop of on the way to refuel at stations. So that is three internals that you can get rid of from your builds. Sorted.

Also there is no reason why you can't go mining in one ship and then transfer to you DBS to get your upgrade, just make sure it has some cargo space to transfer the cargo over.
 
If you get a mission to deliver data to a planetary base, how can you locate it on the planet without scanning the planet first? To me it shows as [Unexplored] and I can't even target the base on that planet. Fly down manually in orbit mode until you spot 2 black pixels on the planet? =D

as said above: go to a nav beacon, scan the nav beacon, all settlements will be revealed and you CAN target them. if you have an advanced discovery scanner, all settlements will be revealed without further scanning. your decision. i have a discovery scanner and most of my ships, but not on my trading cutter, for exampel.

i'm flying a courier and a DBE most of the time in 2.1.. the DBE has 5 internals. that is enough.
 
yeah,        it....I'm so over engineers and this new AI it aint funny....flew 100 ly to playm, last jump interdicted by a fighting fit conda who took out my fsd then sat there and blew me to the insurance screen...persisted and it just isn't blowing my hair back.....fugg it. back to mining
 
The main reason I am "forced" to use a multipurpose ship, which does not excel in anything and is not that much fun to fly for this very reason, is because WE STILL DON'T HAVE A CONVENIENT WAY TO MOVE OUR SHIPS AROUND!

I would love to have a battle Python dedicated to collect junks, a fast Clipper for bounty hunting, a FGS for planetary assault, a Cobra for quick mining, an Imperial Eagle for wake scanning...but the thoughts of all jumps required to fetch/move them around is a no go at the moment.

If we could pay to move our ships (but not the pilot) between stations, that would be a very different story.
And let's not even talk about module / commodity storage here...
 
If you get a mission to deliver data to a planetary base, how can you locate it on the planet without scanning the planet first? To me it shows as [Unexplored] and I can't even target the base on that planet. Fly down manually in orbit mode until you spot 2 black pixels on the planet? =D

It won't appear as unexplored if you get close to it and scan it. You do NOT need need a detailed surface scanner to do this.
I already explained this.

The DSS only increases your payment for scanning the planet. Other than credits It is only necessary for discovering new planets and getting your name on them.

If you want a multirole ship that is not terrible at combat then try a clipper. Lots of internals for all the stuff you want to carry and it is much more nimble than your Python.
 
It won't appear as unexplored if you get close to it and scan it. You do NOT need need a detailed surface scanner to do this.
I already explained this.

The DSS only increases your payment for scanning the planet. Other than credits It is only necessary for discovering new planets and getting your name on them.

If you want a multirole ship that is not terrible at combat then try a clipper. Lots of internals for all the stuff you want to carry and it is much more nimble than your Python.

and the DSS gives you type and quality of rings ... in case you need mined materials for engineering. beside that - not necessary.
 
The main reason I am "forced" to use a multipurpose ship, which does not excel in anything and is not that much fun to fly for this very reason, is because WE STILL DON'T HAVE A CONVENIENT WAY TO MOVE OUR SHIPS AROUND!

I would love to have a battle Python dedicated to collect junks, a fast Clipper for bounty hunting, a FGS for planetary assault, a Cobra for quick mining, an Imperial Eagle for wake scanning...but the thoughts of all jumps required to fetch/move them around is a no go at the moment.

If we could pay to move our ships (but not the pilot) between stations, that would be a very different story.
And let's not even talk about module / commodity storage here...

Hmm, I kind of agree although I do use all those different ships.. I have ~20 ships at Cleve Hub in Eravate. Of those 20 I use only 3 for long distances, my enhanced multi-purpose battle Python, my Asp and my mining Conda. The rest are mainly used within 3/4 systems of home system. That said, it would be nice to use my other ships further afield.
 
For planetary bases in systems with no nav beacon (if they exist) you do need to scan the planet to get base names, a honk is not enough.

Don't see a need for DSS unless you want bonuses for DSS scan or are looking for pristine metallic rings.
 
Last edited:
I apologize in advance for only skimming the wall of text. I might have missed an important thought there, but the title suggests that you "need" to have a multirole ship in order to play.

That's partially true for those times when you're gathering stuff for the engineers. But it's not true if you want to enjoy the game. Hunting NPCs is a lot more interesting now that they're a bit more aggressive and don't just flake out when hit with weapons fire. You can fit a pure combat ship and have some fun out there.

Trading might be a tad more difficult, but as long as you don't have a bounty anywhere, you won't be interdicted as much. A large ship with turreted pulse lasers works fine for dispatching those persistent ones.

Smuggling is pretty much as it's always been. Small or medium ship that can run and you're golden.

I have little exploring experience and zero mining. I intend to try those aspects of the game as well.

Please try to keep in mind that Engineers is only a tool to use for another purpose. It's not the game itself. Also keep in mind that every engineer buff has a nerf to offset it.

Good hunting, CMDR.
 
Engineers forces you to stick to 1 ship. So you can't play different play styles. It makes you stick to one multirole ship t hat is generally crappy at all things.

I'm stuck in a python that can't destroy a thing but I can trade if I don't get interdicted, I can't explore its too short of jump range and I can mine and somewhat survive and profit. Missions.. out of the question.

So I could go to try and upgrade my python but I'm stuck with it until I make enough credits to afford to buy a 2nd fully kitted ship.
 
I think the only thing that has caught me out, was when I was using my Python to gather commodities needed to upgrade my FDL.
Since I didn't kit my FDL with a cargo rack before parking it, there was no way to transfer the commodities that I could think of.
 
I think the only thing that has caught me out, was when I was using my Python to gather commodities needed to upgrade my FDL.
Since I didn't kit my FDL with a cargo rack before parking it, there was no way to transfer the commodities that I could think of.

Had the same problem with my Vulture. Have only got 4 commodities so not the end of the world for me as I will need to sell them, then go throug all my ships and make sure they have cargo space. My own fault really as I forgot to do that at the beginning which was what I was intending.
 
Im using an Hybrid conda fully armed but with Planeetary Vehicle, storage limpet, fuel scoop and an A7 shield. Found it handy for the job and capable to defend herself if attacked in Open play.
Got like 17 lyj
Before conda probably the best ship will be the asp, but way less cargo, shield, and defences.... Clipper also will be fine, just will take longer to travel due to the limited Jimp range.
 
I think the only thing that has caught me out, was when I was using my Python to gather commodities needed to upgrade my FDL.
Since I didn't kit my FDL with a cargo rack before parking it, there was no way to transfer the commodities that I could think of.
Possible workaround if you have the funds...buy another FDL ( or other ship that has the same size module you want to upgrade), take that to the engineer, upgrade the module, come back and transfer it to your real FDL via the outfitting screen. You can sell the module switch ships and rebuy the module. Kind of dumb, but it will work.
 
OK! People who are flying Python gather here i got a great tip for you all. I've been getting my ass handed by vultures even diamondback explorers since the engineers patch but now i don't even use 4 pips to weapons to kill them i just sit and kill them with only losing 1 ring of 6a shield to a deadly vulture. We all have been playing with either fixed weapons or gimbals till now cus all the previous posts on the internet told us that turrets suck. NOT ANYMORE!. This is the ship I am flying atm and it rocks.
What do you need is not the manueverability but a constant damage. Turreted burst lasers draw half of the power from distributor and do only %33 less dmg from gimballed ones. I fitted top 2 Large hard points with turret bursts and they are devestating anything that dares to fly above me which AI tends to do most of the time. I just sit there and pull my nose up all the time and they are dead. I don't even need to touch to fire button. Only 2 can get them go for a very long time.If you give 3 pips to weapons you can fire your undercarriage weapon aswell without draining weapon capacitor. Just trust me and try it next time.
 
Back
Top Bottom