Galnet News: Engineer Boost

My 2 credits worth.

How I wish it worked at the Engineers and on Remote.

Select the harpoint/module.
Select the mod you want. (greyed out if you dont have items)
Select the Grade you want. (greyed out if you dont have items)
Select the Experimental. (greyed out if you dont have items)
Select pay.
Price pops up showing what will be taken.
Select accept or cancel (cant accept if dont have items needed)
All done.

The grind was unlocking them. No need to make every new ship upgrade a grind too.

Exactly.

When the new system was revealed, it wasn't really the mat's that were the problem.
It was FDev's insistance to continue with the whole "slot machine" procedure at the engineer's base.

Why not, at it's simplest, just rock up at an engineer's base, select a mod (G1 to G5), click "apply" and the RNG could do it's thing, behind the scenes, to deduct however many G1, G2, G3, G4 and G5 mat's it wants?
If you don't have enough mat's, it'd apply the highest level possible and then you'd get a message saying "Sorry CMDR, but I could only apply a Gx mod with the materials you provided" and then you could toddle off and look for more.
 
Exactly.

When the new system was revealed, it wasn't really the mat's that were the problem.
It was FDev's insistance to continue with the whole "slot machine" procedure at the engineer's base.

Why not, at it's simplest, just rock up at an engineer's base, select a mod (G1 to G5), click "apply" and the RNG could do it's thing, behind the scenes, to deduct however many G1, G2, G3, G4 and G5 mat's it wants?
If you don't have enough mat's, it'd apply the highest level possible and then you'd get a message saying "Sorry CMDR, but I could only apply a Gx mod with the materials you provided" and then you could toddle off and look for more.
Contrary what you and others say I like the current mechanics.

Especially on G4 and G5 maximising the module is often not worth it.
I rather engineer three Pacifiers with overcharged three times, than roll 9 times on one to max it out.
 
My experience is that from 1-4 there is a reduction but completing G5 there is absolutely no difference. It's still taking up to 10 rolls to complete G5
Similar experiences so far, but I do think there is a reduction all of the way up, it is just less noticeable at G5. Most of my max G5s have been 7-9 rolls, with one at 6 and couple at 10. Grade 4 is where I notice it the most, with it being more likely to take 2 rolls than 4 to open up G5. Not knowing exactly how the system works, it is hard to explain, but I think there is total "overlap" between regular engineering and this buff. Essentially, what used to be possible but unlikely has moved slightly towards the middle on a probability scale in regards to the low end of number of required rolls to max out.

Edit: I still get the occasional occurrence when almost maxed out at grade 5 of a roll not actually increasing anything, and I do think they need to fix this. Every time I spend mats I should get an increase, even if it is just .02 more of whatever.
 
Last edited:
Contrary what you and others say I like the current mechanics.

Especially on G4 and G5 maximising the module is often not worth it.
I rather engineer three Pacifiers with overcharged three times, than roll 9 times on one to max it out.

I think your saying you would roll 3x on a G5 rather than max it out on certain items right ?

If so thats cool. Have both methods avail.
You could max it out in one button press from G0 to G4 then switch to old method for the G5.
Those of us who want a max G5 with an X experimental can just select that G5 and the experimental. click max, then it goes from G0 to G5 and slaps the experimental on it.
The game can do all the random mat amounts needed in the background.
I would even pay extra in mats or credits or both to the be able to do that. As its not the cost of mats that bothers me.

And obviously let us do all that remotely.
Leave mat gathering as is.
Leave the getting access as is.
Just make the end process, of the two things above, a reward rather than a chore.
 
Contrary what you and others say I like the current mechanics.

Especially on G4 and G5 maximising the module is often not worth it.
I rather engineer three Pacifiers with overcharged three times, than roll 9 times on one to max it out.

Fair comment.

As said, in an ideal world, I guess we'd have both options.

Faffing around with a G1 roll, a G2 roll, a couple of G3 rolls, 3 G4 rolls and then 10 G5 rolls seems awfully contrived though.

Course, if you're only going to make 3 G5 rolls, a complete G4 mod would probably suffice.

As a bit of an OCD G5 completionist, I was forced to wonder why I bother the other night when, after finding I could only manage G3 mods on some overcharged lasers, I realised they were only something like 4 DPS less than a completed G5 mod. :unsure: 🤷‍♂️
 
My G5 OCD plays a strong part.
The excuse that G5 offers only minimal improvements over G4 is true for only some cases - generally damage wise or lightweight for example.
It not quite the case for other effect like long range, efficient (parts of it), short range blaster (part of it) where the improvements are more linear

And even the little parts... they do add up.
 
Some part of me still misses the RNGineers. Getting that one good roll and a decent secondary was strangely fun and made all your modules unique. Ok, yes, a lot of your materials went down the toilet to do it, but that's the gamble.
 
My 2 credits worth.

How I wish it worked at the Engineers and on Remote.

Select the harpoint/module.
Select the mod you want. (greyed out if you dont have items)
Select the Grade you want. (greyed out if you dont have items)
Select the Experimental. (greyed out if you dont have items)
Select pay.
Price pops up showing what will be taken.
Select accept or cancel (cant accept if dont have items needed)
All done.

The grind was unlocking them. No need to make every new ship upgrade a grind too.
I much prefer how the tech broker works and it's similar to this. Unlock once, easy to repeat.

If engineers worked this way so that maybe you had to do everything the slow way until you create a blueprint then it's forever just one click for that blueprint from then on, up to the grade you reached, (and I'd say minimal material requirement or just credits to buy) then engineers would be a lot less bleh.
 
Some part of me still misses the RNGineers. Getting that one good roll and a decent secondary was strangely fun and made all your modules unique. Ok, yes, a lot of your materials went down the toilet to do it, but that's the gamble.

I'm kind of with you there, but I definitely do not miss deciding what materials to destroy to make room for whatever I had just come across.
 
I'm kind of with you there, but I definitely do not miss deciding what materials to destroy to make room for whatever I had just come across.
Indeed. New players will never understand the pain of the 1000 materials limit. They don't know they're born etc
 
I just done a couple of Shield Boosters and a couple of limpets and didn't notice any discernable difference.
Pug
 
I did my PD today in The Dweller's location. It took 6-6-6-7-7 rolls so no difference or whatsoever... So whatever FDev promised is broken as usual...
To be fair, that's not what I experienced.

The tiers were going by quicker but I still had the pain in the behind of G5 Creep at the end.

A little better but not much. I just done 2 x G5 3C fixed multi's and 2 x G4 2E fixed multi's.

Skananote are you fully engineering each one before you move on as a test or just because??
 
To be fair, that's not what I experienced.

The tiers were going by quicker but I still had the pain in the behind of G5 Creep at the end.

A little better but not much. I just done 2 x G5 3C fixed multi's and 2 x G4 2E fixed multi's.

Skananote are you fully engineering each one before you move on as a test or just because??
Yes, fully up to 100% before going grade up... And that way because I always do that...
 
Last edited:
Useless change, G5 rolls are not affected by it, or atleast I didnt see any diffrence... G5 rolls still can troll when about to complete, when are at 97-98%, it does can take few more rolls to get G5 to 100%.

Its ridiculus that more than half of total rolls at G5 needed to complete begins at 75%, as more it comes closer to 100%, each rolls seems like twice less effective.

Who cares if grade 1-4 takes one or two rolls less? G5 are ones that needed that change, wich it was not affected by change at all.

-1 (n)
 
Last edited:
Back
Top Bottom