Engineers Help with Tod the Blaster Engineer

Okay, I have gotten together materials and I have access to Tod the Blaster with bounty vouchers. Now I am trying to upgrade my multi cannons to at least level 4 and I'd like to have incendiary rounds in each multi cannon.
My problem is that once I get to a upgrade level where I can pay for and apply the incendiary capability good old Tod knocks me back two upgrade levels and I can't seem to understand how to get my upgrade levels back.

For example:
1. I have three multi cannons.
2. I upgrade two of them to level 3
3. Now, I upgrade the last one to level 3 and I make this one have incendiary rounds.
4. Tod now knocks me back to level 1.
5. I want the cannons to be level 3 or higher and each use incendiary rounds.

How do I get the level 3 access again for cannon 1-3??
How do I get level 4 access?
 
You need to have mats and data for "throw away mods" so pick a level one mod you have mats/data for and spin it but don't apply it just discard it you still get the level up, so 3 level 1 mods for level 2 and 3 level 2 mods for level 3 and so on.

Use https://inara.cz/galaxy-engineers/ to plan out your "throw away mods" and rank up to what ever level you want using mats/data that you have or are easy to acquire.
 
You need to have mats and data for "throw away mods" so pick a level one mod you have mats/data for and spin it but don't apply it just discard it you still get the level up, so 3 level 1 mods for level 2 and 3 level 2 mods for level 3 and so on.

Use https://inara.cz/galaxy-engineers/ to plan out your "throw away mods" and rank up to what ever level you want using mats/data that you have or are easy to acquire.

You can also turn in more bounty vouchers (Alliance for sure, don't recall if he takes Emp & Fed bounties once he's unlocked). However, 3 "throw away" rolls at the RNGineer's current grade/level is faster, much faster.:D
 
You need to have mats and data for "throw away mods" so pick a level one mod you have mats/data for and spin it but don't apply it just discard it you still get the level up, so 3 level 1 mods for level 2 and 3 level 2 mods for level 3 and so on.

Use https://inara.cz/galaxy-engineers/ to plan out your "throw away mods" and rank up to what ever level you want using mats/data that you have or are easy to acquire.

I've tried all this, for example I have 4A multi cannon that was at level 3 then I added incendiary rounds and I got kicked back to level 1. I then select the 4A cannon again and go thru 3, sometimes 4 rolls each time clicking "Try Again". The result tho is that I'm a bit lighter in nickel but I'm still at level 1 for the 4A multi cannon.
 
I've tried all this, for example I have 4A multi cannon that was at level 3 then I added incendiary rounds and I got kicked back to level 1. I then select the 4A cannon again and go thru 3, sometimes 4 rolls each time clicking "Try Again". The result tho is that I'm a bit lighter in nickel but I'm still at level 1 for the 4A multi cannon.

If you apply the level 1 mod to the 4A MC it will overwrite the existing level 3 mod I'm afraid, if you want an overcharged level 3 modded 4A MC with incendiary rounds you need to be at mod level 3 not level 1 (1 x nickel)

Level 3 requires (1x Conductive Components,1x Electrochemical Arrays, 1x Nickel) roll using these components until you get a decent result (in the 25 - 35% damage increase range) then if you don't get an experimental effect use the adjust button to get incendiary rounds this will cost 2 reputation levels with the engineer dropping you back to level 1, then you can mod and discard until you level up to 3 again.
 
I got Tod the Blaster sorted out but now with a level 3 overcharge on a 1G multi cannon, level 2 overcharge on another 1G multi cannon, and level 4 overcharge on a 3C multicannon upgrade the total Thermal Load is up 277% and the power draw is up 166% and it is just too much for my 8B power plant and 8A Power Distributor.

I go into a low intensity conflict zone with my anaconda and they waste me in seconds. It does not seem like all the time I spent gathering materials for these mods was worth the effort. I'm spending more cash on insurance re-buys than I would like. I did better in the conflict zones before I made these changes and I have switched back to my un-modded weapons, luckily I stored some.
 
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One I would like to say is Low intensity CZ's are more cruel to the big ships. Usually you are the biggest kid on the block so everyone will gang up on you. High Intensity are better for the big three.

Also what other weapons do you have on your conda? Also what about shields, hull, and are you carrying shield cell boosters?

My battle conda is 2 Small OC MC's, 1 Large OC MC with corrosive, 2 Large turret Beams on one fire group. The 1 Huge OC PA, 2 Med efficient PA's on another. All are G5

I also shield tank with Thermal resist shields and tons of shield boosters. I spent the money on Reactive Armor and added tons of hull reinforcement modules.

If you build up heat lay off the trigger to let it cool down for a second and switch to different weapons groups. Running all you weapons on one group will fry your ship with heat.

Shield Cell booster will help if you bite off more then you can chew if you notice your shields going down faster then you like. I carry 2 5A on mine. Hit one SCB, Heat Sink, Wait for temp to drop to about 50% then hit the other SCB.

Work on unlocking all the engineers and if you want to do more combat stick to Res for a while. Then move to a Haz Res. It will let you build your combat skills better, because you can single out targets and take a break between if you need to let your shields regen a little.

CZ's can be pretty intense for the newer conda owners.

Last, not all engineer modification will turn out great. Keep rolling for those good positives and not so bad negatives. You will also get some good secondaries that could balance those out.

Here is my build. I'm still working on filling it out. When you engineer everything it is a lot of numbers to input.

https://eddp.co/u/RsYoh5uU
 
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I've also got two Large 3F pulse lasers and two medium 2F pulse lasers. I've got 3 0A shield boosters, one point defense, 3 heat sync launchers, one 4D hull reinforcement and a 7C Bi-weave Shield Gen. I put the multi cannons on the primary fire button and the pulse lasers on the secondary fire button.

I'm gonna try this build, https://eddp.co/u/Wn5SKclh and see how I do

I did much better with this build. I went to a high CZ and knocked down 5 ships with no damage.
 
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Once you get "knocked back", select a mod that you have plenty of materials for, it does not have to be a mod you need but one you have lots of mats for and roll for that. Once you have your levels back, roll for the mod you want.
 
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