How much engineering can I get done with all bins filled?

At the end of the day, you can only store 100 G5 mat's and it takes ~10 rolls to complete a G5 mod' so 10x G5 mod's is going to empty your stock of the associated G5 mat.

If you're talking about thrusters, FSD or PDist (etc), you only need to complete one mod' per ship but if you've got, say, an FGS or Challenger with a heap of MC's or lasers bolted to it, just engineering the weapons on that one ship is going to chew through a heap of G5 mats.

Yea, this ^^

Most problems are caused when engineering 6-8 Shield Boosters and/or multiple HRP (Conda/Corvette/Cutter)
Same valid if one tries to build a Phaser Conda with 6-8 pulse/burst lasers with g5 long range and phasing or a daka gunship. Or why not? a Daka T10 🤪
 
Unless you have a few combat ships in there...many HRPs and many Shield Boosters can drain mats very fast...thankfully we have mat traders :)

Personally I wouldn't mat grind...play the game and any mats you come across, either from POI or combat, just scoop them. Before you know it you'll have enough for many maxed out G5 upgrades.
Take a trip to crystalline shards, as others have mentioned, as you can fill up the top level raw mats from 0 to max at a single site without logging...Quick Guide on this: (1) Guide / Tutorial How to fill all of your Raw Materials bins using Crystalline Shards. | Frontier Forums

Doing it this way enables you to experience many aspects of ED without a grind. I've been playing since alpha and I never have maxed out all my mats...there's no point. All my ships are full maxed out g5 but I've never grinded for mats, just played the game.

Sure, if you do lots of combat ships things will drain a bit more, but as you note, even if you did somehow run out, there's lots of materials you won't touch and can take from those.
 
Another great engineering tip:

Don't bother fully engineering ships that you are using as "stepping stones".

Your first several ships will end up being stepping stones to better ships. Its fine to put some engineering on it to make life easier. G1-G3 is a great idea on some of the modules. But its a waste of time and resources to fully engineer a ship that is just for short term use.
 
Being a gamer I like Coriolis with faster builds. Not as detailed as EDSY but easier to quickly design engineered weapons then go shoot something.
 
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Alright so with all this advice I just decided to focus on engineering my Chieftain for combat. Here's the build

Any advice for the most efficient way to go about this?
 
Alright so with all this advice I just decided to focus on engineering my Chieftain for combat. Here's the build

Any advice for the most efficient way to go about this?

Don't put MRPs in the military slots, they are the last ones to get depleted. Also having high time on target fixed projectile and hitscan weapons is not a good idea. You can only use 1 at a time.
 
Alright so with all this advice I just decided to focus on engineering my Chieftain for combat. Here's the build

Any advice for the most efficient way to go about this?

3 MRPs is overboard, swap one for an AFMU. I personally would go with 1 MRP and an AFMU, toss an HRP in the free slot.

You're also gonna want Heatsinks if you're using SCBs, though I prefer just plain Biweave hull-tanking with Chieftain.
 
What would you suggest?

MRPs in normal slots so they are used from biggest to smallest. MRPs are used up in the order they show up in the right hands module panel. Military slots are lower down the list. Something similar to this: https://s.orbis.zone/bE43

For weapons it depends on what you want to use the ship for and how long you want to stay. In your setup I would change the fixed multies for gimbals.
 
MRPs in normal slots so they are used from biggest to smallest. MRPs are used up in the order they show up in the right hands module panel. Military slots are lower down the list. Something similar to this: https://s.orbis.zone/bE43

For weapons it depends on what you want to use the ship for and how long you want to stay. In your setup I would change the fixed multies for gimbals.
Oh crap I didnt realize they were fixed in the build. Mine are actually gimballed. So here's the updated build. This look good?

 
You could keep the size 5 SCB and make it B grade, less charge per cell, but you get one more. The size 2 doesn't do much and I would replace it with an HRP or MRP. Or without SCBs and keeping the size 5 HRP plus a MRP in the size 2 slot. You could also put a size 2 AFMU in the size 2 SCB slot and put a size 1 MRP.
Without SCB you don't have to think about it and just concentrate on fighting. With SCB you can keep your shield up longer to protect your modules better, but once the SCB is empty it's dead weight. Having one or not is personal preference.
 
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