I never though I'd say this, but I'm starting to like Engineers

I just hate the grind for mats. I can live with the RNG aspect, just about, but some of the mats require me to really go out of my way, and I find that a bit annoying.
 
Not a lot, mind, but I'm coming around to them a bit. Probably helps that I've now unlocked a fair few and I have the mats to use them.

What, now you're actually using them instead of moaning about using them before you actually did, you like them.
 
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I quite enjoyed the unlocking puzzles, most made for an interesting distraction (more complex than a mission), and I think the idea of 'forcing' the player to try different activities is good too.

The roulette wheel quickly got boring though, I skip the animation every time.
 

verminstar

Banned
I've only just started using them meself after point blank ignoring them fer a year...I'm starting to wish I'd kept on ignoring them...they really are the single most annoying aspect of the game after open play.

I can see now why most don't like them...I don't like them either and can't see meself getting anything past grade 4 simply because I don't have the patience to grind the mats nor the ability to suspend belief when an engineer relies on luck.

Happy days yer enjoying them...I'm almost jealous ^
 
I also like Engineers.
Its nothing I grind for but I just play the game.
When I get near an Engineer, or get a hankering to tinker, I check my collection of stuff for needed materials.
If I got it great. If I don't I just carry on remembering to check again in a month or so.

As a Solo/PG PvE player there is nothing I just have to have.
Just minor QoL stuff. With not having to do it out of necessity it is now fun instead of (another) grind.
 
Things I like:
  • Diversity
  • Gets you to do fun PvE stuff you might not otherwise
  • Most builds have counters
  • Super-speedy small ships
  • FA Off + Reverse meta over
  • Plasma Accelerators are good again!!!
Things I don't like
  • Cracked Industrial Firmware grind
  • Dirty drives needing 1000s of rolls to compete
  • Secondary effects in general
  • FDL even more OP
  • Perma-boost
  • TTK too high
  • Disparity between engineered/non engineered vessels
  • Constantly running out of ammo in 1v1s
  • Super hard to get over initial PvP grind hurdle
  • Fights feel a bit too rock-paper -scissors
  • Hulltanks still suck
 
I've only just started using them meself after point blank ignoring them fer a year...I'm starting to wish I'd kept on ignoring them...they really are the single most annoying aspect of the game after open play.

I can see now why most don't like them...I don't like them either and can't see meself getting anything past grade 4 simply because I don't have the patience to grind the mats nor the ability to suspend belief when an engineer relies on luck.

Happy days yer enjoying them...I'm almost jealous ^

My secret to enjoying them is to not throw my whole life down a tube in a mad dash to accumulate. It's nice to hot-rod my ships because Gran Turismo Effect (so much fun to take a beater to a tuner) but I have no burning desire to maximize every last parameter when I've made appreciable improvements to my stock ships already. I have a fair few Engies and mods, but not everyone or everything. I see no need to hurt myself for G5DD just yet when I'd like them but I don't necessarily need them. My AspX mission runner is already doing 480 on a boost, that's great for now.

That said, I'd like a little more hands-on in the shop so to speak. I don't mind having improvement ranges but they could be far more intelligently applied, like some kind of stretchyweb of abilities that have natural counter abilities on opposite sides of the web. I've seen stretchyweb ability sets before and I really liked how you could go for a generalized approach, or set yourself as a specialist at the detriment of the abilities opposite your selection; reaching for good opposites is a build challenge without being random at all. It creates a cool balancing effect.
 
Things I like:
  • Diversity
  • Gets you to do fun PvE stuff you might not otherwise
  • Most builds have counters
  • Super-speedy small ships
  • FA Off + Reverse meta over
  • Plasma Accelerators are good again!!!
Things I don't like
  • Cracked Industrial Firmware grind
  • Dirty drives needing 1000s of rolls to compete
  • Secondary effects in general
  • FDL even more OP
  • Perma-boost
  • TTK too high
  • Disparity between engineered/non engineered vessels
  • Constantly running out of ammo in 1v1s
  • Super hard to get over initial PvP grind hurdle
  • Fights feel a bit too rock-paper -scissors
  • Hulltanks still suck

When viewed through the lens of PvE I think the engineers are awesome. When viewed through the lens of PvP, I think they're pure cancer. Double RNG and secondaries are my main complaint, followed swiftly by the fact that if you want to get into PvP you aren't really ever going to be engaging in PvP, you're going to be off constantly grinding for mats. Even if Fdev just removed one of the layers of RNG and nixed the secondaries altogether, that would go a long way towards softening the blow.
 
What's not to like?

Sure, some of the mats are a bit difficult to find but... well that's all really.

I think "Engineers" is great. I'm having a blast in my Vulture: Heavy Fighter.
 
I've only just started using them meself after point blank ignoring them fer a year...I'm starting to wish I'd kept on ignoring them...they really are the single most annoying aspect of the game after open play.

I can see now why most don't like them...I don't like them either and can't see meself getting anything past grade 4 simply because I don't have the patience to grind the mats nor the ability to suspend belief when an engineer relies on luck.

grade 4 is still a hell of an upgrade. even lower levels can make truly a difference, and you can get most of them with no grind at all, just a bit of casual play (except maybe for actually unlocking some of the engineers).

if you aim for god rolls though it will suck you dry.

although i'm fine with that concept, they're still too powerful. it's not elite but 'elitist' stuff.
 
I really like unlocking the engineers. It's a lot of fun trying out different play styles. I'm actually looking forward to mining bromellite as a change of pace.

I really don't like the random nature of the actual upgrades though. I'm always hoping for an overhaul with a "more mats for guaranteed upgrade statistics" mentality. For me, that would be much more satisfying than randomly getting an upgrade. I don't mind doing the collection work, I just strongly dislike the idea that it might not pay off.

Although I'm someone who's never had a good G5 roll in hundreds of attempts. So none of the work so far has actually paid off.
 
When viewed through the lens of PvE I think the engineers are awesome. When viewed through the lens of PvP, I think they're pure cancer. Double RNG and secondaries are my main complaint, followed swiftly by the fact that if you want to get into PvP you aren't really ever going to be engaging in PvP, you're going to be off constantly grinding for mats. Even if Fdev just removed one of the layers of RNG and nixed the secondaries altogether, that would go a long way towards softening the blow.

I'd agree with this. Another reason I'd advocate for more Gran Turismo and less Las Vegas when we're working on ships. With less randomness in the build process in terms of timeframe it would be more equitable for PVP-focused players, as everyone would have equal time in the garage to work on their rides to get to comparable levels of tuning instead of depending on how lucky they are at finding random items scattered across the actual galaxy.

Less random should also be applied to all the mechanic work for more understandable and replicable results. I'd add more depth and agency over the available ship parameters (yes that's very all-encompassing - ALL THE PARAMETERS!! 0__0 ), so as to make upgrading more a function of how much you want to work at it, rather than the current double lottery. The real gearheads will still sit in the shop and squeeze out every last drop to make something truly special; but even then it'd be more of something you DID instead of something you randomly won, and that kind of uber is more appreciable from the outside as well as the inside.
 
I like the engineers. Usually I have the materials I need available when I buy a new ship (I don't do that very often!), but sometimes it might take me a couple of hours to fill particular requirements. But I don't consider that a grind at all.

Also, I settle for a decent roll rather than rolling hundreds of times. I think the most I've ever rolled for a module was ten times, and that was only because I had an abundance of materials. Interestingly, I usually find that the first roll is one of the better ones.
 
I just trying to understand them .... I unlocked the first two but still do not understand what I need to bring them to upgrade other ships I've bought since unlocking them. Anyone have a link for " how to understand Engineers" links?

Chief
 
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