I want to get access to Hera Tani's and Broo Tarquin's services....

....but I'm not really interested in Liz Ryder's upgrades, so I 'm thinking of upgrading torpedo pylon to G3 just so I can move on to the upgrades I actually want. Any helpful suggestions would be more than welcome 😀
 
No, you’re on the right path already. Buy something cheap — torpedo pylons work as well as anything else — engineer it and remove the mods a few times. Only doing up to G2 might save some of your better materials from being wasted, though.
 
Just remember that the amount of low level mats you need goes up drastically from the number for the previous level.

4
8
24
48
72

Or something along those lines.
 
Yup that's totally fine, I'd say. Did that recently with Prof.Palin, bought some C thrusters there, pushed him up to Level 5 with some armoured thruster mods only to finally sell that module and pin the G5 dirty drive blueprint. All that because I needed more mats for the G5 DDs at that time
 
Yup. Do that for any engineer - pick a module / recipe that you have enough mats for and upgrade it until you get the engineer unlocked at the level you want.
This reminds me of the skill perks in Skyrim, sometimes you have to pick a perk you're not interested in to get to the one you want. Game mechanics 101!!
 
Landmines are a commodity.
Currently cheapest at Foale Installation, in Rugai, apparently, although lots of places sell them pretty cheap.

https://eddb.io/commodity/121

+EDIT+

Regarding Liz Ryder, I'm currently having some fun with an iCourier fitted with a pair of light-weight packhounds c/w the drag XFX and an Imperial Hammer rail-gun.
Might be worth buying half a dozen seeker missile racks and modding them to rank-up with her.
Ideally, do the PP to buy some Packhounds and then apply mod's to those.
 
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Just remember that the amount of low level mats you need goes up drastically from the number for the previous level.

4
8
24
48
72

Or something along those lines.
Roughly: 3, 12, 48, 192 (the first two are definitely right, the last two are slight underestimates)

Because lower rep means you don't get quite as fast through the early grades, getting a single module to mid-G3 will easily get you to rep 4 and the next set of invites.

That does mean there is a little bit of advantage to going all the way to G5, though: if you don't want the missiles, and don't plan to go to Colonia to pin a blueprint with Petra Olmanova, then Ryder is the only engineer other than Selene Jean to offer armour and HRP blueprints at all, and there are enough armour and HRP blueprints that you might want to pin more than one. So getting Ryder up to maximum rep then reduces the material costs of that pinned blueprint later.
 
Landmines are a commodity.
Currently cheapest at Foale Installation, in Rugai, apparently, although lots of places sell them pretty cheap.

https://eddb.io/commodity/121

+EDIT+

Regarding Liz Ryder, I'm currently having some fun with an iCourier fitted with a pair of light-weight packhounds c/w the drag XFX and an Imperial Hammer rail-gun.
Might be worth buying half a dozen seeker missile racks and modding them to rank-up with her.
Ideally, do the PP to buy some Packhounds and then apply mod's to those.
Apologies, I havn't been following my own thread! Too busy working, and playing ED! So I just googled landmines a few hours ago and it took me to eddb, which led me to Foale Installation. Got the landmines, upgraded a couple of seeker missile racks to G2, now G4 with Liz and off to see Hera Tani next! Thanks for the advice guys, I'm 1 step closer to having long range beam weapons! Or should I go with efficient.... 🤔
 
I'm 1 step closer to having long range beam weapons! Or should I go with efficient.... 🤔

Personally, I think the two most useful mod's for beam lasers are either Efficient or Overcharged.
Use Efficient on ships where you just want to keep firing and use Overcharged c/w the Thermal vent XFX when you plan on "dogfigthing" at close-range.

IMO, Long-range is probably the worst choice in a couple of ways.
It doesn't inflict as much damage as Efficient at close range but it does drain your PDist much faster, and generates much more heat, which means you can't keep on firing.
Obviously, it should provide an advantage at long range, except that it's much easier to miss at long ranges and, let's face it, combat only happens at long range if you're determined to make it that way.

Theoretically, you could build some kind of "sniper ship" and try to attack other ships from more than 3km away.
Trouble is that, again, Long-range lasers don't generate a great deal of damage so you won't be delivering any devastating attacks with them, it's much easier to miss at long range, your PDist will be drained quickly, if you do succeed in inflicting significant damage on another ship, they're likely to pop an SCB and send you back to square one and, as you're trying to do that, the other ship is going to turn and head toward you at full-speed, thus meaning you're going to have to run away from the ship you're attempting to attack, simply so you can maintain your preferred distance and continue to do small amounts of damage from safety.
 
Theoretically, you could build some kind of "sniper ship" and try to attack other ships from more than 3km away.
The fall-off without Long Range is steep enough on lasers that it works better than Overcharged (and much better than Efficient) even at 1.5km. But certainly only worth it with fixed lasers if you can aim well, since the jitter on gimbals will miss too much even at that sort of range.

Conversely, if you're fighting mostly inside the optimal laser range of 600m, there are plenty of weapons (frags, or plasma accelerators) which are generally a better choice than a laser anyway when you're that close up.
 
Me, I like to be able to read the manufacturer details on the tailpipes, so I go efficient to maximise how much I get out of the PD. As Ian Doncaster says though, there are more effective weapons than beams for me nowadays. The only place I really have for them is turrets on the nacelles of my Cutter so I've got more distro charge for the hammers.
 
Me, I like to be able to read the manufacturer details on the tailpipes, so I go efficient to maximise how much I get out of the PD. As Ian Doncaster says though, there are more effective weapons than beams for me nowadays. The only place I really have for them is turrets on the nacelles of my Cutter so I've got more distro charge for the hammers.
I like to use the beams to strip shields away then go in for the kill with multi cannons. Only play in solo (so far....), so don't need a pvp build atm. Once all my ships are fully engineered then I may go out into the open waters!
 
Personally, I think the two most useful mod's for beam lasers are either Efficient or Overcharged.
Use Efficient on ships where you just want to keep firing and use Overcharged c/w the Thermal vent XFX when you plan on "dogfigthing" at close-range.

IMO, Long-range is probably the worst choice in a couple of ways.
It doesn't inflict as much damage as Efficient at close range but it does drain your PDist much faster, and generates much more heat, which means you can't keep on firing.
Obviously, it should provide an advantage at long range, except that it's much easier to miss at long ranges and, let's face it, combat only happens at long range if you're determined to make it that way.

Theoretically, you could build some kind of "sniper ship" and try to attack other ships from more than 3km away.
Trouble is that, again, Long-range lasers don't generate a great deal of damage so you won't be delivering any devastating attacks with them, it's much easier to miss at long range, your PDist will be drained quickly, if you do succeed in inflicting significant damage on another ship, they're likely to pop an SCB and send you back to square one and, as you're trying to do that, the other ship is going to turn and head toward you at full-speed, thus meaning you're going to have to run away from the ship you're attempting to attack, simply so you can maintain your preferred distance and continue to do small amounts of damage from safety.
You're probably right in all this, but I only play PVE and I haven't had a problem using LR yet in my Corvette.
 

dxm55

Banned
Nested level engineers. Such a <pain>
Should have made them all public info from the start.
As if the material grind wasn't bad enough.
 
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