Engineers Jitter - anyone actually use levels 1-4 ?

My experiences with engineering mods that introduce jitter have convinced me that they're just not worthwhile. The weapons seem to miss too much so that I can't make use of the extra DPS / range or other supposed benefit.

I can't counter for random misses with anything other than getting close. This is only possible for attacking the largest ships in the game.

I doubt this is being tested much in the beta because it's easy to bypass the lower level mods and go straight for level 5, though there is still some jitter on certain L5 mods.

Is anyone OK with this and happy running level 3/4 mods with jitter?
 

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Not me...

I still remember how an unmodded Gimbal C4 Cannon fired all over the place like the Weapon was drunk or something.

So seeing these numbers always made me avoid anything that delivers a large jitter. A Weapon that misses most of the time at conventional attack Ranges is a useless piece of Equipment to me.
(Analog to when i.e. Short Range Blaster Multicannons got their Projectile speeds absolutely crippled, decreasing effective Weapon Range to well below whatever the already reduced max. Range suggested)
 
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My experiences with engineering mods that introduce jitter have convinced me that they're just not worthwhile. The weapons seem to miss too much so that I can't make use of the extra DPS / range or other supposed benefit.

I can't counter for random misses with anything other than getting close. This is only possible for attacking the largest ships in the game.

I doubt this is being tested much in the beta because it's easy to bypass the lower level mods and go straight for level 5, though there is still some jitter on certain L5 mods.

Is anyone OK with this and happy running level 3/4 mods with jitter?

I use a refire modded g5 large MC,
i rolled 0.24 on the jitter, so the jitter is pretty high for that mod.
I have no problems hitting my targets, using A grade sensors,
as that steadies the gimbal targetting (slows down weird 8 gimbal).

What the jitter does, is that it randomly affects a shot
and has that shot deviate slightly from the rest,
still hitting at 1km.

So the jitter below 0.25 surely isn't that much an issue.

With the lower grade mods, you got to be lucky
that you roll low jitter i guess,
unless you have a weapon that refires quickly.
 
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What does jitter do to a fixed pulse laser exactly?

I have not tested that,
but from testing the ship launched fighters i can say,
their weapons jitter at larger ranges (fixed pulse),
i guess that is the same with ship weapons.
(Pulse shots deviate from fixed reticule,
inceased spread)

Need testing to confirm that.
 
Jitter makes every weapon useless!
The german defense forces had once such bad pistols. My Dad told me, that it was better to throw the gun itself in the opponents face if you wanted to hit him :D
 
Jitter makes every weapon useless!
The german defense forces had once such bad pistols. My Dad told me, that it was better to throw the gun itself in the opponents face if you wanted to hit him :D

The P1, i fired that one;)
They are not that inaccurate, but quite heavy,
so yes the thrown gun deals more dmg than the projectile:p
Feels like we germans are Lakon, we want reliable stuff;)
 
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Thanks. I have a large fixed pulse I engineered which has some very interesting other boosts but got jitter 0.95 (I think, I would need to go in game to be sure) and I wondered what it meant exactly, as I noticed no real difference to it in use (relaxed playstyle) for me.
 
Thanks. I have a large fixed pulse I engineered which has some very interesting other boosts but got jitter 0.95 (I think, I would need to go in game to be sure) and I wondered what it meant exactly, as I noticed no real difference to it in use (relaxed playstyle) for me.

Can you create some vid footage on that weapon?
I wonder why FD put jitter in from 1 to 0,
like in writing 100 to 0% chance per shot to jitter.
As my MC jitters rarely i guess it really is that percentage per shot
to jitter, not an increased spread.
 
I've been testing (on live, I don't have beta access) a pair of grade 4 overcharged medium fixed frag cannons and am very happy with the results. That said, they are intended to be used only by my smaller combat ships (Vipers, DBS) as heavy hitters against ships with their shields down at very close range. I don't have any Modified Embedded Firmware and I don't really like fighting in the SRV to get any, so I'd rather use mods other than overcharged at grade 5.
.
If the changes I've read about in the beta make it to live, my frag cannons will still be ok in this role against ships that don't have high hull hardness, but I might have to compare them against a similar pair of cannons... (PAs will be out because of the power requirements; my Viper Mk3 especially needs to be careful with its power management).
 
How much jitter did you roll please?

0.21 on large turret to deal with small NPC ships. Also has Scramble Spectrum and within a few shots I get icon showing NPC has fault on module.
So I would say low .4 and below ok, BEFORE new patch.
 
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i had some rapid fire grade 2 PA's on the vette, couldnt hit a barndoor from a meter away.

so NO, jitter is something that is so stupid it should removed. why even bother with the lower grades because of this!
 
0.21 on large turret to deal with small NPC ships. Also has Scramble Spectrum and within a few shots I get icon showing NPC has fault on module.
So I would say low .4 and below ok, BEFORE new patch.

Thanks.

I get the feeling this is possibly a smaller issue for turrets than it is for fixed or gimballed.

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i had some rapid fire grade 2 PA's on the vette, couldnt hit a barndoor from a meter away.

so NO, jitter is something that is so stupid it should removed. why even bother with the lower grades because of this!

I agree.

Would be better if the downside was something like tracking speed. This way you could actually compensate with fixed and gimbals
 
There are a handful of engineer mods that have opposite flow progression. Going from unmodded to g1, you will suffer a massive, massive, massive drop in weapon usability. Moving up in grade from there won't see actual improvements on the weapon until g4. This is true for efficient weapon, rapid fire and overcharged mods. The rest of the mods were designed correctly.

Due to the backwards nature of cost-benefit balancing, rapid fire mod effectiveness at 500-1000m looks something like this:
G0: 100%
G1: 2%
G2: 20%
G3: 80%
G4: 110%
G5: 140%

What they aught to do is look at the cost pyramid and base it at zero instead of max cost at g1, then scale it up linearly until it reaches it's current G5 value at G5. Then it will have the same balance structure as long range, short range, focused, and high cap magazine.

Until then, if you can only afford G1-G3, stick with the above mentioned.
 
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