Engineers Maxing out G5 - worth the extra G5 rolls after roll#1?

1. What are you guys using as the "I'm maxed" definition?
When the grey bar shows G5 Checkmarked?
2. Are you using INARA stats to tell you if said module is at G5 max stats?

I was reading this thread:
https://forums.frontier.co.uk/showthread.php/411092-8-9-10-rolls-to-Max-out-G5

and frankly have been just stopping at my first G5 roll and moving on, generally satisfied with my upgrades. I have 7 ships in my fleet and flying through those G5 mats is just mind boggling to me on one single ship. I've only played ED since November and have one version of the ships I like best so sorry if my "fleet" is laughable to you 3 year veterans [big grin]

Am I just missing out on 1-2% of "added damage" or whatever not doing 5-9 rolls on a single G5 upgrade?
 
You can see the numbers in the little "dials".
The problem with a single roll is you get the maximum drawback from the get go.
I do at least 5-6, generally.

I have a couple of modules that the numbers are maxed out to the hundredths, but will still accept another roll or more.
When you get into outfitting, you can see the tiny difference.
It might be a dozen meters of weapon range or similar, no big deal unless you're a little obsessive.
(I am!)
 
I started out maxing everything until I couldn't get any further and realized I had too many more ships and mods to update and it was just wasting mats. Now that I have more leeway with having a good number of ships up there, I decided to see if going from say from 98% to 100% G5% was actually worth it. For PvE for me, it's just a waste for such a minute little increase that really won't be doing anything noticeable for me.

So now I'm just rolling to get about 95% and leaving it. If I get a great roll to 99% then cool, but not going to waste the mats to get 100% at this point.

I just originally thought that having it all maxed out to capacity would help if they ever added more Grades, but that won't happen for a long time if ever, so it's really no point.

PvP it might give you more of an advantage, but for me in PvE Private or Solo, it's just not worth it to push that last little bit...
 
On the other hand, The only module I've G5'd in 3.X is the 6A Thrusters for the chieftan that plus drag drive "special effect" brings them to a staggering 146% multiplier, the result is staggering. Being honest though the chieftan doesnt need that much of an uplift on its agility, so I transferred those thrusters onto my python. That python now turns like a vulture, or an iCourier, so imho it was worth the extra couple of clicks and materials. And next on the hit list is the cutter, as it and the pythons are the two ugly ducklings of poor yaw pitch and roll rates.
 
I just pinned the various G5 blueprints and I make sure I do the experimentals at the engineers.
That way I can top off any rolls as needed and don't need to go back.
You can also complete fresh rolls remotely from G1-5 that way, aside from the experimental.

This. I really couldn't be bothered farming up all the mats for max rolls on everything, and the new system actually favors this playstle (which is nice IMO). Just get the mats together to roll G5, plus the experimental, then pin the blueprint and work on it when you want.
 
I only have 17 ships and I max them all out completely. The mats are easy to come by and when I need something I don't have I go to the trader.

And yes I am massively
OCD lol
 
To be honest, I'm generally doing 3-4 rolls, and then doing one or two more when and if I have spare materials.

Some modules are just fine at G4. Some are better left at G3. There's no real upside to overcharging a Powerplant for megawattage that the ship can't use; once you hit past the power max, you are done.

I generally will Heavy-Duty-ize all the standard ship armour to G2 at least- it costs next to nothing, and makes then stronger for zero weight. Even on the taxis and explorers.

The few modules I took all the way were for experimental purposes: how far can we get with a FSD modification? How cold can I make a ship? What is the max DPS we can squeeze from a laser that is power efficient? How hard can we get the hull?

Oho- Edit:
I did max out 2 PA's because shot speed has to be standardized.
 
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I admit I max them all out, anything from 7 up to 10 rolls on each mod to go from legacy to maxed out new G5s, I think the highest was 12 rolls, with the last 3-4 rolls, if i'm honest, not really improving the mod by much other than satisfying my OCD! add experimental effects on to that, i'm burning through my mats stash pretty damned quickly :(
 
On the other hand, The only module I've G5'd in 3.X is the 6A Thrusters for the chieftan that plus drag drive "special effect" brings them to a staggering 146% multiplier, the result is staggering. Being honest though the chieftan doesnt need that much of an uplift on its agility, so I transferred those thrusters onto my python. That python now turns like a vulture, or an iCourier, so imho it was worth the extra couple of clicks and materials. And next on the hit list is the cutter, as it and the pythons are the two ugly ducklings of poor yaw pitch and roll rates.

I transferred 3 of the 6A to the prof for the chief,python and clipper.
I just didn't want to go back and forth over 350LYs each way. So I engineered the thrusters of all 8 of my ships using just 2(Asp & Cutter)

khaos526 : That's why I reduced my fleet to 8 :)
 
..And yes I am massively OCD lol

...if i'm honest, not really improving the mod by much other than satisfying my OCD! :(

I'm starting to sense a trend here. I'm using this to actually break my OCD by not getting it 100% complete. It's hard, but I'm fighting the urge, and this is my way to give the finger to my OCD :)


khaos526 : That's why I reduced my fleet to 8 :)
Yeah I think a lot will just remain as is, though that will last only a short time before I'm like --I HAVE TO UPGRADE THEM ALL (Usually because I hate things left unfinished)...
 
The reason to max out the G5 rolls, 10-12 at times, is that if you fail to do so the experimental effect won't top out.

It apparently tops out only after you've gotten the message that the module can't be modified further and then pick the effect.

The compulsive/obsessives are in the right here.
 
The reason to max out the G5 rolls, 10-12 at times, is that if you fail to do so the experimental effect won't top out.

It apparently tops out only after you've gotten the message that the module can't be modified further and then pick the effect.

The compulsive/obsessives are in the right here.
Wait really? Is there any evidence for that? Fml I just started engineering and I'm going to have to restart if that's true
 
I only fully max out certain things, depending on the ship's needs.

I always max the FSD range, because yeah...need that.

I don't usually max out the dirty drives - I get close enough and let it go. Just on some ships I do.

I max out the power distributor pretty much always.

I don't max out the power plant -- no need, and it's better to stop with the lowest negatives rather than move on to another grade, as long as the power is met.

Other stuff I just get as close as I can with what I have, pin the blueprint, and work on it as I go.

:)
 
Wait really? Is there any evidence for that? Fml I just started engineering and I'm going to have to restart if that's true

Either we're misinterpreting his point, or this is misinformation. I can't imagine a world in which FDev would design the experimentals to be limited by the parameters of the current roll. It would cause player frustration and fly directly against their new system of pinning blueprints to upgrade later.

So without evidence, no, this isn't how it works. The experimentals are dynamic and improve as the roll improves, regardless of when it was applied.
 
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I would say "It depends".

In some situations another 1 degree/second pitch rate could save a life, that life could be yours. o7
 
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