Engineers Overcharged is way more useful and powerful than anything else

+70% more damage?!

Why would anyone choose anything else? Nothing comes close. I consider this a really poor design decision as it kills variety.

Or is there something here I just do not see or understand?
 
Fair enough. Still, why could it not have been, for example, +5% per upgrade level? I have not participated in the Beta, so this was news to me. I would have liked the increase to be lower rather than higher than it was.

Such a huge difference between vanilla and engineered reeks of Korean MMORPGs. I might be in the minority, but I do not like it. But your mileage may vary. I am not saying I am right, and others are wrong. Just my opinion.
 
What was highest Overcharged % under the old system?

Edit: looks like it was +45% without special effects - whoa what a difference. I know what I'm upgrading.

Although I have no idea what my old ones are, so I better check. They were quite high.
 
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Yeah, quite a difference as even that 40+% of old felt a bit too much. I would like to hear the reason for such an increase. Was it really needed for anything else than to make Horizons a must-buy for people who want to risk seeing other CMDRs in Open? (And I do have Horizons, so that is not the reason why I complain.)
 
Fair enough. Still, why could it not have been, for example, +5% per upgrade level? I have not participated in the Beta, so this was news to me. I would have liked the increase to be lower rather than higher than it was.

Such a huge difference between vanilla and engineered reeks of Korean MMORPGs. I might be in the minority, but I do not like it. But your mileage may vary. I am not saying I am right, and others are wrong. Just my opinion.

It does. And if you think this is excessive, wait until you learn that a ship with Thermal Resistant Shields and 7 maxxed Resistance Augmented Booster can take as little as 10% damage from any source except absolute. This is MASSIVE, especially considering that SCBs and Shield Regen effects are also multiplied by 10 this way.

I'm not joking when I say that I've been accused of cheating while running a similarly configured ship.
 
Or is the damage increase to counter modified hull armour and defenses in general? In which case this is all just power creep? A bit too early for that given the game is not quite "there" yet.

I would really like to know.

EDIT: Man, that is just plain wrong, Herbrand. Not accusing you of anything as the game allows such builds. Just shaking my head as the development team has allowed the game to slide into such a state. The whole combat side of things is in dire need of a complete overhaul. Not good at all.

Note to self: stay out of Open. Which is, I'd imagine, the complete opposite to what the developers would like me to do.
 
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Short range is +75% and no extra distro. Rapid fire give like 69% (hehe) more damage as well. Focused does up to 60% more damage vs armored targets in the old system, and may do more if they buffed it in the current one, on top of doing 50-100% more damage at longer ranges. Efficient gives a nice 17% damage increase on top of having no downsides and major efficiency increases. There is still some competition, although I think you have a point in that OC seems to be the best all around damage upgrade and may need to be balanced against the other blueprints.
 
I also think that defenses are WAY too strong right now; pre-engineers fights were too quick, but last week I lost a duel because I ran out of plasma ammo and didn't want to use mats for synthesis...

Granted I should git gud and miss less shots, but on top of this a duel shouldn't last 15 minutes of wailing at each other's shields...
 
+70% more damage?!

Why would anyone choose anything else? Nothing comes close. I consider this a really poor design decision as it kills variety.

Or is there something here I just do not see or understand?

*sighs*

Just hits me as daft TBH!
 
Yes those 70% look a bit...overcharged?!? I don't have words for it other than "sry, too much".
Also the special effect can increase the damage even more.

I think it was done because legacy mods were able to gain 60% increased damage PLUS special effect.
Now we can have only damage increase special OR effect special and never would reach legacy mod niveau.
So they decided to increase the base mod damage to be still better than legacy when taking an effect special.

Me still thinks that 60% would have been enough.
Problem: if people converted legacy weapons already, and THAN the nerf-hammer comes, than people want to get back rather their legacy mods which can cause problems.

So Frontier should get FAST up on that if they wanna make changes again before whining starts.

What was highest Overcharged % under the old system?

Edit: looks like it was +45% without special effects - whoa what a difference. I know what I'm upgrading.

Although I have no idea what my old ones are, so I better check. They were quite high.

I'm quite sure, that secondarys were able to give another 20% damage increase so that you had a very rare chance to reach 65% increased damage PLUS effect special.


It does. And if you think this is excessive, wait until you learn that a ship with Thermal Resistant Shields and 7 maxxed Resistance Augmented Booster can take as little as 10% damage from any source except absolute. This is MASSIVE, especially considering that SCBs and Shield Regen effects are also multiplied by 10 this way.

I'm not joking when I say that I've been accused of cheating while running a similarly configured ship.

The stats at coriolis.edcd.io are not correct. Diminishing returns is way more effective here. The absolute max is (as far as i remember the thread) 70% resists in best case with 4 pips on shields.
 
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Not that it is that similar to Elite, but I like World of Tanks. And I like the fact that even though equipment gives you a boost the maximum hovers around, what, 10% or so? And after having fought thousands and thousands of battles your crew has several skills. But even at that stage the combined effect with equipment and consumables is around +20% to total efficiency compared to vanilla. And at that stage with the skills and experience you have gathered over those battles gives you the majority of the edge over others. I think that is the way you do player vs player. (Yes, World of Tanks has the grind too, with tiers of tanks and soft currency required for new tanks. And yes, WoT has been suffering from power creep of premium vehicles. Yet, the effiency bonus level remains the same.)

Elite is a different beast, but I still do not like this equipment (and related grind) over experience angle. But I am old, started Elite on C64 back in the day, nor do I play many online games.

EDIT: At the moment there is no mechanic in place that would level the playing field between a pilot flying a vanilla ship and someone in a god-rolled one. I would have no chance against a pilot of similar skill level in a craft which is a lot faster, deals 70% more damage, and takes, what, half of what I pump out. The difference is insane. And as it would appear developers want more interaction between players, the current situation is not balanced. At least with NPC pilots I can gauge the threat level based on their rank as it appears to scale with their ship.

Not sure what would be a good cure as a tier system would not, most likely, work. Maybe Pilots Federation sanctions to players who engage PCs of lower level? Or cost increase in line with engineered modules. I do not know.
 
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Short range is +75% and no extra distro. Rapid fire give like 69% (hehe) more damage as well. Focused does up to 60% more damage vs armored targets in the old system, and may do more if they buffed it in the current one, on top of doing 50-100% more damage at longer ranges. Efficient gives a nice 17% damage increase on top of having no downsides and major efficiency increases. There is still some competition, although I think you have a point in that OC seems to be the best all around damage upgrade and may need to be balanced against the other blueprints.

Short range is utterly useless due to being, well, short range and +40% thermal load.
Rapid fire has some niche uses (mainly on frags in conduction with screening shell), but jitter makes it way less powerful than on paper.
Focused is useful on small and medium pulses and bursts - you get both damage falloff increase and extra damage against opponents with high hull hardness.
Efficient is generally used only on beams and plasmas - other weapons have more useful (and more damaging) mods.
Also, you forgot the Long Range - best mod for lasers and railguns.

Overcharged feels OP only when you consider it on kinetic weapons - which have low distributor draw, low thermal load and negligible damage falloff. Put it on any laser - and you will get power-hungry and blazing-hot weapon which still suffers from damage falloff. At about 1600m, new G5 overcharged beam (+70% DPS) deals the same amount of DPS as any long-range beam (+0% DPS), but the latter does not give you extra distributor draw and thermal load.
 
The stats at coriolis.edcd.io are not correct. Diminishing returns is way more effective here. The absolute max is (as far as i remember the thread) 70% resists in best case with 4 pips on shields.

This is not the case, as the shield's innate resistances, the shield boosters cumulative resistances and the pips add multiplicatively and are not subject to diminishing returns - those are applied only to the shield boosters calculation.
You can easily verify this in game from the Statistics panel, and test it yourself against NPCs or players - those numbers are the real deal.
 
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Rapid fire has some niche uses (mainly on frags in conduction with screening shell)

Nope, Double Shot is king when it comes to Frags, given that their RoF is already very high.

Incidentally I have a FAS with _only_ Double Shot Screening Shell Frag Cannons. I called it "The Imperial Hammer" :)
 
Nope, Double Shot is king when it comes to Frags, given that their RoF is already very high.

Incidentally I have a FAS with _only_ Double Shot Screening Shell Frag Cannons. I called it "The Imperial Hammer" :)

Rapid Fire not just increases ROF (which is irrelevant in case of frags), but also decreases reload time. Screening shell decreases it further - which leads to frag cannon with less than 1 second reload time.

I use a Gunship with 7 such frags for Elite-ranked assassination missions. I call it "Boomstick" :D
 
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