Engineers Overcharged mod for Pulse Lasers a bad move? Bad/unfair design?

I'm not saying that there is one answer, but it make sense to me in an FDL with cap hungry weapons weapon focused even at a grade 3 is the way to go. Possibly smaller ships may want to boost more so the charge or cap enhanced may be better. PvE and PvP would determine choice too. Depends what you what though burst or sustained or somewhere in between.
 
For weapon focused you get +capacity and +recharge, but only +recharge (+15% max increase) on charge enhanced. But you are missing out on that 40% weapon capacity which means you can shoot for longer before you cap out. For me on a combat ship weapon focused is better. I don't need more engine or system capacity/recharge as I don't boost that much and sys power isn't a problem even on bi-weave shields.

Thing is, surely with any fight of importance you'll be bouncing of the bottom of your WEP capacitor, so WEB recharge is king?

L3 Wep Foc = 20% higher WEP charge.

L5 Enh = 35% higher WEP charge, with ENG and SYS getting better charge too if/when you need it.
 
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The whole thing relies on luck though ... hence why many dislike the RNGineers :)

You can get a terrible roll which gives you almost no benefit and a lot of cost.... but then you can the oposite ... i know one of my MC's on the FdL (all grade 5 overcharged now) got a brilliant roll with the secondary effects almost bringing distributor draw to normal but giving me a 70% increase in damage.... thats almost like getting an extra MC for free... part of the trouble is that to get decent rolls + experimental effects means re-rolling ... which takes a lot of effort in gathering
To get 4 rolls i was happy with on the MC's at Grade 5 took at least 10-15 pulls of the handle :)

My FdL out punches my Anaconda now ... has better shields, more speed... it is almost like a different ship ... which was the point of the Engineers .... but it takes a lot of work and a massive amount of luck
 
The whole thing relies on luck though ... hence why many dislike the RNGineers :)

You can get a terrible roll which gives you almost no benefit and a lot of cost.... but then you can the oposite ... i know one of my MC's on the FdL (all grade 5 overcharged now) got a brilliant roll with the secondary effects almost bringing distributor draw to normal but giving me a 70% increase in damage.... thats almost like getting an extra MC for free... part of the trouble is that to get decent rolls + experimental effects means re-rolling ... which takes a lot of effort in gathering
To get 4 rolls i was happy with on the MC's at Grade 5 took at least 10-15 pulls of the handle :)

My FdL out punches my Anaconda now ... has better shields, more speed... it is almost like a different ship ... which was the point of the Engineers .... but it takes a lot of work and a massive amount of luck

Yes and no...

Good luck or bad, where is anything logical/useful in this?

Pulse Level 1 Overcharge
Damage Per Second
10%
19%

Distributor Draw
89%
44%
 
It's only level 1, you can get more damage but you draw more power, it works well enough on small hard points on large ships, especially if your larger hard points are low distributor draw like multi-cannons, but if you want the really good stuff you need higher levels.
 
It's only level 1, you can get more damage but you draw more power, it works well enough on small hard points on large ships, especially if your larger hard points are low distributor draw like multi-cannons, but if you want the really good stuff you need higher levels.

For most people, who would most likely be putting it on a small craft as well... It's a total waste of time :)

If the 1-5 level instead was more balanced, each level could have a place and a purpose... Instead 1-3or4 are basically a waste of time simply because of this "questionable" balance! eg: You realise you have a bit of power in excess. So a 1-2 might fit the bill if they only used a touch more power... But 44-89% more power? For a level 1? For just 10% or so more damage? Silly!
 
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Jumping straight to the level 5 mods is usual helpful for ALL mods. All lesser than 5 (if available) is just for ranking. Nothing more.
One of the many bad designs at the engineers

Makes sense to me.
You dont pay for the higher grade modification, you do not get the best optimizations.
 
^ So seemingly a bad choice to use a level 1-3, and may as well wait jump straight in at 4+?

I think it was supposed to be a reasonably long road to lvl 5.

But given all the complaints, and resulting nerfs, you might as well spend a few hours and just jump straight to the top end mods. Just max out and pick all the best weapon effects for silly max/min builds. Bit stupid if you ask me but there you go, it's what people wanted. But yes, of course the low end mods now look silly.
 
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I have to say I agree with the op. These mods that get less penalties as they get more advantages seem completely wrong to me. As far as I'm concerned you should always be thinking about the optimum mod (which may well mean sticking with a grade 2 or 3) for what you want to do, not just going straight to grade 4 or 5 because they're the best in every way. A lot of the mods don't work like this, such as the power plant, FSD and thruster mods, with these although you get a better primary benefit with a grade 5 vs a grade 1, you also get much worse negatives. This means you need to decide which mod is the best a good grade 3 with less drawbacks or do you go for the bigger upgrade and except the lower efficiency or integrity?
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Makes sense to me.
You dont pay for the higher grade modification, you do not get the best optimizations.

That's fair enough... A lvl 5 overcharged pulse laser should be better (more powerful) than a lvl 1 overcharged pulse laser.

BUT, shouldn't it ideally be the case:-
1) A level 1-3 isn't basically worse than an unmodded one? eg: Just 10% more damage at a punishing 60% more energy usage?
2) If it had been leveled out more interestingly, then every level would have had a place, rather than a stepping stone to level 5. ie: I realise I have a bit of spare energy while fighting. I don't want to put a level 5 in as that would use too much energy. So I put a level 2 in. It gives me a small damage improvement at a small energy increase...

As it stands the lower ones make little sense to ever use... Seems a shame!
 
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