Please add Blueprints for the remaining few modules.

That is:

  • Repair-, Decon-, Research- and Recon-limpet controller.
    they all lack the existing blueprints for the other three controllers
  • Mining Laser (including the Imperial Mining Lance)
    like every beam laser blueprint would make sense here.
    anything that increases "Damage" should translate into "faster mining"
  • ECM
    this one should have a blueprint for higher efficiency (less sys powerdraw while active)
    and one for shorter cooldown/faster charge
  • Pulse wave scanner and the three new mining Hardpoints
    another example of a new, not experimental module, added to the game without ANY consideration for engineering
  • some experimental modules are pointless to have, due to lack of basic engineering:
    - Meta Alloy HRP (3% caustic resist)
    - Guardian HRP (5% caustic resist)
    - AX Missiles (in desperate need for penetration)
    - Enzymic Missiles (in desperate need for DPS)
    - Shock cannons (in desperate need for Ammo)
    ...

hope
 
  • Repair-, Decon-, Research- and Recon-limpet controller.

Looks like engineering for the sake of engineering to me. I see very little options there on which engineering could be done. It would all be "more limpets for the same controller". Why not simply ask for the base module to be adjusted instead and be done for?

  • Mining Laser (including the Imperial Mining Lance)
    like every beam laser blueprint would make sense here.
    anything that increases "Damage" should translate into "faster mining"

Here i see options at least. Power draw vs. "damage" vs. range. It would probably still not compete with core mining, merely for how much more fun it is, but it would add to the game.

  • ECM
    this one should have a blueprint for higher efficiency (less sys powerdraw while active)
    and one for shorter cooldown/faster charge

The second one would be the "must have" for ECM then. Which would again just be a pure upgrade and engineering for the sake of engineerig. Mind you, i agree that ECM could use some improvements, but why not just adjust the base module?


  • Pulse wave scanner and the three new mining Hardpoints
    another example of a new, not experimental module, added to the game without ANY consideration for engineering

Again: why? They work. What part of the PWS could engineering upgrade? Bigger range? But a higher grade of the PWS. Lower power consumption? That just means that you can use a bigger grade of the PWS, so in the end again just more range.

Similarily for the hardpoints: i'd see "more ammo" as the only option. If there's only one option, it doesn't add variety, but again would just be power creep and engineering for the sake of engineering. (Yea, i used this before. ) I just don't see any value added.

  • some experimental modules are pointless to have, due to lack of basic engineering:
    - Meta Alloy HRP (3% caustic resist)
    - Guardian HRP (5% caustic resist)
    - AX Missiles (in desperate need for penetration)
    - Enzymic Missiles (in desperate need for DPS)
    - Shock cannons (in desperate need for Ammo)
    ...

I agree that some of these items are indeed lacking. But unlocking them and then no engineering being possible is the point of these items. So instead of pushing towards engineering, the items themselves could be improved.

As a sidenote, i by now appreciate the Shock Cannons a lot. For wing assassination missions they have more than enough ammo and i like how they perform there. I also took them to some HazRES tours recently and their ammo supply didn't trouble me so much. I always ran out of railgun ammo before i ran out of shock cannon ammo. (So no, i didn't stay in the RES for several hours straight, but had to return to the station regularily. That's simply the price i pay for bringing ammo dependent weapons. )
 
sorry,
but i am merely asking for consistency - while you sound like you are in general opposed to engineering.

if tech broker unlocks are meant to be pre-engineered, than they need to be upped to g5 of the current system,
not the "non-god-rolled" pre-3.0 engineers...
 
sorry,
but i am merely asking for consistency - while you sound like you are in general opposed to engineering.

if tech broker unlocks are meant to be pre-engineered, than they need to be upped to g5 of the current system,
not the "non-god-rolled" pre-3.0 engineers...

For weapons it's hard to tell, but for some equipment you see that they are built around G5 engineering. Take a look at the guardian power plant and guardian power distributor. When you combine them, it's in range of a G4 distributor and more than G4 power plant, while having much higher integrity than the engineered equivalent.

And on opposed to engineering vs. consistency: I admit that i am not the biggest fan of engineering. Mostly i dislike the insane power creep. But many also provide new options. As long as something gives new options, i see a benefit for the game. It adds something new.

Unfortunately most of what you suggested doesn't do that. I mean, I see different possibilities for the mining lasers. So on those, you have options and thus is would add to the game. (Although it would probably still boil down to "this is best and that's what everybody uses", but at least in theory it can be made in a way that several options could be useful. )

So that's the one thing i would support. The rest just would just be effort to implement those engineering blueprints to have unidirectional upgrades, aka power creep, at the price of more grind, without providing any new gameplay options. And in some of your examples it would be nothing else but a crutch to bring currently suboptimal gear to usable levels.

I really don't think that engineers should be the crutch to bring inferior equipment to speed. Those modules need to be looked at themselves instead. Not everybody playing is a seasoned veteran. Equipment needs to be useful by itself, without developers having to waste time on creating blueprints so we can waste time engineering them.
 
That is:

  • Repair-, Decon-, Research- and Recon-limpet controller.
    they all lack the existing blueprints for the other three controllers
  • Mining Laser (including the Imperial Mining Lance)
    like every beam laser blueprint would make sense here.
    anything that increases "Damage" should translate into "faster mining"
  • ECM
    this one should have a blueprint for higher efficiency (less sys powerdraw while active)
    and one for shorter cooldown/faster charge
  • Pulse wave scanner and the three new mining Hardpoints
    another example of a new, not experimental module, added to the game without ANY consideration for engineering
  • some experimental modules are pointless to have, due to lack of basic engineering:
    - Meta Alloy HRP (3% caustic resist)
    - Guardian HRP (5% caustic resist)
    - AX Missiles (in desperate need for penetration)
    - Enzymic Missiles (in desperate need for DPS)
    - Shock cannons (in desperate need for Ammo)
    ...

hope

expirimental weapons wont be engineerable untill they introduce the new engineers for them
 
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