Pre Engineered modules post CG availability.

Speaking of powercreep:

When the phasing CG multicannons came out, I had a dream of changing the experimental to incendiary. Suddenly you have multicannon cytoscramblers. No shield would be safe. The shot spread matters a whole lot less against a shield bubble.
Yeah, it would be quite nuts.

But that spread is kind of reason, why I dont really like that MC's... they lack neccecary accuracy to kill modules, at 1000m or more range. Especially vs small or medium ships. Not to mention, its quite useless against meta shieldless bulids, wich happen to be quite thin profile if faced upfront (Corsair or C5)
 
Wow. There’s a lot of modules I’ve never heard of and while I’m fine with limit release stuff like decals and paint jobs that nobody but the owner will ever see, it seems that if actual modules are forever locked behind an opportunity barrier, there is the potential that they would permanently tilt the playing field in someone’s favor who was lucky enough to be online during a particular CG on a certain week.
 
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I seem to have a powerplant that is pre-eng but I'm not sure of its availability.
I have a set of preengineered plants too, they are from some CG I don't remember. The ones that are like... overcharged and armoured? Can't put an experimental on them though, and they are pretty hot. So I don't use them.

Wow. There’s a lot of modules I’ve never heard of and while I’m fine with limit release stuff like decals and paint jobs that nobody but the owner will ever see, it seems that if actual modules are forever locked behind an opportunity barrier, there is the potential that they would permanently tilt the playing field in someone’s favor who was lucky enough to be online during a particular CG on a certain week.
There is no single module that makes or breaks the game. This isn't that kind of game. Some of the unique double engineered modules are neat, but they don't make you a god.
 
I have a set of preengineered plants too, they are from some CG I don't remember. The ones that are like... overcharged and armoured? Can't put an experimental on them though, and they are pretty hot. So I don't use them.


There is no single module that makes or breaks the game. This isn't that kind of game. Some of the unique double engineered modules are neat, but they don't make you a god.
With the exception of the god shard. The 4 of them, double damage with no drop off at 8500 M to a Thargoid. 😀 lol
 
Or add them to PP tiers above 100- in fact do both :D
Ugh. Well, better than not at all I guess. But IMO FDEV missed a good opportunity to detach the PP modules from PP with the PP revamp. I could see them being sold exclusively by the associated engineers. Wouldn't be much different from what we have now, just without the need to do at least 98 ranks in PP and then having access to them all permanently, no matter the power. PP as a system should be able to stand on it's own, without the modules attached. The power perks and the care packages (although the excess handling is annoying) are already strong incentives to get involved, even without real interest in the actual PP.
 
Ugh. Well, better than not at all I guess. But IMO FDEV missed a good opportunity to detach the PP modules from PP with the PP revamp. I could see them being sold exclusively by the associated engineers. Wouldn't be much different from what we have now, just without the need to do at least 98 ranks in PP and then having access to them all permanently, no matter the power. PP as a system should be able to stand on it's own, without the modules attached. The power perks and the care packages (although the excess handling is annoying) are already strong incentives to get involved, even without real interest in the actual PP.
You should be able to have it all, just in different ways. PP should unlock things in a linear way, have engineers have groups of them at discounts and tech brokers at a higher price but have all of them at once. Then you can choose your path.
 
We don't need more modules locked behind powerplay grind. It's bad enough that a new player has to get a lucky dice roll just to be able to complete their initial missions, due to half of the possibilities involving mechanics that have been disabled and forgotten about.
 
i fully agree every unique module handed out in a CG should be gettable somehow.... it does not seem fair that due to real life some unicorn piece of gear is for ever out of reach of a player.
it could still be limited to 1 per account (ie what ever the max number given out was is the limit) or what ever if FD consider something so good that they dont want it on some metabuild ship with 6 of them or what ever.

as for whether it is behind PP2, engineer ranking or a tech broker... that is another conversation but they need to be potentially available for all imo
 
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By analogy with weapons, likely longer range and faster projectiles with better armour-piercing, in exchange for a trivial increase in heat generation. I wasn't around in the bubble for that CG so don't have one to check the details of, but it's certainly not been a module people have been demanding a second chance at...
I have that pre-engineered Point Defense. Here's screenshots of the module readouts:
Pointdefense 1.jpg

Pointdefense 2.jpg

EDIT: That one is going on the Panther Clipper next month. :D
 
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I have that pre-engineered Point Defense. Here's screenshots of the module readouts:

EDIT: That one is going on the Panther Clipper next month

Yep, its only real weakness is either packhounds, wich are capable to bypass even pre-enginnered PD, as it can take quite lots of seekers, to reach it. 15 intergrity is very low (single direct hit to PD likely to make it render offline), and experienced missile users, alwasy try target PD or EMC first.



But apart of myself, there is only very few missile experts out there, and most gankers use missiles only for FSD reboot, and they likely stick to thier meta loadouts.
 
All Pre-Engineered modules should be able to have experimentals added to them. The only exception should be if they already have one fitted as part of the pre-engineering (usually weapons) which should remain fixed in place.
 
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