General Problem with engineering

My god Engineering is mental! To allow massive percentages over the current levels of modules and weapons just breaks the game, no wonder people play in private groups. A new player just doesn’t stand a chance. Engineering of course should buff things but not to these levels.
As an example, Grade one overcharged multi cannon +30% damage / 5 +70%. I can hear scotty shouting “she can not take any more captain!”
I honestly feel this has to be looked at though. Grade one should start around 2-5% and end with grade 5 being 10-15%
And healing lasers lol, add heat when firing these or something so there is no GOD mode
 
The healing lasers are and always have been ridiculously OP. I often wondered if you could sit in an immobile square firing at the player to your left endlessly whilst you let something like turrets on the rest of your HP deal with everything that was flying around you. It would be like a giant self healing gun platform :p
 
At the start of this I said "I'll find it hard to believe if engineering changes any module by more than 5%". I guess FD showed me! 😂
 
My god Engineering is mental! To allow massive percentages over the current levels of modules and weapons just breaks the game, no wonder people play in private groups. A new player just doesn’t stand a chance. Engineering of course should buff things but not to these levels.
As an example, Grade one overcharged multi cannon +30% damage / 5 +70%. I can hear scotty shouting “she can not take any more captain!”
I honestly feel this has to be looked at though. Grade one should start around 2-5% and end with grade 5 being 10-15%
And healing lasers lol, add heat when firing these or something so there is no GOD mode
I wholeheartedly agree, but on the other hand I'm not sure Fdev does and it also might be too late to reverse things that are around for so long.
 
As an example, Grade one overcharged multi cannon +30% damage / 5 +70%. I can hear scotty shouting “she can not take any more captain!”
On the other hand, a 1E Power Distributor gives 1MW weapons, and an 8A Power Distributor gives 7.2MW weapons. Even just within a size class, you go from 4.8MW to 7.2MW between 8E and 8A (+50%) ... an 8E Power Distributor with charge enhanced engineering still doesn't quite come up to unengineered 8A standards. Even without engineering there's a massive power difference between the weakest and strongest modules.

The only reason this doesn't get the same amount of complaints is that an 8A Power Distributor costs 23 million credits, and nowadays that's pocket change for most high-end players.
 
Yep It may be to late for Fdev to fix these changes to engineering itself, unless they bring up the standard modules and lower the engineering to counter balance.
 
The main issue with the majority of engineering that I see isn't that the benefits are too strong, its that the drawbacks they provide are too minor (or in some cases, literally non-existent). Taking overcharged as an example, getting a 70% damage boost isn't the real problem, it's that it only causes a paltry 35% increased distro draw which somehow makes it more energy efficient than a stock module despite the whole mod conceptually being about increasing damage at the cost of efficiency.

However, there are some modules that do need a serious nerf in terms of the benefits the engineering provides. Think a 70% increase in DPS for overcharged is good? Compare that to a Heavy-Duty 0A shield booster and its colossal 228% increase in shield boost, or a Heavy-Duty HRP with its 72% increase in hull and significant resistance boost.
 
It's too late to change it now. But the least they could do is make material gathering easier at least remove all RNG from it.
 
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