Python MK II Modules Known Issue

... I'm only little bit curious what will happen if there will be kind of numbers changes for classic FSDs. We had few latest gallnet articles with possible hinting in this direction (means that company which had so far monopoly very likely will do something). So I for sure do not intend grind all FSDs into SCO, there will be only few most needed and will wait what will happen ... and in meantime there will be natural flow of mats which can be changed. Unless is someone in love with repetitive activities, then rushing now with mats gathering is totally unwise.
 
I'm not exactly sure why engineering needs to be made easier. If it's made purely easier, without any balancing drawbacks, then it would be, once again, just pure power creep.

Well, I suppose a ton of people complain about the engineering for some reason. I never quite understood the reasoning, as it just sounds like "I need to grind the game in order to get the highest-grade endgame stuff". Something that's quite common in MMOs. What exactly are they expecting? Getting all the highest-grade stuff from the get-go without any kind of effort? Make ED into CS:GO? Just make it an outright arena shooter in space?

News flash: Some of us don't mind the need for grinding. It gives that sense of getting a reward for your effort. You aren't given everything for free, but you have to actually earn it by doing some work. It doesn't feel even close as rewarding if you don't need to put any effort into it. Some of us don't play this game as just a glorified version of ED:Arena.
There is no "endgame." There is only life in ED, and the desire for that life to involve more playing with variety and less of the same, endless grind.
 
No matter what I’m doing, I am also gathering mats. Example: As a minimum, I scan every ship I see. When a bin of G1-G4 mats gets full, I trade some away so that I can always gather every mat available. Since this can be done during normal play, I always have enough mats to max G5 engineer a new ship from scratch at all times.

Edit: combine the above with wise pinning of engineer mods, and you can buy, outfit and fully engineer a new ship, including all desired experimental effects by only flying to a small number of engineers easily in under an hour.
 
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Engineering is something you do once for a ship, and that's it. It's not like you need to do it every day.
It would appear that some players might be engineering for a long time now, 40+ SCO drives needing engineering to G5 is not gonna happen overnight...
(I'm OK, I'll be doing 4 SCO drives eventually not all 44 ships)

I just hope that Sirius doesn't bring out a V2 version of their FSDs in the near future, one that competes with the SCO but has brakes, or something...
 
As an afterthought...

I forgot to mention that I also bought the Vanilla P2 for my Colonia account... I should have remembered this thread, but I'm old and distracted, or something!

Got shiny new ship onto my FC and tried swapping in stored modules... "I'm sorry, Dave, I can't do that..."

Light bulb moment and back to this thread... Duh!

Fortunately, Colonia, and nothing of importance is more than a jump away - replace all modules with new ones, flit back to FC, swap in modules... Work Complete!

Well, it made me chuckle anyway!
 
It would appear that some players might be engineering for a long time now, 40+ SCO drives needing engineering to G5 is not gonna happen overnight...
(I'm OK, I'll be doing 4 SCO drives eventually not all 44 ships)

I just hope that Sirius doesn't bring out a V2 version of their FSDs in the near future, one that competes with the SCO but has brakes, or something...
Thats exactly what I've done - one of each size (The sidewinder with SCO is fun!).

I have put the 6A engineered FSD (SCO) on T9 for topping up Tritium at Xinca - I found I could skip to HGE sites with 8 limpets so no interdictions and it is great fun if a little odd with the overshooting loop of shame - but getting G5 mats and then 744 T Tritium back to FC and SCO out of pirates way !!!!!

Excellent!
 
This. Clearly balancing ship engineering so that it actually needs more of that gameplay will be the direction. As I wrote elsewhere, taking away the comical random part during engineering might make sense. A bit more like on-foot engineering with steep mat costs, but no random gambling.
I really hope they don’t make it more like on-foot engineering … quite the opposite, in fact, the on-foot stuff is waaaay more of a problem … some materials I have literally never even seen one of and the numbers required are ridiculous … I’m hoping they mainly rework that and leave the ship based stuff alone!!
 
I really hope they don’t make it more like on-foot engineering … quite the opposite, in fact, the on-foot stuff is waaaay more of a problem … some materials I have literally never even seen one of and the numbers required are ridiculous … I’m hoping they mainly rework that and leave the ship based stuff alone!!
I think the concept of how the foot engineering works is good; pay x materials, get y upgrade. No rolls, no almost filling the dial, just one hit and the level is done.

I do, however, agree that the material requirements and gathering them for the on-foot elements are a pain, and wouldn't want that aspect of ship engineering changed. How we currently gather materials for ships works well for the most part, just a more predictable materials cost when engineering would be nice, and preferably reasonable amounts, not the ludicrous amounts that foot engineering needs.
 
The biggest problem with on foot engineering is that you can't modify an existing item. Done the whole grind to G5 with 4 mods, find that one mod wasn't the best idea and want to change that ? Throw what you have away and start from zero (or in the best case from G3 with 1-2 mods), suck it up buttercup. THAT is the most blatant disrespect of players' time I've ever seen in any game.
 
I have applied a whole 3 engineering enhancements to my weapons (most are G5 no mods) and around the same to my suits.
I don't appear to have any issues winning High CZs or wiping out a settlement or two with such humble stuff.
On-foot engineering isn't as demanding as ships are for combat.
Isn't it usually players who disrespect their time most, insisting on 'grind' instead of fun?
 
It would appear that some players might be engineering for a long time now, 40+ SCO drives needing engineering to G5 is not gonna happen overnight...
(I'm OK, I'll be doing 4 SCO drives eventually not all 44 ships)

I just hope that Sirius doesn't bring out a V2 version of their FSDs in the near future, one that competes with the SCO but has brakes, or something...
I think it was 21 ish for me, took about a week but I had most of the mats stored so not too bad.
I even decided to take a leaf from Veronica's book, pulled my old T6 out of mothballs and fitted it out for exobio. Detested it as a hauler but it doesn't seem bad as an explorer.
 
I think it was 21 ish for me, took about a week but I had most of the mats stored so not too bad.
I'd unlocked the Colonia on-foot engineers within days of them being introduced.
The obvious (backpack, extra ammo & stowed reload) got put onto Suits
I couldn't honestly see any gun mods (my Exec already had Scope & Handling) bar magazine size & range that tickled my imagination.
That was a while back, no change since, and I believe I have plenty of the needed mats.
Never bothered with the bubble engineers, gave away SDP / Smears while still in Colonia.
 
It would appear that some players might be engineering for a long time now, 40+ SCO drives needing engineering to G5 is not gonna happen overnight...
(I'm OK, I'll be doing 4 SCO drives eventually not all 44 ships)

I just hope that Sirius doesn't bring out a V2 version of their FSDs in the near future, one that competes with the SCO but has brakes, or something...
I did 2. The p2 one and the one I put into my cutter. I don't have an extra green shield for the P2 and not looking forward to another tour of the exchange program with the blue haired princess.
 
I did 2. The p2 one and the one I put into my cutter. I don't have an extra green shield for the P2 and not looking forward to another tour of the exchange program with the blue haired princess.
There's three more new ships to come, you might want to pledge sooner rather than later just in case.
 
I was able to buy all modules even the bulk head for the MKII in Shin. I'm having no issue with the Thrustmaster 16000
Same here, both issues. I bought the standard P2 and all the owned/bought modules, engineering etc went as smooth as all my other ships. Again, no issues with my TM 16000 kit. If there are any issues it seems that the fine details like voice, engine colour, laser colour etc just don't work at this point. Maybe need to spend more ARX for those but no official confirmation. That applies to the owned orange ones or the blue "to buy" ones. I do miss a big fuel scoop though ;)
 
Unconfirmed but, module swap might work if you have shipyard/outfitting enabled in your FC. In my case I do not so I jumped to a nearby station and bought any old replacement module available that would fit. Jumped back to my carrier, installed the modules I had in storage, and sold the placeholder ones (as I'm hitting the 200 limit always).
This work around worked for a few modules yesterday, but it won't work now.
The only option I get is to sell the module I want to install.
 
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