Shielded FSD

When the players travel, they do use Increased Range FSD
When they fight, they're usually using Fast Boot FSD (or undersized FSDs to lighten the ships) on Shield Tanks or Shielded on Ships that are expected to lose shields and still fight.

Ship transfers and Carriers make this even more obvious since people are do not really need to do Travelling in their Combat ships.

Sure, it's just not a very fun experience to need to transfer in your long range FSD, swap out modules, jump to your destination, and then do that whole process over again. I figure, why not let players play the game a bit more smoothly, while still retaining the clear advantage for Long-Range for general traveling purposes?
 
You've declared nobody uses that effect?

It's certainly a significant rarity. Several of the more prominent gankers, for example, only see them very rarely, to the point they vocally notice it when it happens. Given they are exposed to hundreds or even thousands of players, that makes for a pretty decent sample size.
 
It's certainly a significant rarity. Several of the more prominent gankers, for example, only see them very rarely, to the point they vocally notice it when it happens. Given they are exposed to hundreds or even thousands of players, that makes for a pretty decent sample size.

Well, it probably needs FD to take a look at the stats and see how much it is being used. Same with lots of other mods.

How many people add integrity to limpet controllers for example?

Or what about inertial impact with its 3 degrees of jitter? I'd guess that is used even less than shielded FSD.
 
Sure, it's just not a very fun experience to need to transfer in your long range FSD, swap out modules, jump to your destination, and then do that whole process over again. I figure, why not let players play the game a bit more smoothly, while still retaining the clear advantage for Long-Range for general traveling purposes?

Well, it's balance
At least in the case of the FSD - all blueprints do make sense and they're useable. (and as i said i dont feel any changes are needed)

That's not the case for Thrusters for example.
Everyone is using Dirty Drives with some niche use for Clean drives (explorer mostly), but even Clean Drives are usually employed because some misconceptions (they generate more heat in supercruise than Dirty Drives, a thing that escapes the vast majority of explorers that are using them)
Reinforced drives? Is anyone using them? (Just a genuine question - i'm not asking for any buffs because i have no idea how to make them balanced in regards to DD and Clean Drives)
 
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Both reinforced drives and shielded Fsds have a usage for combat ships. Drives and Fsd failing is often what will kill you by preventing escape if you are losing a fight. They make a very big difference, even more in pvp ships. (You don't really need extra speed when dog fighting, you need agility and endurance).

These differences in Engineering schematics make the game richer, in terms of choices and bigger variation between ship loadout building.
 
It's certainly a significant rarity. Several of the more prominent gankers, for example, only see them very rarely, to the point they vocally notice it when it happens. Given they are exposed to hundreds or even thousands of players, that makes for a pretty decent sample size.
Not sure I'd base anything on a ganker's observational capability.
 
It's certainly a significant rarity. Several of the more prominent gankers, for example, only see them very rarely, to the point they vocally notice it when it happens.

Well, gankers are rarely hunting gank proof ships. Most often thant not, they're after easy targets.
And they complain alot when their supposedly easy targets prove to be not so easy.... See mr. HP calling 3o9 a cheater 😂

Not sure I'd base anything on a ganker's observational capability.

Precisely this 👆
 
Well, it probably needs FD to take a look at the stats and see how much it is being used. Same with lots of other mods.

How many people add integrity to limpet controllers for example?

Or what about inertial impact with its 3 degrees of jitter? I'd guess that is used even less than shielded FSD.

Fair points, I can agree with that.
 
Well, it's balance
At least in the case of the FSD - all blueprints do make sense and they're useable. (and as i said i dont feel any changes are needed)

That's not the case for Thrusters for example.
Everyone is using Dirty Drives with some niche use for Clean drives (explorer mostly), but even Clean Drives are usually employed because some misconceptions (they generate more heat in supercruise than Dirty Drives, a thing that escapes the vast majority of explorers that are using them)
Reinforced drives? Is anyone using them? (Just a genuine question - i'm not asking for any buffs because i have no idea how to make them balanced in regards to DD and Clean Drives)

Reinforced Drives could definitely use some love too. I'd love it if they gave no speed boost, but the same maneuverability as Dirty Drives. Unfortunately, I don't think that's possible with the current way drive strength is calculated.

There are many effects that could use some tweaking to bring them closer to par. I'd love it if every engineering effect were good enough to get excited about!
 
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nobody talking about shieldless combat ships, like for ax combat? why would i need increased range? i fly with my taxi and transfer my combat ship. more integrity defo better in this case, or also faster boot seq
 
What if instead player could put second FSD (low range) in appropriate sized cargo bay and temporary equip longer range one?

In certain cases it would safe time transferring modules from storage. But whole new set of missions could be made out of this feature.
 
Sure, it's just not a very fun experience to need to transfer in your long range FSD, swap out modules, jump to your destination, and then do that whole process over again. I figure, why not let players play the game a bit more smoothly, while still retaining the clear advantage for Long-Range for general traveling purposes?
Apex is the solution :)
 
nobody talking about shieldless combat ships, like for ax combat? why would i need increased range? i fly with my taxi and transfer my combat ship. more integrity defo better in this case, or also faster boot seq

Well, increased range is a nice thing to have. Shielded, not so much
And protecting your internals is usually done by using MRP (at least 3 of them) and an AFMU - mrp soak damage, afmu can repair the mrp (during combat) allowing them to keep soaking damage.

And when you really dont care about jump range (for example when min-maxing pvp lodouts), some people prefer to use 2D FSD.
 
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