Engineers Should I engineer? When to engineer?

I've don't quite a bit of searches on this, and all I can find is "how to get started" kind of stuff. I can't find any info on when to engineer, or should I do it at all?

Here is my status: I've got about 15M in cash and ships. I was hoping to do some bounty hunting missions with a Vulture, but my build will cost about 26M, so I my start hunting with Cobra. After Vulture, I want a Python. No real plans after that. I might want to try some mining. I'm not very happy with speed of making money, grinding away with my Type 6 is loosing its appeal.

So, should I engineer now, later, or why bother at all? Do I really need upgrades? Will I make more money faster? Will I get more interesting missions? ... Thx,
 
It's way too early. You need mats for engineering and you don't want to waste them on modules/weapons you would later replace.

Grind is an inevitable part of the game, find the one that will make most sense to you. E.g. do boom delivery missions and grind Empire rank at the same time at Mainani/Ngalinn. When allied, you should be making 5-6M per round trip, which takes on average 15mins.
 
If you intend to make money bounty hunting, Power Play with ALDuval will give you +20% on bounties at rank one. You only need 100 merits per week to maintain that level. Engineering is a mid game thing IMHO, just collect every material you stumble across, rather than hunting the high end stuff. The Vulture is good for bounty hunting, but you could engineer the power plant and distributor to allow the two large hardpoints to fire longer. Efficient pulse and beams lasers are the way to go if you want to avoid ammo issues with things like multi cannons.

Even G3 engineer mods are good, no need to get drawn into the grind fest for G5. You can now chose special effects for modules, and it only costs materials, you don't lose engineer rank like the bad old days.

Once you have a capable ship, bounty hunting can net you 12 million an hour in high or haz res. A kill warrant scanner will also increase your bounty rewards in some cases.
 
If you do a variety of activities (combat, exploration, trade, missions, mining (including in the SRV)) and pick up mats you will wind up with more level 1 & 2 mats than you can shake a stick at. Level 3 mats might be a bit less often, but not a problem if you are engineering one or two ships. Level 4 and 5 mats I suspect you might have to look for.

So you might as well engineer to level 3.

I recommend finding out what you need to do to unlock the engineers and keeping that in the back of your mind. I would have been a bit upset if I made a round trip to Maia and then found I needed a meta-alloy for Farseer. Just playing the game can get you pretty far with the engineers without grinding.
 
If you’re interested in the vulture the combat is your thing?
Start today and buy and A grade a vulture. Don’t spend credits on hulls, if you’re low on credits save on fsd range.

Jump to the CG combat system (if it’s still active) and kill stuff at a navigation site or RES. Don’t go hazres in a unmodded vulture unless you’re a champ pilot. Even in a navigation site or low-RES site you’ll do anout 0,8-2 mil credits/hour. After the reset tomorrow you should be near a net 10-15 mil credits for 4-5 hours of fun vulture combat.
Then buy the missing modules.

After engineering the fsd jump to maia and land at ‘darnielles something’ outpost and buy a couple of meta alloys (I think). Take these back to the bubble to felicity farseer (check your engineers section in your right side pop up hud for specifics).
She will unlock most of what tou need for basic engineering.

Have fun! The vulture is the finest small ship!
 
I would start as soon as possible.

takes a while to unlock all the engineers so may as well start..

I would start with frame shift drive first!! in my opinion its the best module to engineer first! gets you every where you want to go that much faster!

but regarding bounty hunting , its for sure very useful! i would start by upgrading some weapons ( grade 1-2-3 ) it will help you kill Ships faster! stick to High res sites and follow the *cops* around and engage the targets they do.. that way you stay safe and make easy cash!

I would suggest bringing some collector limpets with you to collect some materials ( witch will help with engineering later on )

if you want to farm some Materials Dav's hope is a good place to start!~
 
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I would start as soon as possible.

takes a while to unlock all the engineers so may as well start..

I would start with frame shift drive first!! in my opinion its the best module to engineer first! gets you every where you want to go that much faster!

but regarding bounty hunting , its for sure very useful! i would start by upgrading some weapons ( grade 1-2-3 ) it will help you kill Ships faster! stick to High res sites and follow the *cops* around and engage the targets they do.. that way you stay safe and make easy cash!

I would suggest bringing some collector limpets with you to collect some materials ( witch will help with engineering later on )

if you want to farm some Materials Dav's hope is a good place to start!~


When you get up to about expert level in combat the game will put you at odds with NPC's with engineered weapons. There is probably no rush till that starts happening and you will probably be in a anaconda or corvette by then anyway :)
 
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I've don't quite a bit of searches on this, and all I can find is "how to get started" kind of stuff. I can't find any info on when to engineer, or should I do it at all?

Here is my status: I've got about 15M in cash and ships. I was hoping to do some bounty hunting missions with a Vulture, but my build will cost about 26M, so I my start hunting with Cobra. After Vulture, I want a Python. No real plans after that. I might want to try some mining. I'm not very happy with speed of making money, grinding away with my Type 6 is loosing its appeal.

So, should I engineer now, later, or why bother at all? Do I really need upgrades? Will I make more money faster? Will I get more interesting missions? ... Thx,
I'd only engineer ships you plan on keeping and using. And only if you got the ship fully upgraded on what modules you want. After that I only suggest going for unlocking the first grade engineers like Felicity Farseer for example. Those are the engineers that don't take much to unlock.

So if you plan on selling that Vulture, then I wouldn't bother doing any engineering on it then.
 
Also depends on your play time or dedication o the game


i have a fleet of 6 ships fully engineer all with a different purpose.

Corvette = pve
conda = cargo /exploring / passenger /module transport for engineering
FAS = pvp
Diamond explorer = exploring
chieftain = pve
Python =mining
 
I'd start as soon as possible with engineers. DON'T make it the only thing, work towards it. Scan ships as you can, drop to a planet, pick up every rock you see, encoded uss, hg uss. Pick them all up as you go. Making it a grind is nowhere. As someone posted earlier, fsd first, the rest come easier. Play your game and let the rest come to you.
 
Pick a discipline you enjoy, craft a ship to do it, which should include level 3 engineering, and play the game.

I chose combat and worked up to a Vulture, hit the FED rank and got an FAS. The FAS got me to a Python and the Python was the ship that broke the barriers. Game evolved relatively quickly after that.

Do engage the engineers as you go along, spread the work.

RIP, S. Hawking
 
As a rule of thumb the good moment to engineer is probably :
– If you can get use a significant edge in an activity that matters to you. Combat (CZ, RES, or frequent confrontations you don't escape from) probably is in this case of getting a significant edge, exploration often too (FSD range if reaching specific places matters). Seriously consider if the better metrics of engineered modules would get you that edge. Most of the time, earning time wil help (like more munitions means less re stocking, or – you don't want to trade anymore if I read you right but – more jump range would help for most trading loops, etc.).
– Engineering makes sense when you have a ship you will use in its current configuration from now on (or at least 80% of the time), which probably (1) you will keep the ship, (2) it is A-rated (D or others in some specific cases). This calls the question of wether you want to use the ship for a given activity (you like using for it, will probably do the activty often or at least come back to it). That's not a problem to engineer a Python even if you probably will end up using other ships for combat or missions, it is to engineer your Type 9 if you are bothered to death by trade loops and will avoid trading from now on.
– If you travel often, you may want to engineer at least the FSD of your travel ship, exploration and/or the ships you move often.

You can do some preparatory work before :
– stock as much high grade ingredients (level 5 or 4) as you can on the way (managing stocks up or down with Material Traders) ; missions rewards get interesting for this so keep an eye on the board
– unlock the engineers, maybe even get raise your level with them ; at least you can keep an eye on certain unlocking possibilities on your way (if you are near some systems, pile up combat bonds, etc.)
– plan, buy and stock modules for your fleet, like FSDs, so you can engineer them when visiting Felicity without bringing each ship to Deciat.


In your case, if you go for bounty hunting, you will probably get a significant edge from engineering an A-rated Vulture : it kills faster (more money per hour !) and is easier to manage, may stand longer in combat strides, and is probably a ship you will want to keep (oh and a few extra LY extra range will really be welcome).

Oh and for making more money, consider :
– Following cops in RES sites, they will help you kill guys faster.
– Joining Power Play with a power which grants you more money from Bounty Hunting, or at least their bonused systems. ALD or even better Pranav Antal (it can get obscene with rank bonus too, it may have changed since but we used to make 12 millions per hour Bounty Hunting).
– Taking missions for killing ships of a crime faction in the system you hunt in ; as you will go to station to repair/restock/give in bounties, and kill their ships anyway, it's essentially free money.
– Keep an eye for the patching of the KWS, it used to mean something like 40% or 50% more money and will probably get back to along these lines (and with courtiers, won't take time to give in anymore).
– Trying things so that you learn to kill ships faster (like aiming reactors or power plant, or dropping the few tons of gold you brought when the first pirate asks), and learning combat tricks (always moving upward to keep on target and allow gimballed firing – also allows avoiding asteroids –, using secondary thrust like in some combat tutorials, staying short range and out of line of fire of each type of ship, FA Off, etc.)
– Try if you succeed to get better money per hour changing some parameters, like security of the system and grade of the RES, weapons you use (lasers for longer endurance, laser+mc for faster kills, fixed if you hit for more damage overall than with gimballed), puttting points into engines when moving from one target to the other, etc.
 
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Adding my views:

Start now, but do it at your own pace.

Start by picking up materials as you go.

Continue your research as to what and why to engineer. You'll see that a grade 5 overcharged multicannon can do 60%+ more damage. That's significant. That's the core reason why.

You'll then need plan out a path to engineer as you go to avoid the feeling that you are grinding for that G5 OC multicannon.
 
I've don't quite a bit of searches on this, and all I can find is "how to get started" kind of stuff. I can't find any info on when to engineer, or should I do it at all?

Here is my status: I've got about 15M in cash and ships. I was hoping to do some bounty hunting missions with a Vulture, but my build will cost about 26M, so I my start hunting with Cobra. After Vulture, I want a Python. No real plans after that. I might want to try some mining. I'm not very happy with speed of making money, grinding away with my Type 6 is loosing its appeal.

So, should I engineer now, later, or why bother at all? Do I really need upgrades? Will I make more money faster? Will I get more interesting missions? ... Thx,

I started with engineering the frame shift drive on one of my ships. I think the Vulture was the first ship I engineered.
Once you have tasted the advantages of of a nice FSD boost through engineering you will certainly keep tinkering around.
Then you start to think, but what if I engineered the Powerplant on my power starved Vulture?
Then you think... when I have more power then it would be cool to have a better distributor too.
And so it begins....

It is up to you if you want to engineer your ship of course, but I assure you you will love the results.
The Vulture has a lot to gain by engineering it.
 
If you want to generate some credits and accomplish several goals at once I recommend "Road to Riches". This path will lead you to a decent exploration ship (lots of affordable options) and your first engineering goal to mod the FSD of that ship for extended jump range.

Good luck cmdr o7
 
Sooner is better than later, would be my advice.

Why?
Unlocking all engineers can take alot of time, but many things that are used to unlock them, can be done little by little. but then we have a few that will require some dedication from you.
Collecting material on the go is also good, as this will build you material and data storage.

Then the most obvious reason, even doing low level G1, G2 and G3 upgrades will make a noticeable difference. And these are pretty cheap to do., so do not worry about "wasting" resources on these.



One thing to keep in mind when unlocking engineers, is that you will get to try most aspects of the game, exploration, trading back and forth, mining, combat, bounty hunting, doing mission for specific rewards, learn how to get allied/friendly with minor factions to get system permits.... And in most cases the game will have you to do most of these tasks a bit more than what many would hae liked. But stick with it, as many of the things you get todo to unlock engineers will give you a taste of many other aspects of the game that you might have not done, and have decided to avoid as it is was not interesting. My own experience was that I liked mining alot more than I would admit. Unlocking Professor Palin gave me a good taste on doing exploration, as I set out to do a mini expedition, well, when I reached 5000 LY, I was so sick and tired on this, and could not get back fast enough.... but I learned alot and about a year later, I did embark on a hug expedition, to go to Beagle point (~65 000 LY) from home.


I would suggest checking out the engineers on external sites, like inara: https://inara.cz/galaxy-engineers
Here you get a an easier overview on what engineers do and what you need to do to get an invite and then what you have todo to unlock them.

My favourites to start with are Felicity Farseer and Elvira Martuuk, for the FSD upgrades, longer FSD range is really helpful, even for combat ships. And they also give access to several other modules that are worth to try out as well.
 
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