The new SCO Drive and it's jump range...

Even then, they are useless. Take the C shield Gen... Everyone gets the alternate version for faster recharge rate. Or they get A rated.
You are clearly only associating with the elite and warrior classes, perhaps you could consider hobnobbing with the plebs from time to time? Just because you don't need them, does not make them redundant to the game environment. They can be justified very easily as being essential in the logic of the underlying code, without requiring any use in game at all.
 
Thing is, E-rated modules are so bad that even as a freshly minted CMDR who'd just got kicked out of the starting zone for earning >10,000 credits, I never bothered to actually use any of them. They've always been the first thing I remove and replace when buying a new ship.

(Let's not talk about the D-rated FSD I engineered and flew all the way to Beagle Point and back in the mistaken belief that its lighter weight would improve jump range... )
 
You are clearly only associating with the elite and warrior classes, perhaps you could consider hobnobbing with the plebs from time to time? Just because you don't need them, does not make them redundant to the game environment. They can be justified very easily as being essential in the logic of the underlying code, without requiring any use in game at all.
Maybe if you put a little effort and pull yourself up by the bootstraps! Maybe then you'll get ahead. ;-)
 
D-Rated is useful if I want to build a light ship with high jump range or maneuver.
C is useless. B has function but rarely taken because it reduces maneuverability and jump range which are the two biggest factors when building a ship. It also increases hull which reduces effectiveness of every other module.
 
B has function but rarely taken because it reduces maneuverability and jump range which are the two biggest factors when building a ship. It also increases hull which reduces effectiveness of every other module.

I don't understand, how does increasing hull reduce the effectiveness of every other module? I could understand it reducing jump range through added weight, but every module? B-rated stuff seems like the pick if one is going for survivability in combat over jump range.
 
B-Rated Modules which increases weight and hull. Hull or mass reduces shield effectiveness. It also reduces your speed, yaw, and roll of thrusters, reduces jump and increases fuel of FSD. By making you slower it also decreases your sensory range and angle in that you can't get within that quickly or maintain within angles. Only thing it really doesn't affect is life support... Sorta.
 
I don't understand, how does increasing hull reduce the effectiveness of every other module? I could understand it reducing jump range through added weight, but every module? B-rated stuff seems like the pick if one is going for survivability in combat over jump range.
It absolutely does not affect the effectiveness of every module.

Your thrusters are affected by the total mass (the combined mass of your hull + armour + core modules + optional modules + hardpoints + utilities) of your ship. Shield effectiveness, on the other hand, is only affected by the type of the ship you are using a certain shield generator on.

In other words, the exact same shield generator + shield booster setup will give you a different number of hitpoints on a Vulture and on a FDL, for example.
But it does not matter if you use it on a heavy FDL (heavy duty military hull and a lot of B-rated modules) or on a light one (lightweight alloy, D-rated modules), the number of shield hitpoints will be the same, as long as you are using the same combo of shield generator and shield boosters.
 
It affects some modules in a positive way and other negative, man we need a thread dedicated to minmax, so that folks grok how the engineering works.

The saddle, it's all about being in the saddle! ... Dang was that a nerds wise crack, or what?
 
I don’t understand the sentiment.

Why can a new drive only be as good as the old one?
Well, you'd expect since nothing in this world is free, that boost would compromise jump range.
But yeah, it doesn't. Not a bad thing, just something at least I had not expected.
 
B-rated stuff seems like the pick if one is going for survivability in combat over jump range.
I use B rated limpet controllers (then G5 LW them!) as the limpets get better range than A rated, granted the B limpet doesn't last as long, but most of mine are used as cannon fodder in Haz Res sites anyway, so life is short and glorious for them! (I collect mats as I blow stuff up, when engaging my next target, they normally hit the limpets more than me)
 
I use B rated limpet controllers (then G5 LW them!) as the limpets get better range than A rated, granted the B limpet doesn't last as long, but most of mine are used as cannon fodder in Haz Res sites anyway, so life is short and glorious for them! (I collect mats as I blow stuff up, when engaging my next target, they normally hit the limpets more than me)
B-rated Shield Cell Banks ftw as well. Yes they are heavy, but sturdy, and they yield more reinforcement overall than A rated. A rate yield more per cell, but the B rated has 1 cell extra, and draw much less power to boot (about half, imsmw).
 
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I really don't get what the issue is that you see here, evolution is a massive advantage of the online gaming environment.

I'm actually really happy with the devs decision to make these new drives the best. It is such a great quality of life upgrade that it needs to be the new standard. Now I just have to get all my fsds upgraded, good thing engineering is going to be easier now.
 
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