What's good with FSD B-C-D classes?

D is light weight, it matters massively for ships running at the peak of enhanced thruster capabilities. B is most sturdy: a fine choice for trade ships running cargo between systems where there is no difference in number of jumps needed between A and B rated. C currently seems a bit underwhelming.
This. C is "meh I skip", the rest is useful at least in niche cases.
 
I think I've never bought anything but A-class FSD's.
In the old days, when low credit balance was a thing I guess I once bought a class-B but I probably insta-regret it.
Do the other classes have any benefit?
maybe they allow fitment of small seismic charges? anyone checked?
 
I give up ….
The OP has been frequenting the forum for approx 4 years...duhhh! I've been playing for 4 months now & I already knew everything you covered after about a month in the game - I'd hazard a guess that the OP did too.

He is patently looking for a more nuanced perspective on the FSD, which has been provided with varying degrees of literacy by Elpapo & Aashenfox (the two extremes of the scale - no offence, Aashen ;))

I run a 4D with G5 increased range on my DBS which has a range of 17ly or so (I only have 3 ships: DBX & T7 complete the line-up) for the purposes of jumping to a designated IF system around my chosen theatre of operations (where I also store a 4A with G5 LR) thanks to the tedious & turgid C&P system. The difference between the two is negligible on my ship's other stats & Frontier really missed a trick with the A-E classifications in terms of gameplay trade-offs - but this, I have discovered in my 150 hrs, is Frontier's MO across all aspects of Elite! I'm nearly done I think & unlike most players threatening to quit here, I'm a man of my word - it was fun getting up to speed on the initial learning curve, hence I have absolutely no animosity regarding the game - will you all miss me? :p
 
So just to resume, one may prefer:

B: for a panzer style ship (combat and trade)
C: meh
D: for a faster and more agile ship (combat/canyon racing and so on) and you don't care about the jump range because you don't need to get far

So we mainly fall back in the general properties, there's nothing really specific to FSD's.
 
The OP has been frequenting the forum for approx 4 years...duhhh! I've been playing for 4 months now & I already knew everything you covered after about a month in the game - I'd hazard a guess that the OP did too.

He is patently looking for a more nuanced perspective on the FSD, which has been provided with varying degrees of literacy by Elpapo & Aashenfox (the two extremes of the scale - no offence, Aashen ;))

I run a 4D with G5 increased range on my DBS which has a range of 17ly or so (I only have 3 ships: DBX & T7 complete the line-up) for the purposes of jumping to a designated IF system around my chosen theatre of operations (where I also store a 4A with G5 LR) thanks to the tedious & turgid C&P system. The difference between the two is negligible on my ship's other stats & Frontier really missed a trick with the A-E classifications in terms of gameplay trade-offs - but this, I have discovered in my 150 hrs, is Frontier's MO across all aspects of Elite! I'm nearly done I think & unlike most players threatening to quit here, I'm a man of my word - it was fun getting up to speed on the initial learning curve, hence I have absolutely no animosity regarding the game - will you all miss me? :p
I too run the minimum mass required to reach the nearest interstellar factors to the ships current 'home', while also factoring in durability! 9 times out of ten, this is a A rated shielded, but sometimes, D rated shielded will do it, and if it will then that's the obvious choice.

When you pvp seriously, jump range is pretty much THE last concern when outfitting your FSD. First consideration is ability to disengage shields down, second is mass, then lastly range.
 
So just to resume, one may prefer:

B: for a panzer style ship (combat and trade)
C: meh
D: for a faster and more agile ship (combat/canyon racing and so on) and you don't care about the jump range because you don't need to get far

So we mainly fall back in the general properties, there's nothing really specific to FSD's.
Yeh, I'd say that goes for most modules, except the rare few that (shield boosters for example), that require less power and are less massive in a linear way. E rated boosters are the least effective, naturally, but they do provide full resistance benefits for HUGE mass and power benefits, it's a linear scale of power and mass, each grade down is lighter and uses less power.

Essentially, FD stuck to the same 'method' for each module, regardless whether there was a usage case for them. For me, FSDs are only A or D, and 9 times out of 10, A, regardless of role. Only the modification changes. The only C modules I have EVER used are shield boosters.
 
The OP has been frequenting the forum for approx 4 years...duhhh! I've been playing for 4 months now & I already knew everything you covered after about a month in the game - I'd hazard a guess that the OP did too.
I'm not sure what's your point here... personal attack?
 
If there was anything more to it, the forums would be full of comments about it - simple as that. If there was any boost that anything other that an A FSD would provide people would be talking about it in damn near every discussion.

That doesn't invalidate the question. His question, though initially poorly phrased, is: are there any specific benefits to not using an A-rated FSD, beyond the generic advantages? The answer indeed is: no, not really. It is fine to say that, but not-so-fine to disparage the question itself by arguing it would otherwise have been obvious. People are fully entitled to ask stuff you feel should be obvious. Sensei wants to learn, which is nice.
 
Yeh, I'd say that goes for most modules, except the rare few that (shield boosters for example), that require less power and are less massive in a linear way. E rated boosters are the least effective, naturally, but they do provide full resistance benefits for HUGE mass and power benefits, it's a linear scale of power and mass, each grade down is lighter and uses less power.

Yup, actually took me a while before I realized E-rated boosters are actually a thing.
 
Yup, actually took me a while before I realized E-rated boosters are actually a thing.
E-rated are the best boosters for resistance-augmented mods as they provide the same resistance benefits for the lowest draw.
They're pretty good for heavy-duty too if you're looking to save mass or power. The boost isn't quite as good, but the boost-to-mass ratio is fantastic.
 
So just to resume, one may prefer:

B: for a panzer style ship (combat and trade)
C: meh
D: for a faster and more agile ship (combat/canyon racing and so on) and you don't care about the jump range because you don't need to get far

So we mainly fall back in the general properties, there's nothing really specific to FSD's.

Exactly, and what's specific to FSD is precisely how much jump range you're willing to give up for said benefits (ie: D for weight, B for integrity, C for lack of better funds)
 
My new T9 has a class C FSD, because that's all I could afford at the time. The difference in price between A and C on a ship that size is huge. Thing is, the A doesn't give that big an advantage over C on the T9, and I easily make up the difference (and then some) with a size 4 FSD Booster.

This also helps reduce the cost of insurance, which is important when flying a ship that screams, "Blow me up!" when flying in Open.
 
E-rated are the best boosters for resistance-augmented mods as they provide the same resistance benefits for the lowest draw.
They're pretty good for heavy-duty too if you're looking to save mass or power. The boost isn't quite as good, but the boost-to-mass ratio is fantastic.
Yes, but I lose a small part of my soul when an E rated booster takes more than 4 G5 rolls. :p
 
I use like below.
  • Basic : highest grade A class with 5G increase range + mass manager
  • PVP : lowest grade D class enough to jump to other system with no engineering
  • PVE : 2D with no engineering
 
D class with G5 long range is pretty much the lightweight FSD mod. Useful for combat iCourrier.

Other than that FSD aside from A grade they are 100% pointless and could as well be removed from the game.
 
Using D however, is something I do when I can get away with it, in cases where I know I'll not fight shields down, or it's an organised duel and I will have no need of escape. A 2D in place of a 5A is a big mass difference.
I know you know this, from 1st hand experience :D...but other might not...If you use a much smaller B or D rated FSD and do the following, you could be in trouble due to the 2-3 ly jump range:

1. High wake from an encounter. You can find yourself in a system where there are no stations and you don't have enough fuel to jump back. Self destruct time.
2. Unable to high wake. You cannot escape being mass locked in a PvP encounter and the nearest star is 5+ Ly away. This measn you're forced to low wake, which could mean you get turned to toast.
3. If you get blown up when you have a bounty then you can be sent 100 ly away to a prison camp. This can lead to a very long and painful journey back.
Other than that FSD aside from A grade they are 100% pointless and could as well be removed from the game.
B rated, double braced or B rated Fast Boot are viable for PvP, if you need to high wake out. If you're gonna fight to the death every last single time then they're not needed.
 
Back
Top Bottom