Engineers 2.1 Beta - findings so far

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Re: Engineers 2.1 Beta - findings so far

Postby uvelius » Mon May 09, 2016 10:43 pm

Phillipus wrote:[*]Cannons seem to have been nerfed. They don't do much damage now.[/list]


What, AGAIN? What do they want, pea shooters? Secret Energy League to crush they Ballistics department?
That's absurd.

On engines:
Again, absurd. Eben now it is already so that the PP seems to pop faster than the drives of a ship. So there is even less motivation to shoot at anything than the oh-ever-so-good PP sniper target.
Really not nice. Limiting the actual possibilities of NPCs by damaging modules would have been really, really nice.

On engineers:
What would be very interesting for the FuelRats for sure is whether there are engineers to boost your jump range? Anyone? Where are they, what is required to boost drives? I mean on big ships like the Anaconda.

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Re: Engineers 2.1 Beta - findings so far

Postby Falcon_D » Tue May 10, 2016 6:23 am

Nethaufer wrote:
Phillipus wrote:
DangerousJim wrote:FDL practically catches fire while fuel scooping now, which coupled with its modest jump range makes travelling even more tedious. Firing a class 4 SCB appears to cause more module damage than before. 4x medium pulses & 1x huge multi does not have heat issues though.


FDL with 4x pulses and 1x huge MC seems about the only viable ship in this beta. At least in RES.

I have no problem with my FAS with two large beams and two medium multis. I tried doing two large multis and two medium beams, but I couldn't for the life of me handle those SCB spamming 'condas. Two large beams seems to be enough to fight through the recharge though.


Hello,
Have you managed to test Large Multis against shields? I also read that there is a Multi Canon upgrade that lets you take shields down.

Have fun, fly safe. o7
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Re: Engineers 2.1 Beta - findings so far

Postby burrzoust » Tue May 10, 2016 8:45 am

Does anybody tried Robigo run in beta? Will be possible to do like now or there are adde some borders like number of missions and so on?

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Re: Engineers 2.1 Beta - findings so far

Postby Phillipus » Tue May 10, 2016 5:38 pm

I went to see the Engineer Felicity Farseer. My Cutter's boost speed is now 436. It was 355. :shock:

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Re: Engineers 2.1 Beta - findings so far

Postby TorTorden » Tue May 10, 2016 8:22 pm

Phillipus wrote:I went to see the Engineer Felicity Farseer. My Cutter's boost speed is now 436. It was 355. :shock:


I have a vette that does 330 and still maneuvers as well as before.
And jumps 15ly instead of 12.

That and the two huge multicannons with extra armor piercing rounds auto reloads.
The large burst is long range 4500m and heats up the target.
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Re: Engineers 2.1 Beta - findings so far

Postby JohnLuke » Tue May 10, 2016 10:12 pm

TorTorden wrote:
Phillipus wrote:I went to see the Engineer Felicity Farseer. My Cutter's boost speed is now 436. It was 355. :shock:


I have a vette that does 330 and still maneuvers as well as before.
And jumps 15ly instead of 12.

That and the two huge multicannons with extra armor piercing rounds auto reloads.
The large burst is long range 4500m and heats up the target.


I'm going to have to tinker with the Engineers when I can, and boost the Vette. :) Did you guys have to spend a lot of time prospecting in an SRV to find the crafting items, or were they mostly bought in stations?

Have you seen any differences with the NPC's in the RES after today's update?
-JL

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Re: Engineers 2.1 Beta - findings so far

Postby TorTorden » Tue May 10, 2016 10:16 pm

JohnLuke wrote:
TorTorden wrote:
Phillipus wrote:I went to see the Engineer Felicity Farseer. My Cutter's boost speed is now 436. It was 355. :shock:


I have a vette that does 330 and still maneuvers as well as before.
And jumps 15ly instead of 12.

That and the two huge multicannons with extra armor piercing rounds auto reloads.
The large burst is long range 4500m and heats up the target.


I'm going to have to tinker with the Engineers when I can, and boost the Vette. :) Did you guys have to spend a lot of time prospecting in an SRV to find the crafting items, or were they mostly bought in stations?

That's the mayhem bit.
All mods cost one fish.
And all engineer bases has a market that sells fish.

Come live I would probably spend more than a year to get that vette so it all kinda feels pointless.
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Re: Engineers 2.1 Beta - findings so far

Postby JohnLuke » Tue May 10, 2016 10:21 pm

TorTorden wrote:That's the mayhem bit.
All mods cost one fish.
And all engineer bases has a market that sells fish.

Come live I would probably spend more than a year to get that vette so it all kinda feels pointless.


Ah.... thanks. :oops: Obviously I haven't spent any time in the beta since the update. I wonder how much time and effort will be needed for crafting items once 2.1 goes live.
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Re: Engineers 2.1 Beta - findings so far

Postby TorTorden » Tue May 10, 2016 10:44 pm

JohnLuke wrote:
TorTorden wrote:That's the mayhem bit.
All mods cost one fish.
And all engineer bases has a market that sells fish.

Come live I would probably spend more than a year to get that vette so it all kinda feels pointless.


Ah.... thanks. :oops: Obviously I haven't spent any time in the beta since the update. I wonder how much time and effort will be needed for crafting items once 2.1 goes live.


From some rumors too much that I honestly think I'm going to bother.
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Re: Engineers 2.1 Beta - findings so far

Postby Nethaufer » Tue May 10, 2016 11:02 pm

Falcon_D wrote:
Nethaufer wrote:
Phillipus wrote:
FDL with 4x pulses and 1x huge MC seems about the only viable ship in this beta. At least in RES.

I have no problem with my FAS with two large beams and two medium multis. I tried doing two large multis and two medium beams, but I couldn't for the life of me handle those SCB spamming 'condas. Two large beams seems to be enough to fight through the recharge though.


Hello,
Have you managed to test Large Multis against shields? I also read that there is a Multi Canon upgrade that lets you take shields down.

Have fun, fly safe. o7

Larges are about as inefficient against shields as mediums. It's better to take a large beam instead 'cause you can pop shields pretty easily, even during SCBs. I'll see if I can't get the large multis with the thermal rounds and see how it compares.
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