BEST to WORST : GO TO core engineering(Dirty,Clean,Drag drives,increased FSD range)
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- เผยแพร่เมื่อ 24 ส.ค. 2024
- Absolute GO-TO upgrades. the best of the best for your ship! Engineering your ships with something like dirty drives, clean drives,increased FSD range and more, including experimental effects and other upgrades, will be a definite BEST!
Must avoid tier : • BEST to WORST : MUST A...
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Yamiks is my last straw that connects me to ED
still waiting for the "big patch"
Same. I don't even play the game anymore but keep on watching. Hope dies last, I guess.
The next patch wil fi.... Ok, I can't say it with a straight face
Power plant on my non-explorer builds is always G5 Armored/Thermal Spread because the added bonuses seem worth the lack of total output compared to OC. I've rarely had problems with working an effective build around that. If I can't manage that, using Monstered remedies the lack of power. But a different perspective is always worth considering.
1:05 Dying spider with its legs in the air.
2:50 - I always go for mass manager over deep charge even on small ships because usually deep charge only adds an extra 0.1 or 0.2 ly of range or so but massively increases fuel use making you need to fuel scoop / refuel way more.
Charge enhanced cluster capacitors: the experimental balances out the drawbacks of the upgrade, giving you a net positive without any drawbacks in the end.
Engine focused is useful for exploration ships to get the lightest possible distributor that still lets you boost. Even only boosting every now and then still gives a nice bonus to overall speed and maneuverability.
Also, taking one level of reinforced (just one since it increases mass and the other upgrades reduce max ship mass) and drive distributors can let you fit lighter thrusters in some edge cases.
3:57 DIRTY DRIVES AND THEY'RE DONE DIRT CHEAP!
Engineering: How to turn your Star destroyer into a Star annihilator
Always good solid information 👍🏻.
You should have went with "which STREAMS not to cross"!
I'm going to try a couple of these. Thanks!
the light weight reinforcement is indeed a misplay by the developers. however, id rather see them put time into correcting other far more important things first... like making ALL rolls in the game profitable and worth doing instead of it the only ones of practical profit being the most boring. or hell, how about giving us a built in feature to change the UI colors and lighting in our cockpit??? they gave us a crap ton of silly gimmicky toys to waste our real money decorating the cockpit with, but they couldnt be bothered to give yet ANOTHER feature in the game everyone has been asking for them to do for YEARS....
I would assume "lightweight alloys" is essentially the material your ship, or at least the frame or plating is made of, so its included in your ship's Mass. It can't be made out of nothing after all, right? So it makes sense to have it 0 mass for me. Now to engineer the shit out of it and have it make a better or same performance as reinforced Hull builds, well.... If this would be the worst thing of engineering, I'd be fine.
Clean drives should have reduced the power requirement.
You are wrong on the drag drives/clean thing, they only generate more heat when you are turning or boosting. And the difference in speed is far bigger. And lighter ships want to get the other boost (mass manager?) rather than drag, but it is only the two lightest ships, really, the courier and, most significantly, the hauler. They can both be under the min weight of the upgrade, so increase is bigger than the boost from the multipliere.
Yamiks? At 5:54 I at first heard "De Lacey hacks" instead of "the lazy hacks" and couldn't help but wonder whether that is a hidden confession of the developers or something.. What do you think?
These won't be fixed though, as the game is still in maintenance mode. Activity reward balancing is a larger priority in my opinion, as the best ways to make money seems to be in the order of being updated, with the most recent update to be the most OP.
you pick super conduits for must have on PD. Thats the second choice. Not bad at all but cluster Caps has it beat, at least in most scenarios and here is why:
First of all Cluster Caps give +8% cap and only -2% recharge while super conduits give +4/-4, so the ratio is a lot better on cluster caps.
And then i get that recharge is more important than sheer capacity but when you already have grade 5 charge enhanced super Condoits gain is so minimal that it takes a very long time to recharge what you would have if you had cluster caps. For example: on a 7A PD grade 5 charge enhanced/cluster cap you get a whooping 6,96MW of additional weaponcap (compared to with super con) but only 0,531 MW/second recharge from super conduits (compared to with cluster cap). That means you would have to run 4 pips to weapons for over 13 (!) seconds to make up for the lost capacity. Now that is quite a chunk if you ask me. I doubt that, in regular play (whatever that means) super conduits outperform cluster cap (and also its nice to have 6 positive effects and no negative ones on a module ;-)
Me, personally i only run super conduit on one build and thats my afk-farming Type 10. Because in this build i sometimes get attacked by a wing of 4 or maybe a wing of 2 starts the fight while another wing of 3 scans me and then joins the fight etc. and in these chases (the dangerous chases; i mean i dont need to engineer for when a single harmless sidewinder attacks me) the fight is going to take much longer than said 13 seconds (but then i run 4 pips to shields and only 2 to weapons; whatever in such long fights without the ability to swap pips super con will eventually outperform cluster cap at some point (with good enemy-spawns you can sometimes be shooting for a minute straight, in afk-farm)).
Great stuff
I wasn't aware of the deep charge/mass manager thing applying differently on smaller ships, so I just check it on Coriolis with my current Vulture build. The difference is like 0.03ly. So basically irrelevant there. Maybe it affects other ships more?
Sorry for necro, Deep Charge increases jump range by increasing the max fuel usage per jump, while Mass Manager increases the optimal mass. Even on small ships, the miniscule jump range increase of Deep Charge is not worth the TOTAL unrefuelled jump range thanks to the higher fuel consumption. Fuel that could be used for emergency divert/escape wanted system, or to get to a fuel star if you misplanned your route. This becomes more noticeable when doing short-distance station hopping (data courier grinding for example) when using Mass Manager instead allows you to do more jumps before needing to refuel/fuel scoop.
I did weapon focused on type9 mining rig. It allows to kill an asteroid without stopping to recharge, charge enhanced doesnt do that.
FSD experimental is based upon the class of the FSD, I thought - Grade 5 and up want Mass Manager, grade 4 and below want Deep Charge?
That's the meta, but use Mass Manager on everything because Deep Charge uses extra fuel, and the smaller vessels tend to use annoyingly smaller fuel tanks.
I'd say never use deep charge, simply because it uses more fuel for a miniscule range increase over mass manager. 0.2-0.3 LY at the most, less than 0.05 LY at the worst.
i was so disappointed by the corvette ive been engineering it to fly more like the good ole 'conda, its only redeeming feature is the onion head paintjob
The only thing the anaconda does better than the corvette that I know of, is jump range. The corvette turns faster, has better armor, better shields, better weapons... its just a combat tour-de-force.
@Urazz Well there are a lot of ways to interpret that. Corvettes easily roll/pitch/yaw faster than anaconda. I'm not sure about straight line speed, or acceleration in normal mode, probably about the same. The cutter is the speed demon in that regard. The anaconda stops marginally faster than the corvette, and way faster than the cutter.
Corvette is my goto ship. Best big ship imo. Dirty drag drives, shield boosters, heatsinks. Turns on a dime!! Also, imo, Stygian Red > Onionhead paint.
@@vanceburton7598 Its an OP combat ship, but I prefer the anaconda for ( laser ) mining, and the cutter for trade. This week anyhow.
nice
The captions r in Dutch lol
Hey Yamiks what & is the star system that has the planet on 4:29-4:35?
What is the outro song?
you know this game dead when the TH-camrs are having to review ship modules
I know this is an old comment, but tbh, noobs like me need help understanding all the facets of engineering. It is overwhelming to start and wasting time and materials is the last thing we want to do.
Will the people in charge of the game actually do their job????
Or will we have to continue with the half-baked thingamajig that was bestowed apon us PAYING gamers?
You wave your bill, they wave their EULA.
This guy doesn't know about Armored power plant. :)
So he said use Deep Charge for anything less expensive then an Asp Explorer, does this imply that we should use Mass Manager on Asp Explorer?
Correct - use mass manager on AspX. However just use mass manager on everything.
Awww don't have big sad pls
Didn't you say in ALL THE PREVIOUS VIDEOS that if you struggle with heat then you should think about the build? Clean Drives are pointless. Don't use Clean Drives. They DO NOT reduce heat gain from the normal operation so they are also pointless for explorers. Heat component affects only the boost.
Still playing dead game.