neither was me spending 40+ hours editing a new deep rock galactic music video only for it to get buried by the algorithm and basically confirm that I am doomed to be an elite dangerous youtuber forever, but here we are.
@@Comma2898The Cobra has had a similar issue since 3100. Land in anything other than a completely flat, smooth surface and your SRV will likely get wedged under the hull until you dismiss the ship. Smooth, flat surface? Good to go! Smooth, flat surface with a tiny bit of dust? STUCK!
Now THIS is what will bring me back to the game, not as a guide but as a theorycrafting guide, I can already see some changes id like to make for the railgun mods and I am such a new player I haven't engineered a single thing yet. Engineering as it was scared me, Im willing to give it a try now
You see, I strategically bashed fdev throughout this video so they don't try to share it on official social channels. The community is about the only thing keeping this game afloat, not a developer that ignores the community's wishes until they are finally pushed to the absolute financial brink.
@@CrimsonGamer99 ill revisit this vid once I know what the hell im doing and laugh my rear-end off im sure haha, too deep for me to pick up. Cheers brotha, ill wait for some video to convince me to stop using solo play and see you in the black
Memes aside (which enhance the flavor of this video), this is a really informative video that honestly took care a lot of the confusion I had on core/optionals, especially on shields. With material grinding finally coming to a (semi) end, I'll be able to hop on and get my ships engineered for PvE. Nothing but the best from CrimsonGamer99!
there is very little to no reason to ever run a non a rated plant they have the best stats by far besides integrity, I can think of 2 times it would make sense, a fatboy build, or a racing build that doesn't care how spicy they get from boosts
@@CrimsonGamer99 I'm very torn between building a DBX or a dolphin. I've always used my krait phantom but I realized that it's quite too large for exobiology and that it would be quicker and easier to use a small ship instead of a srv.
With how little time it takes to collect what you need and level engineers, it's now way more about pilot skill. Can't wait for all my ganks to mean that much more to me. :3
Seconded! I broke 5000 hours LAST NIGHT, and my 6 year anniversary in the game is this weekend, and with 30-something fully engineered ships I damn sure bookmarked this vid for future reference!
Great guide and overall very useful engineering tips, especially when it comes to internals. Only thing I gotta pick a bone with is reactive surface composites, if you lightweight/reflective them they have really good resistances. If you're running a lot of hrp, use thermal resist reflective on your smallest one. Youll have lower raw armor, but in every combat ship I've built its consistently given better actual armor than a heavy duty deep plated military bulkhead would have.
heavy duty reactives with a thermal hrp in your smallest hrp slot will balance your resists and usually give more hull in the end than thermal resist reactives. hope this helps
Core Guardian modules (specifically the power plant) can be useful early game if you don't have Hera Tani unlocked nor have the materials to get G5. Even then you might want to get the power plant if you just simply can't be asked to engineer. This *was* especially true before the recent engineering update, F*ck grind and everything to do with it.
It was a joy going to hge’s tonight, tomorrow I will be trading down, I did notice that other signals only produced the standard number of mats, but wow core dynamics, pharma’s etc, all the engineering G5’s are about 40 pcs a pop….best news ever . o7
Part of me wants to complain that everything has to be dumbed down to silly memes for people to understand anything in this day and age but another part feels like I finally understand engineering.
If you pick Reactive bulkheads with Heavy Duty and Deep Plating, and then change the smallest HRP you have from HD/DP to Thermal Resistant / Deep Plating, that will give you slightly more and a bit more balanced hull points against Thermal and Kinetic Damage. Now is it worth the dozens or hundreds of millions of credits? That's up to you to decide
I built a yeet cannon vette that I had some good laughs with, until I did a wing assassination and killed his drives. Next series of shots sent him out of range in a few seconds with me boosting to 400 m/s chasing after. I figure he must have been going well over 1k/s
Yeah that's why force shells are a meme utility. One is funny in a joust, full force is funny to throw people into a planet's surface, but full force in space is just bad.
Engine focused power distro is used for explpration builds, as it lets to boost with smaller and so lighter distros, giving higher jumprange while still able to boost. This is not possible with charge distros. Also guardian distros give +4% power, which can be handy, has has similar stats (albeit worse) then charged distros.
Turns out that guardian modules can be engineered - something something one grade that makes them resistant to anti-guardian thargoid tech or whatever.
Don't be fooled CMDRs. Crimson is a dirty rotten filthy ganker and doesn't want you to know the true meta so you are an easy target. Sturdy and lightweight are the ONLY engineering mods you should use on weapons. 150% increase in damage - 85% less distributor draw - 69% less heat generation.
I kind of disagree with the power distro on only specialized pvp builds. I use a krait with 4 mod plasma chargers for ax and pve. Weapon focused with cluster caps works a bit better with how power hungry the plasma chargers are. If you are already farming for the guardian fsd booster, you may as well do a few more runs for the blueprints to unlock some of the other guardian internal parts since they are a one time unlock. The MRP I find worth it if you have extra power capacity to spare.
Reactive Armor is better that reflective by a large margin! In my opinion, since most pvp ships are equiped with projectile weapons, once your shield goes down, you want the reactive armor.
No, most PvP ships are equipped with thermal weapons to get through shields. Anything kinetic usually has Incendiary on it, which converts 90% of the damage to thermal. You want as much thermal resistance as possible on the armor.
@@CrimsonGamer99 the kinetic weapons are still kinetic, that experimental demage only transfers certain amount of kinetic demage to thermal. Most of the demage is still kinetic. Reactive armor gives you the best balance in resistance across the board. I've experimented with all three bulkheads and best result I had was with reactive and military grade.
@@sammasic5849 it transfers 90% of the damage to thermal. Incendiary weapons become basically thermal weapons. I have done PvP in this game for 8+ years, I know what I am talking about.
@@CrimsonGamer99 so did I , but I'm getting different results here when I go pvp 8k hours here and I can tell you in pvp I rarely lost, only to people that were much better or are in groups. Again this is just my opinion.
I had a weapons focused power distributor on my mining cutter. I had enough mining lasers to empty an asteroid before my larger capacitor was emptied. It's an ultra niche application but at least there's some use for one of fdevs many failed balancing attempts.
I stopped playing it on console, but my PvP build i used was a shieldless hull tank on my FAS (Federal Assult Ship) with Pulse Lasers with Rapid Fire and Phasing
I disagree about the hrps. I use reactive composite with thermal resistance/deep plating. Gives a good 16% res to kinetic and thermal. Then I can just use hd/do on the optional hrp
The way that hull reinforcements are calculated going with thermal resistance on anything but mirrored bulkheads doesn't work optimally. Either go heavy duty deep plating all the way or make sure your bulkheads have over 70% thermal resistance by going mirrored with thermal resistance and reflective. And then put hull reinforcements in that should drop your thermal resistance (kinetic and blast resistance with deep plating). And you'll find that the thermal resistance only goes up from there. Doing this can put a conda up to 90% thermal resistance with 62 kinetic and 53 explosive
Glad you asked! A big part of it is the negative resistance. Everybody runs thermal damage these days to tear through shields (which, no matter what you do, are gonna be bad at tanking thermal), and Reactives cut your thermal resistance significantly. It is also the cost. The base cost isn't the issue, it's that they add a ton to the rebuy which adds up over time.
all nice and dandy, but did they implement a single key stroke to request Landing Permission yet ( like it was in the original game ) ? or do you still have to go through hundreds of Menu clicks ?
@@CrimsonGamer99 quiet in contrast Sir, i played that game when engineering came out, had a Python ( 6 mil in re buy ) at that time and 30 mil in credits, gathered material for engineering and got blown to pieces by NPC's 5 times in a row, who had / where fully engineered already, while the "normal" player just started engineering, that made me quit the game
If you ask me, this IS the introductory guide. It's Grade 5 Engineering or nothing. But I am a massive elitist and think everyone should be minmaxing their ships or gtfo. That being said, every modification in this video is what you should engineer, regardless of what grade of it you can afford at the time. Only have grade 3 thrusters from farseer? Engineer your thrusters with Dirty Drives up to Grade 3. Come back and G5 them once you have Palin or whatever. If you don't have any engineers unlocked, start with Felicity Farseer. You should know about her from common knowledge. Her base is in Deciat. Requires a meta alloy to unlock, which can be purchased from any of a hundred or so fleet carriers that are selling them (check Inara for nearby ones within your price range). She has basic engineering available on a lot of stuff, and max on FSD. Then just follow this guide for what to put on your stuff. As for the mat grind, the old methods are still the meta, it's just 10x faster now.
Note : the best use for ECM's is to piss off NPC pirates by making their limpets fail. Or in specialized builds to resist reverb cascade torpedoes. Note 2 : because of the way thermal vent works, use it on overcharged beams, NEVER efficient. Note 2 bis : not dependent on engineering, but remember that the more drained a capacitor is, the hotter it gets, so don't use weapons that require too much power unless you have a lot of thermal headroom or sinks. Note 3 : I cannot stress enough how niche explosive weapons are. They're so limited by their ammo capacity that they're useless if you're fighting pretty much anything bigger than a Cobra mk. III. Note 4 : unless you're willing to synthesize ammo in PVE, only bring kinetic weapons to PVP combat, for the same reason as why explosive are mostly useless. Only exceptions are plasma launchers and railguns if you decide to ditch a useful experimental for plasma slug instead.
size one advanced racks they have quite the capacity unengineered, so you can either pump that capacity or use rapid fire and actually get some numbers out of them a rapid fire fsd interrupt adv rack is the best option for a number of ships for that role if they don't have a s2 HP or need that HP for something else SRB TV beams are the way to go btw outside of AX, and they even have some applications in AX activities like oreo farming TV beams vent based on their thermal load stat, so the hotter they get, the more they cool, I don't recommend g5 srb on most things as the range can become useless but you still get the highest tv values and dps and that cooling translates into wep cap load to offset the higher draw
@@asmahasmalaria8596 any beams are gonna suck your distributor dry. Never run only beams on a build anyways. Two overcharged beams maximum should do the trick, use the other hardpoints for kinetic weapons. Also, if you're running a death star Conda, don't bother with long range since you can't hit shit with fixed beams past 1500m.
@@Sylusssss Uhmmm you might wanna check that. As far as I know, TV works as a proportion of the heat output generated by the beam, not the ship's temperature. Another thing, once the ship is at 0% heat, much less WEP distributor is directed to cooling and it doesn't drain as fast.
A few honest questions. 1 and 2 are questions I have wondered about but never messed with due to the engineering grind required to test them. 3 is just curiosity of a meme. 1. Power distributors. There are some cases where a D class distributor can provide nearly the same performance as an A class a rank below. Case in point a 6D on a Clipper will still give you the 5 second boost refresh time as the 5A while shaving off 2 tons and costing about 1/5th the price. I've never tested it and have only run As but I wonder if that isn't a tradeoff worth considering for specific builds. Is there something relevant I am missing or is there an actual argument to be had here? 2. Heat Sink launchers. Game glass being a thing and flight sticks, even some cheap ones, having enough buttons on them that one could theoretically have enough buttons to do pip management and everything flight related with the stick hand is there an argument to go shielded or reinforced instead of ammo capacity to reduce the risk of losing the heat sink due to damage? 3. Cytoscramblers. I know they are a niche meme weapon but last time the damage numbers for them showed up on coriolis they theoretically beat out everything small in terms of shield stripping. Are they too niche to be worth using in the small spot over other support options? This question is only relevant for a few specific ships where the smalls are there strictly in support of larger hard points like with the Alliance Chieftain and Federal Gunship. No, those aren't great PvP ships but watching your videos involving meme fights left me wondering why I hadn't seen someone do this yet for the memes.
1. I ran the numbers for you: 6D Charge Enhanced with Super Conduits: WEP: 34.7mj / 5.9 charge SYS: 23.7mj / 3.6 charge ENG: 23.7mj/ 3.6 charge 5A Charge Enhanced with Super Conduits: WEP: 37.4mj / 6.5 charge SYS: 26.4mj / 3.8 charge ENG: 26.4mj/ 3.8 charge 5A wins, but if you can fit 6A, run 6A. It beats both by a longshot. A 4-ton mass difference is basically nothing on a combat ship. On something with lower mass tolerance like an explorer, you should run engine focused anyway (no real need for wep or sys), as that lets you still boost on a much smaller distro. 2. Utility mounts are fragile as-is. Adding a percent increase to their integrity will not noticeably improve their survivability. And if you're taking enough explosive damage to start shedding utilities, you have bigger issues. Ammo is still the way to go because you'll likely use most while shields are up anyway, not down. 3. You are correct, cytoscramblers look great on paper. In practice, one word: Jitter. They have like 3 degrees of jitter, which causes them to miss more than half of their shots. If you can stay close, yeah they shred. But you will be missing more often than you hit with cytos.
@@CrimsonGamer99 Thank you for the answers. Greatly appreciated. I have a Chieftain build with cytos so I know about the jitter. It seems to me that the jitter is a good reference for the short range of the weapon too. Once the jitter is getting too wide to hit consistently you are likely out of effective range. Granted I only fly it against the CPU for the memes and good human pilots are nothing to compare them to. Hence the question.
Reverb missiles don't exist, and point defense turrets can't effectively damage torpedoes (but they can be easily kited by anyone in a ship that does more than 450 m/s)
Look at many ling videos explaining engineering *drake dislikes* Look at one 9 min video explaining it with memes *drake likes* (The memes are how you know it's trustworthy)
If you're doing a crazy build with like 10 heavy duty hull reinforcements then you may need to refill one of the raw bins. But otherwise, full bins should let you fully engineer anything.
@@Rokr83 actually, scratch that. Now that everything has a predictable flat cost, you would be hard pressed to use an entire bin of anything on one build.
May I object that memelaunchers are in fact not useless but can bully any mediocre meta OTP even when outnumbered. I feel offended as a memelauncher enthusiast. (:
now watch as hordes of gamers completely disregard this advice and complain on the forums as their unengineered shitfit crashes and explodes on landing
PvP yes, PvE yes but not as important. If you're having trouble hitting people with fixed multis, go back to the video, press play, press 3, and look in the top right corner.
i disagree about thrusters. for stealth ships, E rated clean drives provide the least thermal draw thus allowing you fly colder (not useless dogshit sue me)
It can't be engineered so I don't care. Run the G-rated one, it's lighter than H-rated and only draws an extra 0.5mw. If the extra power is an issue, go back to the video, press play, press 3, and look in the top right corner.
Engineering legit made me quit the game, i just wanted to play a space sim... i have a life, idon't have time to grind for hours to actually be able to access the content i payed for
Milgrade armour is just mirrored/reactive with worse resistances. The only reason not to use any of the other two is bc you do AX, and even then reactive/mirrored aren't worse in any way. Current meta PvP builds run either mirrored (lightweight+deep) or lightweight (HD+deep). Overcharged powerplant is very viable and necessary for many builds, especially prismo builds (and it's literally the current PvP meta). Weapon focused PD is viable for mining. Thermal resistant biweaves are terrible. Reinforced is the way to go in 99% of situations. Fix resistances on the boosters. B-rated SCBs are often better than A rated ones. Also specialized banks are often preferable in PvE as they don't heat you up as much and there's hardly any NPCs with feedback. Guardian MRPs are better than human ones and are legitimately the most important guardian module to get for a combat focused commander. MRPs are also quite useless in the current PvP meta as everyone's flying shield tanks.
@@asmahasmalaria8596 1. Reactives add a thermal hole that needs fixed with HRPs (everyone and their mother runs thermal damage), and they also add more to the rebuy. Idk what you're on about with mirrored lightweight, unless you mean on an FDL or something. I'll poke around in Coriolis but it sounds very situational. 2. Yes, as stated in video, specialized PvP builds use Overcharged. 3. And engine focused is good for explorers, I know. But 98% of other builds need CE super. This was a general guide for most (not all) builds. 4. You're negating the one strength of biweaves, the charge rate, by adding additional upfront to the shield and forcing yourself to take more hull damage between recharges. Use boosters if you want more upfront. 5. Personal preference. You'll run out of heat sinks with B-rated. A-rated gives more upfront and has comparable overall recharge. 6. Personal preference. It's a difference of under 60 integrity points. Saves you from one more rail shot. Not worth the effort. And while FDLs wouldn't bother, most other mediums would.
@@CrimsonGamer99 Yeah ofc you run HRPs to fix the resistances. Pretty much every single combat ship has HRPs. I've yet to see a situation where milgrade was preferable to reactive/mirrored on a build. Completely disregarding the factor of rebuy of course. The current meta seems to be "reactive for PvE, mirrored for PvP" tho I run mirrored on all my builds, PvP or not, missiles aren't used enough (or are dangerous enough) that I would care for explosive damage. One small kinetic resist HRP is enough to fix resistances. And yeah mirrored lightweight is used on fast hullstacked FDLs, that's why I said "current PvP meta builds".