Elite Dangerous 2.2.03 - Update incoming. - Patch Notes

Engineers

  • Auto loader improved and ammo penalty removed
  • Dispersal field damage penalty removed
  • Overload Munitions ammo capacity penalty removed
  • Smart rounds flight time penalty removed
  • Concordant sequence regeneration amount doubled and lasts twice as long
  • Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
  • Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
  • Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
  • Overcharged and Efficient Blueprints now available for Beam weapons
  • Plasma Slug now available on Plasma Accelerators
  • More improvements to restocking weapons with engineer modifications
  • Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
  • Automatically update modified modules to the latest version of the recipe
  • Fix engineer names in inbox messages
  • Make default items slot aware to prevent modules that are usually core (basically just fuel tanks) having to be replaced when stored from an optional module slot
  • Removed option to remove modification when the module is stored
  • Reduce multiplier on Phasing sequence by 20%
  • When scaling Weapon Range up in a blueprint, we now display that the projectile speed has increased.
  • When scaling down the fire rate of beams, lower their DPS correctly rather than having no effect. this will slightly nerf efficient beams, with a noticeable effect to lower levels, but G5 sees very small difference

New Engineer Recipes

  • Grade 5 Burst Laser from Broo Tarquin
  • Grade 5 Beam Laser from Broo Tarquin
  • Grade 5 Mines from Juri Ishmaak
  • Grade 5 Missiles from Liz Ryder
  • Grade 5 Torpedos from Liz Ryder
  • Grade 5 Railguns from Tod ‘The Blaster’ McQuinn
  • Grade 4&5 Hull Reinforcement Thermal/Kinetic/Explosive resistance Blueprints from Selene Jean
  • Grade 4&5 Armour Thermal/Kinetic/Explosive and Advanced Blueprints from Selene Jean
  • Grade 4&5 Shield Booster Thermal/Kinetic/Explosive Blueprints from Didi Vatermann

Blueprint Changes

  • Efficient no longer increases firing interval (reducing rate of fire)
  • Efficient heat reduction reduced (from -50-90% to -50-60% at G5)
  • Efficient WEP draw reduction range reduced and maximum reduced slightly (-15-40% to -25-35% at G5)
  • Overcharged damage increased (+30-35% to +35-45% at G5)
  • Overcharged Rate of fire increase removed
  • Overcharged now reduces clip size (-15-25% at G5)
  • (Changes to focused during beta were reverted entirely)
  • Rapid Fire Rate of Fire range reduced, maximum still 40%
  • Rapid Fire Damage penalty increased
  • Rapid fire WEP draw reduction reduced, (-30-50% to -30-40%)
  • Rapid Fire Hardness piercing increase removed
  • Rapid fire now speeds up reload times (-50-65% at G5)
  • Increase damage buff for Short Range to 45% (+5%) so that it is competitive with Overcharged and Rapid fire for raw damage,but with different tradeoffs
  • Short Range: When scaling Weapon Range down in a blueprint, we no longer scale down the Damage Falloff start, nor the projectile speed
  • Short range no longer increases WEP draw of the weapon
  • Long Range now removes damage falloff from range on the weapon
  • Long Range no longer increases WEP draw
  • Long Range no longer reduces raw damage
  • Light Weight no longer reduces damage
  • Light Weight now reduces reactor power draw (-10-20% at G5)
  • Light Weight now reduces WEP power draw (-10-20% at G5)
  • Sturdy health increase doubled to +100-250% at G5
  • Sturdy now reduces heat when firing (-20-30% at G5)
  • Optimised Shields Reactor power draw reduction improved (20%-40% from 13-30%)
  • Optimised Shields Mass reduction doubled (16-40% from 8-20%)
  • Thermal/Kinetic Shields Module health increase added (+20%-40% at G5)
  • Kinetic/Thermal/Explosive Hull Reinforcements: Penalties for off-types reduced (to 10%-15% from 10%-20% at G5)
  • Kinetic/Thermal/Explosive Shield Boostersenalties for off-types on all single-type resistances reduced ( 4%-6% from 12%-13% at G5)
  • Resistive (Shield Booster): Resistance to all types reduced by 2% (to 10-13% from 12-15% at G5)
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