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Maybe I made a 30 million isk mistake? Maybe you can help?

Author
Inokuma Yawara
University of Caille
Gallente Federation
#1 - 2013-06-23 05:44:38 UTC
Hello all.

I was all excited when I got my 29,999,999.99 ISK Retriever mining barge. I flew it home from Dodixie, and the first thing I noticed was that it can't warp all the way to the next jump gate sometimes. Next, I go online to find fitting advice, and all I get is how easy it is to destroy, and that the best you can do is make enough isk from one or two loads, and hope you made enough to pay for your blown up barge, with enough left over for your next barge, and anything left after that is profit.

I haven't gotten any fittings for it yet, so I'm ready to go shopping as soon as I get a list that will:

1) solve the "not enough power to warp to the destination" problem, (or is it really not a problem?)
2) make my retriever able to survive long enough to run away (increase effective hit points without sacrificing too much of what little speed I have - if that's possible).
3) I can use mining laser II, I can use mine drone II, I can use scout drones I.
4) I can use shields I, and armor plate.
5) I have nearly 1.3 million skill points, mostly on mining and drones.

Obviously, I could just throw on some plate and shields, but the problem is I only have:

2 Rig slots
2 high slots
1 mid slot
and 3 or 4 low slots

I think I have less than 200 capacitance.

So, I need help balancing all that stuff so that I don't end up crawling around at 3 knots and having to wait 5 minutes before I can build up speed to warp, and then only have enough power left to warp 600 meters at a time....

Or should I sell my Retriever off at a loss and get something else? I'll only be operating in High Sec.

Originally, I got it for the Ore hold capacity, and figured I could save time on back and forth trips to asteroid belts and unloading at my station. Now, I don't know....

Watch this space.  New exciting signature in development.

Huttan Funaila
Caldari Provisions
Caldari State
#2 - 2013-06-23 06:04:45 UTC
Inokuma Yawara wrote:

1) solve the "not enough power to warp to the destination" problem, (or is it really not a problem?)

This is not a problem.

Inokuma Yawara wrote:

2) make my retriever able to survive long enough to run away (increase effective hit points without sacrificing too much of what little speed I have - if that's possible).


You should be using strip miners in your high slot.

For your mid slot, pick a limited adaptive invulnerabiltiy. That raises your shield resistances.

For your low slots, you want a damage control (the suitcase thing - it raises resists for shield and armor), at least 1 mining laser upgrade. For third lowslot, you may want another mining laser upgrade (usually abbreviated MLU) or a beta reactor control : diagnostic system (this adds more power and shield regeneration).

For rigs, you want a medium core defense field extender, this adds to your shields. For the other 2 rigs, i usually recommend picking resists to offset the damage types that the belt rats do.
Destination SkillQueue
Doomheim
#3 - 2013-06-23 06:30:32 UTC
I haven't done any mining in a long time, so take this advice coming from someone with only passing knowledge in fitting mining ships.

Lack of capacitor to warp properly:
This isn't uncommon with some ships for people with bad skills. You want to improve your capacitor boosting skills(energy management/energy systems operation) and train warp drive operation to higher levels to reduce the cap consumption of warping.

Tanking my retriever:
It's not something you can do and I don't think you're meant to either. You can boost your resists and fit a damage control, but that's about it. Your primary defence is killing any NPCs as soon as possible with your drones. Against another player your defense is warping out before any shooting starts.

Fitting my retriever:
Doesn't look like you have much choice. Strip miners in high, survey scanner or resists in the mid and mining upgrades/DCU in low is propably close to the standard highsec fit. Not sure what rigs you'd want.

Other misc complaints:
I don't see why you're complaining about the speed or seem to think, that has anything to do with how fast you reach warp. First of all it's a mining ship. It's supposed to stand relatively still and shoot at immobile targets. Speed isn't going to help you here. Initiating warp is agility based. It starts when you are going towards the target and reach 75% of your max velocity. What matter there is your ability to change directions and accelerate. The larger your ship the longer this will take when starting from 0. The only way to initiate warp fast with other than small ships is to stay aligned to a target, which means flying towards it going at least 75% of your max velocity.
Dewa Cinta
Horrible Mining Corp
#4 - 2013-06-23 07:58:01 UTC
If you find a good and remote system to mine, you won't need to worry about too many gankers.

The less in local the better.
Inokuma Yawara
University of Caille
Gallente Federation
#5 - 2013-06-23 08:21:44 UTC
Huttan Funaila wrote:
This is not a problem.


Thanks. That's good to hear, and Destination goes into a little detail as to why.

Huttan Funaila wrote:
You should be using strip miners in your high slot.


Yeah. I have to train that up, but with my low capacitor issue, I thought strip miners would be a problem too.

Huttan Funaila wrote:
For your mid slot, pick a limited adaptive invulnerabiltiy. That raises your shield resistances.

For your low slots, you want a damage control (the suitcase thing - it raises resists for shield and armor), at least 1 mining laser upgrade. For third lowslot, you may want another mining laser upgrade (usually abbreviated MLU) or a beta reactor control : diagnostic system (this adds more power and shield regeneration).

For rigs, you want a medium core defense field extender, this adds to your shields. For the other 2 rigs, i usually recommend picking resists to offset the damage types that the belt rats do.


Hmmm.... I will see what I need to train up to be able to use some of those (I'll also need to google, to figure out what some of the abbreviations mean. I think I saw a glossary somewhere... I should have bookmarked it when I had the chance.)


Destination SkillQueue wrote:
Lack of capacitor to warp properly:
This isn't uncommon with some ships for people with bad skills. You want to improve your capacitor boosting skills(energy management/energy systems operation) and train warp drive operation to higher levels to reduce the cap consumption of warping.


That explains a lot. Thanks for that tip.

Destination SkillQueue wrote:
Other misc complaints:
I don't see why you're complaining about the speed or seem to think, that has anything to do with how fast you reach warp. First of all it's a mining ship. It's supposed to stand relatively still and shoot at immobile targets. Speed isn't going to help you here. Initiating warp is agility based. It starts when you are going towards the target and reach 75% of your max velocity. What matter there is your ability to change directions and accelerate. The larger your ship the longer this will take when starting from 0. The only way to initiate warp fast with other than small ships is to stay aligned to a target, which means flying towards it going at least 75% of your max velocity.


As far as speed goes, I notice that you have to wait to get to about 75% of your speed before the warp engines engage. For me, speed means how fast you get up to that 75% - or how fast you accelerate. The faster you accelerate the sooner you warp.

But you also gave me some good ideas about how to prepare for a quick exit if needed. I could align to something and stand still. Then if the need arises, select "jump" or "Dock." That way I don't have to worry about the time it takes to turn around and all of that.

Thanks for your replies, guys. I hope to see more replies.

Watch this space.  New exciting signature in development.

Bertrand Butler
Cras es Noster
#6 - 2013-06-23 08:30:20 UTC
This might help, cheers...C:

http://wiki.eveuniversity.org/Glossary
Marc Callan
Center for Advanced Studies
Gallente Federation
#7 - 2013-06-23 09:13:22 UTC
Capacitor issues generally just mean you have to make two warps instead of one to cross a system - it's time-consuming, and an annoyance, but it shouldn't be a deal-breaker. Strip miners shouldn't cap you out; if you start them both at the same time, they may chew up some (never all) of your cap, but then you've got three-minute cycle times, which is plenty to recover from that hit. If you counter-cycle your strip miners (start one when the other's halfway through its cycle), then you probably won't even drop below 1/2 capacitor.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Jacob Holland
Weyland-Vulcan Industries
#8 - 2013-06-23 09:20:37 UTC  |  Edited by: Jacob Holland
Huttan Funaila wrote:

For your mid slot, pick a limited adaptive invulnerabiltiy. That raises your shield resistances.

For your low slots, you want a damage control (the suitcase thing - it raises resists for shield and armor), at least 1 mining laser upgrade. For third lowslot, you may want another mining laser upgrade (usually abbreviated MLU) or a beta reactor control : diagnostic system (this adds more power and shield regeneration).


An Invulnerability Field will make a big difference to your available HP but I find I get slightly more EHP out of a Medium shield extender - which also has the advantage of being capless. Not only that, it doesn't show graphically and therefore can lead to a few more gank attempts failing as the assumption is likely to be that you aren't fitting tank.

The more important thing the Damage Control does is increase your Hull resistances. A Tech 1 DC improves the resists from 0% to 50% across the board and that effectively doubles your structure HP.

Quote:
But you also gave me some good ideas about how to prepare for a quick exit if needed. I could align to something and stand still. Then if the need arises, select "jump" or "Dock." That way I don't have to worry about the time it takes to turn around and all of that.


To align to something you need to be moving at 75% of your ship's top speed. If you're absolutely static (0m/s) then the direction your ship is facing is meaningless because a vector of 0 magnitude is a point and a point has no direction.

Given the retreiver's vast hold you're not likely to find a belt which you can track along for long enough to fill it while remaining constantly aligned at 75% max velocity and therefore you may as well find yourself a useful spot from which to work and stay there.
Inokuma Yawara
University of Caille
Gallente Federation
#9 - 2013-06-23 10:30:52 UTC
Jacob Holland wrote:
Huttan Funaila wrote:

For your mid slot, pick a limited adaptive invulnerabiltiy. That raises your shield resistances.

For your low slots, you want a damage control (the suitcase thing - it raises resists for shield and armor), at least 1 mining laser upgrade. For third lowslot, you may want another mining laser upgrade (usually abbreviated MLU) or a beta reactor control : diagnostic system (this adds more power and shield regeneration).


An Invulnerability Field will make a big difference to your available HP but I find I get slightly more EHP out of a Medium shield extender - which also has the advantage of being capless. Not only that, it doesn't show graphically and therefore can lead to a few more gank attempts failing as the assumption is likely to be that you aren't fitting tank.

The more important thing the Damage Control does is increase your Hull resistances. A Tech 1 DC improves the resists from 0% to 50% across the board and that effectively doubles your structure HP.

Quote:
But you also gave me some good ideas about how to prepare for a quick exit if needed. I could align to something and stand still. Then if the need arises, select "jump" or "Dock." That way I don't have to worry about the time it takes to turn around and all of that.


To align to something you need to be moving at 75% of your ship's top speed. If you're absolutely static (0m/s) then the direction your ship is facing is meaningless because a vector of 0 magnitude is a point and a point has no direction.

Given the retreiver's vast hold you're not likely to find a belt which you can track along for long enough to fill it while remaining constantly aligned at 75% max velocity and therefore you may as well find yourself a useful spot from which to work and stay there.


Thanks very much. That was most educational. As far as aligning goes. What I meant was that I would point the ship to the jump gate or station that I wanted to jump or dock so that all the ship has to do is accelerate forward towards the gate/station and warp. The ship would not have to spend time turning around and such. That has to cut some time off from running away. You don't think?

Watch this space.  New exciting signature in development.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#10 - 2013-06-23 10:49:24 UTC
Bertrand Butler wrote:
This might help, cheers...C:

http://wiki.eveuniversity.org/Glossary



Op, open your in game browser, click "Bookmarks" -"Add/Remove" and "Add" this link.

Whenever you have a question or think about something in game and want to know a bit more about open it and read it. Valuable information for noobies and older players, you should really get that.

removed inappropriate ASCII art signature - CCP Eterne

Destination SkillQueue
Doomheim
#11 - 2013-06-23 11:03:04 UTC
Inokuma Yawara wrote:


Thanks very much. That was most educational. As far as aligning goes. What I meant was that I would point the ship to the jump gate or station that I wanted to jump or dock so that all the ship has to do is accelerate forward towards the gate/station and warp. The ship would not have to spend time turning around and such. That has to cut some time off from running away. You don't think?

Actually no. That mistake is easy to make though for people who don't understand how the game works. Ships in EVE are balls with a velocity vector. A stationary ship therefore has no facing. What you see on your screen is just a graphical presentation for your benefit. For the game it's just a ball/dot and reaches warp in equal time no matter what direction the target is. It's important to understand that the game only cares about, that you have a velocity vector going towards the target@75% max velocity. That means zero velocity doesn't help at all, but the closer to that 75% max velocity your ship appreaches the target, the faster you warp when the order is given.
Inokuma Yawara
University of Caille
Gallente Federation
#12 - 2013-06-23 13:37:28 UTC
Destination SkillQueue wrote:
Inokuma Yawara wrote:


Thanks very much. That was most educational. As far as aligning goes. What I meant was that I would point the ship to the jump gate or station that I wanted to jump or dock so that all the ship has to do is accelerate forward towards the gate/station and warp. The ship would not have to spend time turning around and such. That has to cut some time off from running away. You don't think?

Actually no. That mistake is easy to make though for people who don't understand how the game works. Ships in EVE are balls with a velocity vector. A stationary ship therefore has no facing. What you see on your screen is just a graphical presentation for your benefit. For the game it's just a ball/dot and reaches warp in equal time no matter what direction the target is. It's important to understand that the game only cares about, that you have a velocity vector going towards the target@75% max velocity. That means zero velocity doesn't help at all, but the closer to that 75% max velocity your ship appreaches the target, the faster you warp when the order is given.



Hmmm.... I must study this more carefully, then. Thank you.

Watch this space.  New exciting signature in development.

Shereza
Center for Advanced Studies
Gallente Federation
#13 - 2013-06-23 16:20:58 UTC
Honestly, if you fit them both for maximum yield a retriever can mine 1093m3/minute while a procurer mines 1002m3/minute. In that configuration a procurer will have something like 5x the buffer/EHP of the retriever though. If you "tank fit" the retriever for maximum EHP it goes up to 22.2k EHP which the procurer still almost triples, and your mining yield drops to 844m3/minute.

Within that context the only reason I see to fly a retriever is the ore hold and how it cuts down on cycles "lost" to unloading. That advantage, however, is somewhat diminished if you compare a tank fit retriever with a mining fit procurer. The procurer might only hold 43.63~ of the ore that the retriever can hold, but it also mines ore almost 20% faster. The procurer being able to align/get into warp faster can also help reduce some of the retriever's ore hold advantage as well by getting you back to the mining (slightly) faster.

If you're in a situation where you can play to the retriever's strengths as a mining ship then it's certainly not a mistake to fly one, but all things considered these days I wouldn't fly one in most situations simply because it's more gankable, more expensive to replace, and its primary advantage over the procurer is easy to reduce if not outright negate.

On the other hand I suppose that discussions like this just go to prove that CCP did a pretty good job balancing the ships. If either the procurer or the retriever was a clear winner for solo mining it likely would never have happened.
Anti-social Tendencies
Society for Miner Education
#14 - 2013-06-23 16:45:48 UTC
Spheres makes excellent points above.

I'd like to confirm that the direction your ship is pointing at zero velocity has no effect on align time. It is my understanding from older players that this wasn't always the case but it definitely is now.

Any ship in eve can be ganked. My idea is to tank your mining barge so that it is more trouble than it is worth to gank it. A tanked Ret will need two T1 Dessies to kill and still mine reasonably well. A Procuror will mine almost as we'll, with a great tank, but you will be making over twice the number of trips to the station. Depending on the location of the belts, this can take a few

So basically a Ret isn't a mistake and you will lose it eventually, but in the scheme of things isn't very expensive.

"Patience: n, a minor form of despair, disguised as a virtue." - AMBROSE PIERCE

Alua Oresson
Aegis Ascending
Solyaris Chtonium
#15 - 2013-06-23 18:52:04 UTC
Shereza wrote:
Honestly, if you fit them both for maximum yield a retriever can mine 1093m3/minute while a procurer mines 1002m3/minute. In that configuration a procurer will have something like 5x the buffer/EHP of the retriever though. If you "tank fit" the retriever for maximum EHP it goes up to 22.2k EHP which the procurer still almost triples, and your mining yield drops to 844m3/minute.

Within that context the only reason I see to fly a retriever is the ore hold and how it cuts down on cycles "lost" to unloading. That advantage, however, is somewhat diminished if you compare a tank fit retriever with a mining fit procurer. The procurer might only hold 43.63~ of the ore that the retriever can hold, but it also mines ore almost 20% faster. The procurer being able to align/get into warp faster can also help reduce some of the retriever's ore hold advantage as well by getting you back to the mining (slightly) faster.

If you're in a situation where you can play to the retriever's strengths as a mining ship then it's certainly not a mistake to fly one, but all things considered these days I wouldn't fly one in most situations simply because it's more gankable, more expensive to replace, and its primary advantage over the procurer is easy to reduce if not outright negate.

On the other hand I suppose that discussions like this just go to prove that CCP did a pretty good job balancing the ships. If either the procurer or the retriever was a clear winner for solo mining it likely would never have happened.


Your yield will still be greater with the increased cargo hold of the retriever. The procurer will have to make more trips that will decrease the overall yield.

http://pvpwannabe.blogspot.com/

Shereza
Center for Advanced Studies
Gallente Federation
#16 - 2013-06-23 19:42:03 UTC
Alua Oresson wrote:
Your yield will still be greater with the increased cargo hold of the retriever. The procurer will have to make more trips that will decrease the overall yield.


I never said otherwise. I said that the increased mining speed and maneuverability of the procurer help cut into the retriever's ore hold advantage.

Also, if you are, want to, or insist on flying a retriever for mining you should probably bookmark http://evemaps.dotlan.net/ and use that to help plan on where you should and shouldn't mine.
Carek Talen
Another Corp.
#17 - 2013-06-23 20:03:08 UTC
If you are mining in hisec you 'll find two dangers, rats and gankers, 4 hobgoblin can deal with any rats, you don't need tank. As for gankers... a retriever is not a juicy target and the ganker will be destroyed too. You don't hunt barges for profit and the fun it provides is very limited and balanced with the pain of security status grind.

To sum up use 3-4 hobgoblin and fit for max yield.
Anti-social Tendencies
Society for Miner Education
#18 - 2013-06-24 00:43:57 UTC
Carek Talen wrote:
If you are mining in hisec you 'll find two dangers, rats and gankers, 4 hobgoblin can deal with any rats, you don't need tank. As for gankers... a retriever is not a juicy target and the ganker will be destroyed too. You don't hunt barges for profit and the fun it provides is very limited and balanced with the pain of security status grind.

To sum up use 3-4 hobgoblin and fit for max yield.


And where do you mine again...? :-)

"Patience: n, a minor form of despair, disguised as a virtue." - AMBROSE PIERCE

Inokuma Yawara
University of Caille
Gallente Federation
#19 - 2013-06-24 01:23:45 UTC
Wow. Not only did I get great advice on fittings, but I also got to see philosophical points of view on why one set of fittings may be more useful than another set. It made me wonder if anyone had codified a doctrine for mining and mining entities?

A doctrine is a codified set of principles, rules, and guidelines that inform how an entity operates under varying conditions and tactical situations. It lays out the entities' policies for money spent on R&D, training policies, equipment procurement, load-outs for varying situations, etc.

Has anyone seen any links to such a codified doctrine written up by EVE Online players?

Watch this space.  New exciting signature in development.

Chainsaw Plankton
FaDoyToy
#20 - 2013-06-24 01:47:56 UTC
entirely possible, however many players don't seem to care to do any reading and remain ignorant to ideas proposed 100s or 1000s of times previously

@ChainsawPlankto on twitter

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