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Mobile Tractor Unit, a bit of feedback after using.

Author
IIshira
School of Applied Knowledge
Caldari State
#41 - 2013-11-06 00:33:34 UTC
Maximus Aerelius wrote:

EDIT: MTU#2 still hasn't looted the wreck that's 3.5km from it but is pulling in ones from MTU #1 at 107km away. Not the most efficient and think my Noctis will still be seeing some love.


So basically CCP gave it the drone AI... I don't know how many times I've had to redirect my light drones because they wanted to attack a battleship rat 50km away instead of the frigate 5km away that's warp scramming me LOL
SOL Ranger
Imperial Armed Forces
#42 - 2013-11-06 08:16:16 UTC  |  Edited by: SOL Ranger
Alvatore DiMarco wrote:

Tractor drones! Yes! +1 for tractor drones.


I agree.

The structure seems off to me, the whole idea of these temporary structures seems really weird and forced, I'm glad it isn't powerful.


I'd love CCP to consider the following


Tractor Beam Automation Script
- Puts a tractor beam into an automated mode, pulling any wrecks belonging to you closer, picking the most distant wrecks first.
- Reduces tractor beam velocity by 30%.

Looter Crane, Module
- High slot, 200 PG 40 CPU, 10GJ/s, 5s cycle.
- Picks containers within 2500m and places the contents into your cargo hold.

Looter drone
- 5m3 / 5 Mbit/sec, 200m/s velocity, drags containers and deposits the contents into your cargo hold.
- Very inefficient without separate tractoring.

Tractor drone
-25m3 / 25 Mbit/sec, 400m/s tractor speed, 60km tractor range, functions like a sentry drone, immobile, pulls the most distant wrecks it can reach towards itself.


*figures are not refined

The Vargur requires launcher hardpoints, following tempest tradition.

DREDD 23
Newbie Friendly Industries
CeskoSlovenska Aliance
#43 - 2013-11-08 09:51:46 UTC
I make some test about this new unit and what i find

1. Some time this unit miss/skip loot
2. If some one kill this unit - nothing drop (I dont know if this bug, but lost all loot is not good I think)
3. Delay between targeting wreck is some time to long
IIshira
School of Applied Knowledge
Caldari State
#44 - 2013-11-08 14:52:33 UTC
I'm not too excited about anything that automates gameplay. Why not just a "Automatically complete mission" button where you don't have to undock and the mission is done with all loot/salvage placed in your hanger?

I understand most consider the PVE content of Eve just as a method to gain ISK but sometimes I actually like to do it. Add content to it.... Don't make it more like PI where it's walk away and forget. At least with mining you have to watch for gankers.
Joe Risalo
State War Academy
Caldari State
#45 - 2013-11-08 15:12:09 UTC
IIshira wrote:
I'm not too excited about anything that automates gameplay. Why not just a "Automatically complete mission" button where you don't have to undock and the mission is done with all loot/salvage placed in your hanger?

I understand most consider the PVE content of Eve just as a method to gain ISK but sometimes I actually like to do it. Add content to it.... Don't make it more like PI where it's walk away and forget. At least with mining you have to watch for gankers.


If you ask me, it's not much different than a mining barge.

You have to tell it to start, but apart from that, you can walk away for a while, then come back and take the ore to station and come back.


Not much difference from a mobile tractor.
It requires some involvement.
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#46 - 2013-11-08 15:45:22 UTC
CCP either intended this to be utterly useless and just a gimmick, or they released this module on the test server without even finishing programming it. If it can't salvage while I'm not there, then it absolutely sucks.
Joe Risalo
State War Academy
Caldari State
#47 - 2013-11-08 16:08:40 UTC
CCP has posted several responses in this thread.
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=292096

To include the most recent reponse of fixing not tractoring while off grid, and why exactly it was happening.
IIshira
School of Applied Knowledge
Caldari State
#48 - 2013-11-08 19:02:28 UTC
Joe Risalo wrote:
IIshira wrote:
I'm not too excited about anything that automates gameplay. Why not just a "Automatically complete mission" button where you don't have to undock and the mission is done with all loot/salvage placed in your hanger?

I understand most consider the PVE content of Eve just as a method to gain ISK but sometimes I actually like to do it. Add content to it.... Don't make it more like PI where it's walk away and forget. At least with mining you have to watch for gankers.


If you ask me, it's not much different than a mining barge.

You have to tell it to start, but apart from that, you can walk away for a while, then come back and take the ore to station and come back.


Not much difference from a mobile tractor.
It requires some involvement.


With a mining barge you have to be in your ship for it to mine. If you eject from the ship to go do something else it will stop mining. Yes even though you're not supposed to people AFK mine but there's a risk that you can get ganked. Maybe this is why CCP is allowing other players to attack these things without CONCORD intervention?
Joe Risalo
State War Academy
Caldari State
#49 - 2013-11-08 20:04:15 UTC
IIshira wrote:
Joe Risalo wrote:
IIshira wrote:
I'm not too excited about anything that automates gameplay. Why not just a "Automatically complete mission" button where you don't have to undock and the mission is done with all loot/salvage placed in your hanger?

I understand most consider the PVE content of Eve just as a method to gain ISK but sometimes I actually like to do it. Add content to it.... Don't make it more like PI where it's walk away and forget. At least with mining you have to watch for gankers.


If you ask me, it's not much different than a mining barge.

You have to tell it to start, but apart from that, you can walk away for a while, then come back and take the ore to station and come back.


Not much difference from a mobile tractor.
It requires some involvement.


With a mining barge you have to be in your ship for it to mine. If you eject from the ship to go do something else it will stop mining. Yes even though you're not supposed to people AFK mine but there's a risk that you can get ganked. Maybe this is why CCP is allowing other players to attack these things without CONCORD intervention?


correct.
Rexxorr
Perkone
Caldari State
#50 - 2013-11-12 22:51:47 UTC

Good Day.


Today took the Mobile Tractor Unit out for a lvl4 spin after a sisi update.

(There is a bug so you have to drag the
MTU from your cargo to a point in space to deploy it)



1. 10 sec deploy time, a nice change from 45 sec :-)

2. A ten sec delay between tractoring wrecks. Wish it was less, but does not make the MTU unusable.

3. The MTU loots just fine after tractoring in wrecks.

4. After leaving a room and coming back, the MTU will continue to function. nice

5. MTU green beam now targets wrecks and not your ship. nice

6. It appears there may be a limt to how many MTUs will function for you when off grid.
Seems to be 6-7 MTUs are the max.


If you come back in a noctics to clean up sites, then this unit will help speed things up a bit.
If you run with a marauder and loot as you go then the MTU will be less useful.


More options are always nice :-)






Altrue
Exploration Frontier inc
Tactical-Retreat
#51 - 2013-11-13 21:36:06 UTC
The tractor still renders wrecks immune to damage after tracting them.

When you put two tractors (A and B) next to eachother, they both tract one wreck (1 & 2),

then tractor A grabs wreck 2, and tractor B grabs wreck 1
then trator A grabs wreck 1, and tractor B grabs wreck 2.

And so on and so forth... ^^'

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NearNihil
Jump Drive Appreciation Society
#52 - 2013-11-13 22:42:08 UTC
Altrue wrote:
The tractor still renders wrecks immune to damage after tracting them.

When you put two tractors (A and B) next to eachother, they both tract one wreck (1 & 2),

then tractor A grabs wreck 2, and tractor B grabs wreck 1
then trator A grabs wreck 1, and tractor B grabs wreck 2.

And so on and so forth... ^^'

Has anyone tried setting up 4 or so tractor units in a place where NPCs come to blow up? I'd imagine it'd be an infinite loop of tractoring things, but who knows, it might be glorious!
Maximus Aerelius
PROPHET OF ENIGMA
#53 - 2013-11-14 00:20:55 UTC  |  Edited by: Maximus Aerelius
Simply this "Couldn't they be flagged at having been "tractored" so that MTU #1 doesn't start hauling MTU #2's wrecks back and forth etc." would this be possible is it possible or any ideas to prevent this apart from MJD 100km and then MWD another 30km to make it a little more efficient?

Maximus Aerelius wrote:
OK more feedback.

Using a Golem:

1) Hit Warp Gate
2) Landed in site
3) Dropped MTU #1
4) Bastioned UP!
5) Killed all the things
6) Bastion OFF
5) MJD's 100km out.
6) Bastioned UP!
7) Dropped MTU #2
8) Killed all the things
9) Hit Warp Gate

Finished the mission so warped back to BM'd MTU #1

It's now pilfering all the wrecks MTU #2 had near it.

Is that supposed to happen? Couldn't they be flagged at having been "tractored" or "viewed" so that MTU #1 doesn't start hauling MTU #2's wrecks back and forth etc.

With a Golem top speed of 125m\s it's a PITA to go grabbing a wreck cos I didn't leave a 5km buffer in-between the 125km range. Just some thoughts that's all.

LOL: I'm watching two wrecks pass like ship sin the night in space as they tractor from each of the MTU's piles. Quite amusing.

EDIT: MTU#2 still hasn't looted the wreck that's 3.5km from it but is pulling in ones from MTU #1 at 107km away. Not the most efficient and think my Noctis will still be seeing some love.
Maximus Aerelius
PROPHET OF ENIGMA
#54 - 2013-11-14 00:25:35 UTC
Rexxorr wrote:
(There is a bug so you have to drag the MTU from your cargo to a point in space to deploy it)


Dammit...why don't I think to use these deployables like that rather than "Right-click, stare at the words, kick brain to read English, Launch for self, voila".

Nice one! /dumbdoodahpost
Lfod Shi
Lfod's Ratting and Salvage
#55 - 2013-11-14 22:46:46 UTC
I like it. Works very well for this solo pilot. Tried it out in a few missions and a couple rat dens. Dropped it when the shooting starts and by the time the dust clears either I salvage (single salvage unit) a few wrecks faster than the MTU pulls 'em in or it pulls 'em in a little faster than I can salvage them. Both work for me. Placement counts, but it beats the hell out of going back for a different ship.

Rubicon: I don't wanna go back.

♪ They'll always be bloodclaws to me ♫

Evillem
Kung-Fu Fighting Club
#56 - 2013-12-04 13:02:47 UTC
Couple of observations:

1. as an asset, they should be scanned capable. they hit up in directional scan, but not probe. At this moment, there are 12 of them in my system and they are virtually 'safe' from pirates etc... not sure this was intentional?

2. the asset description should make it clear that server reset will wipe them off the grid. Gone. I was assuming that they would operate more like an anchored / locked can.

3. if not #1, then as a convenience measure, it would be helpful to have auto-bookmarking and/or some sort of recover option to track them down if you forget to do it yourself.

yes, I know eve is harsh and unforgiving: not whining here but it seems like this is a pure carebear asset and therefore, convenience is key - therefore auto book mark. Else: harsh cold space universe: let me scan down these assets and apply pirate measures even if only when the player is in war state and all their assets are fair game.
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