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Feedback On New Mining Barge/Exhumer Changes

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Destiny Dain2
Your Destiny Corporation
#1 - 2016-08-18 02:48:01 UTC  |  Edited by: Destiny Dain2
Let's start on a possitive note, love the new look of the ships.

So happy now that we can fit 2 strip miners to the Procurer. So going back on how I feel about this change. I love it.

can not wait to see what you do with the Rorqual.

I need to sit down and test this out before I can think of more.



P.S. If you can not login to Singularity and want to know what the changes are.


Video on the numbers for the mining barges

https://www.youtube.com/watch?v=UPtQm2kbEYo


Video On some yield and cycle times for Exhumers

https://youtu.be/cMwQFtxCFHk


List of numbers for you for each ship. I excluded yields with fleet boost since that Blog came out about changes to fleet boosting and modules.

Ore Mining with Mercoxit: http://tomseve.blogspot.com/2016/08/new-mining-yield-and-cycle-times-with.html
Ice Mining: http://tomseve.blogspot.com/2016/08/new-ice-harvesting-cycle-times.html
Syrias Bizniz
some random local shitlords
#2 - 2016-08-18 09:01:01 UTC
Break your yield down into m³ per second, not per cycle, then compare again.
Echo Mande
#3 - 2016-08-18 10:19:17 UTC
Syrias Bizniz wrote:
Break your yield down into m³ per second, not per cycle, then compare again.


This.

I've been on Sisi to compare new vs. old (TQ).

In terms of ore yield per minute there is no change in the Skiff. Ice is something I haven't looked at because ice is something I currently mine in a Hulk or Endurance, not a Skiff. I was able to fit my usual fit without a problem and add the second strip miner.

The Hulk's changes are actually interesting, one less high and one more low. With my usual fit (2 MLU's) the yield is almost identical to a current TQ hulk. A third MLU does fit and increase yield about 8%. To me it's more interesting to explore other options for the third low however. A DCU is probably the first choice module to fit there. Another option might be a Power Diagnostic System, which might allow a properly tanked Hulk to fit and permarun a Medium Shield Booster II without dedicating all midslots and rig slots to tank or capacitor. Fitting a Reactor Control Unit is also something I will have to look into.

Why not a third MLU on a Hulk? A Hulk is a fairly specialized ship, intended for fleet mining ops. I use several hulks, an orca and a hauler in a fleet balanced to allow ore to flow steadily from the Hulks to the hauler's hangar. Raising hulk output 8% would unbalance that flow at the source, generating more ore in 4 mining cycles (my current hauling cycle) than the hauler can carry.
baltec1
Bat Country
Pandemic Horde
#4 - 2016-08-18 10:52:11 UTC
Poor.

Hulk and Mack:

Cant use the slots they have due to not enough CPU, they require a mod/rig/implants to actually fit. Tank is fairly poor not becaue of the base stats but because of the lack of slots, CPU and powergrid.

Covetor and retriever:

1 mid and 3 lows does not a good ship make. Zero fitting room on them simply due to the lack of slots let alone, this makes then fodder to anything.

skiff and procuror:

Overtanked for their class (battleship base tank on a cruiser sized hull) means they effectively invalidate the other 4 barges.

All together this barge change is making all the same mistake that last two made. We need a radical rethink.


Skiff and proc should get their base hp brought back down to normal levels, keep the combat bonus to drones, get a few more slots and fitting room to open up options and allow for a decent combat fit. They are now perfect mining escorts/defence boats for both fleet work and solo.

Retriever and mackinaw both need a good deal more slots and CPU/PG so they can actually have options when fitting them. CCP need to get creative here so I would say go radical. Give them two utility highs and a small bonus to remote shield boosters. Alter the cap to compensate. Again, they need the ability to actually fit a decent setup, 1 mid and 3 lows are next to useless.

Covetor and Hulk should be the go to strip miners, they also need more fitting slots and CPU/PG to actually fit things.

I would also alter the cargo expanders to also impact the ore hold and reduce the hold on barges to compensate. All barges would be able to hold at least two cycles as a base with the option of improving that if they so wish.

T1 barges need fitting slots and CPU/PG on par with cruisers with similar potential defenses.

T2 need to have fitting slots and cpu/pg somewhere between force recons and heavy assault ships with similar potential defenses.

One of the oldest complaints about mining is how boring it is so lets inject some fun into it. Lets have mining fleets that can defend themselves rather than have miners forever relegated to prey and victims. Lets have miners able to support eachother and fend off a small gang that attacks them, let mining have actual skill involved ranther than everyone picking the skiff because it have a big base tank and mining AFK all day. Give miners content.
Maria Olerie
Masterderizando
#5 - 2016-08-18 12:55:37 UTC
baltec1 wrote:
Poor.

Hulk and Mack:

Cant use the slots they have due to not enough CPU, they require a mod/rig/implants to actually fit. Tank is fairly poor not becaue of the base stats but because of the lack of slots, CPU and powergrid.

Covetor and retriever:

1 mid and 3 lows does not a good ship make. Zero fitting room on them simply due to the lack of slots let alone, this makes then fodder to anything.

skiff and procuror:

Overtanked for their class (battleship base tank on a cruiser sized hull) means they effectively invalidate the other 4 barges.

All together this barge change is making all the same mistake that last two made. We need a radical rethink.


Skiff and proc should get their base hp brought back down to normal levels, keep the combat bonus to drones, get a few more slots and fitting room to open up options and allow for a decent combat fit. They are now perfect mining escorts/defence boats for both fleet work and solo.

Retriever and mackinaw both need a good deal more slots and CPU/PG so they can actually have options when fitting them. CCP need to get creative here so I would say go radical. Give them two utility highs and a small bonus to remote shield boosters. Alter the cap to compensate. Again, they need the ability to actually fit a decent setup, 1 mid and 3 lows are next to useless.

Covetor and Hulk should be the go to strip miners, they also need more fitting slots and CPU/PG to actually fit things.

I would also alter the cargo expanders to also impact the ore hold and reduce the hold on barges to compensate. All barges would be able to hold at least two cycles as a base with the option of improving that if they so wish.

T1 barges need fitting slots and CPU/PG on par with cruisers with similar potential defenses.

T2 need to have fitting slots and cpu/pg somewhere between force recons and heavy assault ships with similar potential defenses.

One of the oldest complaints about mining is how boring it is so lets inject some fun into it. Lets have mining fleets that can defend themselves rather than have miners forever relegated to prey and victims. Lets have miners able to support eachother and fend off a small gang that attacks them, let mining have actual skill involved ranther than everyone picking the skiff because it have a big base tank and mining AFK all day. Give miners content.


Just 1 word.

NO.

Cause? Well, Hulk/Covetor is a Fleet Miner, supported by Haulers and defence fleet; or new rorqual.

Retriever/Mackinaw are almost like the Hulk, but for non-Hauler fleets or alone safe zones.

Skiff/Procurer are for Hostile zones; alone or in fleet; and at the same time the worst in m3/sec cause of that.

The "Give miners content" is not given by killing the Skiff and giving Combat Stat; taking your words "T2 need to have fitting slots and cpu/pg somewhere between force recons and heavy assault ships with similar potential defenses."; for the rest cuase the are NOT for combat. Skiff is for that, as it can defence him self alone; at the cost of less profit.


And for "Not enough CPU/PWG", well take your own word "Players need to get creative here".
baltec1
Bat Country
Pandemic Horde
#6 - 2016-08-18 13:06:14 UTC  |  Edited by: baltec1
Maria Olerie wrote:

And for "Not enough CPU/PWG", well take your own word "Players need to get creative here".


Ok

Fit a tank to the covetor.

Maria Olerie wrote:

The "Give miners content" is not given by killing the Skiff and giving Combat Stat; taking your words "T2 need to have fitting slots and cpu/pg somewhere between force recons and heavy assault ships with similar potential defenses."; for the rest cuase the are NOT for combat. Skiff is for that, as it can defence him self alone; at the cost of less profit.


The skiff already has combat stats, it has a bonus to drone HP and damage for crying out loud.

Let me put it like this, right now if you have a mixed mining fleet out and a small gang manage to catch and bubble it one thing will happen. It dies, horribly. Hulks and macks first followed by the skiffs simply because the skiffs have a much larger tank to chew through.

Under my plan you have hulks as the big rock muchers, macks providing logi support and skiffs providing the firepower and tackle. Suddenly that same mining fleet has a fighting chance of not just surviving but actually killing the attackers. The other main advantage is that your protection is mining with you, nobody is going to have a dedicated fleet of combat ships sitting in the belt with you doing nothing.

So which sounds better to you. Being nothing but a victim unable to fight back or being able to do something to protect yourselves?
Destiny Dain2
Your Destiny Corporation
#7 - 2016-08-18 14:41:13 UTC
Syrias Bizniz wrote:
Break your yield down into m³ per second, not per cycle, then compare again.



I completely did not notice that until I started to do some testing this morning.

We can now fit 2 Strip Miners on the Procurer. Going to edit first entry. Now I'm happy again. Lol
Asika Koraka
Dragon Factory
xX SERENITY Xx
#8 - 2016-08-18 15:01:50 UTC
procurer now has definietly room for a cyno!


mining barge and powergrid/cpu issues - use implants otherwise dont use these ships
but i will not rip off my mid-grade virtue set just for getting better fit for skiff/mackinaw actually mackinaw is not that bad just fit reactor control unit and cp so u have some space for mid slot combinations .

some people will try to use faction/deadspace modules to reduce cpu / powergrid usage to raise ship strenght , evryone would be happy to kill 2.5b fit mackinaw , why not?

=====================================================
new players and you -- mining barge.
when someone dont train eoungh core skills and just go straight for exhumers will have heavy cpu/powergrid issues so yes train your core skills before trying to fly anything bigger than shuttle

to be honest this change is AWESOME SO +1 ! but there is needed tweak to not cause anymore misunderstandings , in this case add +50 cpu and +25 powergrid on mining barges and exhumers or grant them module fitting cpu/powergrid need reduction by atleast 10% for powergrid need and 15% for cpu need of modules, this will give some way for us to fit our mining barges

retriever -both fleet and solo highsec safe zones, island systems sush malpara finid iderion serad zimse hanan dakba shumam etc.

hulk -and covetor - mining ship for fleet and transports to take ore from miners and defense fleet

procurer - mostly lowsec or wormhole mining ship solo or fleet
mackinaw is solo miner in safe zones but fleet is advised both defense and ore taking platform sush orca/deep space transport
Nevyn Auscent
Broke Sauce
#9 - 2016-08-18 21:14:37 UTC  |  Edited by: Nevyn Auscent
baltec1 wrote:
*snip*.

Damnit Baltec. Stop making me agree with you, it's threatening the fabric of the universe :P
I might not agree on every specific of your proposal, but certainly the general principle is exactly what I've been arguing for a couple of years now as part of what is needed. Being attacked as a miner should be fun, and the current system is not fun. More fittings and decent self defence (While still not as good as combat ships due to some bonuses being towards mining, but the base slots can be the same) makes it a more fun experience.
Amarisen Gream
The.Kin.of.Jupiter
#10 - 2016-08-19 00:30:43 UTC
I wonder if it will be possible to have the unit count or m3 count in the overview for miners?

This is something we have been asking for, for a very long time, so instead of another window to look at we can just have an extra tab on our overview and please for the love that all goes boom and for the rust that we trust - make sure that it is fleet wide updated with survey scanners of other players in fleet on grid.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Eidan Kell
Strategic Defense and Deployment Directive
#11 - 2016-08-19 09:47:53 UTC
Quick Feedback on First Impression

1. The new skin looks great, very tempting
2. Too much fire on the barge, particularly in low res mode.
Destiny Dain2
Your Destiny Corporation
#12 - 2016-08-19 17:34:23 UTC  |  Edited by: Destiny Dain2
New Video on the numbers on the mining barges if you are unaware of the change amount


https://www.youtube.com/watch?v=UPtQm2kbEYo
Manathera
State War Academy
Caldari State
#13 - 2016-08-20 04:08:19 UTC
The numbers for those that don't want to watch the video...
Numbers gathered with no implants, Mining barge, Exhumers, Mining, Ice Harvesting, Astrogeology all Level V.
All lasers are 1230 m3 / cycle unless upgrades are used All ships have 3 low slots except the procurer with 2.
1 upgrade = +9% 1341 m3
2 Upgrades +18.86% 1462 m3
3 Upgrades +29.51% 1593 m3

Only cycle times differ.
Procurer/Retriever _ 162 seconds 7.59 m3/sec
Skiff/Mackinaw ____ 145.8 seconds 8.43 m3/sec
Covetor _________ 121.5 seconds 10.12 m3/sec
Hulk ____________ 103.3 seconds 11.9 m3/sec

Ice harvesting times
Procurer/Retriever _ 135 seconds
Skiff/Mackinaw ____ 121.5 seconds
Covetor _________ 101.3 secons
Hulk ____________ 86.1 seconds

Using the Procurer/Retriever as a base for both ore and ice
skiff/Mackinaw +11.1%
Covetor _____ +33.3%
Hulk _______ +56.8%

For survivability, EHP with no modules fitted.
Covetor ___ 6729
Retriever __ 8967
Hulk ______ 9668
Mackinaw _ 12919
Procurer __ 26580
Skiff _____ 37114

Mid slots (tank?)
Retriever/Covetor = 1
Procurer/Mackinaw/Hulk = 4
Skiff = 5

Ore hold
Covetor __ 7000
Hulk ____ 8500
Procurer _ 12000
Skiff ____ 15000
Retriever _ 27500
Mackinaw 35000

As stated earlier.
Covetor/Hulk = Fleet mining unless you like warping back to dock every 5 min. but that kills the yield bonus overall.
Retriever/Mackinaw = Long duration mining but not meant for solo operation unless your someplace relatively safe.
Procurer/Skiff = Tough little bastards but not as efficient at mining.
Amarisen Gream
The.Kin.of.Jupiter
#14 - 2016-08-21 01:35:06 UTC
Manathera wrote:
The numbers for those that don't want to watch the video...
Numbers gathered with no implants, Mining barge, Exhumers, Mining, Ice Harvesting, Astrogeology all Level V.
All lasers are 1230 m3 / cycle unless upgrades are used All ships have 3 low slots except the procurer with 2.
1 upgrade = +9% 1341 m3
2 Upgrades +18.86% 1462 m3
3 Upgrades +29.51% 1593 m3

Only cycle times differ.
Procurer/Retriever _ 162 seconds 7.59 m3/sec
Skiff/Mackinaw ____ 145.8 seconds 8.43 m3/sec
Covetor _________ 121.5 seconds 10.12 m3/sec
Hulk ____________ 103.3 seconds 11.9 m3/sec

Ice harvesting times
Procurer/Retriever _ 135 seconds
Skiff/Mackinaw ____ 121.5 seconds
Covetor _________ 101.3 secons
Hulk ____________ 86.1 seconds

Using the Procurer/Retriever as a base for both ore and ice
skiff/Mackinaw +11.1%
Covetor _____ +33.3%
Hulk _______ +56.8%

For survivability, EHP with no modules fitted.
Covetor ___ 6729
Retriever __ 8967
Hulk ______ 9668
Mackinaw _ 12919
Procurer __ 26580
Skiff _____ 37114

Mid slots (tank?)
Retriever/Covetor = 1
Procurer/Mackinaw/Hulk = 4
Skiff = 5

Ore hold
Covetor __ 7000
Hulk ____ 8500
Procurer _ 12000
Skiff ____ 15000
Retriever _ 27500
Mackinaw 35000

As stated earlier.
Covetor/Hulk = Fleet mining unless you like warping back to dock every 5 min. but that kills the yield bonus overall.
Retriever/Mackinaw = Long duration mining but not meant for solo operation unless your someplace relatively safe.
Procurer/Skiff = Tough little bastards but not as efficient at mining.



I spy can miners. . . /drool

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

RainReaper
RRN Industries
#15 - 2016-08-21 18:11:01 UTC
Just want to point out a small little detail on the new barge models for those that havent noticed yet. We now got visible drone bay openings on the underside of all the mining barges. I personaly like that little detail a lot.
RainReaper
RRN Industries
#16 - 2016-08-21 18:26:42 UTC  |  Edited by: RainReaper
I also checked the skiffs ice mining capabileties.

On TQ with 1 ice harvester, 3 T2 ice harvesting upgrades and a ice harvester accelerator rig and with no orca boost I mine 1 ice every 40.3 secounds.

On SISI with the same upgrades and 2 ice harvesters each harvester instead mines 80.6 secounds, so not really any diffrence exept to the fact that on the last cycle you can only keep 1 of the 2 ice cause the ore hold is 15k m3 and not 16k m3 so I guess in total its a slight decrease in ice collection.

This is with max ice harvesting and mining barge/exhumer skills.
Autism Intensifies
some random local shitlords
#17 - 2016-08-22 16:13:24 UTC
Destiny Dain2
Your Destiny Corporation
#18 - 2016-08-22 19:41:16 UTC  |  Edited by: Destiny Dain2
Video on Exhumer yield and cycle times on Singularity

https://youtu.be/cMwQFtxCFHk
Kalido Raddi
Crown Mineworks
#19 - 2016-08-26 06:24:25 UTC
Look, the Hulk's inability to fit Battleship-scale tank is intentional.

The Hulk is explicitly intended as a fleet mining vessel. With remote boosters, on grid boosts and the rest of the fleet providing drone DPS, tank isn't an issue. Complaining about the Hulk's lack on tank is missing the point. Any attempts to build a tank fit Hulk should be met with mockery, derision and tips on fitting a Skiff.

It's perfectly possible to fit it with a light cruiser tank of about 25k EHP, which is all it needs to survive rats with its fleet around it.

Sure, alone it's just scrap metal waiting to happen - but that's intentional, too. The Hulk's design says "If your Corp is together enough to successfully use this, you get 40% more yield".

That said, I don't actually think CCP have done a very good job of provididing meaningful fitting choices for the Hulk There's roughly one way to fit it, and that's that.



However, it's the Mackinaw that has no role. It can't tank to mine solo, and it's just not as good as the Hulk in a fleet.
baltec1
Bat Country
Pandemic Horde
#20 - 2016-08-27 06:09:19 UTC  |  Edited by: baltec1
Kalido Raddi wrote:
Look, the Hulk's inability to fit Battleship-scale tank is intentional.

The Hulk is explicitly intended as a fleet mining vessel. With remote boosters, on grid boosts and the rest of the fleet providing drone DPS, tank isn't an issue. Complaining about the Hulk's lack on tank is missing the point. Any attempts to build a tank fit Hulk should be met with mockery, derision and tips on fitting a Skiff.

It's perfectly possible to fit it with a light cruiser tank of about 25k EHP, which is all it needs to survive rats with its fleet around it.

Sure, alone it's just scrap metal waiting to happen - but that's intentional, too. The Hulk's design says "If your Corp is together enough to successfully use this, you get 40% more yield".

That said, I don't actually think CCP have done a very good job of provididing meaningful fitting choices for the Hulk There's roughly one way to fit it, and that's that.



However, it's the Mackinaw that has no role. It can't tank to mine solo, and it's just not as good as the Hulk in a fleet.


The whole Tank, Hold, Yield approach doesn't work. This is the third attempt at this and the general response is "still broken". Barges need a completely different approach to make them all useful hence my idea above which actually gives each barge a useful role to play in a fleet while making all of them able to go solo with various qualities. Battleship level tanks on these things is not what I am after and not what these ships need. What they need is to rebuilt them from the ground up to be more like every other ship out there. Have trade offs, do I fir for more ore bay or more yield, do I fit a prop mod more or more tank, active or buffer tank, cap stable or go with cap boosters and so on.
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