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NPC Venture overgunned for mining? why CCP?

Author
Mobius Snowpaw Infinity
Red Dog Mine
#1 - 2016-12-07 04:03:46 UTC  |  Edited by: Mobius Snowpaw Infinity
so i see the NPC ventures have 4 or 5 high slots for mining lazers?

http://oi67.tinypic.com/29yksd1.jpg

will this fitting ever be available to us?
Memphis Baas
#2 - 2016-12-07 04:13:18 UTC  |  Edited by: Memphis Baas
Uh, sure.

Limit the ship to one asteroid belt, though. Can't ever leave it.

Like the NPCs.

EDIT: Use eve-files.com to host game-related pictures, by the way. Courtesy of Chribba, no banner ads no virus crap.
DeMichael Crimson
Republic University
Minmatar Republic
#3 - 2016-12-07 04:42:44 UTC
Maybe in the future CCP will decide to add a Venture Fleet Issue ship with 4 high slots. Course only 3 of those high slots will actually be able to fit up Mining Lazors for Ore, Gas and or Ice. The 4th high slot will be a utility slot mainly used for a Cloak module.

As for the NPC's, they have weak defensive / offensive stats which makes it easy for us players to destroy. Plus they usually have some Ore loot in their cargohold which is probably due to them having 4 high slots. As a player I'd rather they be like that, makes it easy for us to get loot.



DMC
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#4 - 2016-12-07 04:57:51 UTC
dude, be a bro next time and use imgur. :)

Just Add Water

Nevyn Auscent
Broke Sauce
#5 - 2016-12-07 05:03:03 UTC
I see only 2 mining beams there. Sure there are turret models, but do they work.
Captain Dingles
Perkone
Caldari State
#6 - 2016-12-07 05:04:19 UTC  |  Edited by: Captain Dingles
I am reminded of how cool the venture looks. We had a good month, my venture and I.
Someday imma have to look into ninja huffin'.
Andreve en Distel
Aliastra
Gallente Federation
#7 - 2016-12-07 05:17:57 UTC
Fun fact, if you actually LOOK at the models for ships, you'll notice that they ALL have more turrets/hardpoints than the actual fitting. Like Nevyn Auscent pointed out, only 2 beams coming off that Venture. So unless there's evidence of more than 2 actual beams coming from the ship, this is nothing out of the ordinary for existing ships.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#8 - 2016-12-07 05:24:19 UTC
Andreve en Distel wrote:
Fun fact, if you actually LOOK at the models for ships, you'll notice that they ALL have more turrets/hardpoints than the actual fitting. Like Nevyn Auscent pointed out, only 2 beams coming off that Venture. So unless there's evidence of more than 2 actual beams coming from the ship, this is nothing out of the ordinary for existing ships.

This has always been the case for "reasons" in the past.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Yourmoney Mywallet
Doomheim
#9 - 2016-12-07 05:25:10 UTC
turrets and launchers always come in pairs.
Lugh Crow-Slave
#10 - 2016-12-07 06:06:46 UTC
lol miners for the first time noticing that rats do not fight like player ships
Joelleaveek
Center for Advanced Studies
Gallente Federation
#11 - 2016-12-07 06:36:24 UTC
I agree that NPCs apply an undue expectation of what sort of fits should be possible on a given ship. It would be nice if NPC ships were fit in a way allowed by the hull presented. Then it would be possible to create strategies against a hull weather it were flown by a player or an NPC.
Toobo
Project Fruit House
#12 - 2016-12-07 08:59:24 UTC
Joelleaveek wrote:
I agree that NPCs apply an undue expectation of what sort of fits should be possible on a given ship. It would be nice if NPC ships were fit in a way allowed by the hull presented. Then it would be possible to create strategies against a hull weather it were flown by a player or an NPC.


This kinda has always been the case. I haven't done missions for a while but for example mission rats would carry some ridiculous stuff that didn't make sense why they would have that on their ship. If you 'rebuilt' a mission rat based on their loots, you'd probably get a ridiculous fit, crazy NPCs heh.

Cheers Love! The cavalry's here!

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#13 - 2016-12-07 09:56:55 UTC
Torpedo Machariels, like from what shipyard they came? Sansha Claws gave it to those angels for extraordinary bad behavior?
Jennifer Starblaze
Fury Transport
#14 - 2016-12-07 13:49:19 UTC
Toobo wrote:
Joelleaveek wrote:
I agree that NPCs apply an undue expectation of what sort of fits should be possible on a given ship. It would be nice if NPC ships were fit in a way allowed by the hull presented. Then it would be possible to create strategies against a hull weather it were flown by a player or an NPC.


This kinda has always been the case. I haven't done missions for a while but for example mission rats would carry some ridiculous stuff that didn't make sense why they would have that on their ship. If you 'rebuilt' a mission rat based on their loots, you'd probably get a ridiculous fit, crazy NPCs heh.


To be honest, over the years I have seen a huge amount of fittings from players that were not better as well ;). Just this week I saw a Dominix with medium hull repairer, shield booster, armor repairer, no damage mods, overdrives, a small afterburner and so on. It´s like the guy looked at his hangar and rolled a dice, counted up to the result, fitted the module and repeated the process until all slots were filled.

Granted that one was really new to the game, but it still amazes me that people train up for something like a battleship, but completly lack the basic know how in regards to fitting ships.
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#15 - 2016-12-07 14:04:02 UTC  |  Edited by: Nana Skalski
I remember you could edit XMLs and make up some unheard of, galaxy destroyer level stuff. Of course it would not be available to any usual player in the game, but they could see the fit in chat window. I remember trolling people with stuff like CONCORD battleships, mods not usable outside CCP staff.

Will have to see if it still works.
Lasisha Mishi
A Blessed Bean
Pandemic Horde
#16 - 2016-12-07 18:39:39 UTC
Memphis Baas wrote:


EDIT: Use eve-files.com to host game-related pictures, by the way. Courtesy of Chribba, no banner ads no virus crap.

yeah...and no company restriction on the website due to "porn" hosted on tinypic.....(learn something new every day)
Joelleaveek
Center for Advanced Studies
Gallente Federation
#17 - 2016-12-07 21:00:57 UTC
Toobo wrote:
Joelleaveek wrote:
I agree that NPCs apply an undue expectation of what sort of fits should be possible on a given ship. It would be nice if NPC ships were fit in a way allowed by the hull presented. Then it would be possible to create strategies against a hull weather it were flown by a player or an NPC.


This kinda has always been the case. I haven't done missions for a while but for example mission rats would carry some ridiculous stuff that didn't make sense why they would have that on their ship. If you 'rebuilt' a mission rat based on their loots, you'd probably get a ridiculous fit, crazy NPCs heh.


Oh this absolutely. Before launchers had models you would see rats with 8 guns that still fired missiles at you (may still be the case) and now that launchers do have models you see rats that only have a single launcher fit and nothing else. To be fair it's irrelevant what they actually have fit as they are just balanced to have X amount of HP and deal X amount of damage.
Mara Rinn
Cosmic Goo Convertor
#18 - 2016-12-07 21:16:40 UTC
Yourmoney Mywallet wrote:
turrets and launchers always come in pairs.


Except when they don't :D

On some models the hard points come in triplets, such as on the Gila and I think on the Rifter. Thankfully even though CCP's art department has a fascination with symmetrical ships, they aren't yet limiting themselves to rectangular cross-section (and at least when they do, as with the Rokh and Naga, it looks pretty darn good).

Matthias Ancaladron
Imperial Shipment
Amarr Empire
#19 - 2016-12-07 22:16:35 UTC
Nevyn Auscent wrote:
I see only 2 mining beams there. Sure there are turret models, but do they work.

They do.1 turret hard point is above and below the bridge. Thats the first skinny beam youre seeing. The thicker beam is the other 3 turrets on the left of the ship. They have synced lasers, unlike us because we cant group them.
Cade Windstalker
#20 - 2016-12-07 22:24:19 UTC
NPCs always violate Capsuleer fitting requirements.

I think in lore it has something to do with hard limitations on the capsuleer tech. There are some NPC battleships with like 11 high slots, for example, but Capsuleer ships can only manage up to 8.

The downside is they perform at manual-gunnery/control levels, so no where near what Capsuleer manned ships are capable of, so even those 11 guns aren't nearly as effective as 7 or 8 on a ship with a Capsuleer to optimize and control everything.
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