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Hulk nerfed by Neglect

Author
Axe Coldon
#1 - 2012-08-07 18:30:04 UTC
Well its a sad day for hulks. Once everyone reships they will be very rare. I suspect the goons will start ganking hulks more then Macks. They are weaker with the less resistance. Though the macks aft mining potential will still make them targets.

But mostly why use a Hulk anymore. With exhumers 5 the Mack has a 35k ore hold. 3 low slots so lots of options. Poor hulk gets nothing except less cargo less tank.

I know I will be selling my 8 hulks once I reship to Macks. I can give up a little less output for a far superior ship.

Nerf by Neglect. Hulk gets nothing. All the rest get lots of goodies!


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mxzf
Shovel Bros
#2 - 2012-08-07 18:33:49 UTC
Hulks aren't getting nerfed at all. They're keeping the same mining stats (or close enough atleast) and even getting a slight defensive buff. Other barges are getting buffed more than the Hulk, yes, but that's because the other barges are being brought from worthless to just below the Hulk. Hulk is still the king of yield, it's just not the king of everything anymore.
Zyella Stormborn
Green Seekers
#3 - 2012-08-07 18:58:25 UTC
mxzf wrote:
Hulks aren't getting nerfed at all. They're keeping the same mining stats (or close enough atleast) and even getting a slight defensive buff. Other barges are getting buffed more than the Hulk, yes, but that's because the other barges are being brought from worthless to just below the Hulk. Hulk is still the king of yield, it's just not the king of everything anymore.


Unless something has changed again, Hulk took a slight tanking nerf. I think it actually will mine more now however (didn't they add in an additional mining bonus?).

Mack I believe is about 17% below hulk on yield, a bit better tank, and king of ore hold.

Skiff is even lower on yield (dont remember the numbers), king of tank, fastest, and 2nd for ore hold.

It's odd that the Hulk is the only one now with 1 advantage (Mack is #1 in ore, #2 in yield. Skiff is #1 in tank, #2 in Ore. Hulk is #1 in yield, .. and thats it), but it seems that is the way they want it.

I try to make it a policy to not get dropped in on at all, but having the hulk even a bit softer I don't really get, or agree with. Was very little room for error before. It won't stop me from using it however. ;)

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Suddenly Forums ForumKings
Doomheim
#4 - 2012-08-07 22:49:41 UTC
Oh boo hoo a fleet ship is no longer the best option for solo work.

I would like all carebears to consider the following
Kaycerra
Center for Advanced Studies
Gallente Federation
#5 - 2012-08-07 23:49:13 UTC
mxzf wrote:
Hulks aren't getting nerfed at all. They're keeping the same mining stats (or close enough atleast) and even getting a slight defensive buff. Other barges are getting buffed more than the Hulk, yes, but that's because the other barges are being brought from worthless to just below the Hulk. Hulk is still the king of yield, it's just not the king of everything anymore.



You neglected to read the fact that the hulk is getting a resist nerf, making its tank worse than it was. The yield difference is also, eh... When you take into account the fact that it can't be cargo expanded anymore, or carry lots of mining charges, it DEFINITELY got nerfed pretty hard.
Pinky Denmark
The Cursed Navy
#6 - 2012-08-08 08:14:23 UTC
Talking about HULK being nerfed?
It will still be the single mining barge capable of mining the most ore...

And here are the changes to defense:
* shieldCapacity: 1519.0 => 2200.0 (almost 700 extra shield before skills)
* armorHP: 1013.0 => 1800.0 (almost 800 extra armor before skills)
* hp: 2531.0 => 2000.0 (about 500 hitpoints less)
* resistbonus changed from 7,5% to 5% pr. level

Obviously I'm too lazy to calculate the possible EHP on this ship, however this ship is designed for max yeld and won't likely be fitting a damage control anyway so trading 625 raw structure for 1.000 armor and additionally getting 875 extra shield with good resists is not a bad deal...

I think the HULK will go from having about 11.5k EHP with a small extender and passive em/thermal hardeners to having around 13-14k EHP. A Tornado have an alpha of 12k and a Thrasher 3,5k likely keeping you safe from solo gankers if you fit properly.

Basically the HULK isn't exactly a fortress, but it's definately a boost and if getting ganked is an issue just use the other barges... They defiantely look more solid and their mining abilities are not that bad tbh. Furthermore they are capable of holding more ore themself...

Pinky
Axe Coldon
#7 - 2012-08-08 17:38:41 UTC  |  Edited by: Axe Coldon
Pinky Denmark wrote:
Talking about HULK being nerfed?
It will still be the single mining barge capable of mining the most ore...

And here are the changes to defense:
* shieldCapacity: 1519.0 => 2200.0 (almost 700 extra shield before skills)
* armorHP: 1013.0 => 1800.0 (almost 800 extra armor before skills)
* hp: 2531.0 => 2000.0 (about 500 hitpoints less)
* resistbonus changed from 7,5% to 5% pr. level

Obviously I'm too lazy to calculate the possible EHP on this ship, however this ship is designed for max yeld and won't likely be fitting a damage control anyway so trading 625 raw structure for 1.000 armor and additionally getting 875 extra shield with good resists is not a bad deal...

I think the HULK will go from having about 11.5k EHP with a small extender and passive em/thermal hardeners to having around 13-14k EHP. A Tornado have an alpha of 12k and a Thrasher 3,5k likely keeping you safe from solo gankers if you fit properly.

Basically the HULK isn't exactly a fortress, but it's definately a boost and if getting ganked is an issue just use the other barges... They defiantely look more solid and their mining abilities are not that bad tbh. Furthermore they are capable of holding more ore themself...

Pinky


well all I know is in the real eve world...a lot of hulk owners are trading theirs in. most for Macks. A few of us who mine in dangerous places, for skiffs. I just love the tanking ability of the skiff for slightly less mining amount. With the hulk not having enough room for crystals I am force to mine hulks with t1 lasers. So am switching to skiffs with t2. I can hold a full set minus 1. Probably leave out scordite as it mines the fastest and little of it in null belts. A skiff with t2 crystals mines almost as much as a hulk with t1 lasers. It comes out to 5 minutes extra mining an hour to make up for it. Yeah I have to hassle with crystals, but only 1. so I also dont have to worry about 1 veldspar breaking before the other.

I know everyone is screaming Macks rule. but they are still easy to gank. Skiffs are going to be more common then you think. Especially after the next hulkageddon and they find out skiffs are hard to gank and cheap to replace. Yes they sell for 150 mil but trust me, they only cost 55mil or so to make. I know..I make and sell them and I can't believe the profits on skiff's atm.

what bothers me about the hulk change is the size of the ship and no cargo. They need to switch ship models. make the hulk look like the skiff, the skiff the mack and the mack the hulk. I mean really, a massive ship and no cargo just because it has 3 lasers. Lets get real (yes I know its a game) we wouldn't need such a massive ship if we can hardly hold anything. In the old days it made sense because hulks also had the largest cargo.

I think its okay to leave it nerfed it they change the ore hold to bigger then the mack. say 40k base, 50k with bonuses. Otherwise it makes no sense the mack has such a massive ore hold and hulk gets a dinky little one because gee, it mines more.

I am a hard core miner. been mining for 4 years no breaks. ask anyone. I never get tired of it. I know mining. I guess that is all self proclaimed and so the trolls will have a field day. I have 8 hulk accounts, all with exhumers 5. Ship wise I dont care I have 8 skiffs 8 macks and 8 hulks. Just sad. My first awesome mining ship is now relegated to mercoxit duty.. It can hold enough crystals for that and spares (mer crystals seem to bust fast).

No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Zyella Stormborn
Green Seekers
#8 - 2012-08-08 18:00:09 UTC
Pinky Denmark wrote:
Talking about HULK being nerfed?
It will still be the single mining barge capable of mining the most ore...

And here are the changes to defense:
* shieldCapacity: 1519.0 => 2200.0 (almost 700 extra shield before skills)
* armorHP: 1013.0 => 1800.0 (almost 800 extra armor before skills)
* hp: 2531.0 => 2000.0 (about 500 hitpoints less)
* resistbonus changed from 7,5% to 5% pr. level

Obviously I'm too lazy to calculate the possible EHP on this ship, however this ship is designed for max yeld and won't likely be fitting a damage control anyway so trading 625 raw structure for 1.000 armor and additionally getting 875 extra shield with good resists is not a bad deal...

I think the HULK will go from having about 11.5k EHP with a small extender and passive em/thermal hardeners to having around 13-14k EHP. A Tornado have an alpha of 12k and a Thrasher 3,5k likely keeping you safe from solo gankers if you fit properly.

Basically the HULK isn't exactly a fortress, but it's definately a boost and if getting ganked is an issue just use the other barges... They defiantely look more solid and their mining abilities are not that bad tbh. Furthermore they are capable of holding more ore themself...

Pinky



Thanks for that Pinky. I flat out missed the shield and armor buffs. I noticed the resist drop, and the hull drop, and was under the impression they simply lowered the ships ehp. I fit mine for tank, with dcu II, and mining mod, so am still very happy with the changes over all if this indeed is the current build going forward.

The mining crystals are still an annoyance, but they are only that, and I will cry quietly in my milk, giving it some flavor. ;)

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Seishi Maru
doMAL S.A.
#9 - 2012-08-08 18:16:17 UTC
Kaycerra wrote:
mxzf wrote:
Hulks aren't getting nerfed at all. They're keeping the same mining stats (or close enough atleast) and even getting a slight defensive buff. Other barges are getting buffed more than the Hulk, yes, but that's because the other barges are being brought from worthless to just below the Hulk. Hulk is still the king of yield, it's just not the king of everything anymore.



You neglected to read the fact that the hulk is getting a resist nerf, making its tank worse than it was. The yield difference is also, eh... When you take into account the fact that it can't be cargo expanded anymore, or carry lots of mining charges, it DEFINITELY got nerfed pretty hard.



Hulk was not made to be used in HIGH sec. Its place is 0.0 belts ! Where it will mine in a large group where it doe snto need a cargo hold neither to be able to hold against suicide gankers because its protected! There the mine yield will make it worht
Zyella Stormborn
Green Seekers
#10 - 2012-08-09 00:47:24 UTC
Seishi Maru wrote:

Hulk was not made to be used in HIGH sec. Its place is 0.0 belts ! Where it will mine in a large group where it doe snto need a cargo hold neither to be able to hold against suicide gankers because its protected! There the mine yield will make it worht



Mind showing me the link to where CCP devs said its not made to be used in high sec?
Hulk was made to have the highest yield, not the 0.0 only mining ship. They did say they set it up with fleet mining in mind. I do not remember anything about them telling us where we should and should not use it.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Frying Doom
#11 - 2012-08-09 02:26:26 UTC
Zyella Stormborn wrote:
Seishi Maru wrote:

Hulk was not made to be used in HIGH sec. Its place is 0.0 belts ! Where it will mine in a large group where it doe snto need a cargo hold neither to be able to hold against suicide gankers because its protected! There the mine yield will make it worht



Mind showing me the link to where CCP devs said its not made to be used in high sec?
Hulk was made to have the highest yield, not the 0.0 only mining ship. They did say they set it up with fleet mining in mind. I do not remember anything about them telling us where we should and should not use it.

The old version of the Hulk said something about the dangers of deep space. The new hulk is now a fleet ship pure and simple.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#12 - 2012-08-10 06:42:16 UTC
The hulk was nerfed in two ways:

Less Cargo Space, ore bay is smaller with cargo and the expansion of rigs isn't an option (as it is with all the barges/exhumer ships)... so there is a nerf.

Less Resistances - 7.5% to 5.% on all exhumer ships - that is a significant tank loss to the hulk, where the Mack can DCU still with 2x MLU/IHU the hulk can only sport one in the lows - so that is a reduction... no way to compensate for that, due to same slot layout.

I don't really seen a real reason for most people to use a hulk anymore, the Mack is actually a better ship for fleets even - here is the logic.

Do the math on this situation:

1x Orca Boosting
2x Macks mining

v.

1x Orca Boosting
2x Hulks mining

now compare the ore holds and yields, then the amount of time to have either the Orca dock and unload, the hulk version OR the Mack to dock and unload.

I am pretty sure based on experiments here so far that the continued Orca on station and boosting (and safe spot boosting during say HAG 6) with Mack in the belts mining to capacity, you will find that they out perform the hulks which must have the Orca (in this case) onsite to dump ore into... and when it fills you lose that boost time in warp, unload and return... now if you have a dedicated hauler you still lose out as you have to split the ISK with a non-mining/yield person in most cases - unless someone is willing to simply be used for a beast of burden...but that's not ethical in my model here.

I think the best way to fleet mine during HAG is going to be Macks or Skiffs - I like the idea of a Mack tanked out over a skiff but then I haven't played with the skiff that much yet... and Safe Spot - Orca booster watching local and all, and then simply run the op that way, each ship can disperse around the belt, they run back and forth making getting any more than one of them a really hard task and Smart bombing them more or less a waste of time trying...

Since you don't have to stay in the blob to toss ore around it frees people to sit out on the edges of the belt aligned and way away from the warp in point... ample time to fire it up and bug out.

WIN for the miners!
Pinky Denmark
The Cursed Navy
#13 - 2012-08-10 13:56:47 UTC
This is why organized mining parties have dedicated haulers or a rorqual for ore compression.
You might be correct that a HULK requires a better organization to be the best choice...
Which is exactly how CCP intended it to be ;-)
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#14 - 2012-08-10 19:27:55 UTC
Pinky Denmark wrote:
This is why organized mining parties have dedicated haulers or a rorqual for ore compression.
You might be correct that a HULK requires a better organization to be the best choice...
Which is exactly how CCP intended it to be ;-)


Perhaps but I am thinking this way...

Every dedicated hauler or warping orca (Roquals don't move...hehe) is a person NOT adding to the ore yield per hour... so it may well be that the mack is better for fleet ops then the hulk now.

This because - it doesn't have to move as much, huge bay... it's booster doesn't need to haul ore, and if said mack is full it can run it's own ore back and not disturb the boosting or mining of the other mining persons...

A hulk needs to dump ore, it's orca may have to warp to haul = stops boosting, or it just boosts and you have a body in a hauler = someone not mining... and prob takes a share of the ISK... so your losing there on total mined ore...

also the hulk has to say close to either a hualer or the orca (for crystals and transfers) the Mack doesn't have this issue, it can run around and not mess with any of that - meaning less complication and more time mining...

I kind of see this now working out to making the Orca a real fleet booster and support ship for high-sec - meaning you can trash the cargo expanders and really focus on max boosting... even from a safe spot or just outside a station or in a POS bubble.

The Macks can then run around in system where ever and mine like mad, the best ore, no haulers needed... and very hard now to gank or take down as they don't have to sit around... I have found I am almost flying like I would in a ratting mission or something to the choice rocks... so it's much less boring and more profitable by far.
Axe Coldon
#15 - 2012-08-10 20:35:24 UTC
Aurelius Valentius wrote:
Pinky Denmark wrote:
This is why organized mining parties have dedicated haulers or a rorqual for ore compression.
You might be correct that a HULK requires a better organization to be the best choice...
Which is exactly how CCP intended it to be ;-)


Perhaps but I am thinking this way...

Every dedicated hauler or warping orca (Roquals don't move...hehe) is a person NOT adding to the ore yield per hour... so it may well be that the mack is better for fleet ops then the hulk now.

This because - it doesn't have to move as much, huge bay... it's booster doesn't need to haul ore, and if said mack is full it can run it's own ore back and not disturb the boosting or mining of the other mining persons...

.


You bring up a good point I have also thought of. For ice I am pretty sure your output per hour would go up using Macks and have the hauler in a Mack and just forgo that. But I haven't crunched the numbers. but it could be the little time to warp to the pos and back and have an extra miner out ways the little extra output of the hulk. ON ore you would fill up even a 35k ore hold (with good skills) that likely still best to have a hauler. Well depends on the number of miners your hauler is supporting. There is a break even point I am sure.

I myself am stopping using the hulk for the convenience of the large ore hold of the mack or even skiff. My skills are such that 8500 is still a single cycle. Even with t1 miners I get 1600 per turret, which is 4800 and so double cycle is 9600. So the difference between 7500 and 8500 doesn't matter. Even on ice its worthless cause you need 3000 6000 9000. So for ice 2 cycles on a hulk. ore only one

I can use a mack and just mine a few extra minutes per hour. Well I really plan to just use skiffs. for ore and use t2 crystals. Macks for ice. Hulks for mercoxit. Course in high sec a mack holds enough t2 crystals. I just think they will be gank bait. They are still pretty weak..though better then the hulk. So i guess now hulks are prime gank bait.

Interestingly hulks yesterday were 250 in jita, macks 300 and skiffs 240. Oh my previous pos on cost to make a skiff was in error as they increased the matts. Yesterdays cost depending on how you invent ends up around 100 to 110mil to make a skiff. That includes the datacores and assumes 35% success rate. though for some reason I have been getting 50%. dont tell CCP in case that is a bug. haha. OH eventually I will do 10 and only 1 success and be back to 35%. but out of the 20 copies to invent gotten 10 successes.

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