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New dev blog: Ship Balancing: Mining Barges

First post
Author
Turay
Veteranen GmbH
#321 - 2012-08-07 19:46:31 UTC
I read a lot of cargo hold and hitpoints but what is with some basic stuff like targeting range? I can live with the fact that a miner has a range of 15km. But please increase targeting range siginificantly I want to use my good drone skills in an exhumer. The current targeting range of 24km sucks !!!!!!! It's all about defense and did not affect the mining changes.
Smarcus Smokus
Donkey Punch Pioneers
Sticky Green Acres
#322 - 2012-08-07 20:08:43 UTC
Tainted Greek wrote:

.....

EVE is a Sandbox… leave it alone… don’t change it to suit whining newbs at the expense of common sense.


......



The... irony.....brain....can't.....take.....it.....
Ruareve
Caldari Provisions
Caldari State
#323 - 2012-08-07 20:49:47 UTC  |  Edited by: Ruareve
MinorFreak wrote:
and uhm...i really shouldn't bother posting actual facts in this morass of shiite...but, it's about mining and i love mining. always have. what? pay $15 a month to pretend to be an astronaut? heck yah. I've always wanted to be a 'belter' (allusion to Cherryh)

so...hulks nerfed/changed/worse/blah? eff that. they've stayed the same. oh stop whining, FFS.
old
new



Crazy thought, but if the Hulk mining cycle yield is based on maxed out fittings, boosts and whatnot, wouldn't fitting for a tank drop the yield below the level of other ships that have a built in tank?

Seems like the Hulk is not meant to be used in high sec anymore since the other ships have more advantages.

Ship Total Hit Points EHP
Hulk 6000 8713
Covetor 4500 5771
Mackinaw 8000 11625
Retriever 6000 7691
Skiff 19625 29091
Procurer 18000 23252

Those are the numbers from the dev blog. What I would like to see instead.

Hulk- 12000 EHP
Covetor- 10000 EHP
Mackinaw- 15000 EHP
Retriever- 11000 EHP
Skiff- 32000 EHP
Procurer- 27000 EHP

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Trin Xi
#324 - 2012-08-07 20:53:24 UTC
Turay wrote:
I read a lot of cargo hold and hitpoints but what is with some basic stuff like targeting range? I can live with the fact that a miner has a range of 15km. But please increase targeting range siginificantly I want to use my good drone skills in an exhumer. The current targeting range of 24km sucks !!!!!!! It's all about defense and did not affect the mining changes.

That's what fleet boosters are for.

Post with someone else's main™.

MinorFreak
Aegis Contractors
Domain Research and Mining Inst.
#325 - 2012-08-07 21:12:52 UTC
Ruareve wrote:
MinorFreak wrote:
and uhm...i really shouldn't bother posting actual facts in this morass of shiite...but, it's about mining and i love mining. always have. what? pay $15 a month to pretend to be an astronaut? heck yah. I've always wanted to be a 'belter' (allusion to Cherryh)

so...hulks nerfed/changed/worse/blah? eff that. they've stayed the same. oh stop whining, FFS.
old
new



Crazy thought, but if the Hulk mining cycle yield is based on maxed out fittings, boosts and whatnot, wouldn't fitting for a tank drop the yield below the level of other ships that have a built in tank?

Seems like the Hulk is not meant to be used in high sec anymore since the other ships have more advantages.

Ship Total Hit Points EHP
Hulk 6000 8713
Covetor 4500 5771
Mackinaw 8000 11625
Retriever 6000 7691
Skiff 19625 29091
Procurer 18000 23252

Those are the numbers from the dev blog. What I would like to see instead.

Hulk- 12000 EHP
Covetor- 10000 EHP
Mackinaw- 15000 EHP
Retriever- 11000 EHP
Skiff- 32000 EHP
Procurer- 27000 EHP
wow. totally missed my point. look, i was replying to the constant "OMG YOU NERFED HULK TANK" whines. never said i'd fly the damn thing tanked after the patch. I merely posted the same setup, on both servers, so folks would shut up about how little the EHP of the hulk actually changed.
Yeep
The Scope
Gallente Federation
#326 - 2012-08-07 21:15:15 UTC
Ruareve wrote:

Those are the numbers from the dev blog. What I would like to see instead.

Hulk- 12000 EHP
Covetor- 10000 EHP
Mackinaw- 15000 EHP
Retriever- 11000 EHP
Skiff- 32000 EHP
Procurer- 27000 EHP


Also I would like a pony and a supermodel girlfriend and a ferrari and a whole bucket of ice cream and a train set and another pony and to never have to go to school ever again because all my teachers are mean I hate them so much.
Lilly Tiger
Megalith Heavy Industries
#327 - 2012-08-07 21:19:51 UTC  |  Edited by: Lilly Tiger
From the Devblog
CCP wrote:

Here is the end results of the changes to mining bonuses. For each type of ore/ice this is assuming perfect skills, fittings, implants and fleet bonuses (mining drones not included). I'll leave it to you to figure out exactly what those are.

Ship Veldspar/hour Mercoxit/hour Ice/hour
Hulk 1,739,139 2,749 73
Covetor 1,578,043 2,492 69
Mackinaw 1,505,059 2,377 68
Retriever 1,433,390 2,264 64
Skiff 1,380,788 2,185 61
Procurer 1,315,038 2,078 58



Doesn't this mean the ice mining max yield has gone DOWN?

Current max is something like 76 per hour with implants (both for miner and booster), and maxed everything where a mack is in fleet with an orca.

After inferno 1.2, the max would be 73 with a hulk? or doesnt the below figures really mean ALL skills and bonuses perfect?
Damien Anders
EVE University
Ivy League
#328 - 2012-08-07 21:24:06 UTC
Seriously,
no tracking speed of the weapon but showing the dps?

Hit change is defined by range/distance/optimal/falloff and tracking so why is the angular tracking speed missing in the module mouse enhancement.

With optimal range and fall off as well tracking speed the good pilot searches his best orbit distance and speed to get the best dps. Without the angular tracking speed any dps information is misleading !

Please let us customize the information we want to see in the module mouse enhancement or add angular tracking speed!
Sizeof Void
Ninja Suicide Squadron
#329 - 2012-08-07 22:07:47 UTC
Seems like CCP really wants miners to be part of the PVP experience. Maybe just as targets, but let's give the devs the benefit of the doubt for a minute.

So, where are the turret and launcher hardpoints? Add a few guns and launchers, so that mining barges and exhumers can shoot back. (Drones are nice, but everyone knows guns and missiles are better). Give the barges/exhumbers a bonus to target locking - ie. zero seconds - so they can lock a ganker faster than a ganker can lock them... just to be fair.

Or, how about adding the special ability to the Hulk to use a doomsday weapon? That would be cool and the ultimate in making miners the new princes of PVP.... lol. Ofc, you'd need to kick the Hulk skill req to Exhumers 5....

Or, perhaps a new module - the Corbomite device. This device would take any incoming damage and instantly reflect it back on a ganker, multiplied ten-fold. Ha, ha, ha.... :)
Gevlin
Pator Tech School
Minmatar Republic
#330 - 2012-08-07 22:16:38 UTC
I just love these changes. I now have a choice, not simply get hulk I am done.


I now even have a reason to use a procurer I have the odd issue but in my opinion it is 5 steps forward and 1 step back

The gankers are complaining about no being able to gank the procurer and the minmax charbears complain about the need for support.

So since both side are unhappy this is a balanced solution , I guess .

Can't wait till tomorrow

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Tainted Greek
House Of Hades
#331 - 2012-08-07 22:20:23 UTC
Yeep wrote:
Ruareve wrote:

Those are the numbers from the dev blog. What I would like to see instead.

Hulk- 12000 EHP
Covetor- 10000 EHP
Mackinaw- 15000 EHP
Retriever- 11000 EHP
Skiff- 32000 EHP
Procurer- 27000 EHP


Also I would like a pony and a supermodel girlfriend and a ferrari and a whole bucket of ice cream and a train set and another pony and to never have to go to school ever again because all my teachers are mean I hate them so much.



Yeep you trolling again? I'd still like to hear your motivation for your views on all this as well as your Alliances...

Good luck with the supermodel girlfriend and all that... actually ... have you tried The Sims™? I think they'll have everything your looking for.
Yeep
The Scope
Gallente Federation
#332 - 2012-08-07 22:40:36 UTC
Sizeof Void wrote:

So, where are the turret and launcher hardpoints? Add a few guns and launchers, so that mining barges and exhumers can shoot back. (Drones are nice, but everyone knows guns and missiles are better). Give the barges/exhumbers a bonus to target locking - ie. zero seconds - so they can lock a ganker faster than a ganker can lock them... just to be fair.


Theres already a mining ship with turret hardpoints. Its called a battleship. Its way harder to suicide gank too.

Sizeof Void
Ninja Suicide Squadron
#333 - 2012-08-07 23:00:41 UTC
Yeep wrote:
Theres already a mining ship with turret hardpoints. Its called a battleship. Its way harder to suicide gank too.

Nah, you are looking at it the wrong way. That's using a PVP ship to do other things. Chribba has already done that sort of thing to the nines with his Veldnaught.

CCP apparently wants non-PVP ships to be part of the PVP experience, so I think they need guns/launchers, too, not just tank.

Next, I'd really like to see combat freighters, armed with tons of weapons - and not the silly pinatas we have now. Unarmed haulers just make no sense, when you are supposed to be living in a "harsh and unforgiving universe".

Every ship in Eve should be able to go pew-pew.... :)
CowRocket Void
Of Tears and ISK
ISK.Net
#334 - 2012-08-08 01:51:05 UTC
Wow, I ran out of cheese with all this whine. I mine, I mine a lot. The changes are good. I sold my hulk fleet 2 weeks ago and bought skiffs, made over half a bil profit. My mining output will not really change.Big smile

Also, pvp'n in a skiff is fun against assault frigs, they don't expect it Pirate

bleeding shadow darkness > did i just saw a red procurer? :P

Mericon
Nora Tech
#335 - 2012-08-08 02:32:54 UTC
The hulk was king of all mining vessels I have been mining in my hulk for 2 years this is an insult to all that have traind to fly a hulk. if thay inplement this i will probly leve the game. I feal robed all the skillpoints invested to being a maxed miner and my alt a maxed orca pilot and roqual pilot.
rodyas
Tie Fighters Inc
#336 - 2012-08-08 03:21:20 UTC
Well good thing you have that rorqual alt, You will need it to bring crystals to your hulk pilot.

Signature removed for inappropriate language - CCP Eterne

Ruareve
Caldari Provisions
Caldari State
#337 - 2012-08-08 04:03:22 UTC
Yeep wrote:
Ruareve wrote:

Those are the numbers from the dev blog. What I would like to see instead.

Hulk- 12000 EHP
Covetor- 10000 EHP
Mackinaw- 15000 EHP
Retriever- 11000 EHP
Skiff- 32000 EHP
Procurer- 27000 EHP


Also I would like a pony and a supermodel girlfriend and a ferrari and a whole bucket of ice cream and a train set and another pony and to never have to go to school ever again because all my teachers are mean I hate them so much.



Sounds like someone is afraid they might have to actually work for a gank and spend some money.


The numbers I've listed don't make mining ships invincible or overpowered. It simply gives miners the chance to actually fit mining modules and still have enough defense to let friends stop a gank.

With the numbers on Sisi the Hulk will still be a gank magnet and I doubt there will be many of them flown in high sec. It makes no sense to fly such a fragile ship even if you do have a fleet. Hulks will be great for places where the rule is shoot first, shoot second, and loot third but that's about it.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Sigras
Conglomo
#338 - 2012-08-08 06:49:19 UTC
Tainted Greek wrote:
WTF! Seriously what is the reason for this stupidity?

I have no problem with some skill changes that can lead to specializing in different mining ships.

But to NERF the Hulk?

The Covetor has no tank to speak of nor can you put any decent tank on it. The Covetor should be getting a big jump in resistances!
The Hulk should remain at the top of it’s class.

EVE should be and should remain a sand box!

I don’t need some developer DICTATING to me how I should play, because some body thinks that the Hulk is a GROUP mining operation vessel! Thanks for shoving your views down my throat!

There is a reason, a very real reason that most people start off in smaller craft! Its true in just about every profession.

Somebody decided that we can just turn everything you know upside down AND make it utterly unbelievable! The Proc’/Skiff becomes the Tardis! And will blow the biggest EXHUMER away with EHP and Cargo capacity???? Changing gameplay and the need for haulers…

It took me a long time to EARN my first HULK, it should be the craft that can do everything well… at about 280 Million ISK to replace… it should be resistant to ganking and griefing. I’ve used mine solo more than I ever have with a group.

EVE is a Sandbox… leave it alone… don’t change it to suit whining newbs at the expense of common sense.

New Mining Frigate sounds cool, specialized skill path for barges or exhumers sounds fine.
Your so called REBALANCING is fundamentally flawed!


first of all, a sandbox game essencially means that the developers give you the tools to use, and you use those tools however you want within the constraints of the game. CCP making changes to mining barges is not changing this base gameplay experience.

A sandbox game does not mean that you get to do whatever you want because of course, thats impossible to do in a multi-player game IE I want to kill you, and you want to not die, what happens?

CCP is simply changing the tools you can use to make your sandcastle, and in fact theyre effectively adding more tools because before the hulk was the obvious choice, so much so that the skiff may as well not even have existed, and the mackinaw wasnt really all that far behind. CCP basically gave you two additional tools to take another look at and use rather than the one obvious choice.
Sigras
Conglomo
#339 - 2012-08-08 07:04:01 UTC
Even you must admit that at a base level, CCP does define the roles of all ships; now players can take ships OUT of their role, but all ships have something that you can look at the ship and say "this is what this ship is for"

IE The Hulk is a mining ship . . . CCP decided that, players didnt, but creative players came up with the battle hulk and surprised people with hulks that can fight, but that is taking the ship out of the job it was clearly built to do.

What I dont want, and im sure you dont either is a ship that can ONLY do its pre defined role. IE if a hulk couldnt fit combat drones for whatever reason, or it's bonuses only worked if you were in a fleet that would be an unnecessary restriction.

That being said, I challenge anyone who says that CCP shouldnt tell us what ships are "supposed to do" to describe for me a ship that is a clean slate that doesnt have any bias about what it's "supposed to do" . . .

What would that look like?
it wouldnt have slots because having low slots might indicate its an armor tanker
it wouldnt have bonuses because that defines what it's supposed to do.
it wouldnt have weapons because that might indicate its a combat ship
it wouldnt have a cargo hold because that might indicate that its a transport ship

I have no problem with the more defined "ship lines" as long as they dont make it so those ships can ONLY do those things. Also, I love how everyone seemed to be ok with CCP telling them "the mackinaw is for ice mining" but everyone runs around with their arms flailing when CCP tells them "the hulk is a fleet mining ship"
Briani
The Dotted Line
#340 - 2012-08-08 07:28:16 UTC
I welcome the tier 1 and 2 barge changes but feel the Hulk, being king of the miners, needs a bit little of loving.

What i'd propose is a mechanism where if the Hulk is aggressed it turns very green, and as we all know when a hulk turns green it gets a somewhat angry.

An angry hulk would then be able to use it's strip miners as offensive weapons and launch uberdeath upon the aggressors while at the same time providing a welcome boost to sheilds for a period of time.

Also the cargo bay does need to be quite a bit bigger.