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Holy hell, the Tornado is a gankers dream.

First post
Author
Herr Wilkus
Aggressive Salvage Services LLC
#181 - 2011-11-22 13:28:28 UTC
Jaroslav Unwanted wrote:
Sader Rykane wrote:


Umm...

I've had an orca in and out of wormhole space since w-space came out and have never come close to losing it.

Basically, cargo expander will not get our orca killed. Mistakes will.

This is not to say that buffering isn't a bad idea, but a blanket statement of "Don't fit Cargo Expanders" is pretty dumb. There are numerous times where I just need more space and carry both Cargo and Buffer lows for this purpose to alternate when appropriate.

Now the one thing I never do however, is rig my orca. Because I tend to repackage it and move it around with a freighter quite a bit.


Well what you missed is the simple trade-off ... its just mathematically not worth it.. .

Losing nearly 3/4 of tank to gain 1/20 of cargo



Not exactly true.
There is a maint. bay, sure, and an Ore bay, but these are special purpose and shouldn't be factored in. Apples to Oranges, and all that.

Maint bay is big (ZOMG 400K!) but can only hold bulky 'unpacked' ships.
Ore can only hold, well, ore. Hardly worth ganking someone over freaking Scordite.

Including them in the 'total cargospace' sum would be misleading at best, as ONLY the standard bay and the corp hangar can really be considered a true 'cargo bay.'

Standard Orca has 37.5K cargobay + the 40K corp hanger. (Total = 76K) (Can hold 5 Tornados, incl Maintenence bay)
Cargoexpanded Orca gives you about 61K cargobay. (Total = 101K) (Can hold 7 Tornados)
Cargoexpanded Orca + Rigs = 100K+ cargobay. (Total = 140K) (Can hold 9 Tornados)

So using your lows for cargo sacks your tank, but increases cargo by 33%, not the tiny fraction Tippia suggests.
Factor in Rigs and you double your cargo capacity, at the expense of using those rig slots for EHP or other purposes.
I'll leave it up to the reader to decide if it is a wise choice.

Personally, I'd risk it now and then if it saved me an extra trip and I wasn't flying AFK.

Takseen
Federal Defense Union
Gallente Federation
#182 - 2011-11-22 13:39:56 UTC
Destiny Corrupted wrote:

While I don't disagree that barges should have higher tank ceilings (at the expense of mining capacity, of course), I'd like to remind you that the prices of ships and modules are set by the players. The Hulk, in itself, shouldn't be boosted because it costs 200 million ISK. Just because an item is expensive, doesn't mean that it should be boosted.

A Machariel costs about four times as much as a Hulk. Would I be justified in requesting that the Machariel's damage output be boosted to such a point that it can destroy four Hulks at the same time? Using that same logic, and knowing that a Hulk costs about four times as much as a Tornado, I can ask: is it justifiable in requesting that the Hulk be boosted to such a point that it can tank four Tornadoes at the same time?


I'd just like more options, on the basis that more options=more fun. I'm not a miner, but I think it'd be fun for some of them to turn a Hulk into a flying, hard as nails brick and attempt to bait suicide gankers into smashing themselves against its tank in futility. By its description the Hulk is billed as the toughest mining vessel
"They are also far more resilient, better able to handle the dangers of deep space." But it doesn't really live up to that description at the moment, with that roughly 22k EHP ceiling.
Also I'm not an industrialist so I can't be sure, but I suspect most of the Hulk's price is tied to its status as a Tech 2 ship and whatever materials bottleneck that whole line is subject to.

March rabbit
Aliastra
Gallente Federation
#183 - 2011-11-22 13:45:00 UTC
Botleten wrote:
New gank ship + Anom buff = Rivers of hisec tears

well. you can enjoy the fact that dronelands are full of tears too because of "anom buff" Cool

The Mittani: "the inappropriate drunked joke"

Herr Wilkus
Aggressive Salvage Services LLC
#184 - 2011-11-22 14:03:36 UTC
Well, a couple things:

First, just half-assing it on EFT I can get over 31K on a Hulk, while still sporting 3x T2 Strips.
I'm sure I could get a bit more if I made an effort and used implants.

Second, gankers generally don't shoot Hulks blindly. Mackinaws, probably. Hulks, no. Even badly tanked hulks can easily have around 10K EHP. If your Hulk has been popped, it was likely scanned at some point.

Building a 'brick' Hulk will do one of two things:
you will be scanned and ignored and left to mine in a suboptimal manner.
you will be wrecked with overwhelming force.

Passive scanning is very important in damage type selection.
Sure, Phased Plasma generally works fine, but after blowing a miner, I notice that his subsequent Hulks tend to be sporting hardeners of one type or another - which usually just forces me to change damage types.

Usually the progression goes, RF PP > RF EMP > RF Fusion.
The new buff for Quake Ammo adds another tool to the mix, as gives a huge blast of Kinetic damage.
For extra special targets you can use Domination Fusion L, which gives you that little bit of extra oomph at 800K a round. (luckily you only need 6x in a Tempest)

Scrapyard Bob
EVE University
Ivy League
#185 - 2011-11-22 14:44:45 UTC
Herr Wilkus wrote:

So using your lows for cargo sacks your tank, but increases cargo by 33%, not the tiny fraction Tippia suggests.
Factor in Rigs and you double your cargo capacity, at the expense of using those rig slots for EHP or other purposes.
I'll leave it up to the reader to decide if it is a wise choice.


The vast majority of an Orca's tank is hull structure (which is why DC2 and Reinforced Bulkhead fits in the lows rule the roost). Adding shield / armor rigs to the Orca doesn't do much for the EHP when compared to just swapping out the two low slots for tank modules.

Orca - (2) invuln2 (2) LSE2 in the mids = 80k
add DC2 = 140k
add Reinforced Bulkhead = 240k
add shield rigs = 268k-287k
faction fit = 300k

So for the most part, people like to use cargo rigs. Which gives you about a 53k m3 cargo bay (over the 37.5k base), or if you swap out the reinforced bulkhead you can boost that to 68-72k m3 (depending on your ICS skill). That goes up to 92k m3 on the max-cargo fit, but generally you're a fool to fly without the DC2 (which boosts your EHP from 80k to 140k).
Scrapyard Bob
EVE University
Ivy League
#186 - 2011-11-22 14:53:49 UTC
Herr Wilkus wrote:
Well, a couple things:

First, just half-assing it on EFT I can get over 31K on a Hulk, while still sporting 3x T2 Strips.
I'm sure I could get a bit more if I made an effort and used implants.

Second, gankers generally don't shoot Hulks blindly. Mackinaws, probably. Hulks, no. Even badly tanked hulks can easily have around 10K EHP. If your Hulk has been popped, it was likely scanned at some point.


Basic no-tank hulk fit is about 9000-9800 EHP (level V skills).

DC2 w/ shield extender rigs, 2 T2 invulns in the mids and T2 strips gets to about 22k EHP.

DC2, Reinforced Bulkhead, (2) small Azeo shield extenders (2) invuln2 and (2) shield extender rigs = 27.5k

(I am curious about the 31k fit - faction?)
Herr Wilkus
Aggressive Salvage Services LLC
#187 - 2011-11-22 15:04:51 UTC
I think the Bulkhead is your snag.

I went with DCII, PDS II, 2x Invuln II, 2x Small Extenders, Extender Rigs II

Overheat the Invuls, and there is 30K, 32K with T2 Rigs.

Thats with LVL V skills and no implants.

If I played around a bit more I'm sure I could squeeze out more, that was just a quick and dirty first attempt at tanking a Hulk.
Usually I'm figuring out how to crack them, more than the other thing.
Tippia
Sunshine and Lollipops
#188 - 2011-11-22 15:05:00 UTC
Scrapyard Bob wrote:
Basic no-tank hulk fit is about 9000-9800 EHP (level V skills).

DC2 w/ shield extender rigs, 2 T2 invulns in the mids and T2 strips gets to about 22k EHP.

DC2, Reinforced Bulkhead, (2) small Azeo shield extenders (2) invuln2 and (2) shield extender rigs = 27.5k

(I am curious about the 31k fit - faction?)

DC2, PDU2, 2× T2 Invulns, 1× V-M15 (or another T2 with a CPU implant), SSE2, 2× CDFE.

When something nasty warps in, hit “overheat rack” on the midslots.
Louis deGuerre
The Dark Tribe
#189 - 2011-11-22 16:04:06 UTC
Large Projectile V finishes this evening Twisted
Toyota County
We Have All the Fun
#190 - 2011-11-22 16:33:45 UTC
Metal Icarus wrote:
Make the tier 3 bc's only flyable in low and nullsec. No reason for them to be in highsec anyways. Look at stealth bombers, they have bombs illegal in highsec for a reason. If one tornado can destroy 2 hulks before concords shows up, it is too powerfull to be in griefers hands. (Like a .22 cal mini pistol in a 5 year olds hands)

Its a purpose built ship that should only be used by responsible adults in null/low who will actually use it for its intended purpose.

Just like bombs.

That will make everybody happy... well everyone that matters...



I TOTALLY agree. In fact, I think all T3 ships, like caps, should not be allowed into high-sec. That still leaves gankers their hi-sec gank ships, and lets those in low/null have shiny new toys for pew pew there.
Tippia
Sunshine and Lollipops
#191 - 2011-11-22 17:05:38 UTC
Toyota County wrote:
I TOTALLY agree. In fact, I think all T3 ships, like caps, should not be allowed into high-sec. That still leaves gankers their hi-sec gank ships, and lets those in low/null have shiny new toys for pew pew there.

…and exhumers should be limited to low/null as well since they have tanks that are more in line with what they'd face there while still leaving miners with a full line of cheap highsec mining ships, and letting low/null have the shiny toys.
Takseen
Federal Defense Union
Gallente Federation
#192 - 2011-11-22 18:08:32 UTC
Herr Wilkus wrote:
I think the Bulkhead is your snag.
I went with DCII, PDS II, 2x Invuln II, 2x Small Extenders, Extender Rigs II
Overheat the Invuls, and there is 30K, 32K with T2 Rigs.
Thats with LVL V skills and no implants.
If I played around a bit more I'm sure I could squeeze out more, that was just a quick and dirty first attempt at tanking a Hulk.
Usually I'm figuring out how to crack them, more than the other thing.

Well I discounted the T2 shield Rigs as they're 80 million a pop. I'd imagine if a ganker saw those they'd be even more inclined to call some friends and attack for the tears factor alone :P Good point about overheating though, well worth it for miners to train for that cheap extra defence. So 30K, or enough to survive two volleys. Nice!

I get that realistically most smart gankers will scan first. But if a strongish tank was a bit more achievable, conservative miners could
-point and laugh at a hasty overconfident failganker, if one should make an attempt without doing enough research.
-deter solo gankers who can't be arsed rounding up a buddy when there's a bunch of untanked hulks the next system over.
Its the same principle as fitting a strong lock on your bicycle or front door of your house. Sure a determined robber could just brute force it, but he's more likely to rob your neighbour instead :P
DarkXale
The Scope
Gallente Federation
#193 - 2011-11-22 18:11:07 UTC
Tippia wrote:
and exhumers should be limited to low/null as well

Oooh, thats lovely.
Tippia
Sunshine and Lollipops
#194 - 2011-11-22 18:36:06 UTC  |  Edited by: Tippia
DarkXale wrote:
Tippia wrote:
and exhumers should be limited to low/null as well

Oooh, thats lovely.

On a less sarcastic note, there was a discussion a while back about doing pretty much that, but with some additions: slightly buff the mining capabilities of the Barges, and wtfomgzbuff the tank on Exhumers so they could withstand the harshness of low/nullsec space. The thinking was that, right now, Exhumers are balanced for some kind of in-between state that doesn't really exist: it has much higher tank than is really needed for highsec duty and much lower tank than what is needed for low/nullsec, and doesn't offer enough of an upgrade to make it worth the risk in areas where more money can be made.

So recalibrate them for dangerous-space-duty and make them a bonus for those who dare to go into business there, and increase the yield of the remaining highsec mining ships so the miners who won't leave don't get completely screwed (but at the same time, on the other hand, it means a reduced risk due to significantly lower costs and less desirability as targets).

The balancing act of pulling it off would be pretty ugly, but it's an interesting concept imo.
Sader Rykane
Midnight Sentinels
#195 - 2011-11-22 22:06:54 UTC  |  Edited by: Sader Rykane
Jaroslav Unwanted wrote:
Sader Rykane wrote:


Umm...

I've had an orca in and out of wormhole space since w-space came out and have never come close to losing it.

Basically, cargo expander will not get our orca killed. Mistakes will.

This is not to say that buffering isn't a bad idea, but a blanket statement of "Don't fit Cargo Expanders" is pretty dumb. There are numerous times where I just need more space and carry both Cargo and Buffer lows for this purpose to alternate when appropriate.

Now the one thing I never do however, is rig my orca. Because I tend to repackage it and move it around with a freighter quite a bit.


Well what you missed is the simple trade-off ... its just mathematically not worth it.. .

Losing nearly 3/4 of tank to gain 1/20 of cargo



What does math have anything to do with this?

Sometimes you just need more goddamn space.

Maybe I need to carry more fuel, Maybe I need to carry two more capital ship parts, maybe I just wanna grab that last little bit of ore sitting in my bay.


Sometimes.

You.

Just.

Need.

More.

Space.

If you want to make a cost benefit analysis of my Orca, well take into the fact the TENS of BILLIONS its helped us make in w-space and the fact that it hasnt died. This particular ship has made back more than its worth so many times it'd be impossible to count.

Even if I lost it, and 10 more orcas, I'd still be so far into the black it'd be ridiculous. There's your math.
Herr Wilkus
Aggressive Salvage Services LLC
#196 - 2011-11-23 01:23:40 UTC
Sader Rykane wrote:
Jaroslav Unwanted wrote:
Sader Rykane wrote:


Umm...

I've had an orca in and out of wormhole space since w-space came out and have never come close to losing it.

Basically, cargo expander will not get our orca killed. Mistakes will.

This is not to say that buffering isn't a bad idea, but a blanket statement of "Don't fit Cargo Expanders" is pretty dumb. There are numerous times where I just need more space and carry both Cargo and Buffer lows for this purpose to alternate when appropriate.

Now the one thing I never do however, is rig my orca. Because I tend to repackage it and move it around with a freighter quite a bit.


Well what you missed is the simple trade-off ... its just mathematically not worth it.. .

Losing nearly 3/4 of tank to gain 1/20 of cargo



What does math have anything to do with this?

Sometimes you just need more goddamn space.

Maybe I need to carry more fuel, Maybe I need to carry two more capital ship parts, maybe I just wanna grab that last little bit of ore sitting in my bay.


Sometimes.

You.

Just.

Need.

More.

Space.

If you want to make a cost benefit analysis of my Orca, well take into the fact the TENS of BILLIONS its helped us make in w-space and the fact that it hasnt died. This particular ship has made back more than its worth so many times it'd be impossible to count.

Even if I lost it, and 10 more orcas, I'd still be so far into the black it'd be ridiculous. There's your math.


Yeah, that is more or less my point.

EHP is grand, but it doesn't move cargo from point A to point B.

If you aren't concerned about a gank, (ie hauling relatively low-value cargo like Tornados), you might as well minimize the number of trips you have to take and cargoexpand to the max. Profit oriented gankers aren't going to burn up 5-6 Tornados to scoop 3 of them from your burning wreckage. Gankage for lulz is all you would have to worry about.

If you are carrying high-value (ie billions in ISK) cargo, Tippia has it right - keep those EHP counts as high as possible, and keep the really shiny stuff in the corporate hangar.

(Incidentally, they need to fix this too - why the hell are Corporate (and other) hangars unscannable and do not drop loots?)
This needs to be fixed. A cargo scan should show EVERYthing, and all cargobays should have a chance to drop.

AFK Orca Haulers shouldn't have an easy-mode to free ISKies. They need to take a risk like everyone else. Scads of potential EHP is enough. Nerf unrealistic stealth Orca cargobays!!!
Scrapyard Bob
EVE University
Ivy League
#197 - 2011-11-23 01:51:36 UTC
Herr Wilkus wrote:

If you are carrying high-value (ie billions in ISK) cargo, Tippia has it right - keep those EHP counts as high as possible, and keep the really shiny stuff in the corporate hangar.

(Incidentally, they need to fix this too - why the hell are Corporate (and other) hangars unscannable and do not drop loots?)
This needs to be fixed. A cargo scan should show EVERYthing, and all cargobays should have a chance to drop.

AFK Orca Haulers shouldn't have an easy-mode to free ISKies. They need to take a risk like everyone else. Scads of potential EHP is enough. Nerf unrealistic stealth Orca cargobays!!!


It's a long standing issue deep within the codebase - carriers have the same setup with external cargo plus internal corp hangar plus ship bay. (You don't hear complaints about that because carriers aren't allowed in hi-sec.) So until they rewrite the corp UI code sometime in the next few years, I doubt that it will change.
Cearain
Plus 10 NV
#198 - 2011-11-23 02:09:56 UTC
Why are people talking about tanking orcas? Are we going to be able to scan the stuff in the corp/ship hangar? Is the stuff in the corp/hangar going to start dropping?

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Herr Wilkus
Aggressive Salvage Services LLC
#199 - 2011-11-23 02:13:01 UTC
Scrapyard Bob wrote:
Herr Wilkus wrote:

If you are carrying high-value (ie billions in ISK) cargo, Tippia has it right - keep those EHP counts as high as possible, and keep the really shiny stuff in the corporate hangar.

(Incidentally, they need to fix this too - why the hell are Corporate (and other) hangars unscannable and do not drop loots?)
This needs to be fixed. A cargo scan should show EVERYthing, and all cargobays should have a chance to drop.

AFK Orca Haulers shouldn't have an easy-mode to free ISKies. They need to take a risk like everyone else. Scads of potential EHP is enough. Nerf unrealistic stealth Orca cargobays!!!


It's a long standing issue deep within the codebase - carriers have the same setup with external cargo plus internal corp hangar plus ship bay. (You don't hear complaints about that because carriers aren't allowed in hi-sec.) So until they rewrite the corp UI code sometime in the next few years, I doubt that it will change.


True, but for whatever reason it seemed to be a high priority to dig into the code and allow Customs agents to scan Corp hangars for Contraband. And that was a fairly trivial issue.

But making Orcas 'the gank-proof hauler' just isn't an issue? Hauling valuable cargo should not be risk-free. I await the hordes of PVE drones to back me up on this, as they seem to have a big problem with supposedly 'risk free ganking' via insurance.

Risk-free trading profit via hauling is likewise, a problem. Hauler ganking would be far more profitable without all those highly profitable goods secreted away in Orca Corp hangars - invisible to our scanners.
Andski
Science and Trade Institute
Caldari State
#200 - 2011-11-23 02:17:18 UTC
just got back from sams club, bought some pumpkin pie, potatoes (for making ~mashed~ potatoes), some loose leaf earl grey, a nice turkey, and a bunch of other stuff

thanksgivin is going to be awesome

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar