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[Kronos] Mining Barges and Exhumers

First post First post First post
Author
Goldensaver
Maraque Enterprises
Just let it happen
#421 - 2014-04-12 05:49:49 UTC
Kellaen wrote:
Tau Cabalander wrote:
With cycle reduction bonuses instead of yield bonuses, you MUST give capacitor amount increases / recharge time reductions!

The Hulk is already marginal with Arkonor II crystals +50% capacitor need penalty. [Mercoxit II are equivalent.]

The Covetor is hopeless in this regard.

Mining Foreman Link - Harvester Capacitor Efficiency II

Mining Foreman Link - Laser Optimization II

Reduces cycle time, leaves you in the same situation where you cap yourself out running lasers.
Kathtrine
My Dot Corp
#422 - 2014-04-12 05:59:30 UTC  |  Edited by: Kathtrine
Atum wrote:
Guth'Alak wrote:
give exhumers a slot for cov ops cloak so miners feel more encouraged to leave high sec and use of those empty asteroid fields in low and null sec.

CovOps cloak? No. *Maybe* just a general utility high, but cloaky warping barges? Please Roll


Maybe a T3 Skiff? With T3 like modules .... cloaky

Or would then it become a combat drone boat?

I would like to call it a "Sled"

[b]If your griefing about EvE online and still paying for it, your hooked and CCP has done thier job.

Now go blow somebodies ship up and stop whining about whatever your are lacking.[/b]

Rowells
Blackwater USA Inc.
Pandemic Horde
#423 - 2014-04-12 06:22:54 UTC
Tau Cabalander wrote:
With cycle reduction bonuses instead of yield bonuses, you MUST give capacitor amount increases / recharge time reductions!

The Hulk is already marginal with Arkonor II crystals +50% capacitor need penalty. [Mercoxit II are equivalent.]

The Covetor is hopeless in this regard.

Might be easier to just reduce cap need for mining lasers or have cap use reduction bonus for the ships struggling to keep up
Zuminez
Ember Interstellar Inc.
The Curatores Veritatis Auxiliary
#424 - 2014-04-12 06:39:15 UTC  |  Edited by: Zuminez
Quote:

In practice we underestimated the value that players would put in the isk/effort advantage of the Retriever and the Mackinaw, leading to a less diverse mining landscape than we would have liked.


If it is CCP's desire to see a larger variety of different mining ships gobbling up asteroids, then these changes will change nothing. The problem is not with the yield. It is with the managing.


Hulk...
There is just something unsettling about having to drag ore to a jetcan every few minutes. It sounds like such an easy thing to do, but try doing it for 5+ hours every day for a month strait, and at the end, tell me madness did not touch your mind. Even if you don't mine that much, there is still something unsettling about it. *Eye twitches* Any serious miner understands that this is the problem for everyone and the reason we prefer to fly the Mackinaw.


Mackinaw...
You don't have to move ore to a jetcan, you just have to target a new asteroid after you finish one off. It is bearable.



Rather than changing all the ships, you could try something a little less drastic. One possible solution would be to have ore hold overflow automatically dumped into a jetcan next to you. This would at least eliminate ore hold management as a reason why people fly the Mackinaw, and it would not involve any serious changes that might have horrible unforeseen consequences.
Dave Stark
#425 - 2014-04-12 07:19:43 UTC
Tau Cabalander wrote:
With cycle reduction bonuses instead of yield bonuses, you MUST give capacitor amount increases / recharge time reductions!

The Hulk is already marginal with Arkonor II crystals +50% capacitor need penalty. [Mercoxit II are equivalent.]

The Covetor is hopeless in this regard.


with my skills (so not maxed skills), 3 strips and 2 invulns on an hulk still leaves it with 62% capacitor.

that's with the cycle time ganglink, and without the capacitor gang link.

i doubt the hulk will have any issues with capacitor even with reduced cycle times, especially when you consider that you can always just use the capacitor gang link... i mean, it's about time it had a use as it currently doesn't.
Dave Stark
#426 - 2014-04-12 07:21:11 UTC
Goldensaver wrote:
Kellaen wrote:
Tau Cabalander wrote:
With cycle reduction bonuses instead of yield bonuses, you MUST give capacitor amount increases / recharge time reductions!

The Hulk is already marginal with Arkonor II crystals +50% capacitor need penalty. [Mercoxit II are equivalent.]

The Covetor is hopeless in this regard.

Mining Foreman Link - Harvester Capacitor Efficiency II

Mining Foreman Link - Laser Optimization II

Reduces cycle time, leaves you in the same situation where you cap yourself out running lasers.


but you pretty much don't cap yourself out running lasers. if you do, spend 2-3 days training some basic capacitor skills.
Little Dragon Khamez
Guardians of the Underworld
#427 - 2014-04-12 07:55:19 UTC
mkint wrote:
Still a bad change. The entire mineral supply is getting it's double-nerf in the same expansion, and for why? There has not been a good explanation for it. Or any explanation whatsoever.

The old Role Bonuses were a good thing. It made it clear that all the barges started on equal ground for yield, and anything beyond that was all skills. I have EFT, and know how to use it. It's not my problem, but it was a useful statistic for new players. Whereas the old instructions to new players were "all barges start at the same rate and the rest is skills" the new instructions is "screw you, figure it out your own damned selves." No wonder your new player retention sucks so bad, given your attitude towards them.


I think you've misunderstood, ore refining is slightly buffed by the coming changes in the summer, though is affected more by the quality of the station that you are in. If you adapt to the system you might do better and have more fun.

Dumbing down of Eve Online will result in it's destruction...

Little Dragon Khamez
Guardians of the Underworld
#428 - 2014-04-12 07:57:38 UTC
CCP Fozzie wrote:
Hello everyone. Thanks for the great discussion and feedback so far.

We're making some changes based on your feedback, mainly involving some buffs to the Hulk/Covetor line, the Procurer slot change being reversed, and some improvements to associated systems like mining crystal volume and survey scanner range (through gang links).


We're upgrading Strip Miners and Ice Harvester duration bonus to -4% per level of Mining Barge skill for Covetor and Hulk, and -3% per level of Exhumer skill for Hulk.

Swapping the low back to a mid for the Procurer. As many of your correctly pointed out, watering down the Procurer's area of specialty to give it more yield just watered down its distinctiveness and value.

+5 PWG and +10 CPU for the Hulk

20% better agility for the Hulk and Covetor

-110 scan res for the Retriever and Mackinaw, -220 scan res for the Procurer and Skiff. This is being done partly to ensure that the Hulk has a small relative lock time advantage and partly to avoid making the Procurer and Skiff too powerful in combat. The lock time of all barges and exhumers is still obscenely good.

60% reduction in mining crystal volume.

The Mining Laser Field Enhancement gang link now increases Survey Scanner range as well as mining laser range.

The OP has been updated.


thanks for listening, good work devs.

Dumbing down of Eve Online will result in it's destruction...

Jagoff Haverford
Royal Amarr Institute
Amarr Empire
#429 - 2014-04-12 09:46:58 UTC  |  Edited by: Jagoff Haverford
I'm astonished and pleased. For the first time, I feel like CCP listened to what I (and many others) had to say, and actually changed the game to take these views into account. Thanks for listening. The fact that this thread has moved off topic and morphed into a discussion of industrial command ships shows that there is little left to ***** about in terms of barges and exhumers.

There is, however, one crucial change to the original post that must be addressed.

CCP Fozzie wrote:

The image was just confusing people, so I'm removing it.


I'm fairly certain that a dev post without graphs (or at least a table) is a violent and intentional affront to the Eve player base. It borders on abuse. As an Amarrian, it's even a violation of Scripture and our religious beliefs.

I won't consider these changes worthwhile until there is a graph.
Vasama
Nosferatu Security Foundation
#430 - 2014-04-12 13:17:32 UTC
I will bring a slightly different view to this discussion. Minor balance change - again. Why not full and final reform? There are 3 T1 and 3 T2 variants of mining barges The differences should be based on the role of the ship.

1. Number of strip miners. That is actually a pretty big issue . If one multiboxes a less strip miners is usually more comfortable. What ever that number is all barges should be equal on this field. One difference could be that mining barges could take MAX 3 or 4 strip miners and Exhumers 5. Max number depending on the skill level of the ship like in mining frigates. Main point being that the ship is not chosen by the micro management load of the mining.

2. It is a good start to differentiate the ships to 3 main classes, combat, max capacity and Max mining. The differences just should be clearer. I suggest that tanky one’s ore hold would be same size or rather even slightly smaller than the Max mining one. The max capacity one should not have better tank than max yield one.

3. All ships should have big enough cargo holds to carry enough mining crystals or even to reduce the crystal micromanagement and just go with one crystal that needs to be replaced at the time. In that case your ore specific skill level could be one of the modifiers for the yield. That would also give miners a need to max out the ore specific skills. Or just eliminate the mining crystals all together and use the ore specific refining skill as modifier on T2 strips little bit like on T2 weapons there is specialization skill. The difference on mining yield with strip I and II should be slightly bigger, IMHO.

Vasama
Harvey James
The Sengoku Legacy
#431 - 2014-04-12 15:41:45 UTC
Vasama wrote:
I will bring a slightly different view to this discussion. Minor balance change - again. Why not full and final reform? There are 3 T1 and 3 T2 variants of mining barges The differences should be based on the role of the ship.

1. Number of strip miners. That is actually a pretty big issue . If one multiboxes a less strip miners is usually more comfortable. What ever that number is all barges should be equal on this field. One difference could be that mining barges could take MAX 3 or 4 strip miners and Exhumers 5. Max number depending on the skill level of the ship like in mining frigates. Main point being that the ship is not chosen by the micro management load of the mining.

2. It is a good start to differentiate the ships to 3 main classes, combat, max capacity and Max mining. The differences just should be clearer. I suggest that tanky one’s ore hold would be same size or rather even slightly smaller than the Max mining one. The max capacity one should not have better tank than max yield one.

3. All ships should have big enough cargo holds to carry enough mining crystals or even to reduce the crystal micromanagement and just go with one crystal that needs to be replaced at the time. In that case your ore specific skill level could be one of the modifiers for the yield. That would also give miners a need to max out the ore specific skills. Or just eliminate the mining crystals all together and use the ore specific refining skill as modifier on T2 strips little bit like on T2 weapons there is specialization skill. The difference on mining yield with strip I and II should be slightly bigger, IMHO.

Vasama


interesting points i do find the different number of strip miners too be strange... also how about reducing the damage too mining crystals .. they aren't exactly cheap too replace ..with reduced cycle times thrown in you will burn through them so fast

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Silivar Karkun
Doomheim
#432 - 2014-04-12 15:59:35 UTC
huh......got wondering, the mining skills will also change to be cycle based instead of yield or will it remain like that?, also, arent those cycle bonuses too small?, how about a 10% for the other barges/exhumers and a 15% for the covetor/hulk........
Rowells
Blackwater USA Inc.
Pandemic Horde
#433 - 2014-04-12 16:56:56 UTC
Silivar Karkun wrote:
huh......got wondering, the mining skills will also change to be cycle based instead of yield or will it remain like that?, also, arent those cycle bonuses too small?, how about a 10% for the other barges/exhumers and a 15% for the covetor/hulk........

Time cycle bonuses tend to have greater outcome overtime then mining yield bonuses. So to keep things somewhat similar they use a smaller time bonus.
Darkblad
Doomheim
#434 - 2014-04-12 19:36:23 UTC
For those unhappy with the lack of graphs (and tables) in this topic:

Mackinaw (and Skiff) against Hulk Yield over time comparison
Yield per Minute and percentage comparison of the ships.

Ships equipped with Modulated Strip Miner II and T2 Crystals, maximum number of MLU II possible (2 for Hulk, 3 for Skiff/Mackinaw)

NPEISDRIP

Alvatore DiMarco
Capricious Endeavours Ltd
#435 - 2014-04-13 02:11:22 UTC  |  Edited by: Alvatore DiMarco
Still waiting for ice mining lasers so I can ninja-mine Dark Glitter in a cloaky Venture, rather than needing my Procurer that doesn't even have a spare slot to put a cloak in.
Dorian Wylde
Imperial Academy
Amarr Empire
#436 - 2014-04-13 04:40:55 UTC
Sabriz Adoudel wrote:
Atum wrote:

Sabriz Adoudel wrote:
I'm not sure why the Hulk and Covetor need such a powerful defensive bonus. Their entire design is that they are the glass cannons of mining.

I'm guessing the thought ran something along the lines of "Proc/Skiff can super tank, Ret/Mack can tank well enough as well, so we'll give Cov/Hulk the Monty Python defense... RUN AWAY!!! RUN AWAY!!!



Their defence should be in the form of vigilance before hostiles are on grid with you.


That should be the defense for any mining fleet. The defenses on the skiff aren't for players outside of hi sec. You tank a skiff to survive null sec rats. No amount of buffer is going to save you in low or null against players. Giving the hulk an agility bonus makes it easier for them to escape rats, that's all. If reds are getting to you while you're still in the belt, you're still going to die, no matter how fast you align.
Little Dragon Khamez
Guardians of the Underworld
#437 - 2014-04-13 11:10:04 UTC  |  Edited by: Little Dragon Khamez
Eve is supposed to be in constant evolution and the situation between mining barges and the conditions they operate in can be likened to nature's lions vs zebras.

Zebras can escape the lions by being nimble, fast, flighty and have a decent to middling chance of escape as a result more so in groups.

Mining barges are not nimble, or fast and as such have no real chance of escape other than watching d-scan and warping before hostiles get there.

In nature a slow cumbersome beast that is this vulnerable would at the very least have a thick hide to protect itself with and some way of fighting back such as a tusk or a horn etc.

Mining barges for the most part have thin shields and no serious weaponry (the skiff and procurer are exceptions to this). Other barges should follow this model and either by able to move quicker/align faster and get into warp faster (such as the slight buff to align time for the hulk) or have an inbuilt bonus that assists them such as the+2warp core strength on ventures and so on.

bonuses to ewar to aid escape would also be good. Edit or an offensive highslot or two (smartbombs anyone!)

Dumbing down of Eve Online will result in it's destruction...

Nikk Narrel
Moonlit Bonsai
#438 - 2014-04-13 15:41:53 UTC
Dorian Wylde wrote:
Sabriz Adoudel wrote:


Their defence should be in the form of vigilance before hostiles are on grid with you.


That should be the defense for any mining fleet. The defenses on the skiff aren't for players outside of hi sec. You tank a skiff to survive null sec rats. No amount of buffer is going to save you in low or null against players. Giving the hulk an agility bonus makes it easier for them to escape rats, that's all. If reds are getting to you while you're still in the belt, you're still going to die, no matter how fast you align.

The sad truth, is that this is correct.

In my opinion: Unfortunately, because evasion leaves little room for actual competition, it is contrary to playing with others.
You are specifically trying to avoid them, which reduces interaction to near zero, if successful.

If a player CHOOSES this path, then they accept the consequences of losing access to their ISK making efforts as necessary.
Making it so no other effective choice exists, suggests to me that more options are needed in mining.
(Even if this is specific to solo and small groups, I believe a significant amount of play falls into this category)
Atum
Eclipse Industrials
Quantum Forge
#439 - 2014-04-13 16:34:10 UTC
Alvatore DiMarco wrote:
Still waiting for ice mining lasers so I can ninja-mine Dark Glitter in a cloaky Venture, rather than needing my Procurer that doesn't even have a spare slot to put a cloak in.

That sounds kinda fun, though the entire ice system would need revamped given ice cubes come in groups of one, and have a huge volume :(
Rowells
Blackwater USA Inc.
Pandemic Horde
#440 - 2014-04-13 17:07:56 UTC
Dorian Wylde wrote:
That should be the defense for any mining fleet. The defenses on the skiff aren't for players outside of hi sec. You tank a skiff to survive null sec rats. No amount of buffer is going to save you in low or null against players. Giving the hulk an agility bonus makes it easier for them to escape rats, that's all. If reds are getting to you while you're still in the belt, you're still going to die, no matter how fast you align.

this is somewhat untrue. While hulks and macks will melt like butter, a skiff or procurer do have a chance at defence. Ihave seen a few examples of this myself in my own experience. too many skiffs on grid will eat up any gang not in cruisers or bigger, a solo frig can be chased off or destroyed, and with ths new bonus they have even less threat from smaller targets that arent cyno ships.