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[Kronos] Mining Barges and Exhumers

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ChataJohn
#761 - 2014-05-31 05:34:08 UTC
Sigh another disappointment - rather than upgrading the Covetor and Hulk to be competitive all we get is more drizzle - stop telling us miners it is raining sunshine when you are pissing on us - again.

Perhaps we should just stop building stuff or even better - we need to have the right of refusal on our sales - in other words if we don't like YOU or your Corp - we can turn down the sale. How about that as a market enhancement.

But, since I'm only a very casual player these days as opposed to 20+ hrs a week, now I'm on perhaps 1-2 hrs a week - meh it really doesn't matter Industry still sucks.

Speaking of which - what you are proposing to do with improved BPO's is really the SUCK.

Star Citizen here we come.
Shinnan Krydu
Hedion University
Amarr Empire
#762 - 2014-05-31 06:03:29 UTC
I multibox exhumers in nullsec, and I can maybe shed some light on why hulks are not popular anymore in null, as well as highsec. And survivability IS the primary reason.

Back in the day (pre-2012 or so), the Hulk was just barely useable in null without overwatch logi/support with a high skill point, expensive fit that included a deadspace small shield booster, domination resist amps, and resist rigs. It was, however, possible, and it was so much faster at ore mining than anything else that jetcan mining with a Hulk was how it was done.

When tiericide came around in 2012, we got more options but the Hulk sacrificed a lot of durability for it's marginally better production rate. All exhumers received a decrease in resists from 7.5% per level to 5% per level, traded some hull hp for a few more shield hp, and the Hulk received a sig radius increase (which means it takes more damage from missiles, in particular, and to make matters worse, a lot of pirate rats that have missiles as a supplemental weapons system use missiles that are out of their normal damage profile). These changes made the Hulk marginal for unsupported mining of any kind in nullsec systems, and with the introduction of the truesec system, made them particularly unsuitable for low truesec space where the rat spawns are stronger and more numerous. Trading resists for shield HP sounds like a wash, but when you only have room to fit a small shield booster, it's important that you take less overall damage if you expect to stay on grid very long.

Then exhumers received another nerf to resists, when all ships that had resist bonus' had them reduced from 5% to 4%. Not long after that, the ability to run combat fleet links inside of POS shields was removed, thereby preventing Rorqual pilots from using an unbonused shield resist link to help with their exhumer tank. At this point, Hulks became nonviable for unsupported nullsec mining. In addition, CCP snuck in a stealth nerf to jetcan mining by making the spawned ore sites in nullsec into anomalies instead of signatures, meaning that anybody could warp to them instantly instead of having to scan them down. Null mining in general got a lot more dangerous, and jetcan mining became almost foolhardy. That's doubly so now that interceptors are interdiction nullified.

The simple fact of the matter is that even with the new batch of changes, the Hulk is once again getting a sig radius increase, decreasing it's durability again in exchange for a (mostly unrealized due to fitting compromises) yield bonus. I checked my current tanked mackinaw fit on Sisi, and with these changes my cycle time is increased by a whopping 1.2 seconds. I might look at swapping to Skiffs and a hauler for better production over time at the cost of constantly warping a DST back and forth, but if CCP was looking to make the Hulk a possible option for serious nullsec work, this isn't going to do it. It would have to be insanely better than the other options to justify the paper thin tank, and it just isn't. Fit it for less yield and more tank and you have a mackinaw with a smaller ore hold. Why bother?
Vhelnik Cojoin
Pandemic Horde High Sec Division
#763 - 2014-05-31 07:38:28 UTC
Daichi Yamato wrote:
Vhelnik Cojoin wrote:
Daichi Yamato wrote:
but if u do fit for max yield, ... (snip.)

If you don't fit a Hulk for max. yield, including mining drones, then you may as well fly a Skiff or a Mackinaw. Roll


why when u can still get higher yield tanking a hulk than the other two fit for max yield? Even more so once the changes go through.

I think a lot of ppl miss how u can get a substantial tank for a very minor loss in yield.

The tanked Hulk fit you posted previously currently has a yield of 1367 m3 / min., while a max. yield Mackinaw hauls in 1718 m3 / min. with little compromise in tank, it costs less and has a much larger ore bay. The Hulk yield buff coming in Kronos won't change this.

A Hulk needs to be fitted for max. yield, or it is pointless to fly one. Saying differently just demonstrates a lack of experience with the subject matter.

PS: Many gankers has started to fit ECCM in their otherwise mostly empty mid slots, something which makes ECM drones even more ineffective.

Have you Communicated with your fellow capsuleers today? It is good for the EvE-oconomy and o-kay for you.

Lady Areola Fappington
#764 - 2014-05-31 09:21:56 UTC
Trying to "out-tank the gank" is honestly a failing proposition nowadays. No matter how much tank you cram on a single barge, I can n+1 DPS it and take it down.

You can blame CCP for part of this, by making it unprofitable to gank barges. When ganking was a business venture, we'd only go after barges that had a decent ROI per gank. This left a chunk of "not worth it", either due to the target having cheap mods, or too much tank for a single pilot to drop.

CCP's buffing of miners forced gankers to organize. With organization comes higher effective DPS on gank, SRPs, and the dreaded "n+1" issue. Since we don't care about turning a profit anymore, our limiting factor as gankers falls more into ~effort~ at scrounging a fleet than anything else, and that puts you miners in a bad spot.

So, with that, just adding moar tank isn't going to thwart gankers. The more tank you add, the more firepower we'll bring, because our sole motivation is now the killmail, and not the ISK.

The best solution that I can think of would be, to give a barge class mining ship more agility. Maybe even slap it on the ret/maki hulls. This would reward the person who's actually paying attention, and give them a fighting chance to GTFO and avoid the gank entirely (The best tank in the universe being the "don't be where the shooting is" tank). Those who still AFK will run the risk of getting splattered.

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Vhelnik Cojoin
Pandemic Horde High Sec Division
#765 - 2014-05-31 09:57:21 UTC
Lady Areola Fappington wrote:
(...)
So, with that, just adding moar tank isn't going to thwart gankers. The more tank you add, the more firepower we'll bring, because our sole motivation is now the killmail, and not the ISK.

The reason I also focus on the tank on my mining ships is not a vain attempt at making them unkillable. I am just trying to push the statistics, so my ships are even less attractive to attack, compared to those ships with no tanking modules fitted whatsoever. Do you and your friends prefer ganking hero tanked Hulks or brick tanked Skiffs? Blink

Lady Areola Fappington wrote:
The best solution that I can think of would be, to give a barge class mining ship more agility. Maybe even slap it on the ret/maki hulls. This would reward the person who's actually paying attention, and give them a fighting chance to GTFO and avoid the gank entirely (The best tank in the universe being the "don't be where the shooting is" tank). Those who still AFK will run the risk of getting splattered.

The hugely improved agility of the Skiff, compared to the Hulk, is yet another reason why I suspect the Skiff will become the fleet mining vessel of choice once Kronos hits TQ in a few days time.

Have you Communicated with your fellow capsuleers today? It is good for the EvE-oconomy and o-kay for you.

Oxide Ammar
#766 - 2014-05-31 10:37:36 UTC
Since ice mining is the thing these days and according to Fozzie they are making Skiff yield equal to Mackinaw, any ice miner worth his salt will bring a (n) skiff + hauler.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Smugest Sniper
neko island
Deedspace Consortium
#767 - 2014-05-31 11:30:13 UTC  |  Edited by: Smugest Sniper
Let me Post a recap of essentially how Mining works in eve and why it is done in the first place.

To build anything in this game, requires minerals.

The most time efficient and relative Effort means to gather minerals is mining.

However, the act of mining is in short a cycle time game. We wait, and sit in space, in our ship, staring lazers into things.

Let's look at the cost of mining today in EVE.

1 Mining barge: 35mil easy
1-3 Strip Miner's: easily 1-2mil a pop

If you are flying a ship fitted with nothing but mining equipment and sitting in a belt, you stand to make on average, say in High-sec, something around 5million a Can on veldspar according to http://ore.cerlestes.de/#site:ore

Now It takes a T1 barge, about half an hour or so right now with 0 boosts, and mediocre skills to fill a can. So in about, let's say 8 hours of mining, he's recovered his investment, maybe more if he's getting something valuable.

Post Kronos: Can will get filled still in about the same amount of time, be worth a little more, and the cost of your ship and fittings Near Doubled.

Post-Kronos, You are effectively, saying that you want to drive the cost of minerals, and mined products, Into a blazing fireball in the sky. Where you will increase costs of all produced items in the game, by about 60% on a low ball estimate. When we already are seeing Trit at 6isk a pop. When I played last, It was at 4, just up from 3.6ish. But oh, We can now fill our can 10-20% faster.

Basicly, given the nature of these changes, you are defacto shutting down the ability for new industrialists, and High-sec people to live off production for months of training time. You are causing a level of inflation to come where no one can afford to mine. The games economy will crash, as most indy pilots will slowly pack up their ****, and play something else.

I want you to take a look at what's going on, You are stopping your industrial backbone, the entire framework that EVE is built and won upon. To do what?

We are doing the math for you, we post it here, and we tell you these changes only benefit someone wanting to tout a Killmail.
The Tank on a Procurer is Vital and you're ******* with it. Skiff's cost 200mil+, That's never gonna be safe.

A Procurer can not even successfully tank Sansha Null Belts Alone, and you are NERFING the god damn tank? for Drone Damage Low Slots? Unless I can fight rats in the belt alone with this level of bonus I see no benefit.

A final word, Look at a little game called Face of Mankind, it died, because every change made it even easier and easier for gankers and pvpers to kill and **** with the industrial backbones of the entire economic force in the game.

Sandbox or not, giving more guns than butter to your player base means there won't be much butter in the sandbox very very quickly.

Edit: After a perusal of the Ore and refining changes, things become a bit more interesting. In short High-sec= Still ****** place to mine, Null-sec/low=METRIC **** LOADS OF MONEY.

Risk Reward values met better, Ninja mining ABC's a thing to do, and still little accomplished in terms of making it any safer to mine in EVE, though Co-operative efforts will have their efficiency and output increased by 10% or more, In short mine with a gang. Move to Low/null and stop being a carebear in high-sec is the word again.

Here's the breakdown kiddo's.
Ark is down to a 100 unit refine, with prime ark and max skills 20% more output than what it used to be and only requiring 100 units compared to previously.

Same effective treatment for the other ABC's, Let's not forget our freinds Spud, Gneiss, and the other mixed bag ores previously needing 400 or so.

This means, as a Mining operator, you get a bit shafted: Unless, you have a guy to do your refining at maxed skills and things anyway. Effectively, if you want to be a big indy overlord, max your refines and prepare to live in the minmatar station forever.

I think this should be taken into account with the new numbers on M3 per Hour and see how it plays out. New players may get shafted on returns, but if they are willing to go out in the new Cloaky Miner, and steal the good stuff from null in high enough numbers. I think there's a profit here somewhere.

Null should be the holy land of wealth and power, that includes the industrial backbone.

This means, effective next patch, Jita will finally, BURN. Logistic efforts of shipping in product will again Double in cost with freighter changes, making local production more practical again, also making BPO's a bit more easy to manage since you can make copies and research without waiting in a que.

Copy's will now be jumped in Black-ops or carriers, what ever flavor you like for transport, cheap BPO's will be jumped in as well. Modules etc etc.

Overall, Given the full scope of information, I think this puts certain alliances in an even bigger hole or advantage, though my opinions are my own, I wonder at the way this will all play out in the end.

TL;DR: Changes all make sense given Reprocessing changes that give us more money, Nerfed the rat loot reprocessing in high, and make Null the place to do more activities.

Zydrine & Megacyte: Now a Null Export and less obtainable high-side=more money

BPC's and Manufactuering now cheaper and easier in null vs High-sec

Refining: Easier in minmatar stations in null for lower skilled refiners

More incentives for Fleet and Corporation based Mining and Production:Bonuses get you even more now.

T1 miners will be the prime make-up of mining fleets, with Skiff's a running second, and hulks or covies reserved to Totally secure systems with dedicated hauling support.
Mecu Decora
Pator Tech School
Minmatar Republic
#768 - 2014-05-31 12:16:40 UTC  |  Edited by: Mecu Decora
Starting to think the Devs have never used these ships.

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.



Hulk & Covetor
Cool If you want to make these into an OPs ship then do so, it should have a buff to tank and yield with every other hulk in its group.

Simple, The more hulks the better it gets, giving them a hive type link. (Give them an un-targeted link to connect to other hulks)
yogizh
GSF Logistics and Posting Reserves
Goonswarm Federation
#769 - 2014-06-01 09:00:00 UTC
People bad, changes good.

Hulk always was a ship for :strip mining: systems, that means not being afk shopping for booze.
It never had tank able to handle null and serious miners know this. Inferno happened and these upcoming changes are
comforting for people that actually have mining fleets. So no, you can't cherrypick sites in null in hulks. No you can't refine guns
and ruin two professions that supposed to be profitable.

As for the people crying over t1 barges. First step is to get t2 miners or don't mine at all. Procurer roams are fun, but it is hardly
what that ship is supposed to do serious stuff.
Chick Sauce
Doomheim
#770 - 2014-06-01 12:25:17 UTC  |  Edited by: Chick Sauce
Retriever will still be better at 2/3 things than Procurer. Needs to lose a low slot.
Hulk/Coveter will still deactivate in ice field after 2 cycles (less than 2 minutes). Needs 500m3 increase to be worth using in ice belt.
Ice harvesters will still deactivate after the cargo is full. This means you must jettison your cargo before it is full instead of right after it fills up. In the case of the Hulk/Coveter this is another major thorn. For the other barges more of a simple inconvenience. The ice harvesters should stay active when your cargo is full, deactivating after the next cycle if the cargo has not been emptied.

Unfortunately the changes are probably set in stone now. Most of the changes are good but it's unfortunate to see that T1 barges were not balanced properly and that the yield class of barges still only work for ore.
Thonys Visser
The Scope
Gallente Federation
#771 - 2014-06-01 14:30:43 UTC
Hi capsuleers and mining people
great all these changes,but
where are the new ice /ore harvesting ships
where can i order a.. large industrial ice mining ship with :
specs:
8 ice/ore strip mining high slots
150.000 m3 hold
75 m3 drone bay
2800m3 cargo bay
5 mids / 4 lows slots

Thats all i want... a brand new BIG industrial mining vessel
and not all that yada yada stuff
and yes i am a HS miner and nothing more
Erutpar Ambient
The Scope
Gallente Federation
#772 - 2014-06-01 19:29:25 UTC
Vhelnik Cojoin wrote:
Multiboxing does not necessarily equal ISBoxer, or any similar method of simultaneously controlling multiple clients. Some of us simply manually controls a number of clients at once.

As for having multiple ships in a fleet, then the fourth should be an Orca, and the fifth a freighter. Beyond 5 ships just add more mining ships. Technically the yield per time is higher if your fifth ship was a mining vessel in place of the freighter, but it gets *really* tedious having to dock your mining ships at regular intervals.

I did not specify ISBoxer or similar intentionally. I run 3 miners manually. And I am able to run 3 hulks with Crystals too. But i'm not sure if i'd be able to do 4 or more that way. The more ships you get the more tedious simple things, like unloading ore, become. Even with ISBoxer et all you still will have to deal with tedium. And all that tedium will cut into your efficiency at some point. That's why multiboxers are basically pushed into retrievers and mackinaws. Because the tedium of Hulks/Covetors is just so great that it more than counters the benefit to mining yield.

Also having an Orca and Freighter on the field is really going to be limited to High sec only. They're way too much value to leave on grid in null sec. Besides, what's the yield difference between having 4macks and an orca vs 3 hulks an orca and freighter? Is there really that much of a difference in tedium? Your orca could hold the contents of 4 full mackinaws anyways. How often would you have to warp your orca off the field and back if you just hauled with that?
Tyberius Franklin wrote:
It's factual that there is a minimum fleet size at which a number of miners in retrievers is outmined by that same number -1 hulks. Unless you expect highsec to intentionally make mining more active, in which case the N.O. would be out of work, and intentionally reduce their own yields over time I don't see why miners in fleets below that size would chose the covetor/hulk.

But what is the effort required to run that N-1 hulks compared to the retrievers? What is the yield/time efficiency lost for hauling that load? If you have a dedicated hauler on top of that then yes the hulks would be better than the retrievers. If you have to trade the extra retriever pilot into a dedicated hauler for the hulks, how much extra effort are you expending in that case? Is it easier to mine with 7 retrievers (just a guess not sure the actual threshold) and dock them all to unload or mine with 6 Hulks and constantly unload their ore into a can and haul with a 7th pilot? What about about if you add Tech II strips with crystals and have to change them back and forth a lot? Is the increased yield worth all the extra effort?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#773 - 2014-06-02 01:33:48 UTC  |  Edited by: Tyberius Franklin
Erutpar Ambient wrote:
Tyberius Franklin wrote:
It's factual that there is a minimum fleet size at which a number of miners in retrievers is outmined by that same number -1 hulks. Unless you expect highsec to intentionally make mining more active, in which case the N.O. would be out of work, and intentionally reduce their own yields over time I don't see why miners in fleets below that size would chose the covetor/hulk.

But what is the effort required to run that N-1 hulks compared to the retrievers? What is the yield/time efficiency lost for hauling that load? If you have a dedicated hauler on top of that then yes the hulks would be better than the retrievers. If you have to trade the extra retriever pilot into a dedicated hauler for the hulks, how much extra effort are you expending in that case? Is it easier to mine with 7 retrievers (just a guess not sure the actual threshold) and dock them all to unload or mine with 6 Hulks and constantly unload their ore into a can and haul with a 7th pilot? What about about if you add Tech II strips with crystals and have to change them back and forth a lot? Is the increased yield worth all the extra effort?
Crystals are being addressed, but to the bulk of your point, if all this is really an issue you want a retreiver, end of story. The hulk/covetor are designed to trade convenience for yield, if you want convenience you don't want a hulk and quite frankly there is absolutely no issue with that.
Ubiquitous Newt
The F-Bombers
#774 - 2014-06-02 07:43:57 UTC  |  Edited by: Ubiquitous Newt
...Doesn't matter, I gave up on mining back at the first barge tiercide when CCP nerfed the feces out of my laboriously-trained-for Hulk. The risk/reward ratio of mining is, actually, quite terrible. You can fly incursions or L4 missions for hundreds of hours without losing a ship, but every hisec ganker in a Thorax wants a pop at your Hulk? ...For 1/3 the ISK/hr? High risk, low pay, AND it's horribly boring?

No thanks. I've had enough mining, and drones for that matter, for one lifetime. CCP has their favorite play activities they like to reward, and that's all there is to it.
Ozmodan
Pator Tech School
Minmatar Republic
#775 - 2014-06-02 14:22:31 UTC
Gee thanks for making my Mack unplayable since I now have spend 30 days training Exhumers to lvl 5 for it to be playable again.

You guys act like training is not a big deal. I am flat broke and can't even mine now unless I go buy a procurer and fit it.
Shadow RimRunner
Caldari Provisions
Caldari State
#776 - 2014-06-02 16:11:36 UTC  |  Edited by: Shadow RimRunner
Quick easy fix

A) make all Exhumers immune to web.

making it harder for throw away frigs to gank them.

B) Capital mining Barge Skills Mining Barge V Exhumers V capital Ships III Capital Ore Ships I

making it a 4 turret Orca just large ore hold and small 200 m3 cargo for crystals and give it bandwidth to use 5 medium or large drones 2 low slots and 2 medium slots for shielding.
no gang bonus given or received by them.

Don't give them tin foil hulls and also make them immune to webs.

Edit:

make them so they can only fit T2+ strip miners or Make a new Capital strip miner.
Burizmali
Deep Core Mining Inc.
Caldari State
#777 - 2014-06-02 16:39:33 UTC
Maybe this has been covered (I haven't read all the pages of this thread) but is there anything being done to lvl 4 mining missions? The retriever and the mack are the only real options for running a lot of these with out slow boating and jumping around constantly so nerfing them down is going to result in a direct hit to missions that already have a terrible return over time. Perhaps these missions are more rewarding then I was lead to believe and deserve a good nerf?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#778 - 2014-06-02 20:13:10 UTC
Ozmodan wrote:
Gee thanks for making my Mack unplayable since I now have spend 30 days training Exhumers to lvl 5 for it to be playable again.

You guys act like training is not a big deal. I am flat broke and can't even mine now unless I go buy a procurer and fit it.

So 4% resist is the difference between fine and unplayable? It can't be yield or bay since both of those would be going down in switching to a procurer. Though, if you really wanted tank and were concerned about costs why weren't you flying a procurer to begin with?
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#779 - 2014-06-03 00:03:16 UTC  |  Edited by: Aalysia Valkeiper
Hey guys, don't worry.

High-sec mining is done by noobs and care-bears, remember?

These are the people PvPers love to gank, so CCP wants to make it easier for them.

It doesn't matter to CCP that the noobs won't be converting their trial accounts to subscriptions or the care-bears won't be re-newing theirs. CCP makes enough money off the Gankers. The Gankers would cry like spoiled brats if they don't have easy targets (who can't fight back) to pad their killmails with.

I am a player who will ONLY leave High Sec Mining when I leave EvE online.

CCP will NOT convince me to EVER mine in Low Sec or Null Sec until I can operate a ship that can SHOOT BACK when a ganker approaches.

I'm not talking about a warship hull, either. I'm talking about a hull the ganker sees as a juicy, fat miner, but turns out to be hellfire and death to the ganker.

It won't matter if I can actually MINE with that ship as long as that coward ganker finds out miners are no longer guarenteed killmails.
Rowells
Blackwater USA Inc.
Pandemic Horde
#780 - 2014-06-03 00:23:42 UTC
Aalysia Valkeiper wrote:
Hey guys, don't worry.

High-sec mining is done by noobs and care-bears, remember?

These are the people PvPers love to gank, so CCP wants to make it easier for them.

It doesn't matter to CCP that the noobs won't be converting their trial accounts to subscriptions. CCP makes enough money off the Gankers. PvPers who cry if they don't have easy targets (who can't fight back) to pad their killmails with.

I am a player who will ONLY leave High Sec Mining when I leave EvE online.

CCP will NOT convince me to EVER mine in Low Sec or Null Sec until I can operate a ship that can SHOOT BACK when a ganker approaches.

I'm not talking about a warship hull, either. I'm talking about a hull the ganker sees as a juicy, fat miner, but turns out to be hellfire and death to the ganker.

It won't matter if I can actually MINE with that ship as long as that coward ganker finds out miners are no longer guarenteed killmails.

*points at buffed skiff/procurer