These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

ORE mining battleship - more fitting versatility, less mining output!

First post
Author
Zimmer Jones
Aliastra
Gallente Federation
#21 - 2015-01-18 20:36:40 UTC  |  Edited by: Zimmer Jones
Best solo fight I ever had was a 45 minute pounding I got mining in a wormhole "doing it wrong" in a domi. An onyx, falcon and 2 ravens, drones doing nice damage but I had no points. Didn't stop mining even though they popped all my cans. GFs and kudos for being cheeky before the fast trip to null.

Skiff does a bit of that, and would have gotten away. I'd probably have had less fun.
I support having a mining battleship for working escort reasons, crossover experience, time consuming micromanagement with a decently small cargo, a reason for GFs, while being cheeky and mining.

I made points in the other thread for a repurposed existing hull with simple bonuses for economic reasons because I also think that your proposed ship would be overpriced just for its newness and targeted just for kill value.
A simple repurposing to a "mining escort" would keep price low, and be immediately available on the market.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Reaver Glitterstim
The Scope
Gallente Federation
#22 - 2015-01-19 05:02:36 UTC
Adrie Atticus wrote:
6*1.25 = 7.5

What was the number on your first post? Yes, 7.5. This also isn't a thread to discuss turret weapons vs. missiles, it's about a ORE mining battleship which is on par with other T1 battleships while providing more versatile bonuses and should not be implemented as such.

Why didn't you address the other points when compared to the Raven or are you just cherry picking arguments which you can take on?

Both the Raven and Typhoon have a rate of fire bonus of 5% per level. The equation for their DPS is 6/0.75 = 8 and the equation for the DPS on the mining battleship is 4*1.75 = 7. I had the number wrong initially but I fixed it. So the mining battleship has less DPS than either the Raven or Typhoon, and it has that DPS limited to thermal missiles with no other bonuses, while the Raven and Typhoon both have a second missile bonus while already getting higher paper DPS with any damage type.

I'm not cherry-picking your argument. I already agreed that I may need to nerf the damage a bit. I am countering your accusation that the ship is on par with a Raven or Typhoon, as it most certainly is not. Another thing you missed is that the Raven and Typhoon can both easily fit a full rack of torpedoes with plenty of powergrid left over for active tank, utility highs, prop mod, etc. while the mining battleship has little left over after the torpedo launchers. It could take advantage of its high CPU to fit an XL Shield Booster but that's about the biggest thing it has powergrid for without using powergrid boosting modules, and those won't give it much since it has a low amount to begin with. It also can't put utility modules in the high slots after fitting 4 torp launchers without cutting its mining power even further and into the realm of not even being worth the ship anymore.

So if you offer me a good argument as to why I should lower the thermal damage bonus, I will readily consider it. At this point I am just not convinced it is out of balance, and calling this ship on-par with the Raven isn't going to help your case.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#23 - 2015-01-19 08:52:15 UTC
I removed some replies to and edited out part of the post they quoted and the posts that replied to them.

ISD Ezwal Community Communication Liaisons (CCLs)

Adrie Atticus
Caldari Provisions
Caldari State
#24 - 2015-01-19 09:42:44 UTC
Reaver Glitterstim wrote:
Adrie Atticus wrote:
6*1.25 = 7.5

What was the number on your first post? Yes, 7.5. This also isn't a thread to discuss turret weapons vs. missiles, it's about a ORE mining battleship which is on par with other T1 battleships while providing more versatile bonuses and should not be implemented as such.

Why didn't you address the other points when compared to the Raven or are you just cherry picking arguments which you can take on?

Both the Raven and Typhoon have a rate of fire bonus of 5% per level. The equation for their DPS is 6/0.75 = 8 and the equation for the DPS on the mining battleship is 4*1.75 = 7. I had the number wrong initially but I fixed it. So the mining battleship has less DPS than either the Raven or Typhoon, and it has that DPS limited to thermal missiles with no other bonuses, while the Raven and Typhoon both have a second missile bonus while already getting higher paper DPS with any damage type.

I'm not cherry-picking your argument. I already agreed that I may need to nerf the damage a bit. I am countering your accusation that the ship is on par with a Raven or Typhoon, as it most certainly is not. Another thing you missed is that the Raven and Typhoon can both easily fit a full rack of torpedoes with plenty of powergrid left over for active tank, utility highs, prop mod, etc. while the mining battleship has little left over after the torpedo launchers. It could take advantage of its high CPU to fit an XL Shield Booster but that's about the biggest thing it has powergrid for without using powergrid boosting modules, and those won't give it much since it has a low amount to begin with. It also can't put utility modules in the high slots after fitting 4 torp launchers without cutting its mining power even further and into the realm of not even being worth the ship anymore.

So if you offer me a good argument as to why I should lower the thermal damage bonus, I will readily consider it. At this point I am just not convinced it is out of balance, and calling this ship on-par with the Raven isn't going to help your case.


You could just fit Cruise missiles with 3x hardeners, 2x XL ASB, 3x BCU, DC II and 2 fitting mods in total with let's say 3x heavies and a flight of mediums. There might be some CPU left for tackle. Or you can fit RLML's and you can get a full combat fit against anything cruiser and below while maintaining the ability to have 3x bonused strip miners.

I still content that a ship which is bonused to both combat and mining should either be a T2 ship or bonused to only one of them. Either start by adjusting the combat ability of the ship down or take away the mining bonus and make the ship a combat ship.
Reaver Glitterstim
The Scope
Gallente Federation
#25 - 2015-01-19 10:51:43 UTC
ISD Ezwal wrote:
I removed some replies to and edited out part of the post they quoted and the posts that replied to them.
ISD Ezwal always prunes gently and with care. =)



Adrie Atticus wrote:
You could just fit Cruise missiles with 3x hardeners, 2x XL ASB, 3x BCU, DC II and 2 fitting mods in total with let's say 3x heavies and a flight of mediums. There might be some CPU left for tackle. Or you can fit RLML's and you can get a full combat fit against anything cruiser and below while maintaining the ability to have 3x bonused strip miners.

Any missile battleship can do that with RHMLs (you meant RHMLs right?) and I think that's just because RHMLs are overpowered. But you're right about it working pretty well with cruise missiles and 2x XL ASB. I'm interested to hear how the limited damage type pans out, if anyone with more experience using cruise missiles/torpedoes can give me input on how much of a handicap that really is. But also keep in mind that the ship can neither fit full mining nor full missiles. If it fits 4 cruise launchers and a full missile combat fit, it is still considerably weaker than a Raven while still only mining with 4.5 effective lasers and no mining laser upgrades. That would be mining at 90% of the speed at which a Venture mines (both with max skills).

I specifically elected for it to have the option to fit its combat damage almost as high as a combat battleship at the cost of mining yield in case the pilot decides it is necessary for the ship to be fairly effective in combat. I am thinking I was right about leaving its damage where it is, and perhaps giving it back that high slot and turret hardpoint. Even with 6 mining lasers, it still mines just 8% faster than a Retriever (both with max skills), and that puts its missile damage down to just 2 launchers (3.5 effective with thermal), leaving the better portion of its defenses in unbonused drones.


Adrie Atticus wrote:
I still content that a ship which is bonused to both combat and mining should either be a T2 ship or bonused to only one of them. Either start by adjusting the combat ability of the ship down or take away the mining bonus and make the ship a combat ship.

T2 ships are supposed to be specialized, CCP has stated this themselves. T1 is supposed to be more generalized and flexible, while T2 is supposed to have superior usage within a more specific niche. I don't know if it even goes with the T2 vein to make a T2 version of one of these.

As for flexibility in comparison with T1 ships: I am seeing more and more of a trend toward CCP making new or changing existing hulls toward a more shoehorned model, offering less flexibility to the pilot. I feel that it would make more sense to provide extra flexibility to T1 ships, and allow players to fit and fly them in unconventional ways should they choose to do so. As an example: the attack battlecruisers give only the turret powergrid role bonus to their native turret type. I would have them able to fit large turrets of all types. It would give them no major advantage over a combat battlecruiser's ability to fit medium turrets of any type.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Adrie Atticus
Caldari Provisions
Caldari State
#26 - 2015-01-19 11:03:34 UTC
I meant RLML, Rapid Light Missile Launcher. Using cruises or heavies for self defence against anything small (primary roaming tools) is futile as you cannot apply the damage. If you get jumped by something which can overwhelm your tank befor eyou run out of ASB charges, then your damage application doesn't matter that much anymore as you are not going to survive more than a few volleys from larger weapon systems or you are being eaten alive by a pack of cruisers/stealth bombers.

I'm hard-pressed on finding a single subcapital which is tooled for two separate gameplay functions, mainly a combat miner. Nestor is the only one which has it's bonuses spread everywhere and as such is not really the most used ship due to not being focused at all.

The main question still is: what kind of use would there be for a ship outlined on the OP? If you want to mine alone, mine somewhere where you can't be easily disturbed. If you want to shoot rats, well, shoot rats in something designed for it. Gimping yourself to be below average on two things means you are better off doing it in two ships and swapping between them, especially if it's happening in a single system.
Reaver Glitterstim
The Scope
Gallente Federation
#27 - 2015-01-19 11:13:53 UTC
I already gave an answer to that in the OP:
Reaver Glitterstim wrote:
This ship can assist with the defense of a mining fleet while also contributing to the mining, fight off sleepers in wormhole-space ore pockets, be a juicy yet perhaps difficult target in lowsec mining, run security missions and also mine in them, act as a bait ship, be used as a "hard mode" combat ship to show off (รก la Battle-Badger), be the ultimate PVE swiss army ship, spider-tank with other miners, be that one miner who fits a web/scram and large neuts to lay a nasty surprise on someone who picks at your jet-can, resist suicide ganks in highsec or troll CODE, transport/carry cargo for a nullsec strategic operation involving battleships while also contributing to the offense, run incursions with it for the lulz, you name it. The possibilities are virtually endless!


As for RLMLs, I don't see a problem as the ship only has 4 launcher hardpoints.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Adrie Atticus
Caldari Provisions
Caldari State
#28 - 2015-01-19 13:22:42 UTC
It's your job to sell the idea and saying that you can do things with a ship is not really filing a new niche or providing new gameplay.

I'll just -1.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#29 - 2015-01-19 15:15:01 UTC
For every role you mentioned, the Procurer or Skiff is a viable, if not superior, choice.

If you really, really want a mining battleship, use a Rokh, NaPoc, etc.

-1 for new ships that don't fill any new roles.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Rayzilla Zaraki
Yin Jian Enterprises
#30 - 2015-01-20 13:47:32 UTC
Before the new rules regarding multi-boxing I would have been heavily against battleship-sized mining ships. Imagine the big, bloated boxer fleets.

Now, however, I think the concept of larger mining ships is viable. Its human and corporate nature to keep making the next bigger thing - especially with regards to mining.

The execution of this idea, however, doesn't really work. It seems very much an all things to all people kind of idea. It makes more sense to make the larger mining ship's increase in abilities analogous to how the combat abilities are increased from cruiser to battleship.

Give them the same percentage bonuses as the current mining ships. For strip-miner layout, add maybe one or two the analogous cruiser-sized ships (2-3-4 or 3-4-5). Alternately, stay with the same layout, tank the crap out of them and limit them to low and null like the Rorqual.

Gate campers are just Carebears with anger issues.

Herbwise Freeman
Federal Navy Academy
Gallente Federation
#31 - 2015-01-20 16:18:39 UTC
Haven't you just described a battleship? I see no point for a middle ground that already exists with the right fitting on the right ships.
Reaver Glitterstim
The Scope
Gallente Federation
#32 - 2015-01-20 19:13:07 UTC  |  Edited by: Reaver Glitterstim
Herbwise Freeman wrote:
Haven't you just described a battleship? I see no point for a middle ground that already exists with the right fitting on the right ships.

It doesn't really exist already. The CPU costs of mining lasers are atrocious. Even a Rokh will use up the majority of its CPU fitting a full rack of t2 mining lasers. It is difficult to make any sort of reasonable fit beyond that without fitting multiple CPU improvements. I tried mining with a Rokh once and wound up with a bunch of empty mid slots because there was just no CPU for them. The thing had less EHP than a tanked Procurer, crap drones, barely higher rate of mining than a Procurer, and after filling the lows with cargo expanders only enough cargo for about 3 minutes of mining. Now keep in mind the Rokh has the most CPU out of any battleship that has 8 turret hardpoints.

I'd be pretty happy about any change that gave battleships a bit more of a CPU margin for fitting mining lasers, but even then they would still just mine about as fast as a Procurer and have more tank with less offense, and if you so much as use a high slot for offense, you wind up with less mining than a Procurer. That plus the lousy cargohold and bottomless pit of powergrid you can't possibly use, you still have a ship that does a horrible job of adding some offense or strategy to mining.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Orion Pax
Yoyodyne corporation
#33 - 2015-01-20 19:25:57 UTC
I like OP's idea.

+1
Grezh
Hextrix Enterprise
#34 - 2015-01-20 19:51:10 UTC
Bronson Hughes wrote:
For every role you mentioned, the Procurer or Skiff is a viable, if not superior, choice.

If you really, really want a mining battleship, use a Rokh, NaPoc, etc.

-1 for new ships that don't fill any new roles.


It would fill a role as currently sitting any ship that is even remotely suited for combat to protect your mining fleet would bring boredom and a sense of uselessness unless someone actually engages, adding a battleship and maybe even a cruiser would fill the role of heavy tackle, damage, and even ewar in exchange for some mining output.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#35 - 2015-01-20 19:51:35 UTC  |  Edited by: Bronson Hughes
Reaver Glitterstim wrote:
I tried mining with a Rokh once and wound up with a bunch of empty mid slots because there was just no CPU for them. The thing had less EHP than a tanked Procurer, crap drones, barely higher rate of mining than a Procurer, and after filling the lows with cargo expanders only enough cargo for about 3 minutes of mining. Now keep in mind the Rokh has the most CPU out of any battleship that has 8 turret hardpoints.

You pretty much just summed up precisely why a mining battleship isn't necessary.

Why not?

Because Barges/Exhumers already do their job better, and 1/3 of them even have battleship-like tank and non-trivial DPS. You may as well ask for a barge with no mining bonuses (but can still fit strip miners), 4 extra high slots, and the fittings for half a rack of cruise missile launchers.

-1. Again.

EDIT:
Grezh wrote:
Bronson Hughes wrote:
For every role you mentioned, the Procurer or Skiff is a viable, if not superior, choice.

If you really, really want a mining battleship, use a Rokh, NaPoc, etc.

-1 for new ships that don't fill any new roles.


It would fill a role as currently sitting any ship that is even remotely suited for combat to protect your mining fleet would bring boredom and a sense of uselessness unless someone actually engages, adding a battleship and maybe even a cruiser would fill the role of heavy tackle, damage, and even ewar in exchange for some mining output.

So, a ship with a rather nice bonus to drone damage and the ability to tank like a battleship isn't even remotely suited to combat?

Okay. I'd be rather curious to know what your definition of a "combat suited" ship is.

EvE is about choices. You can fly without escorts to maximize yield, you can fly with some combat-fit Skiffs and sacrifice some yield, or you can fly with some dedicated combat ships and sacrifice more yield. How many more choices do you want?

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Reaver Glitterstim
The Scope
Gallente Federation
#36 - 2015-01-20 20:16:15 UTC
People were talking about making it tech 2 due to its high level of versatility or power, to which I countered that tech 2 is supposed to be highly specialized, not generalized. But I was just now toying with the idea of a tech 2 version of this, similar to a marauder:

ORE Marauder
8 high slots, 4 turret hardpoints, 3 launcher hardpoints
6 mid slots, 5 low slots
25mb/s drone bandwidth, 75m3 drone bay
4500 MW powergrid, 750 tf CPU
1000m3 cargohold, 5000m3 ore hold

ORE Battleship skill:
+5% shield hit points per level
+5% capacitor capacity per level


ORE Elite Battlieship skill:
-4% shield resistances per level
-5% cruise missile and torpedo explosion velocity per level


Role bonuses:
+100% mining laser yield
+100% cruise missile and torpedo damage
-70% micro jump drive cooldown time
can fit bastion module
can only operate mining lasers or turret weapons during bastion mode
cannot operate missile launchers during bastion mode




The ship would mine in bastion mode and maintain strong defenses but would be unable to put out any offensive action except for a flight of small drones, until it left bastion mode. It would mine almost as fast as a Mackinaw or about as fast as a Retriever but with much less ore storage space. Once out of bastion mode, the ship would cease mining but could begin firing missile launchers with missile power slightly weaker than a Raven or Typhoon. It has a less flexible fit and will lose a lot out of one of its roles if it fits a strategic module in a high slot, but with a standard fit (4 mining lasers, 3 large launchers, 1 bastion module), it is able to either mine or shoot with intensity like a tech 1 battleship, and can swap modes fairly quickly. It has excellent defenses as well.

I am not too worried about the potential for fitting 4 turret weapons along with the 3 missile launchers as the turrets would have to be medium size. It can't effectively fit battleship turrets even without any launchers, and with torpedo launchers even medium turrets may stretch its powergrid thin. But just in case that makes it overpowered, I threw in a role bonus to counteract it.

Give me some feedback guys, and let me know if I should post this in the OP.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#37 - 2015-01-20 20:37:09 UTC
Bronson Hughes wrote:
You pretty much just summed up precisely why a mining battleship isn't necessary.

Why not?

Because Barges/Exhumers already do their job better, and 1/3 of them even have battleship-like tank and non-trivial DPS.
Your logic is useless. Any hole in existing roles already has a ship that does it best. Saying that battleships need not mine because barges already mine better would be like saying (pre-Incursion) that there is no point in adding a salvage industrial because destroyers already do it better than industrials.

Furthermore, the Procurer and Skiff do not have battleship-like tank or anywhere even close. They have battleship-like base hit points, and with enough hardeners they may have similar EHP as well. They cannot fit active tank even remotely close to a battleship and their EHP is actually lower, primarily acting as if it were as high only due to having a smaller sig radius and higher max velocity. As for their offense, it is drones entirely. They have great drone DPS, but it's a free handout. It takes no ship skill as it is a role bonus given in full at any level of the barge/exhumer skill. It also comes with no significant opportunity cost as both ships have twice their bandwidth in drone bay space. These ships have no room to fit a cloaking device, probe launcher, neut/nos, or drone range module. They can barely squeeze in a decent prop mod, can't fit a decent shield booster or extender. Fitting for max yield doesn't even cost much because there's little other use for their low slots save for a damage control or drone damage modules. The only shred of strategic fitting room they have is the ability to fit a point. That's it.

Now tell me again how the Procurer does absolutely everything I ever wanted, and invalidates the premise of my post?



Bronson Hughes wrote:
So, a ship with a rather nice bonus to drone damage and the ability to tank like a battleship isn't even remotely suited to combat?

Okay. I'd be rather curious to know what your definition of a "combat suited" ship is.

EvE is about choices. You can fly without escorts to maximize yield, you can fly with some combat-fit Skiffs and sacrifice some yield, or you can fly with some dedicated combat ships and sacrifice more yield. How many more choices do you want?
A lot, as outlined over and over again throughout this post. Howabout as many choices as I get with pretty much every other ship I fly. Why should mining ships be so vastly more pidgeon-holed than everything else?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#38 - 2015-01-20 23:02:59 UTC
Reaver Glitterstim wrote:
Why should mining ships be so vastly more pidgeon-holed than everything else?

Because they are mining ships. There are only so many ways to mine. There are far more ways to fight. Hence, the greater variety in combat ships.

The Venture and Prospect made sense as additions to the barge lineup because they filled the role of small, ninja-miners. They rely on speed and/or stealth to stay alive while mining, (which is something barged can't do) and they can't mine as much as barges can. (The Venture also serves as a stepping stone to barges)

Your proposed battleship class mining ship doesn't follow any kind of logical progression:

1. No other ORE ship has bonuses to module-based weapons. Even if there were going to be a mining battleship, to remain consistent with other ORE ships, it would have to be a drone ship, not a missile ship.
2. Without any ORE Destroyer, Cruiser, and Battlecruiser skill, your proposed ORE Battleship would not fit into the traditional skill progression.
3. The only role this ship role fills is providing some combat ability to mining fleets. As I indicated before, there are already an abundance of choices to provide this capability. If there were no other choices, I would say maybe this had some legs, but there are, so it doesn't.
4. Mining ships are hardly the only pigeon-holed ships. Where are my logistics battleships? Or my Heavy Interdictor Battlecruisers? Or my Command Destroyers? Or my CovOps Freighters? Or my Gallente missile boats? I could go on and on about pigeon-holed combat ships. Certain roles are limited to certain ship sizes. This is by design, and I think it's a good thing. It goes back to my earlier statements about making choices.

I've said my peace here, and I'm running the risk of repeating myself. Good evening.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

chaosgrimm
Synth Tech
#39 - 2015-01-20 23:43:55 UTC  |  Edited by: chaosgrimm
Reaver Glitterstim wrote:
chaosgrimm wrote:
Doesnt a typhoon / typhoon fleet issue come very close to this already?

Typhoon has much higher missile DPS with any damage type, and more drones. It has much less mining output. The differences are rather strong I would say.


So just theory crafting here. According to your OP, a the mining amount is:
Reaver Glitterstim wrote:

just under the Rokh and still coming out significantly under a Covetor--actually the mining battleship's output at max skill is equal to 3x Strip Miner I without any skill bonuses.


Without skills, and with 3 strip miner I's, im showing a covetor pulling 540 m3 per minute.
A rokh at max skills (before MLUs) with Miner II's x8 is 750 m3 per min
A TFI with max skills (before MLUs) with Miner II's x6 is 563 m3 per min

Doesnt the TFI meet what ur asking in terms of mining amount?


Reaver Glitterstim wrote:

7 high slots, 5 turret hardpoints, 4 launcher hardpoints
6 mid slots, 5 low slots
75mb/s drone bandwidth, 125m3 drone bay
+15% to thermal damage of missiles
+10% to mining laser output
6000MW powergrid, 800tf CPU
1750m3 cargohold
...
4 torpedo launchers

Im showing the dps of 4 torpedo launcher II's somewhere in the neighborhood of 287 w/ t1 thermal before ballistic controls
But assuming this ship has 5 Miner IIs in the highs, you'd only have room for 2 torp launcher IIs, which im showing dps to be around 144 w/ t1 thermal.
TFI @ all 5 and 2 ballistic control IIs (which brings it down to 5 low slots) is around 252dps. And granted, this is also before considering that the TFI can field 5 sentries instead of the 3 that you'd be asking for, and the missile damage bonus is for all types

Isnt the DPS close enough? or if anything what would be so wrong to take 5 miner IIs and 3 torp launchers IIs on the TFI, instead of 6 miner IIs and 2 torp launchers

Now granted there are a few more differences, such as the typhoon having 5 mids instead of the 6 you requested, and it wont get nearly the cargo you're asking for. But honestly, why should it? And with the exception of the cargo hold, which the TFI can max out at 5442 m3 instead of the 8967m3 you're asking for, isnt it close enough?

EDIT: just as a fun little point, a skiff @ all V with drone damage in the lows can push 397 dps with hammerhead IIs while pulling about 1013 m3 per min, with an ore hold of 15,000 m3
Grezh
Hextrix Enterprise
#40 - 2015-01-21 01:26:34 UTC  |  Edited by: Grezh
chaosgrimm wrote:


Without skills, and with 3 strip miner I's, im showing a covetor pulling 540 m3 per minute.
A rokh at max skills (before MLUs) with Miner II's x8 is 750 m3 per min
A TFI with max skills (before MLUs) with Miner II's x6 is 563 m3 per min

Doesnt the TFI meet what ur asking in terms of mining amount?

Im showing the dps of 4 torpedo launcher II's somewhere in the neighborhood of 287 w/ t1 thermal before ballistic controls
But assuming this ship has 5 Miner IIs in the highs, you'd only have room for 2 torp launcher IIs, which im showing dps to be around 144 w/ t1 thermal.
TFI @ all 5 and 2 ballistic control IIs (which brings it down to 5 low slots) is around 252dps. And granted, this is also before considering that the TFI can field 5 sentries instead of the 3 that you'd be asking for, and the missile damage bonus is for all types

Isnt the DPS close enough? or if anything what would be so wrong to take 5 miner IIs and 3 torp launchers IIs on the TFI, instead of 6 miner IIs and 2 torp launchers

Now granted there are a few more differences, such as the typhoon having 5 mids instead of the 6 you requested, and it wont get nearly the cargo you're asking for. But honestly, why should it? And with the exception of the cargo hold, which the TFI can max out at 5442 m3 instead of the 8967m3 you're asking for, isnt it close enough?

EDIT: just as a fun little point, a skiff @ all V with drone damage in the lows can push 397 dps with hammerhead IIs while pulling about 1013 m3 per min, with an ore hold of 15,000 m3


I'm quite sure that op set the mining yield so low because if set even close to mining barge's this thread would have been flooded with 'why would I fly anything else, this is the new Hulk'. I believe that it should have ~700 yield a bit less then a max skill procurer and you are paying for fitting options and dps instead of tank, yield and dps. I also agree that to follow normal ORE progression it should instead be a drone based platform maybe ~100/250 bandwidth/bay?