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[September] Mining Barge and Exhumer tweaks

First post
Author
Lugh Crow-Slave
#361 - 2016-09-09 05:37:53 UTC
Rivka wrote:
[quote=CCP Fozzie]
Which ships will have the best yields for : Ice Harvesting? Gas Harvesting? etc ...




aaaand this person doesn't know what they are talking about

as for ice harvesting yield it will be the hulk
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#362 - 2016-09-09 05:52:14 UTC
Isn't that something you're meant to figure out yourself?
MrB99
Astral Mining
Astral Industries
#363 - 2016-09-09 09:23:53 UTC
CCP Fozzie wrote:

We're very interested in your feedback !


The Hulk, Mack, Covetor, and Retriever are expensive ships that are relatively high skill yet are largely useless in high sec mining because they can be predictably and trivially ganked by a single player with 2 low skill toons in cheap catalysts. The proposed changes do not offer any obvious restoration of balance and unpredictability in the game and that's actually more important to me than any of the tweaks of specs or slots that are proposed. The Procurer and Skiff are currently the only reasonable ships to fly in the current environment.

The changes favoring using ORE mining modules will put more ISK at risk and should have some way to protect the juicy potential killmail they represent to a commensurate degree.

Suicide ganking players are now upping their game starting to routinely fly 6-8 accounts which make ganking skiffs and procs trivial. The on-grid fleet boosting function changes (which make sense for adding interest to low and null sec PVP) demand that any ship providing mining bonuses also be put at risk into this gank-friendly and gank-predictable environment. Mining is supposed to be a viable gameplay and career path in High, Low, Null and W-space.

Some folks in the threads have proposed miners fly additional accounts with Logi. The experience of the people I've flown with has found that an ineffective defense strategy and that ECM has been the only viable defense and then only if you are paying super close attention and able to lock and activate in the short window between the start of the attack and CONCORD arrival. It's viability degrades as the solo or duo miner is attacked by a swarm of suicide ships.

There are plenty of changes that could restore balance. CCP can nerf the cat and thrasher, make them more expensive to build so the economics change (isk of purchasing gank config = isk of mining config), buff the mining ships, or change their specs so there are fitting options that can counter the multiboxing gankers. CONCORD has been dealing with gankers a couple years now, why haven't they gotten better at their job -- are all our taxes just buying coffee and donuts? NPC players pay more taxes than everyone else, CONCORD could be made more responsive when they're in distress rather than 100% predictable for gankers as they are today. There could be some mechanic that allows a miner to buy or earn "VIP status" with CONCORD adding improvement or unpredictability to CONCORD response time. Right now I don't see the proposed changes offering miners a viable set of counters that allow flying each of the mining ships in the current ganking-prevalent environment in high sec. That's worth a closer look. Everything in Eve is supposed to have a counter, right?

It would be sad to have no change to the current status quo of the ganker/miner dynamic in this iteration of changing all the mining ships.

--

OTHER TOPICS

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Putting mining boosters on grid adds risk, and today it's a manual process for them to get paid for their contribution. It would be nice if there was a mechanic that could automate sharing the reward of a fleet's mining efforts so we could retire some of the manual accounting and out-of-band spreadsheets this requires today. Fleets have a way to do this for missions but not for mining. Online poker lets the house take a part of each round, an optionally-on setting could enable something similar to happen for each cycle you're boosted in a fleet.

It would also be nice to have a mechanic that supported ore buys in the belt which are also common but not supported by any game mechanic (something and as simple as an equivalent of the station trade button in a new public shared "trade" hold in selected ships would do this -- say the orca and transport ships).

--

MTUs are a problem in public fleets. They collect the owners and all fleet members cans, making jetcan mining not possible. The fleet boss has the unenviable job of arbitrating "you stole my can" arguments if anyone launches an MTU. It would be nice if the MTU could have a new mode that only collected the owners cans or a checkbox in the create-fleet options that optionally introduced this behavior.

--

Fozzie: It would also be nice in this iteration to have improvement in gameplay for day-trippers exporting ice from shattered wormholes. I hear they were your invention (love 'em!). It would be nice to have a way to do compression in the hole (can't take a rorq, or plant a POS or Citadel) or have a ship that has more cargo capacity than a Miasmos that can fit in and out of the exit. It would be nice to have a module that could add compression to ships, or a Mobile Depot like unit that could do ice and ore compression. I trip out to unload every 12 or 15 ice (or even every 60 ice) is very inefficient at clearing the shattered belts. It would be nice if that could be made better.

Thanks for listening.
Ralend
The Brave Dojo
Brave Collective
#364 - 2016-09-09 11:33:13 UTC
You think you could make the Procurer and Skiff a little less better at mining and a bit more better at combat? Proc Fleets in nullsec is the only way to mine, imo Cool
Lugh Crow-Slave
#365 - 2016-09-09 12:21:09 UTC
Ralend wrote:
You think you could make the Procurer and Skiff a little less better at mining and a bit more better at combat? Proc Fleets in nullsec is the only way to mine, imo Cool



O.o you are already doing 377 dps with over 102k tank on a meh t2 fit in a skiff what more do you want O.o
Abadayos
Zebra Corp
Goonswarm Federation
#366 - 2016-09-09 12:48:48 UTC
Lugh Crow-Slave wrote:
Ralend wrote:
You think you could make the Procurer and Skiff a little less better at mining and a bit more better at combat? Proc Fleets in nullsec is the only way to mine, imo Cool



O.o you are already doing 377 dps with over 102k tank on a meh t2 fit in a skiff what more do you want O.o



just give it a shark hood ornament with a friggin' laser beam and be done with it I guess....
Ralend
The Brave Dojo
Brave Collective
#367 - 2016-09-09 13:42:59 UTC
Abadayos wrote:
Lugh Crow-Slave wrote:
Ralend wrote:
You think you could make the Procurer and Skiff a little less better at mining and a bit more better at combat? Proc Fleets in nullsec is the only way to mine, imo Cool



O.o you are already doing 377 dps with over 102k tank on a meh t2 fit in a skiff what more do you want O.o



just give it a shark hood ornament with a friggin' laser beam and be done with it I guess....


I'll take more drone bandwidth, but now that you mention it, a DD Hood Ornament would be better
Lugh Crow-Slave
#368 - 2016-09-09 14:42:59 UTC
if anything was going to be changed i would take drone space over bandwidth if you are in a fleet you have plenty of damage but one bad sb an things can go south
Warlord Balrog
303rd X-SOLDIER
#369 - 2016-09-09 16:02:44 UTC
Kalido Raddi wrote:
Suitonia wrote:
A small nerf to the Covetor and Hulk?

OLD Covetor
3 * 1.25 (20% Duration MBV) = 3.75

NEW Covetor
2 * 1.25 (New Strip Miner Boost) = 2.5
* 1.33 (25% Duration Role Bonus) = 3.325
* 1.11 (10% Duration MBV) = 3.69

A small loss of 0.06 effective miners. I know you can fit a mining upgrade to offset this though with the extra slot.

No you can't; you don't have enough CPU ('cos CCP have decided that removing a Strip Miner means less CPU, but adding a Mining Laser Upgrade doesn't mean more CPU).


Zainou 'Gypsy' CPU Management EE-603
Genolution Core Augmentation CA-2
And if you don't have it to 5 yet, CPU Management

And if that isn't enough to please you, perhaps you should give up a T2 extender or Amplifier for a meta. If you're still not pleased, use the skiff or anti-ganking utility.
Warlord Balrog
303rd X-SOLDIER
#370 - 2016-09-09 16:08:51 UTC
Avon Salinder wrote:

Finally, mining but not barge related. Plenty more work to be done here but attempting to make mining outside of HS more attractive:
* Remove jaspet, Hemorphite and Hedbergite ore sites from HS - why go to lowsec when you can get LS ores in HS?
* Remove the +5% and +10% asteroids from HS belts.
* Put Spodumain into 0.3 and lower space.

Peace out, spacebros


I agree with this IF HS and LS ores get removed from NULL to force pirates calling HS goodies too OP to supply us with ISK since they can't mine in our space. We don't have moon mining, nor do we have lucrative rats so if you want to take our ore too, you best give up moon goo or lose out on juicy trit, pyerite and provide us some of the ISK we would lose in the process.
Warlord Balrog
303rd X-SOLDIER
#371 - 2016-09-09 16:40:31 UTC
Drago Shouna wrote:
Moac Tor wrote:
I am actually surprised that the retriever and mackinaw are in the top spot with the skiff and the procurer all the way down towards the lower end. I would be interested to see figures on for instance, how much time is spent in space in the various barges rather than ore mined. I expect the top ships are used in highly optimised fleet mining setups which skew the usage results.

All in all though at a glance the changes look good and the new barge artwork looks great. Good job.



You might be surprised that the top ships also have the largest ore holds then.

Any serious miner wants to stay on grid as long as possible, warping back and forth wastes mining time.



A few years ago the lines were quite clear. You could have:

a) Major yield with Orca boost and Freighter hauling the groups load -- aka Hulks;
b) Personal fleet with decent bays for multiboxing and probably Orca and Freighter too -- aka Skiffs;
or c) Solo miner who cowers every time a scout or destroyer enters belt, at most has an alt with an iteron 5 -- aka Mackinaws

Now the lines are so blurred, you got a Mack within 10% yield as a Hulk, yet a Hulk has what...8% of the hold of the Mack and 50% the EHP as the Skiff?

I'll buy 10 billion stocks of Mackinaws, O.R.E..make me rich!

And for the record, good old days when Osprey was the cruiser miner and people often used a badger or Iteron 1 with a T1 Miner and expanders for AFK mining to avoid can flipping before ganking became an issue that it is as of late. Having less training time for barges/exhumers and the tank the skiff has, you all should stop complaining over every little tid-bit change to them and be happy you're not earning 25m3/s with a 12k m3 hold or worse.

Finally my response to the multiboxers out there with trouble managing their cycles. I have two words for you all: structured cycles. Let me explain...a cycle time is roughly 120 seconds, and you have 4 alts. 120/4=30 seconds, it takes what... 7 seconds to alt+tab (or click) and drag ore to the Orca/Rorq? Ok, try this:

Miner 1: F1 (through F3)
You: 1.........2..........3.........4.............5................6...........30
Miner 2: F1 (through F3)
...see the pattern yet?

Now I do realize that depleted asteroids would be your next through. That's simple to fix honestly, survey scanner!

As for the fitting complaints. If you really can't figure it out:

Skiff [Anti-gank]
2x T2 Ice/Strips
1x Survey
1x T2 LSE
1x T2 Inv Field
1x
1x T2 DCU
2x MLU2/IHU2

Hulk[Fleet ops]
2x T2 Ice/Strips
1x Survey
1x T2 Inv
1x Meta 4 MSE
1x T2 DCU
2x MLU2/IHU2

If you can't fit it, try working on CORE skills, ask more experienced pilots for help, or join a teaching corp, rather than forum troll skills.
Blitz Hacker
Bored Bastards
#372 - 2016-09-09 18:02:46 UTC
Yossarian Toralen wrote:
What is the intended outcome that will come from this change?


Pissing off miners and making sure no one uses a hulk ever by the looks :P
DiDDleR
Center for Advanced Studies
Gallente Federation
#373 - 2016-09-09 18:18:58 UTC
I welcome the skin changes to the mining vessels but why mess with the hardpoints and bonuses if the final stats are unchanged?

ORE modules will still not be of any use outside collectors pieces unless they can provide some bonus over T2 modules and T2 crystals.

The Skiff and the Procurer were unique in having only one turret hardpoint and IMO putting two turret hardpoints on is a tweak too far.
SSA Ketty
Toys R Bust
#374 - 2016-09-09 18:20:30 UTC
Probably being stupid here but not seeing the difference between barges and exhumers, unless exhumers skill bonus remain the same?!
kalaschnikov1
Militek Industries
#375 - 2016-09-09 18:54:50 UTC
Looks like my happy days with Skiff mining are over! Now 2 times more crystals and twice the amount of messing with asteroids targeting with nothing in return Thu!!! I was happy with my Skiff in 2 years! Why destroy it now? I don't want second strip miner with nothing in return!!! If so many changes happens so rapidly i think maybe it's time to find another game :(
Avon Salinder
#376 - 2016-09-10 03:51:35 UTC
MrB99 wrote:

The Procurer and Skiff are currently the only reasonable ships to fly in the current environment.

Excellent post, and I'd go one step further to say that all industrial ships should be tougher. The overhauls that brought us modern DSTs and the procurer/skiff showed us this is the way to go, even if it's just a lot more structure points on ships like the mammoth or bestower which are ridiculously weak.

And yes, the destroyer rebalance that turned them into cheap throwaway suicide machines was ill-conceived. Nerfing them to some degree would help the situation as well, either by a price increase, or adjusting their slot arrangements (-2 high slots, +1 mid and low) to make them more rounded ships in general (think 'heavy frigates' instead of glass cannons).
Lugh Crow-Slave
#377 - 2016-09-10 03:54:35 UTC
Avon Salinder wrote:

The Procurer and Skiff are currently the only reasonable ships to fly in the current environment.



yet it is not even close to the most used...
Malcanis
Vanishing Point.
The Initiative.
#378 - 2016-09-10 16:00:09 UTC
MrB99 wrote:
CCP Fozzie wrote:

We're very interested in your feedback !


The Hulk, Mack, Covetor, and Retriever are expensive ships that are relatively high skill yet are largely useless in high sec mining because they can be predictably and trivially ganked by a single player with 2 low skill toons in cheap catalysts.


I'm pretty sure that a properly fitted Mack can tank 2 low-skilled catalysts.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Jalxan
EVE University
Ivy League
#379 - 2016-09-10 19:31:11 UTC  |  Edited by: Jalxan
Regan Rotineque wrote:
I am looking very forward to seeing what the orca changes will be. I hope CCP gives something to the them to deeply encourage them to be on grid in low/null. They wont have the panic button, but improvements to speed, align time and ore hold size would be greatly appreciated.


Align time isn't an issue; like the Bowhead, the Orca can fit a 500mn Microwarpdrive, which reduces align time from a dead stop to 10 seconds. Rather, I'd LOVE to see an increase to powergrid instead, because currently I have to choose between running links or the microwarpdrive. Sure, I can turn off the links and turn on the MWD fairly easily, but it's a huge hassle, and, in the case of a gank, possibly fatal.

Also, regarding the Ore hold size, I don't want to see a buff, because buffing it will likely mean nerfing the cargohold. That cargohold is by far the MOST important part of the ship. I don't always use the Ore Hold, but I ROUTINELY use the Cargohold, Fleet Hangar AND Ship Maintenance Bay. Besides, with rigs and cargohold expanders, I can easily get this ship's cargohold to 100,000m3. If this was changed, even if they increased the Ore Hold by 50,000m3, and nerfed the Cargohold by one-half, you'd be losing tens of thousands of m3.

This is why I think the Orca should be kept as is. If there were any improvements I'd recommend, it's a larger powergrid to support the MWD, and an extra highslot, in the case a new link is added to the game. Adding much else would make it too good at its job.
Avon Salinder
#380 - 2016-09-11 00:41:45 UTC  |  Edited by: Avon Salinder
Malcanis wrote:
MrB99 wrote:
CCP Fozzie wrote:

We're very interested in your feedback !


The Hulk, Mack, Covetor, and Retriever are expensive ships that are relatively high skill yet are largely useless in high sec mining because they can be predictably and trivially ganked by a single player with 2 low skill toons in cheap catalysts.


I'm pretty sure that a properly fitted Mack can tank 2 low-skilled catalysts.

I ran some tests on this recently and I can confirm this is correct. A Mack will not however, survive three medium-skill (level 4 skill) catalysts in .6 or .5 space, even with kin/therm resists, level 5 skill (for 20% native shield resists) and a DC (barring lucky ecm drone use perhaps). Given the immense survivability gulf between the skiff/proc and the next toughest (the mack), to say nothing of the retriever, covetor and hulk, some improvements in this area would be welcome.

Curiously, the skiff can fit for max yield and also almost max tank (everything but the DCU) without requiring fitting rigs or mods, with pg and cpu to spare, whereas the mack, even when not fit for max yield struggles with cpu and pg issues.

Essentially, fitting a DC makes very little difference to most mining ships so why sacrifice yield when you'll probably get ganked anyway? I'd like to see valid fitting choices beyond the cookie-cutter max-yield fits for mining ships where sacrificing yield for toughness (or other desirable qualities) makes a real difference.

P.S. final point - large ore capacity simply promotes afk game styles in an area of the game rife with this 'playing' style. Back before the barge rebalance, the best ship was the hulk, when fit with cargo rigs etc could carry 13000(ish) m3 and that was adequate. Any improvements to durability of the mack/retriever would come with reduced ore bay, as I think they're a bit too generous as is.