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[November] Rorqual Changes

First post First post First post
Author
CowRocket Void
Of Tears and ISK
ISK.Net
#121 - 2016-10-04 23:52:08 UTC
Swoop McFly wrote:
So it mines as much as 8 Hulks, is the perfect mining booster, a jump freighter, a carrier and a FAX combined, with double the jumprange, 90% fatigue reduction and a 7 minute invulnerability mode.

Is it just me or does this sound maybe a little bit too good?

It can do pretty much everything. The only thing missing is an exploration bonus.


it has to be epic or the risk =/= reward

bleeding shadow darkness > did i just saw a red procurer? :P

Zappity
New Eden Tank Testing Services
#122 - 2016-10-04 23:53:13 UTC
Swoop McFly wrote:
So it mines as much as 8 Hulks, is the perfect mining booster, a jump freighter, a carrier and a FAX combined, with double the jumprange, 90% fatigue reduction and a 7 minute invulnerability mode.

Is it just me or does this sound maybe a little bit too good?

It can do pretty much everything. The only thing missing is an exploration bonus.

And you are stuck in place with no propulsion, warp or jump capability for 5 minutes at a time.

Zappity's Adventures for a taste of lowsec and nullsec.

Mark O'Helm
Fam. Zimin von Reizgenschwendt
#123 - 2016-10-05 00:03:24 UTC  |  Edited by: Mark O'Helm
CCP Fozzie wrote:
Fleet Hangar: 40,000m3(+10,000)
Fixed it for you. I like the buff.

"Frauenversteher wissen, was Frauen wollen. Aber Frauen wollen keine Frauenversteher. Weil Frauenversteher wissen, was Frauen wollen." (Ein Single)

"Wirklich coolen Leuten ist es egal, ob sie cool sind." (Einer, dem es egal ist)

Swoop McFly
The Scope
Gallente Federation
#124 - 2016-10-05 00:04:02 UTC  |  Edited by: Swoop McFly
Zappity wrote:
And you are stuck in place with no propulsion, warp or jump capability for 5 minutes at a time.

So is a FAX.
And a FAX doesn't do 2000 dps, doesn't have 10LY jumprange with only 10% of the fatigue and certainly not a 7 minute invul button.

You don't even have to use the industrial core and it's still an insanely strong ship. (mines as much as 1.5 Hulks,better boosts than an orca, does 1000 dps, 10LY jumprange with 90% fatigue reduction, insanely large ore hold and cargo hold+fleet hangar, etc...)
beatlebutt
Hedion University
Amarr Empire
#125 - 2016-10-05 00:43:21 UTC
I wonder if people are aware of how slow the rorqual is to warp from a standing stop. With max skills and the core OFF what will be the maximum bonus range? I ask this because the only safe way to have a rorqual in a belt is if it is aligned (75% speed) back to the pos or station or citadel. That is the only way you will make it out in time. but for that to be viable you need a pretty large bonus range.

Once kill squads develop to catch deployed rorquals, people will see what a disaster deploying would be, massive bonus or not. Mining just isn't that lucrative. Unless the panic button kept the enemy immobile but allowed friendlies to warp out, including the rorqual. LOL like that would ever happen.

I think having a Rorqual in belt should be risk enough. I don't think being deployed should hold one in place. I would favor reducing the industrial core's bonus and make it so the rorqual isn't held in place for 5 minutes. I know it will never happen, but one can wish.

Ore make it so the rorqual can cyno out even if the core is deployed, if he presses the panic button. All effects would then cease so it can't be used in capital fights for that reason. well it still would, but whatever. Never happen anyways. CCP is dead set on killing the rorqual except as a hauler.

I do like restoring the jump range of the rorqual. That is the only awesome part of this mess.

the only good thing about ruining rorquals is if there is less mining going on the ore prices will rise. ATM isk per hour it's the worse way in the game to make isk.
SurrenderMonkey
State Protectorate
Caldari State
#126 - 2016-10-05 01:20:45 UTC
beatlebutt wrote:


Ore make it so the rorqual can cyno out even if the core is deployed, if he presses the panic button. All effects would then cease so it can't be used in capital fights for that reason. well it still would, but whatever. Never happen anyways. CCP is dead set on killing the rorqual except as a hauler.



Yeah, you can tell by the purchasing spike in Rorquals and Rorqual BPOs that they've definitely succeeded in killing it dead with this announcement. Roll

They're probably just in it for the jump range.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Alex Andromedon
4S Corporation
The Initiative.
#127 - 2016-10-05 02:05:05 UTC
Are current rorqual pilots gonna get ammo for the boosts or are our modules gonna be useless until we get the ammo?
Zanar Skwigelf
HIgh Sec Care Bears
Brothers of Tangra
#128 - 2016-10-05 02:14:47 UTC
beatlebutt wrote:
I wonder if people are aware of how slow the rorqual is to warp from a standing stop. With max skills and the core OFF what will be the maximum bonus range? I ask this because the only safe way to have a rorqual in a belt is if it is aligned (75% speed) back to the pos or station or citadel. That is the only way you will make it out in time. but for that to be viable you need a pretty large bonus range.



Capital Higgs Anchor.

Without running the core it can mine more than an exhumer right now, with no need to dock/warp to compression array. throw a higgs rig on it, mine aligned, and enjoy the light show.

Also, joining the group asking about mining mercoxit. I don't mind putting deep core miners in the highs, but just curious.
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#129 - 2016-10-05 02:19:36 UTC
CCP Fozzie wrote:
We are interested in hearing what the community thinks about cyno restrictions for ships affected by the P.A.N.I.C. module.

Lighting a Cyno should break the invulnerability. Ships that already have a cyno up do not gain invulnerability.


- Is it intended for the industrial ships to have the ability to refit to EWAR and Remote Reps and apply them while invulnerable? This sounds more than a little silly. I know your design goal is that the fleet should be capable of continued mining operations under PANIC, but in practice I think it might be better to set max targets locked to 0. This also applies to in-PANIC rorquals repairing other Rorquals that have coasted out of siege with their own panic.
- If I am reading the notes correctly, the Rorqual will still receive 20% of remote capacitor transfers while sieged? Or does that count as "Repairing the Capacitor"?
- PANIC Skill requirements definitely need a look at. Thematically they make sense with TSM5. But as others have stated that skill needs reworking in general. Consider replacing with Shield Management and Operation 5.
- Have you considered revisiting skill requirements to get into the ship? Mining/Astrogeology sound more in-line than Advanced Mass Production
- The sieged yield feels a little high, but we will see how it turns out in practice. I was expecting roughly half that, to put it in the ballpark of ratting carrier income. Of course, that will also depend on how it affects mineral prices in the long run.
-T2 core heavy water consumption increase seems unnecessary. It will already be under heavy strain from more active cores and the command burst charges using it.

Other than that, it looks pretty good - in terms of mining.

Now lets take a look at putting one on the field in a (super)capital engagement.
You have 1/7th of a Shield FAX with an Emergency hull energizer that lats upward of 2,000% of the duration. A little more, since it can fit 6 remote reps to the 5 of a Minokawa. Hard to say if they would be used over another T2 Triage FAX.

As another use case, you have a ship that can provide command ship level shield bursts with said energizer and pushing 4 million EHP. How do you expect a Vulture to compete with that? Furthermore, why are shield bursts getting such a sturdy 15% platform while armor is confined to 10% bonused capitals (without PANIC) or relatively flimsy command ships?

If the Rorqual is in panic, so are the industrial ships around it. Therefore, the remote reps of the Rorqual are not necessary. If the incoming defense fleet needs the reps, their arrival can be timed appropriately. Removing target locks would also mitigate things such as ecm module and drone fit nereus. There is likewise no need for the Rorqual to continue cycling shield command bursts in PANIC. Additionally, if Cyno breaks PANIC, the Rorqual can then choose to break out early and apply repairs at the cost of being held in place by its own cyno. The cyno should then prevent another panic activation for its duration, even if the rorqual manages to refit the burned out module for a spare. Mechanically it should prevent the effect from being applied to the cyno ship, rather than stop the module from activating, so the rorqual can refresh invulnerability on the barges even when immune to the effect itself.
HarlyQ
harlyq syrokos investment station
#130 - 2016-10-05 02:49:35 UTC
Zifrian wrote:
All these changes really aren't any different than what you said a few months ago. Why the long wait to get a dev blog out?

Anyway, I wasn't really impressed then and not now either. The jump changes and orca buffs are nice but, maybe I'm missing something but the Rorq is still pretty boring to fly and doesn't support a dedicated pilot to use. Most people will still use Alts due to the cost and literal boring gameplay. While the drone bonus is nice, it still just sitting there doing little (Yes, I get that mining isn't exciting already).

As far as the core, if you are set on five minutes of immobility, then at least reduce the timer to 3-4min on a tech 2 variant. I doubt anyone is going to use it much because it's an easy kill.

You should be able to cyno under the effect of panic. Hot drop fleets are common, and defending against one should be common also. If you mine seven systems away from friendly fleets, they'll never make it to you to defend in time but a hostile fleet could jump on you immediately.


Overall, I guess I was hoping for more but this is about what I expected, changes to existing items and bonuses but not much else. Not interested in mining anymore honestly and this doesn't nothing for me.

Why does mining need to be exciting if you want that go pvp. These changes are good for the game. I understand how C02 can't protect their own members mining but thats why you get stuck using the orca or porpoise. People willing to risk the rorqual get to benefits of the rorqual. The future is looking goooooood. :D
Lugh Crow-Slave
#131 - 2016-10-05 03:03:08 UTC
so how big is the PANIC mod? how easy will it be for me to jet my burnt out one and refit a new one?
Lugh Crow-Slave
#132 - 2016-10-05 03:04:14 UTC
HarlyQ wrote:
Zifrian wrote:
All these changes really aren't any different than what you said a few months ago. Why the long wait to get a dev blog out?

Anyway, I wasn't really impressed then and not now either. The jump changes and orca buffs are nice but, maybe I'm missing something but the Rorq is still pretty boring to fly and doesn't support a dedicated pilot to use. Most people will still use Alts due to the cost and literal boring gameplay. While the drone bonus is nice, it still just sitting there doing little (Yes, I get that mining isn't exciting already).

As far as the core, if you are set on five minutes of immobility, then at least reduce the timer to 3-4min on a tech 2 variant. I doubt anyone is going to use it much because it's an easy kill.

You should be able to cyno under the effect of panic. Hot drop fleets are common, and defending against one should be common also. If you mine seven systems away from friendly fleets, they'll never make it to you to defend in time but a hostile fleet could jump on you immediately.


Overall, I guess I was hoping for more but this is about what I expected, changes to existing items and bonuses but not much else. Not interested in mining anymore honestly and this doesn't nothing for me.

Why does mining need to be exciting if you want that go pvp. These changes are good for the game. I understand how C02 can't protect their own members mining but thats why you get stuck using the orca or porpoise. People willing to risk the rorqual get to benefits of the rorqual. The future is looking goooooood. :D



they can still use a rorq they just may not want to risk the core. if you want better boost than an orca with even less risk than an orca use a rorq with an E-cyno ready
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#133 - 2016-10-05 03:16:54 UTC
Swoop McFly wrote:
So it mines as much as 8 Hulks, is the perfect mining booster, a jump freighter, a carrier and a FAX combined, with double the jumprange, 90% fatigue reduction and a 7 minute invulnerability mode.

Is it just me or does this sound maybe a little bit too good?

It can do pretty much everything. The only thing missing is an exploration bonus.

I'm not sure what hulk you are flying, but mine gets 3848m3 of ore every 60 and change seconds. Lets call the change drone travel time in optimal conditions. That puts it at 4.78 of the current hulk, or "as much as half" of your estimate. Since the yield bonus of skills/implants is going away, without doing the new-hulk math I'm gonna guess and peg it at 5x hulk. In reality it will be less. You need to adjust position to minimize drone flight time as you pop rocks, which you cannot do sieged. Unsieging to move means lower yield during the adjustment period.

It's still a terrible jump freighter. Fully expanded would be 175k m3. Just over half a jump freighter without the ability to go to high sec for the cargo and cyno off the Jita 4-4 undock. Furthermore, using it as such means it's not deployable for the other roles due to using(T2) cargo rigs. Without the rigs, you barely break 100km3. I suppose it's better for moving two packaged battleships than a carrier for assembled.

It is not a carrier. When fitted with 4 damage amps, It has the dps of the turrets only on a Nidhoggur. Fighters also have missiles for another 1000 dps and significant alpha. Your average mining rorqual will not have 4 drone damage amps. That's not to say people won't try ratting in one, that's pretty much guaranteed.

It does not have the remote rep power of a fax. The bonuses are to range. The duration reduction is on par with a FAX, but it reps for the base amount per cycle. A T2 Triage FAX reps for 650% of base.
benz2
DND Industries
#134 - 2016-10-05 03:19:44 UTC
2 things.

What about not being able to light a cyno at all in the vicinity (100+km?) of an active P.A.N.I.C. Module?

Either that or - Why when it is active, no damage? i think being able to actually defend themselves while the module is active would give miners a better chance. i see large fleets just waiting to kill miners when the effect wears off, and i think being having a chance to push the defenders away themselves would be better. I've been in situations where no-one would come help the mining fleet, and recently lost 5 ships and 4 pods because i had no assistance. or is it supposed to be a trade-off between maybe losing your ships and beating the intruders or surviving? then what about a severely reduced damage, instead of none at all?
E6o5
Sebiestor Tribe
Minmatar Republic
#135 - 2016-10-05 04:05:20 UTC  |  Edited by: E6o5
Questions regarding the PANIC mode

- are the mining fleet drones protected as well?

Quote:
All turret, missile, drone and smartbomb damage set to 0

-> what about doomsdays
Quote:
Mining remains unaffected so ships can continue to mine as normal while under the protection of the P.A.N.I.C. module.

-> can the mining fleet engage the enemy (with drones or modules)?
Chal0ner
Hideaway Hunters
The Hideaway.
#136 - 2016-10-05 04:20:06 UTC
Haven't read it all so maybe it's in there somewhere.
Will the PANIC thingy protect unagressed ships only? I.e. will you need to start it before the first ship is attacked or can you light it at any time during an attack?
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#137 - 2016-10-05 04:31:49 UTC  |  Edited by: Vald Tegor
benz2 wrote:
What about not being able to light a cyno at all in the vicinity (100+km?) of an active P.A.N.I.C. Module?


Why would you want to remove your own ability to call for help?
More importantly, why do you want someone else on grid to remove it for you.


benz2 wrote:
Either that or - Why when it is active, no damage? i think being able to actually defend themselves while the module is active would give miners a better chance. i see large fleets just waiting to kill miners when the effect wears off, and i think being having a chance to push the defenders away themselves would be better. I've been in situations where no-one would come help the mining fleet, and recently lost 5 ships and 4 pods because i had no assistance. or is it supposed to be a trade-off between maybe losing your ships and beating the intruders or surviving? then what about a severely reduced damage, instead of none at all?

The general idea is that nullsec yield is higher, because your operations are interruptible. How do you expect offenders to hold the grid for 10 minutes against thousands of incoming dps before reinforcements arrive and the fight actually starts? You get more, because you risk more.

If you're in a fleet with you and your alts, with no help to be had, that is obviously not the time to field a sieged rorqual(s). Certainly not within jump range of hostile capitals. You will want to ship down, the same way everyone else, everywhere else in eve, doing any other activity does.
Captain Semper
Fusion Enterprises Ltd
Pandemic Horde
#138 - 2016-10-05 04:49:51 UTC
Very nice change!
But... If Rorq is much better than hulk we get another "vertical ladder". And as i remember you - CCP - want to move away from the concept of "vertical ladder" and entered tiericide (still dont know how to write this).
For now i have 3 hulks and Rorq. After this change i FORCED to learn 3 more Rorq for better mining.
Its not a best design - mining fleets w/o mining ships :/

What i suggest?
Give Rorq mining bonus which depends on the number of mining ships (frigs and barg) within a radius X

For example:
Rorq max mining per minute 18k m^3. Degrade it to 3k m^3 and give bonus like:
Each mining ships (not other mining command or Rorq) within 200km increase mining yeld by 100% up to 500%. This bonus share between all Rorq within 500km.
So you wont be breake your own concept of "tiericide", mining fleets will be optimal with 1 Rorq per 5 mining ships (2 Rorq will get 500% bonus if 10 mining ships in range and etc).

Mb it technicaly hard - dunno - but i think its better than just tell everyone: "Go and learn Rorq for better mining and make Rorq fleets".

What do you think?
Sasha Nemtsov
Federal Navy Academy
Gallente Federation
#139 - 2016-10-05 05:06:37 UTC
Aliana Heartborne wrote:

The problem with casual/social fleets like CASMA is that the skills are low for most people as they are new players, so a lot of the job falls to a few people, not just in terms of boosting but also helping the new people not leave in a rage because they get murdered at every corner. In my case i don't have the time to or energy to be active much, so for me personally ill just drop down to alpha clone most likely and do nothing but help people with information in terms of chat which really takes out a bit of the fun

The largest thing CCP fails to realise is that it is a social/casual fleets doesnt have any tools to help lessen the load of boosters and organizers, like we cant even see how much stuff how much a single person mines reliably as the fleet history log is a joke, and if you DC these horrible logs are lost as well because no autosaving like every other log.

Now CCP please improve the new player experience ;s


Hi Aliana, thanks for an interesting perspective. I note that you 'don't have the time...to be active much', which suggests that you belong to a group which I call 'casual but committed'. Despite assertions to the contrary in various corp descriptions, the EVE player base doesn't deal well with this type of player.

Your suggestions for tools for boosters seem sound to me. I hope CCP listens.

You feel you must 'drop down to Alpha' and provide a chat service? That's some of the most time-intensive stuff right there! Unless you mean to pop in for a few minutes each day. Also, I don't see how it can mitigate the fun if, by your own admission, the fun merely consists of sitting in space in Tarta and Tekaima while you are away at work, or whatever. But I may not be in possession of the complete picture. Help me out here!

I get that the proposed changes won't work for you, Aliana. But surely, if you're spending all this time helping new players, you can inspire at least some of them to train up boosting skills? Perhaps the new Porpoise will help there? And while you're at it, gank-avoidance skills, too.
Regan Rotineque
The Scope
Gallente Federation
#140 - 2016-10-05 05:12:18 UTC
the cyno issue is going to be controversial

if you allow it the. the rorq may be used as a pvp fleet ship since oppsosing fleets cannot kill the cyno.

if you disallow the cyno you cannot get defense fleets in.

Since this new panic module is defensive in nature whatabout giving it a cyno blocker similar to the current cyno blocker module? itkeeps both sides on a level playground while the panic module is running. once the panic runs out the cyno blocking effect disapates.