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[November] Orca Changes

First post First post
Author
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#201 - 2016-10-12 11:42:10 UTC
Sgt Ocker wrote:
Cade Windstalker wrote:
Sgt Ocker wrote:
I'll put it in nice easy English. Right now I run a max cargo Orca because it sits in a pos for 90% of its time so is at little risk. Come November, I won't be sitting in lowsec with a max cargo Orca now forced to sit on grid. So all in all I gain 30K from the increased ore hold AND lose my boosts for longer on each trip to the pos.
(unless of course boosting is changing so it can be active while the Booster is in warp)
This gets even worse once pos's are removed and if Devs don't get it right now, by then it will be too late. The Orca won't get another balance pass.


While currently, the only time I am not boosting is while in warp, come November I am losing at least 4 mins out of every 20 or +12 minutes (nearly an Orca load) every hour in productivity.

+30K per load (from 14 to +-19 minutes to fill orca) minus 12 minutes per hour unable to boost - I go from 3.5 orca loads per hour to 2 and a bit.
NB; I used to have a dedicated freighter alt to haul but it is not viable isk wise, there just isn't enough profit to afford another alt that isn't able to produce income.

Bottom line, if i can't find a way to make up the loss of productivity due to being forced to have my orca on grid (for no real gain but a lot more risk) - I just unsub all my miners and other industrial characters, go back to running lvl 5's to make isk for my main and be done with it.

Most industrial efforts are undertaken by small groups or individuals with a few (or lots) of alts. If these changes cost too much in productivity, those individuals will look elsewhere to spend their time. Probably outside eve as most industrialists have no inclination to do anything else.


Couple of points and FYIs.

First off, you should go read the dev blog on how boosts are changing. Short version, they're an AOE pulse that sticks to the ships affected, so you can boost, warp off in your Orca, drop your stuff and warp back. If you're smart about where you put your Citadel you can probably have zero or close to zero downtime on your mining boosts.

I'd also like to point out that CCP have been pretty good about revisiting changes that needed it over the last few years. The longest standing complaints right now are probably Jump Fatigue and T3Ds, and the former is getting a tweak in November I believe.

You're also forgetting that the Orca can mine now, which means it's directly contributing to your ore yields in a way that it wasn't before.

Boosts stop as soon as you dock, jump through a stargate or enter a starbase forcefield. Presuming the blog is written correctly once an Orca enters a pos or docks in a citadel to unload, the boost cycle it started will cease activity. If I'm wrong here, I'm wrong but I have read that part of the blog several times and believe my understanding to be correct.
Otherwise, with a max skilled Orca pilot you can still virtually run offgrid boosts, only having to warp to your miners every 5 minutes or so, collect cans and return to safety. Any ship in warp is invulnerable, so I'm pretty sure Devs don't intend Orca's to start boosts and leave grid for the duration.

Fatigue and T3d's are indeed the longest standing unaddressed complaints - Neither of which is being changed in November. Capital ships are getting an extra 1LY jump range AND the added fatigue to match. A zero outcome change, except there will now be more choke points for hunters to watch.
The change is actually 2LY for dreads and carriers, 1 LY for supers and titans. As subcaps can only jump as far as a titan - The net increase for all capitals is, 1LY. Another change that shows how little understanding Devs have of how the game they develop is played.




The new command bursts don't care what happens to the ship which fires them off. Only what happens to the ship which receives them. This is one of the reasons they're as short as they are. (minute, minute and a half)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Nya Kittenheart
Science and Trade Institute
Caldari State
#202 - 2016-10-12 21:27:24 UTC  |  Edited by: Nya Kittenheart
Interesting changes,but one or two things bugging me:

1-I don t really understand the ehp buff especially the shield and armor part,Orca is already an overtanked ship easily reaching 470k to 500 K EHP depending on the ammunition used.I honnestly waited a nerf to bring that thing back into the 300-350 K.

2-Why nerfing the align timeShocked High sec is already sick of bumping online and need more actual gank...DissapointedSad

i really look forward to the introduction of those changes ,just those 2 points that seems out of the line for my taste.
Echo Mande
#203 - 2016-10-12 22:23:37 UTC
Here's a proposal that might solve a lot of the various issues the Orca has or might have. Allow the Orca to mount the Industrial Core modules the same way the Rorqual can, with the difference that the Orca receives much less or no burst strength bonus and drone bonuses (at most half listed as Rorqual bonuses). This would be an analog to a Marauder's bastion module in that it would be an optional module to increase power at the cost of mobility.

This would IMO create something a lot like a miniature Rorqual, useable in highsec, and create an intermediate level between a mobile Orca and a mobile Rorqual. Additionally it would allow the Orca to be used for mining as it IMO should be used, not as a ship but as a mobile support platform optimised for mining operations. A deployed Orca would support the operation by serving as a central ore collection node, providing stronger boosts and providing longer range RR protection than a mobile Orca. By having compression it would also support the operation by vastly reducing the amount of hauling needed.

The mobile platform role, with or without Industrial Core, is in my opinion the best way of seeing the Orca as a boosting ship. As an ore hauler it is certainly capable, warping in and aligning while grabbing half a dozen or so cans (6 highs, 6 tractors, 6 cans :)) before warping off but I think that a miasmos or DST is better equipped to do that even if they need more runs. For smaller mobile operations, including fill-and-go ones, IMO you should get a Porpoise as booster.

A smaller but IMO worthwhile change to the Orca as proposed would be to change the bonuses so that the Orca can mount Capital tractor beams at listed range instead of small tractor beams with a bonus.

Commentary anyone?
Penance Toralen
School of Applied Knowledge
Caldari State
#204 - 2016-10-12 22:37:09 UTC
Steve Ronuken wrote:
The new command bursts don't care what happens to the ship which fires them off. Only what happens to the ship which receives them. This is one of the reasons they're as short as they are. (minute, minute and a half)


So we have exchanged OGB for OCD. The auto cycle is 60sec. But the duration can be 90sec. Which means either waste ammo or manually cycle. I can see that getting old fast.
Cade Windstalker
#205 - 2016-10-12 23:27:59 UTC
Sgt Ocker wrote:
Boosts stop as soon as you dock, jump through a stargate or enter a starbase forcefield. Presuming the blog is written correctly once an Orca enters a pos or docks in a citadel to unload, the boost cycle it started will cease activity. If I'm wrong here, I'm wrong but I have read that part of the blog several times and believe my understanding to be correct.
Otherwise, with a max skilled Orca pilot you can still virtually run offgrid boosts, only having to warp to your miners every 5 minutes or so, collect cans and return to safety. Any ship in warp is invulnerable, so I'm pretty sure Devs don't intend Orca's to start boosts and leave grid for the duration.

Fatigue and T3d's are indeed the longest standing unaddressed complaints - Neither of which is being changed in November. Capital ships are getting an extra 1LY jump range AND the added fatigue to match. A zero outcome change, except there will now be more choke points for hunters to watch.
The change is actually 2LY for dreads and carriers, 1 LY for supers and titans. As subcaps can only jump as far as a titan - The net increase for all capitals is, 1LY. Another change that shows how little understanding Devs have of how the game they develop is played.


You seem to be thinking in terms of the old system, boosts stop as soon as *the affected ship* docks, jumps, ect. The boosting ship can get blown to kingdom come, deleted by CCP, or jump off to Jove space and the ships it has boosted will remain boosted. It is explicitly stated several times in the dev blog and the relevant thread that boosts are no longer tied to the ship that dispensed them.

If you hit your boosts right before a mining laser cycle, warp off, dock, unload, and warp back as long as you're back before the boosts run out you'll have zero boosting downtime. Whether or not you can do that will be mostly subject to timing, how far you have to warp, and the align time on undocking from the citadel.

Longer jump range actually means less choke points and less predictable routs, not more. If you read the thread the devs understand perfectly what they're doing, they're just not doing what you want them to, which isn't a problem in and of itself.
Zan Shiro
Doomheim
#206 - 2016-10-13 01:25:16 UTC  |  Edited by: Zan Shiro
Nya Kittenheart wrote:
Interesting changes,but one or two things bugging me:

1-I don t really understand the ehp buff especially the shield and armor part,Orca is already an overtanked ship easily reaching 470k to 500 K EHP depending on the ammunition used.I honnestly waited a nerf to bring that thing back into the 300-350 K.

2-Why nerfing the align timeShocked High sec is already sick of bumping online and need more actual gank...DissapointedSad

i really look forward to the introduction of those changes ,just those 2 points that seems out of the line for my taste.



EHP is to not die easy in 0.0 since they will be on belts. And with no concord 0.0, and low sec and wh even, roamers aren't scared to spend a bit more to fly something better than a dessie for more damage with less ships. This can tank better if fit for that to better deal with that. In current state they'd be easy kill targets really.


The uber high ehp orca's of today are also spec'd for this. You can make them high ehp but they take hits elsewhere.


DCU II and bulkhead in lows kills lows whit the bulkheads killing cargo space and agility.. Double tank it with shield over the hull tank kills mids. And the traverse bulkhead rigs kill cargo space. And you need at least 2 of them imo. I run 2 T2 (I opted to make third hyperspatial to not have warps suck as much time wise), Uber tank t1 rig needs 3. In short..tanky orca's rigs are spoken for and directed to this one task.


Edit: I do the above since all I do haul stuff. Mining wise my orca not of much use fitting wise. It just need to carry rat killing BC's size and below ships around really.



Orca align time is countered by MWD fitting. Ye old hit warp, one second spam of MWD. Should have you off the line at 10 seconds. If memory servers orca getting a bit of grid boost to make this easier to fit. Currently orca has issues fitting MWD. You can shoe horn in a Y-TB 500mn MWD....barely. the new grid will help with that a little. On the player to run the MWD, as it is now.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#207 - 2016-10-13 02:47:44 UTC
Echo Mande wrote:
Here's a proposal that might solve a lot of the various issues the Orca has or might have. Allow the Orca to mount the Industrial Core modules the same way the Rorqual can, with the difference that the Orca receives much less or no burst strength bonus and drone bonuses (at most half listed as Rorqual bonuses). This would be an analog to a Marauder's bastion module in that it would be an optional module to increase power at the cost of mobility.

This would IMO create something a lot like a miniature Rorqual, useable in highsec, and create an intermediate level between a mobile Orca and a mobile Rorqual. Additionally it would allow the Orca to be used for mining as it IMO should be used, not as a ship but as a mobile support platform optimised for mining operations. A deployed Orca would support the operation by serving as a central ore collection node, providing stronger boosts and providing longer range RR protection than a mobile Orca. By having compression it would also support the operation by vastly reducing the amount of hauling needed.

The mobile platform role, with or without Industrial Core, is in my opinion the best way of seeing the Orca as a boosting ship. As an ore hauler it is certainly capable, warping in and aligning while grabbing half a dozen or so cans (6 highs, 6 tractors, 6 cans :)) before warping off but I think that a miasmos or DST is better equipped to do that even if they need more runs. For smaller mobile operations, including fill-and-go ones, IMO you should get a Porpoise as booster.

A smaller but IMO worthwhile change to the Orca as proposed would be to change the bonuses so that the Orca can mount Capital tractor beams at listed range instead of small tractor beams with a bonus.

Commentary anyone?


No, the orca does not need an Indy core. Hell that thing should of been removed onthe Rorqual for more interesting and easier gameplay.
6 tractor beams??? 6 Cans???

dude why do you think it has a fleet hangar and getting the increase to the Ore hold? Warp on the group, fill up and then warp off....or give boosts while there and use a DST to transport ore.

Do you have any idea how many public Cits are in highsec? We do not need a ship that can Compress ore in Highsec, its redundant.
Nya Kittenheart
Science and Trade Institute
Caldari State
#208 - 2016-10-13 12:05:16 UTC
Quote:
EHP is to not die easy in 0.0 since they will be on belts. And with no concord 0.0, and low sec and wh even, roamers aren't scared to spend a bit more to fly something better than a dessie for more damage with less ships. This can tank better if fit for that to better deal with that. In current state they'd be easy kill targets really.


The uber high ehp orca's of today are also spec'd for this. You can make them high ehp but they take hits elsewhere.


DCU II and bulkhead in lows kills lows whit the bulkheads killing cargo space and agility.. Double tank it with shield over the hull tank kills mids. And the traverse bulkhead rigs kill cargo space. And you need at least 2 of them imo. I run 2 T2 (I opted to make third hyperspatial to not have warps suck as much time wise), Uber tank t1 rig needs 3. In short..tanky orca's rigs are spoken for and directed to this one task.


Edit: I do the above since all I do haul stuff. Mining wise my orca not of much use fitting wise. It just need to carry rat killing BC's size and below ships around really.



Orca align time is countered by MWD fitting. Ye old hit warp, one second spam of MWD. Should have you off the line at 10 seconds. If memory servers orca getting a bit of grid boost to make this easier to fit. Currently orca has issues fitting MWD. You can shoe horn in a Y-TB 500mn MWD....barely. the new grid will help with that a little. On the player to run the MWD, as it is now.


-350 K is not something that die easily even in 0.0 or lows sec,especially when u spew 800 dps with drones and FFS this is eve when in 0.0 and or low sec protect your damn mining Op.
-The trade for EHP is non existant you should always fit max tank ,honnestly who cares about losing cargohold space really when u get a x3 larger ore bay in the process with bonuses ...
-Speaking about hyperspatial u ll mostly use them to haul in high sec where u ll trade ehp for warpspeed that is only fair.
In low or 0.0 there is very low chance your orca move more than a few jumps away and you ll probably having someone hauling for you anyway even more now than it s going to mine for itself so warp speed isnt really critical.
-With the align time issue isnt warp out time but Bumping,i'm sick of it and think capital hull sized should more resilient to bumping.Less bumping more actual fight.
TinramSaw
Perkone
Caldari State
#209 - 2016-10-13 12:55:29 UTC
Goati wrote:
Neugeniko wrote:
Hi,
Just some info for people trying to calculate drone mining on the new orca.

T2 Mining Drone Base Mining Amount = 33 m3 per minute
5 levels of Mining Drone Operation = 25%
5 levels of Drone Interfacing = 50%
5 levels of (NEW) Mining Drone Specialization = 10%
5 levels of Industrial Command Ships = 50%
Orca Mining Drone Role Bonus = 100%
1 T2 Drone mining rig = 15%
1 T2 Drone mining rig = 15%
1 T1 Drone mining rig = 10%

*Mining drone rigs don't have a stacking penalty currently. Checked and confirmed in client.

Mining Amount per Drone = 33*1.25*1.5*1.1*1.5*2.0*1.15*1.15*1.1 = 297.04 m3 per minute
5 drones is 5 x 297.04 = 1485 m3 per minute

For augmented drones its then 1485*1.09 = 1619 m3 per minute

With current stats harvester drones would do 1636 m3 per minute, they don't benefit
from mining drone specialization thou.

Cheers,
Neug




So basically an Orca will be able to mine like a boosted Exhumer with an epic sized cargo hold. The only way to counter it in most cases in high-sec is to bump it. This will end well.


Oh god, could you stop talking about orca beats a boosted exhumer? You don't know anything about mining, I presume...
All full boosted Hulk, lvl V, T2 Strip Miners with MLU T2 is making beyond 2000 m3 per minute, without implants or drones...
IF an Orca is achieving around that 1400 m3 per minute, a Hulk is making double of that, easily!
God damn!
Cade Windstalker
#210 - 2016-10-13 14:22:10 UTC
Yeah, a maxed out boosted Hulk hits around 3km3/m pretty easily. The Orca doesn't even mine as much as a boosted Skiff, though one Orca boosting other mining ships makes a pretty nice total contribution.
RainReaper
RRN Industries
#211 - 2016-10-13 14:31:53 UTC  |  Edited by: RainReaper
Cade Windstalker wrote:
Yeah, a maxed out boosted Hulk hits around 3km3/m pretty easily. The Orca doesn't even mine as much as a boosted Skiff, though one Orca boosting other mining ships makes a pretty nice total contribution.


People always complain about how there is no reason to bring an orca out to the belt when you only have 1-2 people mining.

Because the orca itself cant really contribute to the mining op, making it a better choice to just bring another mining barge.
Now the orca will be capable of accualy contributing to the op with its enhanced mining drones, making it a loot more viable to bring one to the belt.
And when its solo then heck. it can still be used thanks to the fact that it mines like an unboosted exhumer.
And with its vastly increased ore hold it can accualy full fill the role of ore hauler.
oooor it can mine for around...3 hours all alone wihtout the need to unload thanks to the fact that it does have a large cargo hold and good mining abilities.
On top of being super tough with some decent drone damage to booth.
Its one weakness I guess is the fact that its so slow. altough I dont know what the 100m mass decrease is gonna do to it.
Will the after burrner give a better speed boost? cause it curently dosent even give the orca a 100% speed boost.
will be intresting to see.
Man!... I love this thing.
Cade Windstalker
#212 - 2016-10-13 14:50:36 UTC
RainReaper wrote:
Cade Windstalker wrote:
Yeah, a maxed out boosted Hulk hits around 3km3/m pretty easily. The Orca doesn't even mine as much as a boosted Skiff, though one Orca boosting other mining ships makes a pretty nice total contribution.


People always complain about how there is no reason to bring an orca out to the belt when you only have 1-2 people mining.

Because the orca itself cant really contribute to the mining op, making it a better choice to just bring another mining barge.
Now the orca will be capable of accualy contributing to the op with its enhanced mining drones, making it a loot more viable to bring one to the belt.
And when its solo then heck. it can still be used thanks to the fact that it mines like an unboosted exhumer.
And with its vastly increased ore hold it can accualy full fill the role of ore hauler.
oooor it can mine for around...3 hours all alone wihtout the need to unload thanks to the fact that it does have a large cargo hold and good mining abilities.
On top of being super tough with some decent drone damage to booth.
Its one weakness I guess is the fact that its so slow. altough I dont know what the 100m mass decrease is gonna do to it.
Will the after burrner give a better speed boost? cause it curently dosent even give the orca a 100% speed boost.
will be intresting to see.
Man!... I love this thing.


Oh, yeah, the mining amount here is a nice buff. Not at all trying to say it's insignificant, I'm just saying that I don't think we'll see very many solo Orca miners because you're better off with a single Skiff than a single Orca unless you have a *really* long warp.

Personally I think I'd put the mining yield of the Orca at around the level of a Mining Barge or a full-tank Skiff, which seems pretty reasonable.
RainReaper
RRN Industries
#213 - 2016-10-13 14:57:43 UTC  |  Edited by: RainReaper
Cade Windstalker wrote:
RainReaper wrote:
Cade Windstalker wrote:
Yeah, a maxed out boosted Hulk hits around 3km3/m pretty easily. The Orca doesn't even mine as much as a boosted Skiff, though one Orca boosting other mining ships makes a pretty nice total contribution.


People always complain about how there is no reason to bring an orca out to the belt when you only have 1-2 people mining.

Because the orca itself cant really contribute to the mining op, making it a better choice to just bring another mining barge.
Now the orca will be capable of accualy contributing to the op with its enhanced mining drones, making it a loot more viable to bring one to the belt.
And when its solo then heck. it can still be used thanks to the fact that it mines like an unboosted exhumer.
And with its vastly increased ore hold it can accualy full fill the role of ore hauler.
oooor it can mine for around...3 hours all alone wihtout the need to unload thanks to the fact that it does have a large cargo hold and good mining abilities.
On top of being super tough with some decent drone damage to booth.
Its one weakness I guess is the fact that its so slow. altough I dont know what the 100m mass decrease is gonna do to it.
Will the after burrner give a better speed boost? cause it curently dosent even give the orca a 100% speed boost.
will be intresting to see.
Man!... I love this thing.


Oh, yeah, the mining amount here is a nice buff. Not at all trying to say it's insignificant, I'm just saying that I don't think we'll see very many solo Orca miners because you're better off with a single Skiff than a single Orca unless you have a *really* long warp.

Personally I think I'd put the mining yield of the Orca at around the level of a Mining Barge or a full-tank Skiff, which seems pretty reasonable.


When you have no drone mining rigs on it yeah but if you go full out on that then id say it can mine prety damn good lol.
and again that ore hold will let it mine for 2-3 hours.
depending on if you do fit it for full tank or full yield lol.

PS #formom
RainReaper
RRN Industries
#214 - 2016-10-13 18:45:30 UTC
I have to ask, will we be geting an updated Orca hull soon?
Im jsut saying it would be nice if we could get vissible drone bays on the Orca like you did with the barges.
RainReaper
RRN Industries
#215 - 2016-10-14 00:10:49 UTC
RainReaper wrote:
I have to ask, will we be geting an updated Orca hull soon?
Im jsut saying it would be nice if we could get vissible drone bays on the Orca like you did with the barges.


id say scrath what i said before!

on the test server the orca have little lights moving from around difrent poitns on the hull on the test server! and there is like 9 new skins for all the industrial command ships! holy hek its cool!
RainReaper
RRN Industries
#216 - 2016-10-14 00:16:25 UTC
RainReaper wrote:
RainReaper wrote:
I have to ask, will we be geting an updated Orca hull soon?
Im jsut saying it would be nice if we could get vissible drone bays on the Orca like you did with the barges.


id say scrath what i said before!

on the test server the orca have little lights moving from around difrent poitns on the hull on the test server! and there is like 9 new skins for all the industrial command ships! holy hek its cool!


THE BARGES HAVE IT TOO MY GOOOOOD
Cade Windstalker
#217 - 2016-10-14 01:32:36 UTC
RainReaper wrote:
RainReaper wrote:
RainReaper wrote:
I have to ask, will we be geting an updated Orca hull soon?
Im jsut saying it would be nice if we could get vissible drone bays on the Orca like you did with the barges.


id say scrath what i said before!

on the test server the orca have little lights moving from around difrent poitns on the hull on the test server! and there is like 9 new skins for all the industrial command ships! holy hek its cool!


THE BARGES HAVE IT TOO MY GOOOOOD


I wonder if this means we'll get actual pirate mining ships for the Mining spawns instead of haulers and Carriers.
Sgt Ocker
What Corp is it
#218 - 2016-10-14 14:48:06 UTC
RainReaper wrote:
Cade Windstalker wrote:
RainReaper wrote:
Cade Windstalker wrote:
Yeah, a maxed out boosted Hulk hits around 3km3/m pretty easily. The Orca doesn't even mine as much as a boosted Skiff, though one Orca boosting other mining ships makes a pretty nice total contribution.


People always complain about how there is no reason to bring an orca out to the belt when you only have 1-2 people mining.

Because the orca itself cant really contribute to the mining op, making it a better choice to just bring another mining barge.
Now the orca will be capable of accualy contributing to the op with its enhanced mining drones, making it a loot more viable to bring one to the belt.
And when its solo then heck. it can still be used thanks to the fact that it mines like an unboosted exhumer.
And with its vastly increased ore hold it can accualy full fill the role of ore hauler.
oooor it can mine for around...3 hours all alone wihtout the need to unload thanks to the fact that it does have a large cargo hold and good mining abilities.
On top of being super tough with some decent drone damage to booth.
Its one weakness I guess is the fact that its so slow. altough I dont know what the 100m mass decrease is gonna do to it.
Will the after burrner give a better speed boost? cause it curently dosent even give the orca a 100% speed boost.
will be intresting to see.
Man!... I love this thing.


Oh, yeah, the mining amount here is a nice buff. Not at all trying to say it's insignificant, I'm just saying that I don't think we'll see very many solo Orca miners because you're better off with a single Skiff than a single Orca unless you have a *really* long warp.

Personally I think I'd put the mining yield of the Orca at around the level of a Mining Barge or a full-tank Skiff, which seems pretty reasonable.


When you have no drone mining rigs on it yeah but if you go full out on that then id say it can mine prety damn good lol.
and again that ore hold will let it mine for 2-3 hours.
depending on if you do fit it for full tank or full yield lol.

PS #formom
And how efficient that is, 2 or 3 hours sitting in an ice belt, with your one drone out there doing its thing, for one load of ice. When you could use a Skiff and mine twice as much in the same time.
That is, if the ice belt stays there long enough for you to fill the Orca, most of the ones around near my operation are gone in an hour.

So unless CCP has plans to remove multiboxing, I wouldn't count on making too much isk with your billion isk mining Orca and its drone.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

RainReaper
RRN Industries
#219 - 2016-10-14 14:50:22 UTC
Cade Windstalker wrote:
RainReaper wrote:
RainReaper wrote:
RainReaper wrote:
I have to ask, will we be geting an updated Orca hull soon?
Im jsut saying it would be nice if we could get vissible drone bays on the Orca like you did with the barges.


id say scrath what i said before!

on the test server the orca have little lights moving from around difrent poitns on the hull on the test server! and there is like 9 new skins for all the industrial command ships! holy hek its cool!


THE BARGES HAVE IT TOO MY GOOOOOD


I wonder if this means we'll get actual pirate mining ships for the Mining spawns instead of haulers and Carriers.


Accualy if you check the lastest releases and nov 8 you can see all the way down in the list that there will be more acctivity in the asteroid belts, with a prowler/wreathe with a angel skin on it surrounded by 3 angel battleships, so npcs will have mining ops themselves. i think nov 8 will be the most intresting expansion yet with new industry buffs to ships and nerfs(complexes)
and even npcs having their own ops. altough i do wonder. will they mine up the ore? or will they jsut move around the belts and look like they are mining but not accualy taking the ore from the belts. will be intresting as fack to see it all take place lol
RainReaper
RRN Industries
#220 - 2016-10-14 14:52:59 UTC
Sgt Ocker wrote:
RainReaper wrote:
Cade Windstalker wrote:
RainReaper wrote:
Cade Windstalker wrote:
Yeah, a maxed out boosted Hulk hits around 3km3/m pretty easily. The Orca doesn't even mine as much as a boosted Skiff, though one Orca boosting other mining ships makes a pretty nice total contribution.


People always complain about how there is no reason to bring an orca out to the belt when you only have 1-2 people mining.

Because the orca itself cant really contribute to the mining op, making it a better choice to just bring another mining barge.
Now the orca will be capable of accualy contributing to the op with its enhanced mining drones, making it a loot more viable to bring one to the belt.
And when its solo then heck. it can still be used thanks to the fact that it mines like an unboosted exhumer.
And with its vastly increased ore hold it can accualy full fill the role of ore hauler.
oooor it can mine for around...3 hours all alone wihtout the need to unload thanks to the fact that it does have a large cargo hold and good mining abilities.
On top of being super tough with some decent drone damage to booth.
Its one weakness I guess is the fact that its so slow. altough I dont know what the 100m mass decrease is gonna do to it.
Will the after burrner give a better speed boost? cause it curently dosent even give the orca a 100% speed boost.
will be intresting to see.
Man!... I love this thing.


Oh, yeah, the mining amount here is a nice buff. Not at all trying to say it's insignificant, I'm just saying that I don't think we'll see very many solo Orca miners because you're better off with a single Skiff than a single Orca unless you have a *really* long warp.

Personally I think I'd put the mining yield of the Orca at around the level of a Mining Barge or a full-tank Skiff, which seems pretty reasonable.


When you have no drone mining rigs on it yeah but if you go full out on that then id say it can mine prety damn good lol.
and again that ore hold will let it mine for 2-3 hours.
depending on if you do fit it for full tank or full yield lol.

PS #formom
And how efficient that is, 2 or 3 hours sitting in an ice belt, with your one drone out there doing its thing, for one load of ice. When you could use a Skiff and mine twice as much in the same time.
That is, if the ice belt stays there long enough for you to fill the Orca, most of the ones around near my operation are gone in an hour.

So unless CCP has plans to remove multiboxing, I wouldn't count on making too much isk with your billion isk mining Orca and its drone.

lol hey it all depends on how quick that one drone does mine. and the orca got a role 25% time reduction and also a total 50% reduction with industrial command ship skill att lv 5. on top of 25% from the ice drone skill and an auditional 10% from the ice drone specialisation skill. ofcourse im not saying that its gonna measure up to a bonused exhumer. but i dont think it will be slow lol