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Confusing boost cycles on Orca

Author
NekoKitten
Neko Industry 'n' PvE
#1 - 2016-11-20 10:29:20 UTC
Hello there, after the latest big change patch, the mining boosts are weird on the Orca .. the cycle duration time on the Mining Foreman Burst II is standard 60 seconds, but when its loaded with charges it says the modifier duration is 129 seconds.

However the cycles on the Orca remain 60 seconds when its activated, the cycles on the boosted ship *are* changed, but as the cycle on the orca is still 60 seconds, the boosted ship resets its cycle time again after 60 seconds, wasting 69 seconds of (extra) boost.

Does this pratically mean we have to cycle the orca boost manually to get both the cycles synched, or is this a bug ?
Thomas Lot
School of Applied Knowledge
Caldari State
#2 - 2016-11-20 13:37:03 UTC  |  Edited by: Thomas Lot
No, not a bug. And the higher your skill set the longer the burst durations last, and the recycle time for the burst reload decreases thus causing further discrepancy between the cycles and the duration.

This is not a bug, but really needs to be looked at by DEVs.

And it is not only the mining bursts, this difference in cycle time and burst duration is consistent for all of the command burst modules.
SurrenderMonkey
State Protectorate
Caldari State
#3 - 2016-11-21 17:39:45 UTC  |  Edited by: SurrenderMonkey
Thomas Lot wrote:
No, not a bug. And the higher your skill set the longer the burst durations last, and the recycle time for the burst reload decreases thus causing further discrepancy between the cycles and the duration.

This is not a bug, but really needs to be looked at by DEVs.

And it is not only the mining bursts, this difference in cycle time and burst duration is consistent for all of the command burst modules.



No, it doesn't need to be looked at. It's very much intentional.

It is computationally expensive to remove or apply the bonus, but it is cheap to extend an existing one. The former requires recalculation of affected stats (twice - once when it comes off, again when it goes back on), the latter merely requires resetting the timer.

The system has to accommodate a wide range of uses. This may come as a shock if your sole familiarity with boosts is running them as a perpetually AFK Orca, but there are quite a number of reasons why combat boosts may not be able to be reapplied on a consistent basis. Booster ships die, people go out of range, etc. A longer duration provides more utility in these circumstances, and the faster-than-duration cycle time guarantees a minimum amount of time remaining on your boosts after they're no longer available.

They cost around 450 isk per unit to make. At that price, you could perpetually boost for a month for under 20 million per charge-type.

The fact that they're wildly overpriced at the moment is purely a function of their newness. If you're smart, you're building your own and selling the excess while the getting is good, because that is not going to last.

"Help, I'm bored with missions!"

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

Trinitro
Net 7
Cannon.Fodder
#4 - 2016-12-04 14:22:57 UTC
yes for gods sake CCP "look" at this current waste of time. I don't want to have to sit here and stare at modules to manually cycle them every 2 minutes to provide mining boosts, and i really dont want to use up ammo 4 times faster than I really need too its the most ridiculous thing ive ever ******* seen. I never ever post on forums but this has me posting now because its that crazy that this was intentional. Please don't add micro managing to anything FFS
Marcus Tedric
Zebra Corp
Goonswarm Federation
#5 - 2016-12-05 17:20:43 UTC
Ahhh - but miners aren't 'supposed' to do things afk.....

For fleet boosting it is pretty essential for the modules NOT to be on auto-cycle, but be operating only when the FC needs them to be (managing weapon timers, etc).

In those situations manual cycling is recommended and the doubling of effect time very useful.

Don't soil your panties, you guys made a good point, we'll look at the numbers again. - CCP Ytterbium

SurrenderMonkey
State Protectorate
Caldari State
#6 - 2016-12-05 17:29:10 UTC  |  Edited by: SurrenderMonkey
Trinitro wrote:
yes for gods sake CCP "look" at this current waste of time. I don't want to have to sit here and stare at modules to manually cycle them every 2 minutes to provide mining boosts, and i really dont want to use up ammo 4 times faster than I really need too its the most ridiculous thing ive ever ******* seen. I never ever post on forums but this has me posting now because its that crazy that this was intentional. Please don't add micro managing to anything FFS


Turn the module on and forget about it for the next 5 hours.

You're basically crying about roughly 500 isk a minute. It is excruciatingly difficult to take anyone seriously when their central thesis is, "I have to actually interact with the game to achieve perfect opimization, otherwise it costs me an utterly minuscule amount of additional isk."

"Help, I'm bored with missions!"

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

000Hunter000
Missiles 'R' Us
#7 - 2017-01-13 19:09:14 UTC
Then why bother about having skills that increase the duration?

Just get rid of the duration increase and give my my SP back P

Hm... there is an idea... mebbe i can extract those surplus points, then setting the booster on auto repeat won't feel like such a waste of boostercharges Big smile
SurrenderMonkey
State Protectorate
Caldari State
#8 - 2017-01-13 19:46:12 UTC
000Hunter000 wrote:
Then why bother about having skills that increase the duration?


...this has already been answered. It couldn't be more thoroughly answered if someone took out a box of crayons and drew you a picture.


"Help, I'm bored with missions!"

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