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"Excluding the Hulk " What is everyone opinion of the new barge changes.

Author
Bauloe
FBN 4893
#1 - 2012-07-28 23:45:13 UTC  |  Edited by: Bauloe
Please avoid the hulk in this thread as that is what all the other thread seem to be about
I would like to talke more directly on the New Mach, Skiff, Procurer, Retriever. and maybe the covetor.

I am concerned that the complaining and demanding to ccp about Hulk nerfs will over shaddw the ballancing for the other ships before they hit Tranquility.

The Procurer and Skiff is Meant to be your tanky Barge

The Retriever and Mach to be the AFK watch a movie/Solo Barge
________________________________________________________________________________________________________

The things I am finding wrong so far is the Bonuses for both the Skiff and Mach are 1% yield per level and 1% Durations reduction

can the barge have a 5% increase in something it specializes at ie
- Ore hold for the Machinaw per level or
- =increase in shield buster effeciency for the Skiff.

or am I way off bace and that 5% per level in yields is super important
Gevlin
Pator Tech School
Minmatar Republic
#2 - 2012-07-28 23:57:13 UTC
I have posted on other threads that after trying the Machinaw and Skill , I don't think the yield bonus was a simple fix not well though out.

I would prefer a mining range bonuse for Machinaw to allow me to site in 1 spot and just snipe all the roids. ie 5% to range of mining lasers and targeting sensors

The skiff got a 200% bonus to movement compaired to the Procurer. Instead of that un-named role bonus make it a skill bonus to be 100 base and 20% per level for speed to allow the ships to speed tank.


Too bad we could not have more than 1 type of tech 2 ships you could have a lot of fun

ie
Procurer
Drone boat: Base used for strip miner but the drones increase in skill per level. 25% increase in Mining drone yield and speed, and Hit points per level.

Machinaw
Hauler : 10% increase in ore hold per level

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#3 - 2012-07-29 00:59:44 UTC
I posted a few comments in other posts

I build 3 of each of the 6 hulls on SISI and have been testing them in all manner of ways...

1. I think the + to Ore Hold is pointless, over say a +to resists and a EHP in sturcture increase to make a DCU worth putting on them... hull tanking with a buffer shield tank = anti-ganking success and frees up mids for a scanner... or a bettter cap to use ratio for the tank.

2. Barges need a 1-3/2/2 layout and enough PG to run a Ancillary and a Invul on top of a massive increase in stucture.

3. Proc and Skiff need a 75m3 drone bay, and a 2 HS - 1 miner and a aux for probe, cloak or such...probe mostly for WH mining, Cloak for null/low.

4. rigs are going to shift to overclocking rigs and PG implants over all others making he role - rigs pointless unless the tank to cap to PG/CPU is adjusted... or a massive stucture increase to stop Alpha-ganking = becomes a non issue as the shield tank is then just a rat buffer.

Sorry 1 hulk thing... Hulk is good but needs a 375m Cargo for 3x5 sets of ammo... 14 crystals on a 3 miner ships is kind of stupid ... 12 or 15... not room for 14.

think they all should have a bigger ore bay... imho.
Gevlin
Pator Tech School
Minmatar Republic
#4 - 2012-07-29 04:54:51 UTC
I did a pod cast on Voices from the Voice to day with Selene From The CSM and Danny from VFTV. As I mentioned there there has been a lot of concern about the hulk being nerfed into a set role while the other ships buff up to take on roles of their own.

Many of these people have played with a hulk a certain way and are fighting tooth and nail to avoid loosing anything off the hulk. I am glad to see this thread as I would lke to see come changes on the other 5 ships being effected so they can be smoothly implemnted on august 8

The wormhole mining ship. That is a novel concept requiring 2 highs but still the tank of the SKiff to fend off against rates. I have never actively played in worm holes so I really don't have much to ad to the idea.

I just think the minimal yield bonus for the Mack and Skiff need be some thing else that will be substaintial with in each of their divers rolls.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Kaycerra
Center for Advanced Studies
Gallente Federation
#5 - 2012-07-29 05:09:16 UTC
Aurelius Valentius wrote:
I posted a few comments in other posts

I build 3 of each of the 6 hulls on SISI and have been testing them in all manner of ways...

1. I think the + to Ore Hold is pointless, over say a +to resists and a EHP in sturcture increase to make a DCU worth putting on them... hull tanking with a buffer shield tank = anti-ganking success and frees up mids for a scanner... or a bettter cap to use ratio for the tank.

2. Barges need a 1-3/2/2 layout and enough PG to run a Ancillary and a Invul on top of a massive increase in stucture.

3. Proc and Skiff need a 75m3 drone bay, and a 2 HS - 1 miner and a aux for probe, cloak or such...probe mostly for WH mining, Cloak for null/low.

4. rigs are going to shift to overclocking rigs and PG implants over all others making he role - rigs pointless unless the tank to cap to PG/CPU is adjusted... or a massive stucture increase to stop Alpha-ganking = becomes a non issue as the shield tank is then just a rat buffer.

Sorry 1 hulk thing... Hulk is good but needs a 375m Cargo for 3x5 sets of ammo... 14 crystals on a 3 miner ships is kind of stupid ... 12 or 15... not room for 14.

think they all should have a bigger ore bay... imho.


Could not disagree more:

1) A + to resists doesnt make a DCU any more worthwhile to fit, nor does increasing the structure make an active tank any more viable. They aren't supposed to be ungankable, as you seem to think. As they are now on singularity, they are IMMENSELY harder to gank, we're talking 6-8 dessies, instead of what you could previously do with 1-2. The +ore hold, on the other hand, gives you a MASSIVE ore hold, so you can hold a TON of ore before you have to dock, which is incredibly useful. In terms of the ship playing the role they specified, the bonus is perfect.

2) Ancillary shield booster... and more structure hp... Are you kidding me? If you're running a tank, you should be able to permarun it. Balacing the ship, to have a temporary big boost, specifically to combat highsec gankers is the stupidest thing I've heard, and completely counterproductive. For that matter, you already have enough PG to run a small shield booster, and invul. Still don't know why you want all that structure, other than to 'escape in structure from a gank.'

3) Barges are NOT supposed to be all in one ships. 75m3 of drone bay space would be counter productive to carrying mining bots and a light flight, or a single flight of meds. It would give too much combat versatility, to what is meant to be a mining platform. As for the cloak, that would just be ridiculous. It is more than hard enough as is to catch exhumers in 0.0, considering they have scouts, or warp from their hidden belts the moment you enter system, but adding cloaks on to them would be ridiculous. I'm starting to really understand that you think mining barges shouldn't be killable.

4) No comment.

As for the bigger cargo hold for mining crystals, this is the ONLY thing in your entire post I agree with. CCP screwed the pooch when they gave them such a tiny cargo bay.
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#6 - 2012-07-29 06:12:53 UTC
Kaycerra wrote:
Aurelius Valentius wrote:
I posted a few comments in other posts

I build 3 of each of the 6 hulls on SISI and have been testing them in all manner of ways...

1. I think the + to Ore Hold is pointless, over say a +to resists and a EHP in sturcture increase to make a DCU worth putting on them... hull tanking with a buffer shield tank = anti-ganking success and frees up mids for a scanner... or a bettter cap to use ratio for the tank.

2. Barges need a 1-3/2/2 layout and enough PG to run a Ancillary and a Invul on top of a massive increase in stucture.

3. Proc and Skiff need a 75m3 drone bay, and a 2 HS - 1 miner and a aux for probe, cloak or such...probe mostly for WH mining, Cloak for null/low.

4. rigs are going to shift to overclocking rigs and PG implants over all others making he role - rigs pointless unless the tank to cap to PG/CPU is adjusted... or a massive stucture increase to stop Alpha-ganking = becomes a non issue as the shield tank is then just a rat buffer.

Sorry 1 hulk thing... Hulk is good but needs a 375m Cargo for 3x5 sets of ammo... 14 crystals on a 3 miner ships is kind of stupid ... 12 or 15... not room for 14.

think they all should have a bigger ore bay... imho.


Could not disagree more:

1) A + to resists doesnt make a DCU any more worthwhile to fit, nor does increasing the structure make an active tank any more viable. They aren't supposed to be ungankable, as you seem to think. As they are now on singularity, they are IMMENSELY harder to gank, we're talking 6-8 dessies, instead of what you could previously do with 1-2. The +ore hold, on the other hand, gives you a MASSIVE ore hold, so you can hold a TON of ore before you have to dock, which is incredibly useful. In terms of the ship playing the role they specified, the bonus is perfect.

2) Ancillary shield booster... and more structure hp... Are you kidding me? If you're running a tank, you should be able to permarun it. Balacing the ship, to have a temporary big boost, specifically to combat highsec gankers is the stupidest thing I've heard, and completely counterproductive. For that matter, you already have enough PG to run a small shield booster, and invul. Still don't know why you want all that structure, other than to 'escape in structure from a gank.'

3) Barges are NOT supposed to be all in one ships. 75m3 of drone bay space would be counter productive to carrying mining bots and a light flight, or a single flight of meds. It would give too much combat versatility, to what is meant to be a mining platform. As for the cloak, that would just be ridiculous. It is more than hard enough as is to catch exhumers in 0.0, considering they have scouts, or warp from their hidden belts the moment you enter system, but adding cloaks on to them would be ridiculous. I'm starting to really understand that you think mining barges shouldn't be killable.

4) No comment.

As for the bigger cargo hold for mining crystals, this is the ONLY thing in your entire post I agree with. CCP screwed the pooch when they gave them such a tiny cargo bay.


retort:

1. DCU II AND structure = better EHP v. Alpha. + resists = active/passive shield tank... I am saying I would be for doing the former over the later IF there is a choice, not in addition to each other.

2. Barges can't perma run anything now other than strips... so you make my point for me.

3. never said they should be - 75m bay would be for 1x meds an 1x lights or miners... try mining Serpentis in a -2.0 and see how far a flight of lights gets you... you will quickly see that you need both anti-BS and anti-frigate drones in null.
Dave stark
#7 - 2012-07-29 07:27:07 UTC
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.
Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#8 - 2012-07-29 09:21:26 UTC
Dave stark wrote:
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.


Ya hit the nail on the head - 100%. ...and this had such potential until the changes posted and well... hmmm.
Dave stark
#9 - 2012-07-29 09:46:57 UTC
Aurelius Valentius wrote:
Dave stark wrote:
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.


Ya hit the nail on the head - 100%. ...and this had such potential until the changes posted and well... hmmm.


the problem is the balance between the two ships for solo miners was "which will mine more?" as it stands the mackinaw mines more for short periods, and the hulk for long ones; however with the bullshit surrounding mining crystals and the hulk can't hold a large enough stock of crystals to support the lengthy mining sessions that would put it ahead of the mackinaw. the mackinaw already has more cargo and ehp than the hulk has therefore until they solve the crystal issue so we can actually use t2 crystals on the hulk without the risk of running out or not having the correct crystals then the mackinaw is the king of yield also.

which means the mackinaw has the best of all 3 traits, just like the hulk currently enjoys. yes, the skiff has more hp but when you're mining provided you can survive a suicide gank (which, the mack will do since it has more ehp than a hulk) extra ehp is redundant.

i honestly hope ccp are joking with the hulk's 350m3 cargo bay, and i assume they are since the cargo bay is still 7500 instead of 7650. if the cargo bay goes back to 500 and relieves the pressure on crystals "hulk vs mackinaw" is a viable option again.

sadly mining will just be synonymous with "mackinaw" not "hulk" after the patch.

aaaaand the procurer will be the new defenition of cyno bait. leaving the skiff to rot in darkness as it always has.
Roscojameson
The Scope
Gallente Federation
#10 - 2012-07-29 10:01:49 UTC  |  Edited by: Roscojameson
Dave stark wrote:
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.


I disagree. While it will lower the ammount of "I think I'm ganna gank some miners today" types of attacks, it's going to take a bit more numbers to gank a skiff compared to the mack giving you a few more moments to react. I do think the skiff could use something more though, like more agility or a high-slot and CPU to fit a probe launcher. At least then people will want to use a skiff over a mack.
Dave stark
#11 - 2012-07-29 10:18:29 UTC
Roscojameson wrote:
Dave stark wrote:
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.


I disagree. While it will lower the ammount of "I think I'm ganna gank some miners today" types of attacks, it's going to take a bit more numbers to gank a skiff compared to the mack giving you a few more moments to react. I do think the skiff could use something more though, like more agility or a high-slot and CPU to fit a probe launcher. At least then people will want to use a skiff over a mack.


giving you a few moments to react? in a gank situation you die or survive. either concord gets there and saves you or they don't.
a current hulk can repel a gank; the exhumers are getting an ehp buff and the mack will have more ehp than the hulk. the extra ehp from a skiff is totally redundant.
Roscojameson
The Scope
Gallente Federation
#12 - 2012-07-29 10:35:40 UTC
Dave stark wrote:
Roscojameson wrote:
Dave stark wrote:
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.


I disagree. While it will lower the ammount of "I think I'm ganna gank some miners today" types of attacks, it's going to take a bit more numbers to gank a skiff compared to the mack giving you a few more moments to react. I do think the skiff could use something more though, like more agility or a high-slot and CPU to fit a probe launcher. At least then people will want to use a skiff over a mack.


giving you a few moments to react? in a gank situation you die or survive. either concord gets there and saves you or they don't.
a current hulk can repel a gank; the exhumers are getting an ehp buff and the mack will have more ehp than the hulk. the extra ehp from a skiff is totally redundant.


Sure, if you're AFK and don't see the catalysts/brutixes/whatever flying toward you or sit in belt creating a BM.

But, thinking about it more in depth, (just remembered about BM's) the ammount of ships they have to bring is irrelevant to the gank itself, but the EHP is going to be a pretty good gank repelant outside of HAG-like events. As it stands on sisi its going to take ~4 Tornados to alpha a skiff. I don't think someone is going to spend double the isk of their target on a gank outside of extreme cases.
Dave stark
#13 - 2012-07-29 10:45:42 UTC
Roscojameson wrote:
Dave stark wrote:
Roscojameson wrote:
Dave stark wrote:
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.


I disagree. While it will lower the ammount of "I think I'm ganna gank some miners today" types of attacks, it's going to take a bit more numbers to gank a skiff compared to the mack giving you a few more moments to react. I do think the skiff could use something more though, like more agility or a high-slot and CPU to fit a probe launcher. At least then people will want to use a skiff over a mack.


giving you a few moments to react? in a gank situation you die or survive. either concord gets there and saves you or they don't.
a current hulk can repel a gank; the exhumers are getting an ehp buff and the mack will have more ehp than the hulk. the extra ehp from a skiff is totally redundant.


Sure, if you're AFK and don't see the catalysts/brutixes/whatever flying toward you or sit in belt creating a BM.

But, thinking about it more in depth, (just remembered about BM's) the ammount of ships they have to bring is irrelevant to the gank itself, but the EHP is going to be a pretty good gank repelant outside of HAG-like events. As it stands on sisi its going to take ~4 Tornados to alpha a skiff. I don't think someone is going to spend double the isk of their target on a gank outside of extreme cases.


even if you're not afk, a catalyst will just bump you out of align as soon as he warps in, it doesn't cause aggression.

once you move past a destroyer ganking is unprofitable and people who do it are either purely out to **** up your day or you insulted them. most ganks are done in catalysts because it's cheap and arguably profitable. when the ehp goes up there's going to be less of this casual ganking in a catalyst and people who gank you will incur a loss so unless they're just that way inclined then you're going to have had to provoke them.

the ehp buffs on exhumers are quite nice; it'll stop people ganking you because they can actually make money from it [which isn't what ccp wants] however if some one really wants to **** your **** up, they still can.
Roscojameson
The Scope
Gallente Federation
#14 - 2012-07-29 11:00:02 UTC
Dave stark wrote:
Roscojameson wrote:
Dave stark wrote:
Roscojameson wrote:
Dave stark wrote:
the skiff and procurer are useless in high sec as the increase in ehp for the other ships is sufficient to avoid a suicide gank.
and without bringing the hulk in to this the mackinaw just becomes the "go to" ship the hulk once was.

the rebalancing has pretty much failed and we're just getting cheap cyno bait in the form of the procurer and a new "king of mining" called the mackinaw.


I disagree. While it will lower the ammount of "I think I'm ganna gank some miners today" types of attacks, it's going to take a bit more numbers to gank a skiff compared to the mack giving you a few more moments to react. I do think the skiff could use something more though, like more agility or a high-slot and CPU to fit a probe launcher. At least then people will want to use a skiff over a mack.


giving you a few moments to react? in a gank situation you die or survive. either concord gets there and saves you or they don't.
a current hulk can repel a gank; the exhumers are getting an ehp buff and the mack will have more ehp than the hulk. the extra ehp from a skiff is totally redundant.


Sure, if you're AFK and don't see the catalysts/brutixes/whatever flying toward you or sit in belt creating a BM.

But, thinking about it more in depth, (just remembered about BM's) the ammount of ships they have to bring is irrelevant to the gank itself, but the EHP is going to be a pretty good gank repelant outside of HAG-like events. As it stands on sisi its going to take ~4 Tornados to alpha a skiff. I don't think someone is going to spend double the isk of their target on a gank outside of extreme cases.


even if you're not afk, a catalyst will just bump you out of align as soon as he warps in, it doesn't cause aggression.

once you move past a destroyer ganking is unprofitable and people who do it are either purely out to **** up your day or you insulted them. most ganks are done in catalysts because it's cheap and arguably profitable. when the ehp goes up there's going to be less of this casual ganking in a catalyst and people who gank you will incur a loss so unless they're just that way inclined then you're going to have had to provoke them.

the ehp buffs on exhumers are quite nice; it'll stop people ganking you because they can actually make money from it [which isn't what ccp wants] however if some one really wants to **** your **** up, they still can.


Yes, and it'll cost a lot more to gank a skiff than a mack which is why I doubt we'll see a lot of skiff ganks(besides the fact that I doubt anyone is going to be using it anyway)

Our argument is silly, and it's moved away from the topic. Any ideas on how to make the skiff desirable to use? I've seen a lot of people suggest a high slot for a probe launcher, but that might not be practical because of how strip miners are handled.
Dave stark
#15 - 2012-07-29 11:03:19 UTC
Roscojameson wrote:
Yes, and it'll cost a lot more to gank a skiff than a mack which is why I doubt we'll see a lot of skiff ganks(besides the fact that I doubt anyone is going to be using it anyway)

Our argument is silly, and it's moved away from the topic. Any ideas on how to make the skiff desirable to use? I've seen a lot of people suggest a high slot for a probe launcher, but that might not be practical because of how strip miners are handled.


remove 1 low slot from the mackinaw. it solves all the issues, really.
Gevlin
Pator Tech School
Minmatar Republic
#16 - 2012-07-29 21:08:48 UTC
I plan to use the procure alot in null sec especially when tanking players, it should possibly give enough time for help to arrive.
They will also be a hell of a lot cheaper to replace.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Dave stark
#17 - 2012-07-29 21:16:16 UTC
Gevlin wrote:
I plan to use the procure alot in null sec especially when tanking players, it should possibly give enough time for help to arrive.
They will also be a hell of a lot cheaper to replace.


what are you doing getting tackled to begin with in null? it's the safest place to mine in the entire game.
Gevlin
Pator Tech School
Minmatar Republic
#18 - 2012-07-30 04:30:40 UTC
Even though in Goon's territory we are allowed to mine in almost any location in friendly space, as long as a diplo is involved.

There have been times in the past were we are only allowed to small territory. An afk Cloaker in system shuts down a solar system. WIth the Procurer the loss of a ships won't hurt as much with production being only 15% less than that of a covetor and also the tank will be strong enough that the ratters will be able to come an help save my butt.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Dave stark
#19 - 2012-07-30 06:47:15 UTC
Gevlin wrote:
Even though in Goon's territory we are allowed to mine in almost any location in friendly space, as long as a diplo is involved.

There have been times in the past were we are only allowed to small territory. An afk Cloaker in system shuts down a solar system. WIth the Procurer the loss of a ships won't hurt as much with production being only 15% less than that of a covetor and also the tank will be strong enough that the ratters will be able to come an help save my butt.


aren't you blue with test? mine in fountain. there's at least 2 systems that i remember that frequently had large grav sites spawning in them.
Sten Biller
Deep Core Mining Inc.
Caldari State
#20 - 2012-07-30 07:40:21 UTC
I don't like the idea of the Procurer & Skiff are able to mine (per cycle) as fast as the Retriever & Mach

  • You have to buy 2x the mining lasers, but get the same results?!?
  • Having one ship be 2x more "efficient" then the next ship UP the food chain seems unreasonable
  • The extra ore hold makes the Retriever & Mach a marginally faster mining ship per hour, but at a greater risk due to less tank, etc


Please CCP, lower the Strip Miner yield bonus for Procurer & Skiff !
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