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New dev blog: Ship Balancing: Mining Barges

First post
Author
denbot
The Scope
Gallente Federation
#281 - 2012-08-06 13:58:02 UTC
CCP. I just wanted to thank you for the changes you made to the barges. I look forward to using them with a smile knowing I will be safer in space. Keep up the good work. Just wondering ? Is the Ore mining frigate coming on August 8th ? I would love to see more Ore ships rise up in the future to. Happy Miner denbot
Atum
Eclipse Industrials
Quantum Forge
#282 - 2012-08-06 15:48:33 UTC
SkullKn0cker wrote:
However I don't understand the 1 cycle to fill up the hulk.. That really makes no since to me. I do understand the idea it's going more the fleet miner now, tbh it was already basically but was also good for solo mining. I don't believe letting the hulk have 2 or 3 cycles in it's hold would be bad.

Those of us who have been carrying a nearly full-spread of crystals have been working with one-cycle holds for quite some time. It's not that painful. Not being able to carry a full spread, though... *THAT* is painful.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#283 - 2012-08-06 15:49:51 UTC  |  Edited by: Salpun
Rig material lists are on Sisi nowLol

Hulk now has the patch notes ore hold as well.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Droxlyn
School of Applied Knowledge
Caldari State
#284 - 2012-08-06 15:52:29 UTC
Please compare a Noctis's HP to the Hulk and let me know if this is reasonable.

Thanks,
Drox
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#285 - 2012-08-06 15:52:33 UTC
denbot wrote:
CCP. I just wanted to thank you for the changes you made to the barges. I look forward to using them with a smile knowing I will be safer in space. Keep up the good work. Just wondering ? Is the Ore mining frigate coming on August 8th ? I would love to see more Ore ships rise up in the future to. Happy Miner denbot

No

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#286 - 2012-08-06 15:57:50 UTC
Droxlyn wrote:
Please compare a Noctis's HP to the Hulk and let me know if this is reasonable.

Thanks,
Drox

With my skills noc is 8520 and the hulk is 9095. That is with nothing fitted. For what they are suppost to do and where they are suppost to go. Thats fine. When you take noctis thru WH for looting you take the risk. That is what EVE is. Same with hulks plan and win.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Droxlyn
School of Applied Knowledge
Caldari State
#287 - 2012-08-06 16:50:38 UTC
The new Hulk's HP should not be worse than the old Hulk's HP. One of the redesign changes was to make them less like tissue paper. If the new EHP is worse, then don't do it and just change the cargo bays and leave everything else alone.

I was expecting something where the Skiff is baseline HP, Mackinaw is 75% Skiff HP, and Hulk is 50% Skiff HP.
These are balanced by Skiff has Worst Yield and middle cargo. Mack has middle yield and best cargo. Hulk has best yield and worst cargo.
From my pick 2 good abilities concept, all three have "equal" yields, but to differentiate, they should be at 90%, 95%, and 100%.

Hulk:
100% Yield (1739139 Veld/Hr)
90-100% ?
75% ?
50% HP (14545.5)
25% Cargo (8750)

Mackinaw:
100% Cargo (35000)
95% Yield (1652182 Veld/Hr)
75% HP (21818.25)
50% ?
25% ?

Skiff:
100% HP (29091)
90% Yield (1565225 Veld/Hr)
75% Cargo (26250)
50% Extra Speed (200 m/s base)
25% ?

See,
Game Design is easy!
Drox
Kristen Andelare
Night's Shadows
#288 - 2012-08-06 18:27:27 UTC
For those looking for the details from the materials tab on the new rigs, they're on Sisi now.

Unresearched (10% waste)

Medium Ice Harvester Cycle Time Rig:
Conductive Polymer 13
Fried Interface Circuit 18
Smashed Trigger Unit 9
Tripped Power Circuit 22

Medium Mercoxit Mining Rig:
Conductive Polymer 13
Defective Current Pump 8
Fried Interface Circuit 18
Tripped Power Circuit 22

4 ingredients per rig, that's new.
Atum
Eclipse Industrials
Quantum Forge
#289 - 2012-08-06 18:51:12 UTC
Y'know... we've had only one dev response to this whole thread... Apart from forum warriors like CCP Sreegs, it makes me wonder how many actually read and/or act upon the comments we make. Half the time, it seems like they don't even bother paying attention to the CSM.

/bittervet
Sizeof Void
Ninja Suicide Squadron
#290 - 2012-08-06 20:13:09 UTC
Atum wrote:
Y'know... we've had only one dev response to this whole thread...

Don't exaggerate. There have been TWO dev responses thus far (albeit one of which was not entirely correct). lol :)
Amber Solaire
Imperial Academy
Amarr Empire
#291 - 2012-08-06 20:42:36 UTC
This is a lie---> Hulk

•Role is now exhumer with superior mining output


Apart from an extra 1% bonus to mining Ice, everything else is exactly the same as it is now (except the new orehold holds less than present cargohold+rigs)

All the other bonuses are EXACTLY THE SAME


Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#292 - 2012-08-06 20:47:13 UTC
Amber Solaire wrote:
This is a lie---> Hulk

•Role is now exhumer with superior mining output


Apart from an extra 1% bonus to mining Ice, everything else is exactly the same as it is now (except the new orehold holds less than present cargohold+rigs)

All the other bonuses are EXACTLY THE SAME




Still has a superior output to the other exhumers, no?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Amber Solaire
Imperial Academy
Amarr Empire
#293 - 2012-08-06 20:58:41 UTC
Jake Rivers wrote:
So CCP Masterplan, why do you think there should only be 13 crystals in the hulk? Is this just tailored for the high sec miners?

I know you guys must of discussed this in detail, but really how does this make a group mining fleet more interactive by adding tasks that no one in the fleet will want to do?

I like my hulks and will continue to use them, but I can't understand why we can't have a bigger selection.

I do plan out my mining activities, I even go as far as to make a list of what I am going to hit so I can sort out what to bring with my little fleet of 3 hulks, but even the best laid plans go to hell when unknown variables come into play. IE: used crystals/other people hitting the same target rocks and some rocks already partially depleted, just to name a few.

When I get home from work and want to do something, I like to get down to it. Not have to interrupt things 20 minutes after I get settled in. This already happens enough when neuts enter the system you are mining in, why should there be more things to go wrong?



It appears the Devs never took into account the size of tech2 mining crystals (50m3)

Probably never heard of themRoll

7 spare t2 crystals is definitely not enough

Droxlyn
School of Applied Knowledge
Caldari State
#294 - 2012-08-06 21:02:42 UTC
Amber Solaire wrote:

It appears the Devs never took into account the size of tech2 mining crystals (50m3)

Probably never heard of themRoll

7 spare t2 crystals is definitely not enough



The Beta Shrink Ray module hit them for a 50% size reduction.
Alystin Wyndyl
Night's Shadows
#295 - 2012-08-06 21:28:38 UTC
Droxlyn wrote:
Amber Solaire wrote:

It appears the Devs never took into account the size of tech2 mining crystals (50m3)

Probably never heard of themRoll

7 spare t2 crystals is definitely not enough



The Beta Shrink Ray module hit them for a 50% size reduction.



We need the Beta Ray Shrink module treatment on the T1 Ice Harvesters and T1 Strip Miners too. They are too big now. Never understood why they were so huge to begin with, unless as a factor of how large the crystal is (since theirs is "built in"). But if you shrunk the T2 Crystals and T1 crystals, just aim that thing over at those two T1 modules and get them into a proper scope as well. Thank You.
nardaq
Orion Expeditions
#296 - 2012-08-06 22:12:55 UTC
Kristen Andelare wrote:
For those looking for the details from the materials tab on the new rigs, they're on Sisi now.

Unresearched (10% waste)

Medium Ice Harvester Cycle Time Rig:
Conductive Polymer 13
Fried Interface Circuit 18
Smashed Trigger Unit 9
Tripped Power Circuit 22

Medium Mercoxit Mining Rig:
Conductive Polymer 13
Defective Current Pump 8
Fried Interface Circuit 18
Tripped Power Circuit 22

4 ingredients per rig, that's new.

calibration cost 250 0f 400, so u can only use one and regular T1)100) or T2(150) rig
and of course no mining laser rig Evil
Solomon Cross
Cross Industries Corporation
#297 - 2012-08-06 22:51:30 UTC  |  Edited by: Solomon Cross
Alystin Wyndyl wrote:

We need the Beta Ray Shrink module treatment on the T1 Ice Harvesters and T1 Strip Miners too. They are too big now. Never understood why they were so huge to begin with, unless as a factor of how large the crystal is (since theirs is "built in"). But if you shrunk the T2 Crystals and T1 crystals, just aim that thing over at those two T1 modules and get them into a proper scope as well. Thank You.



The size of the Ice Harvester I and Strip Miner I are to make them less desirable for mineral compression.
Cpt Bogus
Deep Core Mining Inc.
Caldari State
#298 - 2012-08-07 01:56:28 UTC
I generally like what I'm seeing here, especially with regards to yield. I'm not a miner myself but I can't help but wonder whether the jacked-up mineral prices have at least some to do with there being a lot of junior, non-macro miners who can't afford or are unable to fly a 300 million isk highly gankable ship and instead have to go with something with about half the effective yield.

Better ice mining bonuses on the Mackinaw might be good, though. I'm tempted to say an across-the-board increase in yield is in order but perhaps the introduction of new BCs and destroyers, and impending cruiser rebalance, will change the paradigm that you need 100+ million worth of ship to do interesting stuff.
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#299 - 2012-08-07 02:44:28 UTC
So, I Kinda like all of this.
so will exhumers and covetors no longer need astrology 5? the most annoying skill in the universe?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#300 - 2012-08-07 02:56:17 UTC
Herping yourDerp wrote:
So, I Kinda like all of this.
so will exhumers and covetors no longer need astrology 5? the most annoying skill in the universe?


Exhumers (the skill) needs Astrogeology 5

Mining Barge (the skill) needs 3 (and so do the barges themselves. Not entirely sure why, but it does)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter