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Mobile Tractor

First post
Author
Reiisha
#61 - 2013-11-23 14:12:58 UTC
So do they still get aggroed?

From http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon :

Quote:
where NPC pirates are not interested in shooting it

If you do things right, people won't be sure you've done anything at all...

Dolph Carebear
Adohivatal
#62 - 2013-11-23 19:36:28 UTC
Reiisha wrote:
So do they still get aggroed?

From http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon :

Quote:
where NPC pirates are not interested in shooting it


In my experience no.
Maximus Aerelius
PROPHET OF ENIGMA
#63 - 2013-11-25 14:06:35 UTC  |  Edited by: Maximus Aerelius
So just posting this again as this negates the use of more than one MTU (also affects the market as people won't buy more than one or just a few) and just the logic of the MTU to be honest:

Maximus Aerelius wrote:
Mobile Tractor Units feed off of each other once the second is launched and do not tractor anything else once each has a can. They feed each other if they are within 125kms of each other which was flagged during testing. This means that unless you are:

1) Using a Marauder\Battleship with MJD and jump 130km (100km with MJD and 20km slow boat) you can't use two
2) Travel >130km to launch a 2nd MTU

... I do like the 5 second cycle time though Smile


Now I was going to say that to avoid this "feeding off each other" you would need to jump >250km but that would basically make it pointless as well...as you need the to not have over-arcing ranges.

The other thing I would like to mention is, aside form the hilarity of watching this little tango of wrecks, is that if you drop one and your buddy in his Noctis drops one 5km's from yours and sits 2.5km from both pulling in wrecks with Tractor Beams the MTU's will auto loot for him as well as it's within their loot range. Tractor and Salvage, rinse and repeat. This is the only advantage I see to have two MTU's on the field at the same time.

The solutions would be, IMO, to:

1) Mark wrecks that are tractored by an MTU as being "MTU'd" and flag them not to be MTU'd or as being looted by an MTU.
2) MTU's tractor the FURTHEST wreck\can. This removes the "MTU's feeding each other" loop. Also means that a Noctis pilot could employ them to reach those at 125kms while working through the closer ones with local TB's (While I appreciate that 96km TB II reach and a MWD will get you there dropping an MTU out saves a little effort while you concentrate on salvaging and locking and tractoring).

Just some thoughts but currently only using one seems to be the most efficient and then scooping to Cargo once the Noctis is in-situ and be on your merry way.
Joe Risalo
State War Academy
Caldari State
#64 - 2013-11-25 15:35:13 UTC
Maximus Aerelius wrote:
So just posting this again as this negates the use of more than one MTU (also affects the market as people won't buy more than one or just a few) and just the logic of the MTU to be honest:

Maximus Aerelius wrote:
Mobile Tractor Units feed off of each other once the second is launched and do not tractor anything else once each has a can. They feed each other if they are within 125kms of each other which was flagged during testing. This means that unless you are:

1) Using a Marauder\Battleship with MJD and jump 130km (100km with MJD and 20km slow boat) you can't use two
2) Travel >130km to launch a 2nd MTU

... I do like the 5 second cycle time though Smile


Now I was going to say that to avoid this "feeding off each other" you would need to jump >250km but that would basically make it pointless as well...as you need the to not have over-arcing ranges.

The other thing I would like to mention is, aside form the hilarity of watching this little tango of wrecks, is that if you drop one and your buddy in his Noctis drops one 5km's from yours and sits 2.5km from both pulling in wrecks with Tractor Beams the MTU's will auto loot for him as well as it's within their loot range. Tractor and Salvage, rinse and repeat. This is the only advantage I see to have two MTU's on the field at the same time.

The solutions would be, IMO, to:

1) Mark wrecks that are tractored by an MTU as being "MTU'd" and flag them not to be MTU'd or as being looted by an MTU.
2) MTU's tractor the FURTHEST wreck\can. This removes the "MTU's feeding each other" loop. Also means that a Noctis pilot could employ them to reach those at 125kms while working through the closer ones with local TB's (While I appreciate that 96km TB II reach and a MWD will get you there dropping an MTU out saves a little effort while you concentrate on salvaging and locking and tractoring).

Just some thoughts but currently only using one seems to be the most efficient and then scooping to Cargo once the Noctis is in-situ and be on your merry way.


I think this was intended..
However, if you fly a marauder, you can drop 2-3 of them and position yourself in the middle... Then you can salvage as the tractors pull them in.
Maximus Aerelius
PROPHET OF ENIGMA
#65 - 2013-11-26 08:10:15 UTC  |  Edited by: Maximus Aerelius
Joe Risalo wrote:
Maximus Aerelius wrote:
So just posting this again as this negates the use of more than one MTU (also affects the market as people won't buy more than one or just a few) and just the logic of the MTU to be honest:

Maximus Aerelius wrote:
Mobile Tractor Units feed off of each other once the second is launched and do not tractor anything else once each has a can. They feed each other if they are within 125kms of each other which was flagged during testing. This means that unless you are:

1) Using a Marauder\Battleship with MJD and jump 130km (100km with MJD and 20km slow boat) you can't use two
2) Travel >130km to launch a 2nd MTU

... I do like the 5 second cycle time though Smile


Now I was going to say that to avoid this "feeding off each other" you would need to jump >250km but that would basically make it pointless as well...as you need the to not have over-arcing ranges.

The other thing I would like to mention is, aside form the hilarity of watching this little tango of wrecks, is that if you drop one and your buddy in his Noctis drops one 5km's from yours and sits 2.5km from both pulling in wrecks with Tractor Beams the MTU's will auto loot for him as well as it's within their loot range. Tractor and Salvage, rinse and repeat. This is the only advantage I see to have two MTU's on the field at the same time.

The solutions would be, IMO, to:

1) Mark wrecks that are tractored by an MTU as being "MTU'd" and flag them not to be MTU'd or as being looted by an MTU.
2) MTU's tractor the FURTHEST wreck\can. This removes the "MTU's feeding each other" loop. Also means that a Noctis pilot could employ them to reach those at 125kms while working through the closer ones with local TB's (While I appreciate that 96km TB II reach and a MWD will get you there dropping an MTU out saves a little effort while you concentrate on salvaging and locking and tractoring).

Just some thoughts but currently only using one seems to be the most efficient and then scooping to Cargo once the Noctis is in-situ and be on your merry way.


I think this was intended..
However, if you fly a marauder, you can drop 2-3 of them and position yourself in the middle... Then you can salvage as the tractors pull them in.


I've tried this as well, flying a Golem with CM and SBII Fit for the range to place them and they still feed off each other. Not such a big thing for a Marauder with the MJD bonus but it's certainly not efficient to use more than one currently IMO. I feel for the non-Marauder pilots. I started flying with my Drake and Noctis buddy for lower level missions and scooping the MTU when the Noctis comes OG is the best way I've found so far. Cuts some of the work out a little but OFC it should NOT do it all for you but at 1000ms it's never going to replace a Noctis. Would be nice just to have the above tweaked.
Maximus Aerelius
PROPHET OF ENIGMA
#66 - 2013-11-26 17:02:05 UTC
An update from CCP Masterplan:

CCP Masterplan wrote:
Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at.

From this thread: Dev Blog: Better Living Through Mobile Structures
Circumstantial Evidence
#67 - 2013-11-26 20:27:48 UTC
I made a comment on 10.30, asking for MTU to tractor distant wrecks first.
Mara Rinn
Cosmic Goo Convertor
#68 - 2013-11-26 21:34:09 UTC
Maximus Aerelius wrote:
The solutions would be, IMO, to:

1) Mark wrecks that are tractored by an MTU as being "MTU'd" and flag them not to be MTU'd or as being looted by an MTU.
2) MTU's tractor the FURTHEST wreck\can. This removes the "MTU's feeding each other" loop. Also means that a Noctis pilot could employ them to reach those at 125kms while working through the closer ones with local TB's (While I appreciate that 96km TB II reach and a MWD will get you there dropping an MTU out saves a little effort while you concentrate on salvaging and locking and tractoring).

Just some thoughts but currently only using one seems to be the most efficient and then scooping to Cargo once the Noctis is in-situ and be on your merry way.


Other options include:

  1. Higher meta versions built using Small Tractor Beam II (and thus getting that devices' higher tractor speed)
  2. Higher meta versions built using multiple tractor beams (and thus getting more wreck-kilometres-per-second)
  3. Higher meta versions with shorter cycle times (5s down to 4s or 3s, for example)


If the closest/furthest logic is fixed in my favour (i.e.: furthest wrecks first), this device as-is will perform admirably for my purposes. I have no need for multiple MTUs: I use the MTU for collecting wrecks out of range of my Noctis, and for the ever-so-valuable auto-loot function.

IMHO, the advantages that a Noctis or Marauder should always have over the MTU are wreck-kilometres-per-second and salvaging.
Maximus Aerelius
PROPHET OF ENIGMA
#69 - 2013-11-27 12:42:07 UTC
Mara Rinn wrote:
Maximus Aerelius wrote:
The solutions would be, IMO, to:

1) Mark wrecks that are tractored by an MTU as being "MTU'd" and flag them not to be MTU'd or as being looted by an MTU.
2) MTU's tractor the FURTHEST wreck\can. This removes the "MTU's feeding each other" loop. Also means that a Noctis pilot could employ them to reach those at 125kms while working through the closer ones with local TB's (While I appreciate that 96km TB II reach and a MWD will get you there dropping an MTU out saves a little effort while you concentrate on salvaging and locking and tractoring).

Just some thoughts but currently only using one seems to be the most efficient and then scooping to Cargo once the Noctis is in-situ and be on your merry way.


Other options include:

  1. Higher meta versions built using Small Tractor Beam II (and thus getting that devices' higher tractor speed)
  2. Higher meta versions built using multiple tractor beams (and thus getting more wreck-kilometres-per-second)
  3. Higher meta versions with shorter cycle times (5s down to 4s or 3s, for example)


If the closest/furthest logic is fixed in my favour (i.e.: furthest wrecks first), this device as-is will perform admirably for my purposes. I have no need for multiple MTUs: I use the MTU for collecting wrecks out of range of my Noctis, and for the ever-so-valuable auto-loot function.

IMHO, the advantages that a Noctis or Marauder should always have over the MTU are wreck-kilometres-per-second and salvaging.


Interesting ideas there I have to say and I quite like the "more components for more +'s" to the MTU.

Marauders are never going to out perform an MTU for range with their TB...not when an MTU can drag in from 125kms and I also use one on my Noctis but I get 96km range on TBII and can burn the 30km's to get the range of 125km cans faster than an MTU will get it (possibly) and drag it to me. I generally salvage it as it passes me if I do drop one out which is funny.

Currently I drop MTU, engage all the things, and when all the things are dead scoop MTU and hit the gate after calling the Noctis in. Noctis lands, salvages from the collection the MTU created and then drags and burns for the rest. If I'm being lazy I'll drop an MTU from the Noctis but it's more annoying locking and trying to tractor an MTU tractoring can than anything but that's my lack of attention to the Overview and speed on the wreck TBH. MTU's work well for auto-looting the wrecks the Noctis brings in though and all the ways work nicely...if you have a Noctis.

If you don't, like when I'm doing lower missions in my Drake for instance, the "Furthest First" rule and marking as "MTU'd" so you can have more than 1 MTU near you would work out nicely. Pack that High Util slot with a Salvager II on your BC and away you go.
marVLs
#70 - 2013-12-11 19:18:48 UTC
Ok MTU are ******** when more than one is deployed, they pull wrecks from each other... Can we fix it?
Daenika
Chambers of Shaolin
#71 - 2013-12-15 01:12:40 UTC
Can we also get a "Launch for Corporation" option so I can launch it on my main and loot it on my salvaging alt?