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Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 20:41:00 -
[1] - Quote
have ice/mercox bonuses been removed from ships?
also i'll take back the bad things i said about the mackinaw, nearly 40k cargo space is nothing to be sniffed at. the cargo is large enough for it's niche to be worth while. in fact, i might even use one myself. especially since it has an extra low for an additional MLU if the cpu can support it to bring it even closer in line with the hulk.
overall good changes imo. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 20:45:00 -
[2] - Quote
Denidil wrote:Dave stark wrote:have ice/mercox bonuses been removed from ships?
also i'll take back the bad things i said about the mackinaw, nearly 40k cargo space is nothing to be sniffed at. the cargo is large enough for it's niche to be worth while. in fact, i might even use one myself. especially since it has an extra low for an additional MLU if the cpu can support it to bring it even closer in line with the hulk.
overall good changes imo. yes they have been removed - they've been moved to rigs
good, this was the one place ccp were going to fail (if anywhere) with these changes. glad to see they realised how op the mackinaw would be if the ice bonus remained. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 21:19:00 -
[3] - Quote
Barbara Nichole wrote:Dave stark wrote:Denidil wrote:Dave stark wrote:have ice/mercox bonuses been removed from ships?
also i'll take back the bad things i said about the mackinaw, nearly 40k cargo space is nothing to be sniffed at. the cargo is large enough for it's niche to be worth while. in fact, i might even use one myself. especially since it has an extra low for an additional MLU if the cpu can support it to bring it even closer in line with the hulk.
overall good changes imo. yes they have been removed - they've been moved to rigs good, this was the one place ccp were going to fail (if anywhere) with these changes. glad to see they realised how op the mackinaw would be if the ice bonus remained. I really don;t want to see role bonus go completely away.. I think that would be fail.
it will be a shame to see them go, but we've gone from a mining specialisation, to a role specialisation. consider it that the ship specialisations have changed, rather than been removed. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 21:54:00 -
[4] - Quote
Pipa Porto wrote:Nevryn Takis wrote:Wow great... A hulk still can't mine more than 1 cycle ... That's the point. If you want to mine a lot before hauling, use a Mackinaw. It mines better than a cargo Hulk does.
i just don't see the point in having an ore bay bigger than 1 cycle if it's not going to be able to fit 2 cycles of ore. there's no reason the hulk shouldn't have an ore bay equal to the skiff's. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 22:24:00 -
[5] - Quote
Pipa Porto wrote:And it's good to see that CCP listened when we pointed out that leaving the bonuses on the ships would be a bad idea (did we ever agree on the terms of that bet?).
no idea, but i think we both lost :P Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 22:24:00 -
[6] - Quote
Arele wrote:Going to be funny to see the merc miners setting off clouds since everyone stopped DCM at 2, since the skiff's bonus negated the cloud generation.
well at least now there's a reason to train it past II Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 22:33:00 -
[7] - Quote
Pipa Porto wrote:Dave stark wrote:Arele wrote:Going to be funny to see the merc miners setting off clouds since everyone stopped DCM at 2, since the skiff's bonus negated the cloud generation. well at least now there's a reason to train it past II Can't you just out range the clouds?
you can but that's extra effort. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
209
|
Posted - 2012.07.23 22:40:00 -
[8] - Quote
Denidil wrote:Pipa Porto wrote: Can't you just out range the clouds?
yeah.. 5km.
i thought they were 10km? either way it's less than 15km. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
210
|
Posted - 2012.07.23 23:29:00 -
[9] - Quote
Jason Xado wrote:Any information on skill requirement changes?
The ships now seem to be at the same level, just different roles so I would assume they would have similar skill requirements (as opposed to the starter, intermediate, advanced set up now).
devblog said mining barge I for all mining barges. don't think it said anything about exhumers, though. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
211
|
Posted - 2012.07.24 07:14:00 -
[10] - Quote
Droxlyn wrote:Dave stark wrote:i just don't see the point in having an ore bay bigger than 1 cycle if it's not going to be able to fit 2 cycles of ore. there's no reason the hulk shouldn't have an ore bay equal to the skiff's. I did some math on the yields for a Hulk and 2 cycles without MLU2s and no fleet support will take almost 8k m3 space. So, after your first cycle, you make a little room in your ore hold by moving some to your cargo hold and fill up at the end of the second cycle. That seems to be the logic for 7500 m3 instead of 5500 m3. The other two ships get about 11.74 and 5.47 cycles before their holds fill up without fleet and MLU support. (8 and 4 with) Drox
mining in a hulk without fitting 2 mlus... doing it oh so wrong. worst justification ever for ******** cargo size. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
212
|
Posted - 2012.07.24 10:24:00 -
[11] - Quote
never mind, i'm being silly Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
212
|
Posted - 2012.07.24 12:43:00 -
[12] - Quote
Haffsol wrote:I'm still a bit confused about all these numbers and I'd like to try the new flying pies soon, particularly the skiff *_* but.... Quote:the hulk will mine ~25% more uhm.... sorry 25% more than what? It can mine 25% more than something else only if the hulk is fit for max yeld and the "something else" is fit for tank or just unfit at all. If I'm correct the hulk will have always almost 1 MLU more yeld towards the others fitted for max yeld, but the problem is that while the others will have a pretty huge tank using only their mids, the hulk will need a dcu to be "decent", so basically it sucks at mining in real space life nao :p I'll go the skiff way, even if it need a bit more managing, eventually the mack for some epic-boredome-ops in the ice fields somewhere. Ah, about the mack (sorry never used one) what does it mean that Quote: miningAmountMultiplier: 2.0 => 1.5
is it referring to ice mining or what?
25% more than other exhumers, before mlus and rigs. as soon as you fit a single mlu on the hulk it will out mine every other ship (assuming the mack doesn't have the cpu for a third mlu then it means doing more maths)
i used to ***** about the mackinaw's weak speciality but with the size of the ore bay being greater than what i assumed it's becoming more appealing. it even has more tank than the hulk and i think the skiff level tank on a barge will be a bit overkill. so unless you're really really intent on isk/hour the mackinaw with mlus will be somewhat "flavour of the month" for many people. more so with players who don't want to devote all their attention to the tedium that is mining, or those without 6 accounts and orca support. i'm currently skilling up an orca from the power of 2 offer, however after seeing the ore bay i think 2x mackinaws will be more efficient than 1hulk + 1orca.
Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
212
|
Posted - 2012.07.24 12:43:00 -
[13] - Quote
Sandrestal wrote:One problem I see is can flippers will have a field day with solo miners in high sec. Using expanders you could get 17k m3 of cargo in a hulk. Now you have to be dumping ore into a jet can every cycle. Way to go ccp.
may i direct you to the mackinaw? Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
213
|
Posted - 2012.07.24 12:45:00 -
[14] - Quote
Haffsol wrote:Quote:The Mack gets a base 50% bonus to mining now. (making 2 strips the equivalent of 3) Just like the retriever will it always have the 2x bonus on ice blocks mined in a cycle and the trick that if you stop your cycle at 51% you still get the 2 blocks? I don't get who's king of ice mining and which are the new rigs you're talking about.
mackinaw is losing the 2x bonus on ice blocks, it's now a cycle time reduction in order to make the mackinaw's 2 strips equal the hulk's 3 strips. however, the hulk gets better yield bonuses per level of exhumer than the other barges do. hence why the hulk is the new king of ice mining in terms of blocks/hour.
at exhumer 1 there's almost no reason to fly a hulk. at exhumer 5 there's lots of reasons. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
213
|
Posted - 2012.07.24 13:03:00 -
[15] - Quote
Droxlyn wrote:Dave stark wrote:mining in a hulk without fitting 2 mlus... doing it oh so wrong. worst justification ever for ******** cargo size. I didn't say I liked it. And if you check the other thread, you'll see I'm arguing for 11k ore hold. I was just pointing out why it wasn't a 5500 m3 ore hold. Drox
i appreciate they want to keep the cargo space to 8k, which is fine. however i'd like to see them move more space away from the ore bay back to regular cargo. keep the ore bay big enough for 1 fully maxed out cycle then the rest of the space for regular cargo because as another person pointed out; there isn't enough room for a full compliment of crystals, especially with 3 strips. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
214
|
Posted - 2012.07.24 13:21:00 -
[16] - Quote
Sandrestal wrote:Dave stark wrote:Sandrestal wrote:One problem I see is can flippers will have a field day with solo miners in high sec. Using expanders you could get 17k m3 of cargo in a hulk. Now you have to be dumping ore into a jet can every cycle. Way to go ccp. may i direct you to the mackinaw? Yes I know. Just that the Hulk, being way more expensive, should be doing more and doing it better than any other mining vessel.
it's a mining ship, and it is mining more and better than any other ship. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
214
|
Posted - 2012.07.24 13:21:00 -
[17] - Quote
Droxlyn wrote:Dave stark wrote:i appreciate they want to keep the cargo space to 8k, which is fine. however i'd like to see them move more space away from the ore bay back to regular cargo. keep the ore bay big enough for 1 fully maxed out cycle then the rest of the space for regular cargo because as another person pointed out; there isn't enough room for a full compliment of crystals, especially with 3 strips. Ditto As it is, you can have 10+3 crystals. So, you can have crystals for 3 ores with a spare each and one more extra or crystals for 4 ores and one spare (or singleton ore). I wonder if they will remove my rigs for me, or if I'll have some extra room? I've used cargo rigs to get my cargo space over two cycles worth of yield, but the lows are used for MLU2s. BTW, does the Ore hold mean I can stash my mining barge in the SMB without emptying the ore out? I've managed to sneak extra PI stuff around by putting it in the PI bay of the Primae and carrying it around before. Drox
hmm that's a good question. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
216
|
Posted - 2012.07.24 16:00:00 -
[18] - Quote
stoicfaux wrote:Two words: Insurance fraud will be back for a limited time!
Mining ship buffs -> more mining -> mineral prices fall. Ship insurance prices are updated periodically. In theory, if mineral prices drop significantly before the insurance prices update, we'll see a boom in insurance fraud.
ship mining buffs -> people mining in ships with lower yield -> oh wait.... Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
217
|
Posted - 2012.07.24 16:56:00 -
[19] - Quote
stoicfaux wrote:Dave stark wrote:stoicfaux wrote:Two words: Insurance fraud will be back for a limited time!
Mining ship buffs -> more mining -> mineral prices fall. Ship insurance prices are updated periodically. In theory, if mineral prices drop significantly before the insurance prices update, we'll see a boom in insurance fraud.
ship mining buffs -> people mining in ships with lower yield -> oh wait.... AFK friendly buffs leads to more AFK miners, plus the lowered skill requirements. (Nevermind the added NPE content.) I'm not saying that insurance fraud is guaranteed to happen, but I imagine that these changes are big enough that people will start dumping existing mineral stocks.
skill requirements for the mackinaw is still exhumers II, unchanged. and you only get a 37500 ore bay at exhumers V. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
217
|
Posted - 2012.07.24 17:05:00 -
[20] - Quote
Pipa Porto wrote:Dave stark wrote: skill requirements for the mackinaw is still exhumers II, unchanged. and you only get a 37500 ore bay at exhumers V.
I found the quote in another thread, but they are apparently planning on tiericiding the Exhumer skill, so all 3 become available at Exhumers I.
well that's not implimented on sisi yet. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
217
|
Posted - 2012.07.24 17:14:00 -
[21] - Quote
stoicfaux wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote: skill requirements for the mackinaw is still exhumers II, unchanged. and you only get a 37500 ore bay at exhumers V.
I found the quote in another thread, but they are apparently planning on tiericiding the Exhumer skill, so all 3 become available at Exhumers I. well that's not implimented on sisi yet. Well it took four seasons for the Cylons to implement their plan, so let's assume that sisi is a work in progress? http://community.eveonline.com/devblog.asp?a=blog&nbid=72890Quote:Before we forget, part of what players now call GÇ£tiericideGÇ¥ is to look at skill requirements. We are not pleased with how they work specifically with this ship class, since the Hulk is currently only a few hours away from the Covetor in terms of skill training. That is why, after the change, all tech 1 mining barges will now only require the Mining Barge Skill at level 1.
We will most likely add the new ORE frigate skill at 4 as a Mining Barge nested prerequisite though
and what do tech 1 mining barges have to do with mackinaws? Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
220
|
Posted - 2012.07.25 09:28:00 -
[22] - Quote
Steve Ronuken wrote:Attica wrote:So if I have a Hulk with 2 MLU II's and my alt flying Itty 5 with 38K cargo who is hauling, will that still give me more ore per hour than the lower exhumers? Yes. /Or/ you could have 2 alts, both in Retrievers/Macks for a higher yield (you'll lose a couple of cycles hauling every 10 cycles or so, but it should still turn out higher.)
this, i'm considering going from hulk/orca setup to mack/mack setup. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
224
|
Posted - 2012.07.25 11:13:00 -
[23] - Quote
Mara Rinn wrote:Pipa Porto wrote:CCP fixed the problems that were making that not so. There's nothing more they can do to significantly affect Mining Income. Apart from, say, buffing mining ships to the point where you can have your max yield and a 30k EHP tank too.
how does tank effect yield in the slightest? Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
225
|
Posted - 2012.07.25 11:42:00 -
[24] - Quote
Mara Rinn wrote:Pipa Porto wrote:Higher yield -> Lower mineral prices -> More hauling effort for the same amount of ISK. Exactly. Pipa Porto wrote:Buffing mining ships like you suggest removes any element of decision making. Everybody else has to compromise something for something else when they fit their ships. Why should miners be special? It's like you are reading my mind.
mining ships have 1 purpose. mining. combat ships do not, you have ewar, you have high alpha, you have tacklers etc. you're comparing apples to oranges. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
224
|
Posted - 2012.07.25 11:55:00 -
[25] - Quote
Pipa Porto wrote:Dave stark wrote:Mara Rinn wrote:Pipa Porto wrote:Higher yield -> Lower mineral prices -> More hauling effort for the same amount of ISK. Exactly. Pipa Porto wrote:Buffing mining ships like you suggest removes any element of decision making. Everybody else has to compromise something for something else when they fit their ships. Why should miners be special? It's like you are reading my mind. mining ships have 1 purpose. mining. combat ships do not, you have ewar, you have high alpha, you have tacklers etc. you're comparing apples to oranges. Compare it to Ratting ships then. Ratting ships have one purpose. To kill red Crosses. They have to sacrifice DPS for Range/Tracking and Tank. The balance between the two is something that they have to figure out. PVP boats have one purpose: To get the other guy dead. They have to sacrifice some things that make them effective at that in order to stay alive doing so. One shining example. Falcons can be plated or not. Plated falcons survive better, unplated falcons do their job better. Falcons have only one purpose. To jam the enemy.
granted, i still don't see the issue with a 30k ehp mining ship with max yield though.
if we could kill a carrier in 30 seconds with a meta fit mael then there'd be tears galore on here. all ccp have done is stopped that happening on a smaller scale. destroyers vs exhumers.
if people want to cry about having to put in real effort to ganking an expensive t2 ship then i'll laugh at them as they laughed at miners. if we were getting 100k ehp skiffs mining more than hulks then yeah you'd have a point. however they don't. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
234
|
Posted - 2012.07.25 14:35:00 -
[26] - Quote
Pipa Porto wrote:Dave stark wrote: granted, i still don't see the issue with a 30k ehp mining ship with max yield though.
if we could kill a carrier in 30 seconds with a meta fit mael then there'd be tears galore on here. all ccp have done is stopped that happening on a smaller scale. destroyers vs exhumers.
if people want to cry about having to put in real effort to ganking an expensive t2 ship then i'll laugh at them as they laughed at miners. if we were getting 100k ehp skiffs mining more than hulks then yeah you'd have a point. however they don't.
edit; besides when picking between yield, tank, and cargo we have to pick entirely different ships which costs more than a few modules costs.
That's what miners get for whining when they could have just learned to tank their Hulks. A Carrier is a Logistics ship without maneuverability. Of course it's tanky. It has to be. It's designed for Combat. A Hulk isn't designed to be a brick, it's designed to mine in a convenient manner. You want a brick miner, the Rokh's your toy. A Hulk can be tanked enough that it can't be profitably ganked. If the gankers bring outside help (GSF bounties) to change that, and the Hulk pilot brings outside help (Blap Nado, RR, ECM), the gankers still lose at making a profit. Price is not a balancing factor the way miners seem to think it is. http://eve-kill.net/?a=kill_related&kll_id=11888211This 100b ratting ship got killed by a gang worth not more than 4-5b Isk. And that gang didn't lose anything significant.
that link doesn't work, so i can't really comment. if it's some moron in a faction fit tengu not paying attention to local in a 0.0 system then it's really not a valid argument since we're talking about empire space. in 0.0 a lone rifter can kill anything if some dumb bastard is just sitting there afk for long enough. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
239
|
Posted - 2012.07.25 16:30:00 -
[27] - Quote
with all due respect, any hulk fit without mlu IIs are pointless.
if you're sacrificing those to fit a tank on a hulk you may as well just mine in a mlu'd skiff, odds are you'll have both more ehp and yield. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
247
|
Posted - 2012.07.25 18:11:00 -
[28] - Quote
Turifica wrote:Pipa Porto wrote:Mining Income is currently driven by Miners. Not true. Mining income is driven by demand, or would be in theory, if there weren't gigantic stockpiles all over the place. Mining income is a direct result of market pressures and it's mineral traders that are in control of pricing.
it is true. the more you mine the less you get. supply exceeds demand. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
248
|
Posted - 2012.07.25 18:28:00 -
[29] - Quote
Tau Cabalander wrote:Denidil wrote:Tau Cabalander wrote:Denidil wrote:Dave stark wrote:with all due respect, any hulk fit without mlu IIs are pointless.
if you're sacrificing those to fit a tank on a hulk you may as well just mine in a mlu'd skiff, odds are you'll have both more ehp and yield. you are correct. Well, a Hulk has a bonus of 30% and a Skiff has a bonus of 5%. So you need to fit at least 3 MLU to match a Hulk, and the Skiff has 2 low slots (unless that was changed, as I don't see it on pastebin). read what we were saying dual MLU skiff vs non-MLU'ed hulk I did. I even quoted it. Please explain assuming I'm clueless, as I apparently am. No MLU Hulk: 30% bonus. Dual MLU Skiff: 23% bonus. That's a 7% cost for durability and a larger ore hold. If the size of the hold is the issue, then of course Dave stark's comment should have mentioned that (i.e, when mining solo) , rather than being an apparent blanket statement. But if I'm still missing something, please enlighten me. I'm trying to understand these "new" ships, just like everyone else.
where are you getting 30 and 23 from? perhaps we can clear up some confusion. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
252
|
Posted - 2012.07.25 19:44:00 -
[30] - Quote
Denidil wrote:Hulk - 3 strips * 1.15 (barge V) * 1.15 (exhumers V) = 3.9675 Mackinaw - 2 strips * 1.50 (role bonus) * 1.05 (exhumers V) = 3.15 Skiff - 1 strips * 3 (role bonus) * 1.05 = 3.15
0.8175/3.15 = 25.9..% hulk is ^ much better than a skiff or mack before mlus etc. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
262
|
Posted - 2012.07.26 08:14:00 -
[31] - Quote
Jacob Holland wrote:I would therefore suggest:
Increase the PG on the Hulk and Mack by three megawatts, one for each additional slot they have over their T1 counterparts.
Reduce Mining crystal volume tenfold (to 5m3) to allow a reasonable number of ore types and the use of a can to manage the singletons. or Increase the cargobay to allow a large can as well as "active" sets of crystals.
I have no options for the icemining and Merc rigs...
more power grid will never be looked down upon.
the crystal volume isn't the issue; the awfully designed split between cargo and ore hold is. ~5.6k is as big as the ore bay needs to be. hence there's no reason for the hulk not to have a 2.4k cargo hold for crystals. ideally i'd like to see 5750 ore / 2250 cargo. increasing the cargo bay to accommodate a GSC would reduce the ore bay to a size insufficient to hold a full cycle of ore. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
264
|
Posted - 2012.07.26 09:22:00 -
[32] - Quote
Haffsol wrote:can't find the new magic rigs in sisi. where are them?
as regards the cargo bay size..... I like it instead. I think it's made under the specific purpose of fixing the roles for each ship or in other words: no cargohold extenders/cargo rigs anymore which is an awesome news. If you want to solo/afk mine there's no way you can use a hulk now. There are specific barges with a huge ore bay for that and you can't use them for hauling either, which I guess is the second reason why they made a "ore bay" for barges instead of "just a bay"
also, I honestly can't see how you may say the crystal problem even exists. If you solo mine how long are you staying out there, 36 hrs without docking? I don't think so, so check your crystals before undocking and fly safe. If you're in a fleet, as you are supposed to be, the orca/hauler can keep all the crystals you want and give some to those who need them when necessary.
it's not the fact that you're reloading crystals, it's the fact that there's more than one ore in the belts so you need multiple sets of crystals. this situation is made even worse by the fact that you have 3 strips on the hulk. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
265
|
Posted - 2012.07.26 12:55:00 -
[33] - Quote
Pisov viet wrote:Tassian Marrix wrote:Dominika Brumarova wrote:Pisov viet wrote:Some of the changes are good (Procurer/Skiff's HP, Retriever/Mackinaw's cargo hold, the mining yield buff for both ship lines and the mercoxit and Ice rigs). But the unilateral buff of mining barge and exhumers EHP is a terrible thing to do.
Not only is it devaluating the Skiff buff (why bother with it when a hulk can easily reach over 40k EHP?), but it is also making the life of afk-miners and bots much easier, all while not adressing the structural issues of the mining profession: boring, poor and lacking improvement.
What the game need is not brick-tanked barge able to survive to multiple suicide tornadoes. These always existed, they're battleships (and now, skiffs). a 25000m3 ore hold is an amusing gimmick, but ultimately reward peoples who play eve afk.
Your regular miner, that poor **** who was paying attention, who had friends with him, who knew what the hell he was doing, will be left untouched by these changes. His hulk's yield will remain the same, and even going into big scary low/nullsec wont improve his condition much. In the current (and, apparently, future) state, he's still a poor **** who play a role so un-challenging that a bot can fill it, and be just as efficient as he is.
Mining dont need a 100k EHP mining barge, nor a barge able to mine 30 minutes without requiring a single click, mining need a ship, or a mechanism, that makes a human better than a script. The best post in whole topic. Pure truth! But it is not all truth. Mining did need a ship that could effectively haul for itself and it did need a ship with a solid tank. Now that we will be getting those they can work to fix the second problem of mining being a super boring activity. Yes, mining needed a sturdy ship, and a ship with a large cargo. But that's not really what is happening there. We're getting, really, 3 sturdy ships (two on the level of a battlecruiser, one on the level of battleships -with the size and speed of a cruiser-), and 2 ships with a large cargo bay (17500 for the skiff, 37500 for the mackinaw). And both these ships actually reach about, apparently, 80% of the yield of a hulk. As I said before, and I cant emphasize that enough, it means that the miner who was careful enough to not get ganked, who used orca support to drop his mineral, wont gain anything from this update. The players who were doing good wont see their situation improve, but instead the value of their yield diminush, as "bad" miners get a safer and easier life and flood the market.
actually when you consider a hulk already reaches 17k m3, the skiff ore bay isn't large at all. and the mackinaw's been trimmed to just over 31k m3. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
267
|
Posted - 2012.07.26 14:26:00 -
[34] - Quote
Pisov viet wrote:
actually when you consider a hulk already reaches 17k m3, the skiff ore bay isn't large at all. and the mackinaw's been trimmed to just over 31k m3.
And the hulk achieved that at the cost of all their rig slots and lowslots, leaving few mids for tanking. Skiff does that with high maneuvrability, huge tank and at half the price. [/quote]
but the skiff's non-mercoxit mining yield was a bigger joke than why did the chicken cross the road. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
267
|
Posted - 2012.07.26 16:03:00 -
[35] - Quote
Infinite Force wrote:Dave stark wrote:Jacob Holland wrote:I would therefore suggest:
Increase the PG on the Hulk and Mack by three megawatts, one for each additional slot they have over their T1 counterparts.
Reduce Mining crystal volume tenfold (to 5m3) to allow a reasonable number of ore types and the use of a can to manage the singletons. or Increase the cargobay to allow a large can as well as "active" sets of crystals.
I have no options for the icemining and Merc rigs... more power grid will never be looked down upon. the crystal volume isn't the issue; the awfully designed split between cargo and ore hold is. ~5.6k is as big as the ore bay needs to be. hence there's no reason for the hulk not to have a 2.4k cargo hold for crystals. ideally i'd like to see 5750 ore / 2250 cargo. increasing the cargo bay to accommodate a GSC would reduce the ore bay to a size insufficient to hold a full cycle of ore. More PowerGrid is always good. On the storage issue, I again beg to differ. There are 3 storage issues that are intertwined with each other and need to be properly addressed (balanced) with ALL the Barges / Exhumers in terms of storage: 1. Crystals. Crystals were originally designed when these ships had hugely expandable cargoholds. This is no longer the case. They need to be reduced in size. As was previously suggested, 5m3 is an excellent size number. 2. Cargohold. Cargoholds need to be at least big enough to hold T2 crystals for 3 Ore types + 1 Spare (Barges) or 5 Ore types + 2 Spares (Exhumers). At 50m3 per T2 crystal, you're looking at a 300 - 2,250 range. At 5 m3 per crystal, the largest cargohold of 500m3 is very adequate and has enough room for containers to sort new / used crystals. 3. Ore hold. Ore holds need to hold 2 fully boosted, T2 strip yield cycles as a baseline. This has nothing to do with being AFK or solo mining. It has everything to do with these being specialized ships and filling their roles properly. The Ore hold has received the most attention so far as I can tell. And it looks like 4 of the 6 ships have adequate OH's. The arguments of "it's just a temporary spot between the ship & hauler" carry no weight as CCP could just as easily 'auto-jettison" it to space bypassing those specialized holds all together. In a fully boosted fleet, you are constantly moving Ore - even with a 2 cycle hold - either to a hauler or a can. This only allows you the advantage of waiting for that hauler to make a return trip if the others around you fill up the hauler before you do. One could also make the argument that you must stagger your strips (with more than 1) and you must jetcan mine because your Ore hold is barely adequate to hold 1 strip worth of Ore. But again, this really holds no weight and completely, again, breaks the purpose of these ships. Considering how long it has taken CCP to address the issue of rebalancing these ships, and that they will likely never revisit it again, yeah, we're going to make sure that it's a well implemented update. Sudhana wrote:Whatever Implementation of CCP on mining Barges/Exhumers, Poor miners just have to endure with them.
May I request CCP dev to mine in game as a "normal" character for at least one month - a few hours every day. Perhaps then you will truly understand the needs of a miner in eve. This. However, given that this update is les than 2 weeks away ......
2) actually, it's not that we had bigger cargo holds, it was because we could choose how much cargo space we wanted to dedicate to crystals. now that choice has been made for us.
3) 2 cycles is more ore than a hulk can carry even with a 0m3 cargo bay, hence 1 cycle is sufficient and allows enough room for all the desired crystals at their current 50m3 size.
whether you move ore to a corp hangar in an industrial capital ship or to a jetcan is irrelevant. you're still moving ore; the location of the ore doesn't matter. unless you have 2 orcas in your mining fleet some where, some one's gonna be jetcanning ore unless ccp get around to fixing the corp hangars in the orca (my alt in the same corp can't see the hangars, for example. and you don't want to be dishing out roles to every one and their alts. it gets tedious if nothing else)
Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
284
|
Posted - 2012.07.27 16:17:00 -
[36] - Quote
Denidil wrote:looks like i need to do manual comparisons in game between live and test now to compare tanking stats
[edit] test server confirmed - overall hulk resistances are lower.. but i'm level 4 .. but sisi is showing 25% EM for level 4 not 30% for level 4.. so something isn't right
double confirmed, also exhumer 4 on sisi, 25% EM resistance with no fittings. it's not just you. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
284
|
Posted - 2012.07.27 16:35:00 -
[37] - Quote
Denidil wrote:actually resistances are based on mining barge, not exhumers.. so it is really really wrong. i bugreported
if it's mining barge level 5*1.05 is 1.25... right? so it's gone from 7.5% per barge level, to 5% Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
284
|
Posted - 2012.07.27 16:37:00 -
[38] - Quote
Denidil wrote:Dave stark wrote:Denidil wrote:actually resistances are based on mining barge, not exhumers.. so it is really really wrong. i bugreported if it's mining barge level 5*1.05 is 1.25... right? so it's gone from 7.5% per barge level, to 5% yeah i think they're messed it up based on the dump.. dump says it should be 7.5/level
it's just come to my attention from the other thread that the cov has a 500m3 cargo bay still, which means either the covetor or the hulk's cargo bay is "wrong" as they're not consistent.
i think there are a few things that need correcting in today's sisi update. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
286
|
Posted - 2012.07.27 17:24:00 -
[39] - Quote
Javajunky wrote:Denidil wrote:new batch of changes.. analyzing. http://pastebin.com/fnuau8HH
skill requirements to fly updated for all ships Procurer: 3 more midslots (4 total now), 25 drone capacity and bandwidth Retriever: base orehold 22500, +5% per barge level Hulk: Base Resit change, suspect a typo! 100/50/60/80 (from 62.5/35/37.5/50) - resist bonus change from 3.0% to 7.5%/level Mackinaw: Same resists as Hulk now Skiff: 50m3/50mbit drone, same resists as other exhumers and same resist bonus rigging costs ice and mercoxit role rigs increased to 250 looks like i need to go update my pyfa again and refigure all the tanking numbers. it doesn't look like this dump has actually gone live yet. (retriver still has 1 mid) .. however something has gone live T1 laser crystals: 15m3 T2 laser crystals: 25m3 Seriously the Hulk Bay was further reduced in size? Can you double check that? 500 to 350 m3 - what's up with this sh|t What's the big f'ing problem with us having the ability to carry a full set of crystals? If we are going down to 25m3 each, ok then the Cargo needs to be 975 m3.
yes it has changed, but the covetor's hasn't, meaning it's probably an accidental change, or the covetor is in for a nice neutering too.
however with the crystals being 25m3 not 50m3, we've "gained" space even with the cargo reduction. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
288
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Posted - 2012.07.27 18:08:00 -
[40] - Quote
Steve Ronuken wrote:Of course, with the hulk being a fleet ship, you could store the spare crystals in the support ship... 
except if you're not in the support ship's corp you can't access it's corp hangars; nor is this useful if it's providing off-grid boosts due to the dangerous nature of the area you're mining in.
even worse if the support ship is some one's alt and they're focusing on managing other accounts so they can't see your constant nagging for crystal reloads. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
289
|
Posted - 2012.07.27 18:23:00 -
[41] - Quote
Steve Ronuken wrote:I'm just under the impression that one of the goals of the changes is to make the Hulk a fleet ops ship, rather than a solo ship. Mostly because that's been explicitly stated.
there's a difference between "works best in fleets" and "only works in fleets". Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
290
|
Posted - 2012.07.27 18:37:00 -
[42] - Quote
Pipa Porto wrote:Zetaomega333 wrote:Second this, Empire bears seem to be under the illusion that nullsec and wh miners will ONLY use the hulk when in a fleet, when in fact we use hulks to solo mine and will keep doing it. Why? The Mackinaw will probably yield more once you take dropoffs into account. 37k m3 vs 7500 (or Jetcans and switching ships)
31k vs 7500. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
290
|
Posted - 2012.07.27 18:49:00 -
[43] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Zetaomega333 wrote:Second this, Empire bears seem to be under the illusion that nullsec and wh miners will ONLY use the hulk when in a fleet, when in fact we use hulks to solo mine and will keep doing it. Why? The Mackinaw will probably yield more once you take dropoffs into account. 37k m3 vs 7500 (or Jetcans and switching ships) 31k vs 7500. They dropped it down? Or did I screw up in reading basic numbers (entirely possible).
uhm, yesterday the mining barge bonus dropped from 10% cargo to 5% cargo and the ret got an ore hold buff of 2.5k. ret gets 28k, mack gets 31k (rounded) unless you need the tank the mackinaw is very unappealing right now in comparison to it's little brother. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
291
|
Posted - 2012.07.27 19:04:00 -
[44] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote: They dropped it down? Or did I screw up in reading basic numbers (entirely possible).
uhm, yesterday the mining barge bonus dropped from 10% cargo to 5% cargo and the ret got an ore hold buff of 2.5k. ret gets 28k, mack gets 31k (rounded) unless you need the tank the mackinaw is very unappealing right now in comparison to it's little brother. ... The Mack's Ore bay is like the only change they got right. There is literally no problem with the cavernous bay on a ship designed to have a cavernous bay. The problem is that it's massive tank takes away from the Skiff's role, and the Skiff's big Ore bay takes away from the Mack's role.
another thing i find disconcerting is that going from procurer > skiff and cov > hulk feels like an upgrade for their role.
less than once cycle of extra space doesn't feel like an upgrade. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
291
|
Posted - 2012.07.27 19:27:00 -
[45] - Quote
Vern Aldin wrote:If the argument for not being able to carry a full set of crystals in the Hulk is that it is meant to be the fleet mining ship then why do the Mackinaw and Skiff also have a 350m3 cargo bay?
All of the mining ships should be able to carry a full set of crystals at a minimum. I do not mind having a tiny cargo bay but if that is the case further reduce the m3 of mining crystals appropriately.
because they have less strips to load, so they need less crystals, so they need less space. not to mention if you're not mining in a fleet you're more likely to cherry pick, therefore even less crystals are needed. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
294
|
Posted - 2012.07.27 20:26:00 -
[46] - Quote
Jake Rivers wrote:I don't think a crystal needs to be any bigger than 0.1m3 and they could reduce the cargo hold to 10m3 if they were readlly worried about hulks being used as haulers.
then you have mining crystals being an absurdly op way of compressing nocxium. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
294
|
Posted - 2012.07.27 20:38:00 -
[47] - Quote
alternate solution; let us put crystals in our ore bay. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
299
|
Posted - 2012.07.27 23:42:00 -
[48] - Quote
Jacob Holland wrote:Dave stark wrote:alternate solution; let us put crystals in our ore bay. Doesn't help unless you can use a can to manage them there.
yes it does help, it gives you the 8k cargo space back in the hulk. it solves a problem by reverting it to the original state wherein the problem didn't exist.
you do not need a can to organise it at all. when you right click on the t2 strip miner it has an option to change the crystal to any other crystal and it even has options to load used crystals or unused crystals. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
302
|
Posted - 2012.07.28 05:30:00 -
[49] - Quote
Pipa Porto wrote:Zetaomega333 wrote:Pipa Porto wrote:Zetaomega333 wrote:Second this, Empire bears seem to be under the illusion that nullsec and wh miners will ONLY use the hulk when in a fleet, when in fact we use hulks to solo mine and will keep doing it. Why? The Mackinaw will probably yield more once you take dropoffs into account. 37k m3 vs 7500 (or Jetcans and switching ships) IM still gona fly a hulk cus it has the highest yeild, Them saying that its better for fleet ops doesnt mean it only works there. Titans are supposed to be good as support and command ships but all you see if them blobbing. Nothing ccp intends actually happens. So you are going to take in less ore per hour because you want to see your hold fill faster? The Mack is probably going to yield more Ore per hour if you take into account the time you take in warp with the Hulk or it's hauling ship.
that depends on how long you're mining for, and what you're hauling in. the mackinaw only really comes out ahead if you're mining less than 2-3 jetcans worth in 1 sitting. so if you're mining for over an hour, you're probably better off with the hulk. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
302
|
Posted - 2012.07.28 05:30:00 -
[50] - Quote
MunnyRabbit wrote:So im not sure if i missed it or not but are the values i am reading base values with skills? For instance the mack has 31k ore bay for ore with perfect exhumer 5 and MB 5 skills?? Can this go up with cargo expanders or are they introducing specific cargo expanders for the ore bay?
With the small cargo bays i don't see why anyone would bother to use cargo rigs or cargo in low slots unless you would need to hold more crystals but seems like waste to me.
the mack has 31k ore regardless of your skills. it's ore bay size is scaled with prerequisites which have to be at V in order to fly the ship.
no, there are no mods that increase ore bay size. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
302
|
Posted - 2012.07.28 06:24:00 -
[51] - Quote
Infinite Force wrote:Vaerah Vahrokha wrote:Infinite Force wrote:It is true that everyone has a different mining style - however, CCP already has stated the cargoholds are being "nerfed" to avoid these specialized ships being used as haulers.
I suppose that creating a "crystals only" hold was too much of a challenge for CCP? That would fix the hauler cross over. lol .. who knows. it certainly would have fixed several issues..
there's no need for such a thing, they just needed to correctly split the cargo bay of the hulk to begin with. it was just a case of changing 2 numbers on the hulk's stats [in fact, they could have done it by changing 1 number really]. instead they went and changed 4 numbers on 4 things and did a worse job of it than if they'd changed 2 numbers.
i fully expect to see more cargo adjustments on sisi today when it updates.
edit; for ccp's benefit the only number that needed changing was the cargo bay to 2150 m3. (if you really wanted your 8k total then the ore bay should have gone to 5850, which is fine as the theoretical max yield is ~5.6k) how much more effort did it take you to **** around with 4 things yesterday and NOT fix the problem than it would have took to do the above to 1 number on the hulk's stats? Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
302
|
Posted - 2012.07.28 08:38:00 -
[52] - Quote
Pipa Porto wrote:Dave stark wrote:that depends on how long you're mining for, and what you're hauling in. the mackinaw only really comes out ahead if you're mining less than 2-3 jetcans worth in 1 sitting. so if you're mining for over an hour, you're probably better off with the hulk. I wan't the Mack to have enough Ore bay that it comes out ahead any time you don't have a second account hauling. That's what it's role is. It should be great at that role, just like the Hulk and Skiff are great at theirs (though the Mack is also great at the Skiff's role, and the Skiff good at the Mack's atm). Oh well, I guess the Mack's gonna be a HS boat (can flip proof).
assuming you mean "coming out on top" means having more m3 of ore in the station at the end of the session.
and the mack does come out on top; if you're not mining for extended periods of time. however that means the mack has more yield tank and cargo than a hulk. which is basically what the hulk is doing now and they want to move away from it. an issue hasn't been solved, the ships have just swapped between who's the king and who's the peasant. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
302
|
Posted - 2012.07.28 09:02:00 -
[53] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote:that depends on how long you're mining for, and what you're hauling in. the mackinaw only really comes out ahead if you're mining less than 2-3 jetcans worth in 1 sitting. so if you're mining for over an hour, you're probably better off with the hulk. I wan't the Mack to have enough Ore bay that it comes out ahead any time you don't have a second account hauling. That's what it's role is. It should be great at that role, just like the Hulk and Skiff are great at theirs (though the Mack is also great at the Skiff's role, and the Skiff good at the Mack's atm). Oh well, I guess the Mack's gonna be a HS boat (can flip proof). assuming you mean "coming out on top" means having more m3 of ore in the station at the end of the session. and the mack does come out on top; if you're not mining for extended periods of time. however that means the mack has more yield tank and cargo than a hulk. which is basically what the hulk is doing now and they want to move away from it. an issue hasn't been solved, the ships have just swapped between who's the king and who's the peasant. The tank issue is separate. If the Mack had a tank similar to the current SISI dump Hulk (topping at ~22k), the Skiff would be king. If the Skiff's ore bay was then reduced to ~2 un-gang-bonused cycles, it would be a toss up. The Hulk has the most Yield Measured by Roid->Cargo. Which is nice, but you need a Hauler. The Mack should have the most Yield when measured Solo, Roid -> Station. Maybe getting the numbers right for the Ore hold would be too difficult, I don't know, but that's how I envision the yield-cargo balance between the Hulk and the Mack.
the skiff's the most pointless mining ship for mining; it's giving up everything for a level of tank that simply isn't required. hence we go back to hulk vs mack, and unless you're doing some extremely long mining sessions the mack has the best of all 3 worlds so we're back in the situation we're in now. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
303
|
Posted - 2012.07.28 09:28:00 -
[54] - Quote
i definitely agree that the barges are stepping on each other's toes in terms of their unique roles. there's no need for the skiff to have an ore bay as large as it is, that's for certain.
i think the hulk/mack did need tank buffs however else they simply wouldn't be viable in 0.0 space where the rats would tear them to shreds without deadspace/faction modules. however in keeping them 0.0 sec viable they also become unprofitable to gank which renders the skiff redundant in high sec. either way some of the ships will never see a use in some parts of space. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
303
|
Posted - 2012.07.28 09:35:00 -
[55] - Quote
Pipa Porto wrote:Dave stark wrote:i definitely agree that the barges are stepping on each other's toes in terms of their unique roles. there's no need for the skiff to have an ore bay as large as it is, that's for certain.
i think the hulk/mack did need tank buffs however else they simply wouldn't be viable in 0.0 space where the rats would tear them to shreds without deadspace/faction modules. however in keeping them 0.0 sec viable they also become unprofitable to gank which renders the skiff redundant in high sec. either way some of the ships will never see a use in some parts of space. Give 'em an active tank bonus and they'll be fine in 0.0 or give them a resist bonus and further reduce their raw HP. There are bunches of ways to make them tanky vs rats but flimsy v people. From the look of it, I don't think the Hulk's losing any of its ability to tank rats (I could easily be wrong. I don't have SISI installed due to space constraints, and I'm way too stupid to try modding Pyfa)
the hulk is losing a bit of resists and some shields/armour/structure i think.
and yeah, those changes would be good to let it tank rats well enough but still be vulnerable to gankers if poorly fit. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
303
|
Posted - 2012.07.28 09:46:00 -
[56] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote:i definitely agree that the barges are stepping on each other's toes in terms of their unique roles. there's no need for the skiff to have an ore bay as large as it is, that's for certain.
i think the hulk/mack did need tank buffs however else they simply wouldn't be viable in 0.0 space where the rats would tear them to shreds without deadspace/faction modules. however in keeping them 0.0 sec viable they also become unprofitable to gank which renders the skiff redundant in high sec. either way some of the ships will never see a use in some parts of space. Give 'em an active tank bonus and they'll be fine in 0.0 or give them a resist bonus and further reduce their raw HP. There are bunches of ways to make them tanky vs rats but flimsy v people. From the look of it, I don't think the Hulk's losing any of its ability to tank rats (I could easily be wrong. I don't have SISI installed due to space constraints, and I'm way too stupid to try modding Pyfa) the hulk is losing a bit of resists and some shields/armour/structure i think. and yeah, those changes would be good to let it tank rats well enough but still be vulnerable to gankers if poorly fit. The Hulk should be vulnerable to gankers unless actively flown. It should not be able to tank a gank. That's the Skiff's job.
i'd say that depends entirely upon what's trying to gank it. a 'nado, or a battleship? sure exhumer wrecks everywhere! some thing i was given for free in the tutorial? no, not a chance. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
303
|
Posted - 2012.07.28 09:53:00 -
[57] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:The Hulk should be vulnerable to gankers unless actively flown. It should not be able to tank a gank. That's the Skiff's job. i'd say that depends entirely upon what's trying to gank it. a 'nado, or a battleship? sure exhumer wrecks everywhere! some thing i was given for free in the tutorial? no, not a chance. You got a T2 fit Catalyst in your tutorial? It should be profitable to gank a Hulk. Otherwise the tanky ship is worthless. Bring back insurance and we'll be doing it in Cruisers and BCs. Until then, it's Dessies all the way.
it shouldn't be profitable to gank a hulk; ccp said so. the size of the ship isn't really the issue, it's the loss incurred by the ganker. in empire space the ganker's loss should be greater than their gain, that's why an exhumer should be able to repel a destroyer. null sec and low sec are for profitable ganks.
nothing is stopping you destroying an exhumer with a bigger ship. of course i'll wager when the profit dries up so does people's motivation to gank. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
303
|
Posted - 2012.07.28 11:04:00 -
[58] - Quote
Pipa Porto wrote:If the Hulk can fit for yield and enough tank that you're not going to be profitably ganked, why would Skiffs get used at all?.
you're assuming mining only happens in empire space. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
303
|
Posted - 2012.07.28 11:10:00 -
[59] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:If the Hulk can fit for yield and enough tank that you're not going to be profitably ganked, why would Skiffs get used at all?. you're assuming mining only happens in empire space. Yeah, in Low/Null/WH, the EHP of a tackled ship that can't shoot back is so very, very important.
aaand that's why they shouldn't have removed the warp stab bonus Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
303
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Posted - 2012.07.28 11:30:00 -
[60] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:If the Hulk can fit for yield and enough tank that you're not going to be profitably ganked, why would Skiffs get used at all?. you're assuming mining only happens in empire space. Yeah, in Low/Null/WH, the EHP of a tackled ship that can't shoot back is so very, very important. aaand that's why they shouldn't have removed the warp stab bonus aaand how would that affect the value of the Skiff's EHP in Low/Null/WH? EDIT: I want all 3 to be useful in all areas of space. I'm fine giving the Skiff a WCS bonus, but I want it to be a viable HS ship as well.
because it's ehp actually matters if it can avoid being tackled due to wcs... Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
305
|
Posted - 2012.07.29 07:12:00 -
[61] - Quote
Pipa Porto wrote:Jorma Morkkis wrote:Pipa Porto wrote:1. I wouldn't do an AFK friendly mining ship. The Mack is a Solo mining ship, not an AFK one.
2. That's not Solo mining. There's a whole second ship with you. The Mack is designed for people who don't have an Alt/Friend with a Hauler of some kind. You are describing a Fleet situation, which is favors the Hulk for extra yield. It's is solo mining when it's just my main and alt. Why would it be good if Mack only has 7500 ore bay when it's aimed for people who don't have hauler alt or fleet to do hauling? And why is AFK mining so terrible idea? Where did I say the Mack should have its Ore bay reduced? The Mack is designed for Mining unsupported by a Hauler. The Orca is Hauler support, whether you call it solo or otherwise. AFK Mining without Risk is a terrible idea. At the moment, the SISI Mack has enough tank to do that, meaning that the Skiff has no role.
the skiff does have a role; it's for tanking rats in 0.0.
it just won't have a place in high sec; and why is that an issue? the hulk no longer seems to have a place outside fleets. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
305
|
Posted - 2012.07.29 07:38:00 -
[62] - Quote
Pipa Porto wrote:Dave stark wrote:
the skiff does have a role; it's for tanking rats in 0.0.
it just won't have a place in high sec; and why is that an issue? the hulk no longer seems to have a place outside fleets.
The Mack and Hulk can do that fine. Especially the Mack.
and by the time you've fit it to do that, the skiff will out mine it. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
305
|
Posted - 2012.07.29 07:45:00 -
[63] - Quote
Pipa Porto wrote:Jorma Morkkis wrote:Pipa Porto wrote:You should not be able to make Isk AFK without risk. The AFK Sentryboat in a PLEX ("AFK" Mission ships are nowhere near as AFK as Ice mining in the new Mack is) make less Isk/hr than a Mack, and will lose several hours of profit if he gets bumped away from his sentries. And why is that a problem? If I miss a cycle AFK mining ice I can only blame myself, I can't blame that Retriever pilot 80km from me. If the player is AFK then the player is AFK. How hard it is to understand something simple as that? Away from frigging keyboard. I'm talking about the Dead Drones costing him replacement cash. Not missing cycles. Again, making ISK AFK without risk is bad game design. The Sentryboat makes a pittance compared to the AFK Mack (current SISI build) and runs the risk of losing money on the project if he gets bumped in the first few hours of the session. Yes. I know what AFK means. "AFK" Mission ships allow you to alt-tab away for a little bit, but you have to keep an eye out for spawns. They don't allow you to actually leave your computer without risk. The current SISI Mack build costs too much to gank, so it won't be ganked, so sitting it in an Ice belt and wandering away for 45m at a time is perfectly viable and safe. That's not good game design.
if some one's going to gank you; they're going to gank you. being at the keyboard doesn't really make much difference. your ship will either survive, or it won't. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
305
|
Posted - 2012.07.29 07:50:00 -
[64] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote:
the skiff does have a role; it's for tanking rats in 0.0.
it just won't have a place in high sec; and why is that an issue? the hulk no longer seems to have a place outside fleets.
The Mack and Hulk can do that fine. Especially the Mack. and by the time you've fit it to do that, the skiff will out mine it. The Current TQ Hulk can Tank 0.0 Rats with 2 MLUIIs. Is the new SISI Mackinaw less tankey with an active tank than the TQ Hulk? Serious question.
yeah but that requires deadspace modules etc; the skiff is there so you don't have to use a 1bn isk ship to mine in null. (yes exaggeration on the isk but you get the point)
*shrug* i haven't looked at the tank numbers on the new ships; i'm only interested in yield. in null i always had a drake in the station to deal with rats so i always went max yield. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
305
|
Posted - 2012.07.29 07:55:00 -
[65] - Quote
Pipa Porto wrote:~80m in Modules on a 300m Hull? Oh, the Humanity. (You can even get by with all T2/meta if you're facing the right rats). last time i tried you couldn't do it without a t2 shield booster because it wasn't cap stable. then again i haven't tried for a long time. rat bounties in 0.0 are high enough that swapping to a combat ship isn't an appreciative loss in isk/hour if you get battleship spawns. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
305
|
Posted - 2012.07.29 08:05:00 -
[66] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:~80m in Modules on a 300m Hull? Oh, the Humanity. (You can even get by with all T2/meta if you're facing the right rats). last time i tried you couldn't do it without a t2 shield booster because it wasn't cap stable. then again i haven't tried for a long time. rat bounties in 0.0 are high enough that swapping to a combat ship isn't an appreciative loss in isk/hour if you get battleship spawns. Who needs to be Cap stable? Your tank only needs to last long enough for your Valks to kill stuff. Or you can fit a small buffer (easy to do in either the SISI Mack or Hulk, rats not being known for their alpha) and warp away for a Drake. Either way, the Skiff doesn't have any usefulness in 0.0
a t2 shield booster will drain your cap faster than you can kill a triple bs spawn. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
306
|
Posted - 2012.07.29 08:07:00 -
[67] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:~80m in Modules on a 300m Hull? Oh, the Humanity. (You can even get by with all T2/meta if you're facing the right rats). last time i tried you couldn't do it without a t2 shield booster because it wasn't cap stable. then again i haven't tried for a long time. rat bounties in 0.0 are high enough that swapping to a combat ship isn't an appreciative loss in isk/hour if you get battleship spawns. Who needs to be Cap stable? Your tank only needs to last long enough for your Valks to kill stuff. Or you can fit a small buffer (easy to do in either the SISI Mack or Hulk, rats not being known for their alpha) and warp away for a Drake. Either way, the Skiff doesn't have any usefulness in 0.0 a t2 shield booster will drain your cap faster than you can kill a triple bs spawn. I just fitted up some 2 MLU Hulks with T2 SSBs, no Cap mods, and Ark crystals, and they were stable. The trick is Passive hardeners.
i'll keep that in mind. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
308
|
Posted - 2012.07.29 18:30:00 -
[68] - Quote
for those that don't know, the hulk is getting another 2%/level yield bonus which means even with t1 strips it's going to outmine any other ship and will fill an orca give or take 60 mins in optimal conditions. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
308
|
Posted - 2012.07.29 18:44:00 -
[69] - Quote
Pipa Porto wrote:Dave stark wrote:for those that don't know, the hulk is getting another 2%/level yield bonus which means even with t1 strips it's going to outmine any other ship and will fill an orca give or take 60 mins in optimal conditions. YAY! Cheap Minerals! Miners realize that a higher average yield means they just have to do more hauling for the same income, right?
you do realise what ever happens with prices; miners don't give a **** because as mineral prices goes down so does the prices of things we want to buy. you're mining and hauling for the same amount of time no matter what our minerals are worth.
isk value and isk/hour is largely irrelevant. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
308
|
Posted - 2012.07.29 18:55:00 -
[70] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote:for those that don't know, the hulk is getting another 2%/level yield bonus which means even with t1 strips it's going to outmine any other ship and will fill an orca give or take 60 mins in optimal conditions. YAY! Cheap Minerals! Miners realize that a higher average yield means they just have to do more hauling for the same income, right? you do realise what ever happens with prices; miners don't give a **** because as mineral prices goes down so does the prices of things we want to buy. you're mining and hauling for the same amount of time no matter what our minerals are worth. isk value and isk/hour is largely irrelevant. Except for T2, Faction, Meta, and Rigs. And plain T1 stuff doesn't drop as fast as minerals because the overhead (amortized BPO cost, factory slot cost, etc) takes a larger percentage of the purchase price at lower mineral prices (though I doubt the affect is particularly noticeable, so I'll give you T1 items as a wash for miners). So yes, if Miners never buy T2, Faction, Meta items or any rigs, the Isk/Hr is irrelevant. What's that? A Hulk is a T2 item, you say? Really?
i brought my hulk for half the price it is currently, when minerals were half the price they are now. *shrug* i've always seen a pretty direct link between items i want and isk i earn. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
308
|
Posted - 2012.07.29 19:19:00 -
[71] - Quote
Pipa Porto wrote:Dave stark wrote: i brought my hulk for half the price it is currently, when minerals were half the price they are now. *shrug* i've always seen a pretty direct link between items i want and isk i earn.
Keeping the Hulk still has the opportunity cost of its current market price. Anyway, there's no real link between minerals and various items whose price is determined by factors entirely unrelated to mineral prices.
i'll make more isk keeping and mining in my hulk than selling it and buying a new one when the price drops. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
309
|
Posted - 2012.07.29 19:32:00 -
[72] - Quote
Pipa Porto wrote:Dave stark wrote:Pipa Porto wrote:Dave stark wrote: i brought my hulk for half the price it is currently, when minerals were half the price they are now. *shrug* i've always seen a pretty direct link between items i want and isk i earn.
Keeping the Hulk still has the opportunity cost of its current market price. Anyway, there's no real link between minerals and various items whose price is determined by factors entirely unrelated to mineral prices. i'll make more isk keeping and mining in my hulk than selling it and buying a new one when the price drops. What I meant was that keeping it robs you of the opportunity to sell at the current price, not the price that you originally paid. Whether it's worth keeping it or not isn't what I was talking about.
i'm a sentimental git, it's my first hulk too so even if i could sell it i wouldn't. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
312
|
Posted - 2012.07.30 08:09:00 -
[73] - Quote
Styth spiting wrote:So have anyone else noticed that a max yield Hulk (3 MSMII, 2 MLUII, +5% implant, 5 Mining drones II) along with a perfect Orca boost (or Rorqual) will yield more ore per cycle than it has cargo hold space? Meaning you will need to stagger your mining lasers and be unloading ores roughly once every minute.
This is of course if they don't make ore holds affected by expanded cargoholds / cargohold optimizations, which chances are they wont.
From my tests last night:
3x MSMII : 4538 m3/cycle +5% implant: 226 m3/cycle 5x drones II : 562 m3/cycle (drone interfacing IV) total 5326 m3/cycle
Orca boost + drones: 8659 m3/cycle (69.976%)
Rorqual boost + drones: 10,041 m3/cycle (98.9189%)
Using the following for boosts formulas: Orca Link Bonus = 0.025 * 5 * (1 + 5 * 0.1) * (1 + 5 * 0.03) * 1.5 = 0.3234375 Cycle Time = 180 * (1 - 0.3234375) = 121.781 Yield Bonus = (1 + 0.15) / ( 1 - 0.3234375) = (1 + 69.976%) Rorqual Link Bonus = 0.025 * 5 * (1 + 5 * 0.1) * (1 + 5 * 0.10) * 1.5 = 0.4218750 Cycle Time = 180 * (1 - 0.4218750) = 104.062 Yield Bonus = (1 + 0.15) / ( 1 - 0.4218750) = (1 + 98.9189%)
fatal error, you're adding drones. drones do not dump all their ore at the exact same time your strip miners dump theirs. a hulk's max yield is somewhere around 5600 depending on what you're mining and how much you lose to truncation. hence there's more than adequate space in the hulk's ore hold. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
319
|
Posted - 2012.07.30 14:58:00 -
[74] - Quote
Celgar Thurn wrote: Hmm. I'm getting confused now. Does this mean the Mackinaw is largely a redundant ship now then if the Hulk gets better yield when mining ice?
yes, the hulk mines anything better than any one. that's it's new role.
Celgar Thurn wrote:Who uses Mackinaw & Hulk in low or nul sec????  Covetor is the ship to use there at present pre-'rebalancing'.
every one does. nobody uses a covetor because it can't tank the rats. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
358
|
Posted - 2012.08.04 11:11:00 -
[75] - Quote
Tau Cabalander wrote: I think the ships are pretty much what CCP intended, and not what I hoped for. Personally, I don't see a reason to use anything but a Hulk in my fleet.
that depends on how your fleet is set up. small fleet with an off grid orca? mackinaws are still the way to go. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
360
|
Posted - 2012.08.04 14:06:00 -
[76] - Quote
Jorma Morkkis wrote:Pipa Porto wrote:Guess CCP didn't want the Skiff to be a viable ship after all. If you don't have skills to gank tanked ships maybe you should continue ganking those untanked ships. Getting friends should help too. And again, if you think Skiff is useless with its role what role you would give it? Tanky mining ship isn't acceptable because you say it's useless role.
a third role in itself is entirely redundant, to be honest. ccp are only shoehorning it in there because they have 3 ships to use.
when you mine all you do is shoot rocks, and haul ore. that's covered by the mack and the hulk quite adequately. we shouldn't have to have a third ship to avoid being blown up every time some one sneezes. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
362
|
Posted - 2012.08.06 17:50:00 -
[77] - Quote
Miranda Starborn wrote:Dave stark wrote:i just don't see the point in having an ore bay bigger than 1 cycle if it's not going to be able to fit 2 cycles of ore. there's no reason the hulk shouldn't have an ore bay equal to the skiff's. If one only looks at game mechanic I would say one cycle would be fair enough, but I see an ergonomic reason for a hulk to be able to fit more than one cycle: with only one cycle to fit the monotonic hand movements will increase with at least a factor of 2 to 3. This will cause an significant increased stress on the mouse hand. I am aware this does not matter if you just mine for an hour or two, but for any extensive mining op this will make a significant difference.
if you think moving a cycle of ore every 100-180 seconds is stressful on your hand then... i have no words for that. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |

Dave stark
Bombardier Inc
363
|
Posted - 2012.08.06 21:23:00 -
[78] - Quote
Miranda Starborn wrote:Dave stark wrote:if you think moving a cycle of ore every 100-180 seconds is stressful on your hand then... i have no words for that. In your OP you wrote " there's no reason the hulk shouldn't have an ore bay equal to the skiff's." But what reason exist to increase it then?
i did? i'll take your word for that.
just because i said there's no reason why it shouldn't doesn't mean i think it should. to be honest, the ore bay in the hulk is irrelevant as long as it's over 6k m3 or so to hold one cycle of ore from synced strips. Reading my posts is like panning for gold; most it will be useless, but occasionally you'll find a nugget of gold. |
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