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Author |
Thread Statistics | Show CCP posts - 4 post(s) |

Joe Risalo
State War Academy Caldari State
630
|
Posted - 2013.11.01 23:32:00 -
[1] - Quote
Uhh, not a big issue, but it appears the mobile tractor is not looting wrecks. |

Joe Risalo
State War Academy Caldari State
630
|
Posted - 2013.11.02 00:14:00 -
[2] - Quote
I also see that it needs to be the 2km/s velocity that Fozzie had originally stated. 125km at 1km/s takes forever.. |
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CCP Fozzie
C C P C C P Alliance
8035

|
Posted - 2013.11.02 00:21:00 -
[3] - Quote
The 1000m/s was an intentional change since I made the earlier post. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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Joe Risalo
State War Academy Caldari State
630
|
Posted - 2013.11.02 00:47:00 -
[4] - Quote
CCP Fozzie wrote:The 1000m/s was an intentional change since I made the earlier post.
I figured as much, I just don't think that slow of a speed at that great of a range is a good idea.
The target swap time, 1 tractor, and the fact that it's attackable should be the limitations. |

Joe Risalo
State War Academy Caldari State
630
|
Posted - 2013.11.02 00:55:00 -
[5] - Quote
Also, is there a way to keep them from tractoring off each other... Cause that's annoying. |

stoicfaux
3310
|
Posted - 2013.11.02 01:28:00 -
[6] - Quote
1,000m/s is so static. Why not base velocity on a pretty curve? The closer the object is to the tractor, the faster the tractor's velocity. Or maybe it should be the inverse?
|

Joe Risalo
State War Academy Caldari State
630
|
Posted - 2013.11.02 01:35:00 -
[7] - Quote
stoicfaux wrote:1,000m/s is so static. Why not base velocity on a pretty curve? The closer the object is to the tractor, the faster the tractor's velocity. Or maybe it should be the inverse?
the inverse if they were going to do that.. |

David Laurentson
Laurentson INC StructureDamage
75
|
Posted - 2013.11.02 23:21:00 -
[8] - Quote
Joe Risalo wrote:Also, is there a way to keep them from tractoring off each other... Cause that's annoying.
Also, it'd make a hilarious way to pick up cloakers, dragging wrecks around the grid at random. |

Teddyboom
Confrerie de Kaedri Echoes of Nowhere
0
|
Posted - 2013.11.03 13:17:00 -
[9] - Quote
Tractor beam units is not tracking when the owner is off grid : working as it should or not ?
If it's volontary inactive if owner is offgrid, then i'm sad 
Still, it should be said in the description if that's the case. |

Joe Risalo
State War Academy Caldari State
633
|
Posted - 2013.11.03 16:37:00 -
[10] - Quote
Teddyboom wrote:Tractor beam units is not tracking when the owner is off grid : working as it should or not ? If it's volontary inactive if owner is offgrid, then i'm sad  Still, it should be said in the description if that's the case.
If they're not intended to work when you're not on grid, then CCP might as well remove them from the game cause they serve no logical purpose when you factor their size, velocity, and target swap timer. |
|

Atlantis Fuanan
Uncharted Skies Cerberus Unleashed
52
|
Posted - 2013.11.03 16:41:00 -
[11] - Quote
Currently unhappy with mobile tractor unit as it is :( Way to slow, way to ineffective, and not even pulling when off-grid... Not sure what the use of this should be if it's so ... special. Shall i go afk for half hour to see the wrecks pulled? Things that would make EVE better: NRDS - Remove Local - Balance Cloak - Sov-Mechanic Changes - Less QQ |

remaG Mashiba
Paxton Industries Gentlemen's Agreement
0
|
Posted - 2013.11.03 22:06:00 -
[12] - Quote
Unit was also trying to tractor my cloaked stratios sending a nice beam right at were my ship was, and no it wasn't trying to tractor something behind me it followed me around for a good minute.
Although that gives me a idea. what if we had a deploy-able the that sent a pulse towards cloaked ships every 15 seconds. or maybe a sphere wave that would have a blank spot were a cloaked ship is. that could be handy.
|

Joe Risalo
State War Academy Caldari State
635
|
Posted - 2013.11.03 22:40:00 -
[13] - Quote
remaG Mashiba wrote:Unit was also trying to tractor my cloaked stratios sending a nice beam right at were my ship was, and no it wasn't trying to tractor something behind me it followed me around for a good minute.
Although that gives me a idea. what if we had a deploy-able the that sent a pulse towards cloaked ships every 15 seconds. or maybe a sphere wave that would have a blank spot were a cloaked ship is. that could be handy.
Start a new thread on that, as it has some merit. |

Muckra Sharvas
Soul Rippers ArK Alliance
0
|
Posted - 2013.11.04 10:42:00 -
[14] - Quote
I think it's because the tractor is getting stuck on trying to loot empty wrecks. As soon as I salvaged the wrecks around it the tractor unit started scooping the cans. |
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CCP Fozzie
C C P C C P Alliance
8080

|
Posted - 2013.11.04 12:26:00 -
[15] - Quote
There are a few known defects relating to the Tractor Unit on the current build of Sisi. They include the issue where it starts looting erratically and the issue where it stops working when players leave grid for a significant amount of time. Neither are by design.
Keep up the testing and bug reporting guys, and thanks. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Schmata Bastanold
The brothers inc Brothers Of The Dark Sun
1071
|
Posted - 2013.11.04 13:26:00 -
[16] - Quote
So my initial plan to drop those in every anom I do and get back later for loot (or to salvage if I manage to get bored with shooting red crosses before wrecks expire) seems possible again. Fozzie, beer++ if you ever happen to be in Poland :)
Hmm, so now I have to find another thing to complain about... I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Atlantis Fuanan
Uncharted Skies Cerberus Unleashed
52
|
Posted - 2013.11.04 16:30:00 -
[17] - Quote
I couldn't find anything to the following question: Will Sleeper or other Rats be shooting that Tractor Unit or will they plain and simple ignore it? |

Joe Risalo
State War Academy Caldari State
636
|
Posted - 2013.11.04 16:55:00 -
[18] - Quote
Atlantis Fuanan wrote:I couldn't find anything to the following question: Will Sleeper or other Rats be shooting that Tractor Unit or will they plain and simple ignore it?
All the new structures are ignored by npcs |

Kane Fenris
NWP
112
|
Posted - 2013.11.06 15:49:00 -
[19] - Quote
if i have a tractor my self say in a marauder can i pull that thing behind me like a jetcan? |

Solwraith
Solaryan
0
|
Posted - 2013.11.06 20:17:00 -
[20] - Quote
When this was first introduced i was hoping there would be some skill associated with this to make it better.
Like skilling up to allow for more active tractors speed and range. That being said not enough tractors to make destroyers and the Noctis obsolete.
If the above were true I would have used this device in conjunction with a Noctis and let the Auto Tractor tractor and loot the wrecks and fit the Notctis with salvagers and drones. To me that would have enhanced the salvaging game play, and certainly would have shortened it. Being that it can be probed and destroyed buffing the tractor even giving the ability to tractor multiple wrecks I don't think would really imbalance the salvaging profession, it may actually draw some PvP action into the mix.
Right now after seeing the stats and playing with one on SiSi i am not as excited as I once was about this particular deployable.
Are there any possibilities of giving this deployable tweaks that skill could govern? |
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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
954
|
Posted - 2013.11.06 22:30:00 -
[21] - Quote
Kane Fenris wrote:if i have a tractor my self say in a marauder can i pull that thing along behind me like a jetcan?
You cannot. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4266
|
Posted - 2013.11.06 23:39:00 -
[22] - Quote
Has the fix to "only works when someone's looking at it" made it to Singularity yet?
|
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CCP Masterplan
C C P C C P Alliance
1400

|
Posted - 2013.11.08 13:43:00 -
[23] - Quote
After spending some time contemplating the 'If a tree falls when there is no-one around, does it make a sound?' koan, we've got to the bottom of the tractor units going idle when you warp off. Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items. As the tractor beam relies on moving cans/wrecks, this optimisation acts to indefinitely pause its operation until a player comes back to 'hear the tree fall'.
(I checked in a fix today, should be on sisi for Monday hopefully) |
|

Joe Risalo
State War Academy Caldari State
641
|
Posted - 2013.11.08 14:07:00 -
[24] - Quote
CCP Masterplan wrote:After spending some time contemplating the 'If a tree falls when there is no-one around, does it make a sound?' koan, we've got to the bottom of the tractor units going idle when you warp off. Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items. As the tractor beam relies on moving cans/wrecks, this optimisation acts to indefinitely pause its operation until a player comes back to 'hear the tree fall'.
(I checked in a fix today, should be on sisi for Monday hopefully)
Nice, GJ guys. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4276
|
Posted - 2013.11.08 14:11:00 -
[25] - Quote
Oh dear.
What about recording the time that it stops, then when someone returns to grid simply move enough wrecks enough distance to cover the (seconds unobserved x 1km/s) of wreck movement that would otherwise have happened? Although you may end up having to display this movement as a dozen tractor beams instantly transporting twelve wrecks from 90km away GǪ
I just can't think of any way that a deployable structure that forces a grid to consume processor time could possibly be abused by a fleet with a few hundred members.
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4276
|
Posted - 2013.11.08 14:12:00 -
[26] - Quote
Beautifully written, by the way. Thank you for taking the time to produce that poetry  |
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CCP Masterplan
C C P C C P Alliance
1400

|
Posted - 2013.11.08 14:21:00 -
[27] - Quote
"How can someone abuse this?" was one of the first things we considered when fixing this, don't worry! |
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Joe Risalo
State War Academy Caldari State
641
|
Posted - 2013.11.08 14:26:00 -
[28] - Quote
CCP Masterplan wrote:"How can someone abuse this?" was one of the first things we considered when fixing this, don't worry!
Is there any talk about allowing more than one structure to work on grid? Cause right now they just tractor off each other if they're within 125km.
is this intended, or were y'all wanting us to be able to drop several of them if we wanted to? |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4276
|
Posted - 2013.11.08 14:35:00 -
[29] - Quote
CCP Masterplan wrote:"How can someone abuse this?" was one of the first things we considered when fixing this, don't worry!
I was only worried because having my brooms carry water for me without having to be supervised sounds too good to be true 
|

Nicen Jehr
Brave Newbies Inc. Brave Collective
270
|
Posted - 2013.11.08 16:32:00 -
[30] - Quote
CCP Masterplan wrote:Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). I take it this is why you will occasionally jump into a system and see a group of rats 150km from the gate? they were chasing someone then stopped moving? |
|

Ezekiel Ironstone
FISE Squad
0
|
Posted - 2013.11.08 16:36:00 -
[31] - Quote
Mara Rinn wrote:CCP Masterplan wrote:"How can someone abuse this?" was one of the first things we considered when fixing this, don't worry! I was only worried because having my brooms carry water for me without having to be supervised sounds too good to be true 
If you shoot them, do they multiply? |

Shinzhi Xadi
Royal Amarr Institute Amarr Empire
75
|
Posted - 2013.11.08 18:26:00 -
[32] - Quote
Todays patch gave a huge improvement to the mobile tractor unit !
Now it empties wrecks almost as soon as they are in range of it, and moves on to the next wreck MUCH faster. It also doesn't skip wrecks, and empties them all.
This is a LOT more useful than it was. |

Ant Kaadal
Eve Pilots Revolutionary Army
0
|
Posted - 2013.11.09 03:55:00 -
[33] - Quote
Guys, what is the point of this unit ? It can be scanned ,it is puling wrecks slowly, and every one can shoot it. Can any one show me some practical application of that mobile unit ? |

Lamar Muvila
THE EXP3NDABLES
0
|
Posted - 2013.11.09 06:45:00 -
[34] - Quote
Miners could use it to loot the wrecks from the rats there drones kill. It would be nice to salvage them too but looting is better than nothing. Miners have plenty of time to kill, heck make it tractor at 500ms so we have something to watch till the next round of rats comes. haha |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4280
|
Posted - 2013.11.09 07:52:00 -
[35] - Quote
Ant Kaadal wrote:Guys, what is the point of this unit ? It can be scanned ,it is puling wrecks slowly, and every one can shoot it. Can any one show me some practical application of that mobile unit ?
As a professional hi sec salvager, I can drop one of these in each pocket, manually tractor, loot & salvage one pocket, then return to the previous two pockets with a head start on the fracturing & looting part of the exercise.
As a rabid mission-runner, I can drop one of these in each pocket as I start clearing the NPCs out. Depending on how shiny my mission-running ship is, I may end up with the entire pocket load of wrecks in a nice ball ready for salvaging by the time the last NPC is dead.
|

Pak Narhoo
Splinter Foundation
1151
|
Posted - 2013.11.09 09:19:00 -
[36] - Quote
Mara Rinn wrote:Ant Kaadal wrote:Guys, what is the point of this unit ? It can be scanned ,it is puling wrecks slowly, and every one can shoot it. Can any one show me some practical application of that mobile unit ? As a professional hi sec salvager, I can drop one of these in each pocket, manually tractor, loot & salvage one pocket, then return to the previous two pockets with a head start on the fracturing & looting part of the exercise. As a rabid mission-runner, I can drop one of these in each pocket as I start clearing the NPCs out. Depending on how shiny my mission-running ship is, I may end up with the entire pocket load of wrecks in a nice ball ready for salvaging by the time the last NPC is dead.
/me decloacks his ninja salvage boat and starts salvaging while writing thank you in local . |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4280
|
Posted - 2013.11.09 11:43:00 -
[37] - Quote
Pak Narhoo wrote:Mara Rinn wrote:Ant Kaadal wrote:Guys, what is the point of this unit ? It can be scanned ,it is puling wrecks slowly, and every one can shoot it. Can any one show me some practical application of that mobile unit ? As a professional hi sec salvager, I can drop one of these in each pocket, manually tractor, loot & salvage one pocket, then return to the previous two pockets with a head start on the fracturing & looting part of the exercise. As a rabid mission-runner, I can drop one of these in each pocket as I start clearing the NPCs out. Depending on how shiny my mission-running ship is, I may end up with the entire pocket load of wrecks in a nice ball ready for salvaging by the time the last NPC is dead. /me decloacks his ninja salvage boat and starts salvaging while writing thank you in local  .
See? So many practical applications!  |

Ant Kaadal
Eve Pilots Revolutionary Army
0
|
Posted - 2013.11.09 14:56:00 -
[38] - Quote
Mara Rinn wrote:Pak Narhoo wrote:Mara Rinn wrote:Ant Kaadal wrote:Guys, what is the point of this unit ? It can be scanned ,it is puling wrecks slowly, and every one can shoot it. Can any one show me some practical application of that mobile unit ? As a professional hi sec salvager, I can drop one of these in each pocket, manually tractor, loot & salvage one pocket, then return to the previous two pockets with a head start on the fracturing & looting part of the exercise. As a rabid mission-runner, I can drop one of these in each pocket as I start clearing the NPCs out. Depending on how shiny my mission-running ship is, I may end up with the entire pocket load of wrecks in a nice ball ready for salvaging by the time the last NPC is dead. /me decloacks his ninja salvage boat and starts salvaging while writing thank you in local  . See? So many practical applications! 
Now I see :) . It is a hi-sec unit . Not to me |

Cheng Musana
BetaMax Beta
20
|
Posted - 2013.11.09 16:40:00 -
[39] - Quote
Im not on the test server but i do follow the feedback in here. So does it now tractor & loot wrecks without the need to be on grid? If yes then mission running and salvaging becomes much more interesting. Ninja salvaging and farming tears while you sit at 0 next to the tractor unit. And if you are really mean just blow the thing up. Concord aint stopping you. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4280
|
Posted - 2013.11.09 19:57:00 -
[40] - Quote
Ant Kaadal wrote:Now I see :) . It is a hi-sec unit . Not to me
Ah, so you want to hide away in your un-probeable Sanctums where nobody ever finds you?  |
|

Elmore Jones
The Scope Gallente Federation
16
|
Posted - 2013.11.09 22:16:00 -
[41] - Quote
So... 1000 m/s? Really? So if i do a mission with 30+ wrecks often a good way out (I use a rattlesnake with sentries) I could with the new toy wait a mere 30-40 mins for this thing to tractor in the wrecks? Nice work. Won't really be very useful. Oh well... |

Joe Risalo
State War Academy Caldari State
643
|
Posted - 2013.11.10 01:41:00 -
[42] - Quote
Elmore Jones wrote:So... 1000 m/s? Really? So if i do a mission with 30+ wrecks often a good way out (I use a rattlesnake with sentries) I could with the new toy wait a mere 30-40 mins for this thing to tractor in the wrecks? Nice work. Won't really be very useful. Oh well...
Correct
However, you can drop one in each room of a mission(be sure to bookmark them), turn in the mission, and start a new mission, collect some more tractor structures. Do this for 2-3 mission, then come back in a noctis fitted with maybe 1-2 tractors. Scoop the structure, empty the jetcan, and salvage the nearby wrecks while you tractor in any remaining wrecks. Rinse and repeat.
Hopefully, by the time you go to salvage in the noctis, all the wrecks are already gathered. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4281
|
Posted - 2013.11.10 02:02:00 -
[43] - Quote
So many folks need to learn how to look for the ways that new tools will work for them, rather than looking at the ways that new tools won't work for them. |

Joe Risalo
State War Academy Caldari State
643
|
Posted - 2013.11.10 02:38:00 -
[44] - Quote
Mara Rinn wrote:So many folks need to learn how to look for the ways that new tools will work for them, rather than looking at the ways that new tools won't work for them.
I'm already thinking about taking a heavy tank ship fitted with salvagers and an MWD into some constant spawn crap and dropping these.
They don't draw agro and if i'm in the right position i'll be able to salvage off the structures without moving, thus I can run multiple without them tractoring off each other.
Good times. |

Kirkwood Ross
Golden Profession
48
|
Posted - 2013.11.10 04:35:00 -
[45] - Quote
If the tractor unit was unprobable and worked after you left grid it would be great. Right now it kinda just sucks in every type of space. |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
656
|
Posted - 2013.11.10 05:09:00 -
[46] - Quote
Kirkwood Ross wrote:If the tractor unit was unprobable and worked after you left grid it would be great. Right now it kinda just sucks in every type of space. not working when you are off grid is a bug and will be fixes.
|

Draazz
Engineering Group Alpha
0
|
Posted - 2013.11.10 15:14:00 -
[47] - Quote
Just to confirm that the issue where the Mobile Tractor would ignore certain cans/wrecks has been fixed.
I can confirm a couple of cases:
- Mobile Tractor would start tractoring in a wreck with loot. Halfway across, my salvage drones would salvage the wreck, resulting in a can with loot. This can would then be ignored by the Mobile Tractor.
- While having the Mobile tractor out, and using Tractor beams myself, any wrecks I pulled in myself would be ignored by the Mobile Tractor.
- Any cans with contents dropped off close to the Mobile Tracor seemed to be ignored.
These cases seem to be resolved. It can take quite a while for the Mobile Tractor to finally tractor in those wrecks/cans that would previously be ignored, but it does tractor them in and empty them now. It also starts on the next target much faster. |

m3talc0re X
Solar Revolutions Co.
190
|
Posted - 2013.11.11 02:08:00 -
[48] - Quote
I just thought of something funny... Place two MTU's about 30km from each other, kill a few rats and watch the hilarity XD |

Hawk Firestorm
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.11.11 04:48:00 -
[49] - Quote
Just one feature missing, that being it automatically ships what it loots and salvages back to your hanger in a station in system. :)
Hauling who wants it no one.
Common if your going to do it do it right. :) |

Works AsIntended
Sturmgrenadier Inc
0
|
Posted - 2013.11.11 05:28:00 -
[50] - Quote
Hawk Firestorm wrote:Just one feature missing, that being it automatically ships what it loots and salvages back to your hanger in a station in system. :)
Hauling who wants it no one.
Common if your going to do it do it right. :)
I agree, make it produce isk as well. |
|

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1007
|
Posted - 2013.11.11 05:48:00 -
[51] - Quote
Works AsIntended wrote:Hawk Firestorm wrote:Just one feature missing, that being it automatically ships what it loots and salvages back to your hanger in a station in system. :)
Hauling who wants it no one.
Common if your going to do it do it right. :) I agree, make it produce isk as well.
I'd like to see it also auto-salvage and then automatically produce rigs based on a drop-down list of schematics like factories in PI.
Actually, maybe it should automatically manage and collect my PI too. Fozzie, can we have the tractor range extended to 12 LY? |

Hawk Firestorm
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.11.11 05:57:00 -
[52] - Quote
Adding features that remove grind isn't a bad thing.
Hauling as we all know is one of these, add a delivery timer if it makes you fell happier.
Eve is a game, meant to be FUN not a Job or a chore. |

brammator
SUB ZERO. Legion of xXDEATHXx
95
|
Posted - 2013.11.11 10:31:00 -
[53] - Quote
CCP Masterplan wrote:Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items.
So-o.. Did you just implemented mobile grid-wide covert detector? |

Penny Plethora
Journal Juggling Scrap Scoundrels
0
|
Posted - 2013.11.11 13:51:00 -
[54] - Quote
Any chance of extending the wreck timers so they change to abandoned for an extra half hour? There are many pockets filled with wrecks where pilots can't be bothered abandoning wrecks for the poor, non ninja salvaging types to sweep up. |

Soldarius
Deadman W0nderland Forsak3n.
384
|
Posted - 2013.11.14 18:15:00 -
[55] - Quote
brammator wrote:CCP Masterplan wrote:Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items. So-o.. Did you just implemented mobile grid-wide covert detector?
No. The only way for this sort of "detection" to work would be if no one was on grid to see it. But it it could explain why when you warp off grid with your drones out and then warp back in, the rats only then begin shooting your abandoned drones, instead of nuking them while you're gone.
Also, this makes ninja salvaging easier. Can probe out the tractor module once the mission runner has moved on to the next site. The tears in local when they come back to find all their stuff gone will be epic.
Free Ripley Weaver! |

brammator
SUB ZERO. Legion of xXDEATHXx
95
|
Posted - 2013.11.17 12:15:00 -
[56] - Quote
Soldarius wrote:brammator wrote:CCP Masterplan wrote:Our physics engine, Destiny, is optimised such that movememnt ticks for items are only processed when there is an observer (generally a piloted ship). Once a grid is free of observers, we stop updating the positions of the remaining items. So-o.. Did you just implemented mobile grid-wide covert detector? No. The only way for this sort of "detection" to work would be if no one was on grid to see it. But it it could explain why when you warp off grid with your drones out and then warp back in, the rats only then begin shooting your abandoned drones, instead of nuking them while you're gone. Also, this makes ninja salvaging easier. Can probe out the tractor module once the mission runner has moved on to the next site. The tears in local when they come back to find all their stuff gone will be epic.
Yes. You want to check if your regroup POS is watched? Throw a couple of wrecks 200km off the shield, add Mobile Tractor, warp out for 60 seconds.
You drop Tractor in one mission pocket and return later? Whoa, someone was here!
It's Covert Detector and I don't like it. |

Dolph Carebear
Adohivatal
52
|
Posted - 2013.11.22 00:19:00 -
[57] - Quote
Sorry to resurrect this old thread but today when playing with the mobile tractors for the first time I noticed that they stop working when I'm off-grid.
Due to their absolutely anemic speed, trhe only way these can ever be useful is if I can drop one in a mission site and come back like an hour later to a neat pile of empty wrecks sitting on the MTU. This doesn't seem to be working at all.
Google turned me to this conversation. The devs said they found the problem and fixed it, but was it ever fixed? Is anyone using these things? Happily? |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4335
|
Posted - 2013.11.22 07:13:00 -
[58] - Quote
Dolph Carebear wrote:The devs said they found the problem and fixed it, but was it ever fixed? Is anyone using these things? Happily?
I also saw the devs say something about disabling the "don't process stuff when nobody's watching" thing.
Yes, I do use the mobile tractor unit successfully: I deploy it along with my salvage drones while flying a Noctis. Then I start salvaging wrecks close to me while fracturing wrecks far away. The MTU will loot everything for me, saving me dozens of mouse clicks (and thus saving me from sore wrists).
I don't leave grid while the MTU is deployed.
Day 0 advice for new players: Day 0 Advice for New Players |

Dolph Carebear
Adohivatal
52
|
Posted - 2013.11.22 09:41:00 -
[59] - Quote
I was wrong - you can definitely leave the grid, but you have to stay in the system. Fine for running nullsec anoms one after the other in an upgraded system, but not so great for SoE LP missions where the agent sends you do one or two jumps away nearby.
If you do leave the system while your MTU is active, it goes to sleep and won't reactivate until you enter the grid. (Reentering the system does not get the job done.) I guess this is a bug? |

Joe Risalo
State War Academy Caldari State
661
|
Posted - 2013.11.22 15:50:00 -
[60] - Quote
Dolph Carebear wrote:I was wrong - you can definitely leave the grid, but you have to stay in the system. Fine for running nullsec anoms one after the other in an upgraded system, but not so great for SoE LP missions where the agent sends you do one or two jumps away nearby.
If you do leave the system while your MTU is active, it goes to sleep and won't reactivate until you enter the grid. (Reentering the system does not get the job done.) I guess this is a bug?
Hmm... when testing it was an issue with leaving grid.... They fixed that, but i'm not sure if they're supposed to work when you leave system or not.... |
|

Reiisha
Evolution
407
|
Posted - 2013.11.23 14:12:00 -
[61] - Quote
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
52
|
Posted - 2013.11.23 19:36:00 -
[62] - Quote
In my experience no. |

Maximus Aerelius
PROPHET OF ENIGMA
1013
|
Posted - 2013.11.25 14:06:00 -
[63] - Quote
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 
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. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

Joe Risalo
State War Academy Caldari State
662
|
Posted - 2013.11.25 15:35:00 -
[64] - Quote
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  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
1013
|
Posted - 2013.11.26 08:10:00 -
[65] - Quote
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  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. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

Maximus Aerelius
PROPHET OF ENIGMA
1014
|
Posted - 2013.11.26 17:02:00 -
[66] - Quote
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 Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

Circumstantial Evidence
90
|
Posted - 2013.11.26 20:27:00 -
[67] - Quote
I made a comment on 10.30, asking for MTU to tractor distant wrecks first.
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4355
|
Posted - 2013.11.26 21:34:00 -
[68] - Quote
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:
- Higher meta versions built using Small Tractor Beam II (and thus getting that devices' higher tractor speed)
- Higher meta versions built using multiple tractor beams (and thus getting more wreck-kilometres-per-second)
- 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.
Day 0 advice for new players: Day 0 Advice for New Players |

Maximus Aerelius
PROPHET OF ENIGMA
1015
|
Posted - 2013.11.27 12:42:00 -
[69] - Quote
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:
- Higher meta versions built using Small Tractor Beam II (and thus getting that devices' higher tractor speed)
- Higher meta versions built using multiple tractor beams (and thus getting more wreck-kilometres-per-second)
- 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. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

marVLs
531
|
Posted - 2013.12.11 19:18:00 -
[70] - Quote
Ok MTU are ******** when more than one is deployed, they pull wrecks from each other... Can we fix it? |
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Daenika
MMO-Mechanics.com
10
|
Posted - 2013.12.15 01:12:00 -
[71] - Quote
Can we also get a "Launch for Corporation" option so I can launch it on my main and loot it on my salvaging alt? |
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