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Author |
Thread Statistics | Show CCP posts - 29 post(s) |

Abrazzar
Vardaugas Family
3421
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Posted - 2014.05.17 16:40:00 -
[1] - Quote
I guess this is a direct nerf to null-high-null import/export, together with the increase in jump fuel consumption. At least you can produce directly in null now. Time to import some miners. Mineral hauler spawn elimination next? Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3422
|
Posted - 2014.05.17 17:01:00 -
[2] - Quote
Everybody! Speculate now in capital rigs! Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3422
|
Posted - 2014.05.17 17:17:00 -
[3] - Quote
So, what's better: Resistance rigs or trimarks for my Providence? Kinetic or thermal or explosive? Decisions, decisions. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3422
|
Posted - 2014.05.17 17:24:00 -
[4] - Quote
Batolemaeus wrote:Abrazzar wrote:So, what's better: Resistance rigs or trimarks for my Providence? Kinetic or thermal or explosive? Decisions, decisions. Hull rigs (if released) and implants. It's a no-brainer, really. Has always been. But my hull hitpoints just got nerfed while my armor got boosted. Makes no sense to stick with hull when I can't have the benefit of resistances with it. There are no hull resist rigs. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3430
|
Posted - 2014.05.17 20:48:00 -
[5] - Quote
Does that mean that there are now job openings for miners and industrialists in null-sec? Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3430
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Posted - 2014.05.17 20:59:00 -
[6] - Quote
Aliventi wrote:Frighters and JF were better off before these changes. Keep our rigs so we can keep our freighters and JFs. You don't understand. The rigs are the boost we get on top of these nerfs. Without rigs, you'd only have the nerf left. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3433
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Posted - 2014.05.17 23:26:00 -
[7] - Quote
I am now officially opening a freighter shelter for all orphaned freighters. If you unsub, contract the freighters to me and I will give them a nice cozy home in Tash-Murkon Prime. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3435
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Posted - 2014.05.18 03:19:00 -
[8] - Quote
I am quite sure they were not nerfed to make room for the rigs. Those were just an afterthought to sell the straight up nerf of the freighters that were considered too good at what they were doing. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3436
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Posted - 2014.05.18 12:57:00 -
[9] - Quote
I still say the nerfs had nothing to do with the addition of rigs and the 'told you so' crowd is missing this point intentionally just to harvest more tears. Firs came the nerfs and to sell them as (semi-)boosts rigs were thrown in. Under this point of view the changes suddenly become logical. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3439
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Posted - 2014.05.18 19:06:00 -
[10] - Quote
Even I know how to pick up cargo from a can and warp off in the same tick, eliminating any threat from a suspect timer. Yay for counter can-flipping. Sovereignty and Population New Mining Mechanics |
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Abrazzar
Vardaugas Family
3453
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Posted - 2014.05.19 16:38:00 -
[11] - Quote
Berluth Luthian wrote:What about jump drive rigs that increase range or efficiency? You do realise that it would be a rig that increases range but decreases efficiency and/or a rig that increases efficiency but decreases range. And you'd get a general nerf to efficiency and range up front. Sovereignty and Population New Mining Mechanics |

Abrazzar
Vardaugas Family
3495
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Posted - 2014.05.21 20:42:00 -
[12] - Quote
Tippia wrote:Valterra Craven wrote:Yes, at significant costs to your ships capability. It would hardly be GÇ£better resultsGÇ¥ then, now would it? No, the costs are not significant. In fact, you'll end up with a better ship with a bulkhead/expander combo than if you try to armour tank the poor thing. Remember, an expander cancels out a bulkhead but a bulkhead does not cancel out an expander. Put the two together and you get something that's better than you had before. That leaves you a third module to push on in whatever direction you're interested in. Only reason I could see for adding a plate is when you have a inertia stab and hyperspatial mod in the other two slots. It's really just a fringe option. Sovereignty and Population New Mining Mechanics |
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