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Thread Statistics | Show CCP posts - 2 post(s) |

Vald Tegor
Empyrean Guard Tactical Narcotics Team
195
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Posted - 2016.12.07 19:10:05 -
[1] - Quote
eiedu wrote:CCP Fozzie wrote:... - Reducing the mining yield of 'Excavator' Mining Drones by 32%
... Would you share with us why a 32% reduction was chosen as opposed to something like 20%? Is there any math behind it? Yes, there is math behind that!
145% * 68% = 99%
The Rorqual was initially announced to have a yield of ~18400 m3 per minute. Someone forgot to put mining augmentor rigs on it, which boosted the yield by 45.475% to 29,226m3 per minute. Reducing it by 32% "cancels out" the rigs and brings it down to 19,873 m3 per minute (~10% discrepancy, probably mining drone spec?)
Things tend to need a "nerf" when you tell your economy guys to run a number, then overshoot it by 50%.
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Vald Tegor
Empyrean Guard Tactical Narcotics Team
198
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Posted - 2016.12.07 23:16:36 -
[2] - Quote
Aasir wrote:Vald Tegor wrote:
Things tend to need a "nerf" when you tell your economy guys to run a number, then overshoot it by 50%.
Your telling me that in all the time they were re balancing the rorqual no one at ccp remembered their were mining drone rigs? Don't even talk to me Care to give a better explanation as to why the actual yield, that made it to the live server, is 50% higher than the presented changes in the dev blog? Can you not multiply the rocks you are getting by their volume or something?
Here's another possibility, after thinking about it some more:
We have established that the yield estimate in the blog is missing a ~50% multiplier. People have been endlessly wondering how the 2000 drone dps in the dev blog was arrived at. 5 Ogre 2's with T2 core and 4 T2 drone damage amps give us 1352 dps according to pyfa.
2000 * 0.68 = 1360
There's an extra 50% multiplier in there.
Drone interfacing gives +50% drone mining yield and +50% drone dps. Not two (stacking) 50% drone dps multipliers. Easy mistake to make on a spreadsheet. Hard to miss when you undock.
Do we get a drone dps buff with this change as well to compensate? |

Vald Tegor
Empyrean Guard Tactical Narcotics Team
199
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Posted - 2016.12.08 00:38:57 -
[3] - Quote
Nevyn Auscent wrote:Vald Tegor wrote:
We have established that the yield estimate in the blog is missing a ~50% multiplier. People have been endlessly wondering how the 2000 drone dps in the dev blog was arrived at. 5 Ogre 2's with T2 core and 4 T2 drone damage amps give us 1352 dps according to pyfa.
Try using Augmented drones, also what happens if you use Sentries with max Sentry DPS rigs. Also fill all your low slots with W-634 DDA's. The fit to get the max DPS they used is not really sensible. Garde 2's will do 1168 because the sentry rig is stacking penalized with DDA's. The third rig does literally nothing and the second adds 1 dps.
With T2 core, 4 of the best officer drone amps, and a set of Augmented Ogres you get 1636.
The only way you are getting anywhere near 2000 dps, is by adding 7 faction smartbombs to the fit for a total of 1986 DPS. The EP-705 implant will push you to 2005.
The problem with that comes in when you look at the original post:
Quote: Max DPS (no Industrial Core): ~1000 dps Max DPS (with Industrial Core): ~2000 dps
Core off the officer + smartbomb fit is at 1007 drone dps + 368 smartbomb dps. That doesn't add up either.
Now in theory activating the core adds a 100% drone damage bonus so you would think 1007 DPS would turn into ~2000 dps. But those pesky stacking penalties poke their heads out again. That last Officer DDA, being a 5th mod when sieged, adds a whole 44 dps. |

Vald Tegor
Empyrean Guard Tactical Narcotics Team
199
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Posted - 2016.12.08 01:48:48 -
[4] - Quote
What if using PANIC required an active idustrial core? It would at least leave the pilot unable to navigate for the majority of the invulnerability duration and there is little detriment to legitimate uses.
Then again, it affects other industrial ships in the area. It would just make tackle badgers a thing instead. What's the counter-play to n+1 of those i wonder.
Is there a legitimate reason for ships affected by panic to even be able to lock targets? That would limit abuse to invincible ECM burst and a mostly invulnerable shield burst platform (why marginalize shield command ships?). |

Vald Tegor
Empyrean Guard Tactical Narcotics Team
199
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Posted - 2016.12.08 08:23:18 -
[5] - Quote
Tarsas Phage wrote:Querns wrote:Tarsas Phage wrote: Here's the thing - I was one of the Rorq pilots on the D-W beacon
"I'm one of the most prolific abusers of this mechanic, so let me tell you why it's not abuse" It's certainly a more informed vantage point than 99% of GSF who are just parroting the company line. In the mean time, keep jumping your ratting-fit supers into PVP situations whose only hope is to kill the thing tackling it if things go south. Damn, if I can't be more obvious about what the counter is, I'm not sure even CCP can help you. The real irony is that the NPCs you live among have it down better than you.
Clearly the solution is to Neut the invincible capital ship who is receiving capacitor transfers from other invincible ships right? Preferably with your own invincible neuting ships of course.
What enthralling gameplay we have here. |

Vald Tegor
Empyrean Guard Tactical Narcotics Team
201
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Posted - 2016.12.09 05:21:54 -
[6] - Quote
Tarsas Phage wrote: At any rate, one doesn't counter neuts with low slot capacitor mods, bro. CPRs might work against your daily nemesis the Blood Raiders, but not against the possibility of multiple staggered heavy/capital neuts alpha'ing your cap. I guess you really tricked us there, as the only neuts of consequence on grid were our alts :laffo:
Man it's so hard to manage the cap. Must be balanced. Good thing the industrial core prevents incoming remote capacitor transfers eh?
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