From Extraction To Production: Update

hey, i dont know if this will be a popular opinion, but if u really wanna encourage people into using faction mining modules(ore miner and ore strip miner) allow those two modules to have mining crystals inside them, that way type A and type B will shine most on these modules

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Well. I have only one qustion. WHY new “big” faction gas harvesters made by ORE?! its must be Syndicate! No respect for lore=(
@Kenneth_Feld @CCP_Psych @Brisc_Rubal

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Those numbers are what was available on Sisi at that moment. Below is an updated version with Sisi data per 3-12-2021. As the devs are still finetuning, those numbers may still change.
As to your question, on SiSi the modulated strip miner II now has a base value of 480 (that seems to produce some dramatic increases compared to the previous version). The data below come from the ingame fitting tool. Typos are mine, inaccurate data are not.
DATA DELETED due to bugs on SiSi.

I think you made a few mistakes with your numbers. Have you checked the info panel after fitting your ship and calculated your m3/s or did you just read it by hovering over the crystal? Because the information presented to you while hovering is inaccurate and a bug. My math for a covetor is 40 m3/s for two lasers(for type B II)… That is nowhere near close what you get.

Nope. I was afraid this might happen, but still underestimated the power of the GIGO principle. I’ll delete the data for now and wait for a sensible SiSi update.
Thanks for letting me know.

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I wished those numbers were accurate, the hulk would be mining at such an amazing rate it would beat the current rorqual… Who knows what happens when they update SiSi again though!

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Who knows, maybe they’ll come up with Polarized Strip Miners (wouldn’t make that much of a difference in terms of tank, lol)

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All the protest did was clear all of the fireworks off the market and fullfill buy orders. It was not constructive.

Ching-ching thanks

Read the module description and you’ll find out.

DZ

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Is that reverted as in not going to be happening after all? A porpoise with the ability to compress was a very exciting concept to me and would enable very interesting game play options that are not possible with an orca or rorq. Could this still be considered for being implemented?

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I believe they are still considering implementing in-space compression, but at a later date.

@CCP_Psych

Are you able to give any reasoning as for the reduced midslots on the proc, along with the nerf to its agility?

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sorry if I sound off or anything but I’m returning after 5+ years away from game due to health issues and well…1 of my complaints are something most of you all might not have a issue ( and not in this upcoming patch and not sure when it come about ) with but i do…
it seems as though the old command links was changed to something that is …well ok i guess…but tell me what is wrong with this info here …

----Mining Foreman Burst II----
Reload Time 30.00 s
Activation Cost 25.0 GJ
Structure Hitpoints 40 HP
Capacity 3 m3
Disallow Tethering True
Used with (Charge Group) Mining Foreman Burst Charges
Disallow Docking True
Optimal Range 45.41 km
Charges Per Cycle 1
Activation time / duration 60.00 s
Meta Level Level 5
Disallow activation in forcefield True
Volume 60 m3
Tech Level Level 2
Modifier duration 129.38 s
Can be fitted to Supercarrier
Command Destroyer
Strategic Cruiser
Combat Battlecruiser
Industrial Command Ship
Capital Industrial Ship
Carrier
Force Auxiliary
Titan
Command Ship
Applied Effects
Mining Modules: Duration & Capacitor-use bonus -40.4 %


—Armor Command Burst II -----
Reload Time 30.00 s
Activation Cost 25.0 GJ
Structure Hitpoints 40 HP
Capacity 3 m3
Disallow Tethering True
Used with (Charge Group) Armor Command Burst Charges
Disallow Docking True
Optimal Range 45.41 km
Charges Per Cycle 1
Activation time / duration 60.00 s
Meta Level Level 5
Disallow activation in forcefield True
Volume 60 m3
Tech Level Level 2
Modifier duration 90.00 s
Can be fitted to Supercarrier
Command Destroyer
Strategic Cruiser
Combat Battlecruiser
Industrial Command Ship
Capital Industrial Ship
Carrier
Force Auxiliary
Titan
Command Ship

-----Information Command Burst II-----
Reload Time 30.00 s
Activation Cost 25.0 GJ
Structure Hitpoints 40 HP
Capacity 3 m3
Disallow Tethering True
Used with (Charge Group) Information Command Burst Charges
Disallow Docking True
Optimal Range 45.41 km
Charges Per Cycle 1
Activation time / duration 60.00 s
Meta Level Level 5
Disallow activation in forcefield True
Volume 60 m3
Tech Level Level 2
Modifier duration 90.00 s
Can be fitted to Supercarrier
Command Destroyer
Strategic Cruiser
Combat Battlecruiser
Industrial Command Ship
Capital Industrial Ship
Carrier
Force Auxiliary
Titan
Command Ship

-----Shield Command Burst II -----
Reload Time 30.00 s
Activation Cost 25.0 GJ
Structure Hitpoints 40 HP
Capacity 3 m3
Disallow Tethering True
Used with (Charge Group) Shield Command Burst Charges
Disallow Docking True
Optimal Range 45.41 km
Charges Per Cycle 1
Activation time / duration 60.00 s
Meta Level Level 5
Disallow activation in forcefield True
Volume 60 m3
Tech Level Level 2
Modifier duration 94.50 s
Can be fitted to Supercarrier
Command Destroyer
Strategic Cruiser
Combat Battlecruiser
Industrial Command Ship
Capital Industrial Ship
Carrier
Force Auxiliary
Titan
Command Ship

my main issue is…waste…of ISK , RESOURCES And CHARGES

i mean look at top the Mining Foreman Burst II

reload time is 30s… no issue there

but…
Activation time / duration 60.00 s
and then this
Modifier duration 129.38 s

we might as well jettison 1/2 of our onboard supply on ship into a can and blow it up…the mod fires every 60s but the charge effects last 2 minutes and 6 seconds…and the effects don’t stack or extend time…just a reset on it…only getting to use 1/2 the time that the charge effects give …yea i know they are not to costly to buy but if you make them…get ready to spend isk …cause it requires HEAVY WATER…and i build most my stuff but …with the crazy changes and all being made by CCP and all …yea not going to be easy or fun any more

sorry for my rant …but from a player that has been gone for 5+ years due to health issue and only been back like 4 months and having to deal with such a …insane patch…yea I’m not even going to speak on it just let it go cause the devs gonna do what ever anyway

so how about maybe putting a right click menu timer on the command mods that give you the option to set a timed re-fire on them that goes from like the base reload to the maxed skill time ( I.E. if level 5 on supporting skills for mining burst give you 3 minutes and 5 seconds and minimum skills give you 1 minute and 25 seconds ) then give a timer that you can right click on mod in space and pick " set re-fire timer " and a digital timer comes up for you to set the amount of time that goes by before the mod auto-re-fires …
this way we are not wasting ISK, RESOURCES, CHARGES, and TIME

well im not so sure about this update but…seems the players have spoken and if anything is really done, well will have to wait an see…

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Command bursts have worked like this for quite some time.

Honestly, its a non-issue. yes, you waste charges. those charges are also -DIRT CHEAP- to build and/or buy.

In many ways, its actually nice; sometimes someone on a fleet misses a cycle. when that happens, they have 60 seconds to get back into the boost radius before they actually lose the boost.

The heavy water thing is linked to the command industrial ‘siege’ module, which is a completely different thing (and -is- being fussed with this upcoming patch, so complaints about that do fit here, if you don’t like it)

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nah i have a better idea
quit paying olmots 18monts with our spend money in eve in fact i spend money upgrating my pc so i can run more sp farm alts

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English maybe?

Ok, now waste is called “residue”, and the crystal type A II gives a “bonus” to residue of 3.6. Newspeak I guess.

Oh, will we be able gas huff that dust ?

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@CCP_Psych @CCP_Swift

I just wanted to say, I really appreciate the community engagement with these changes, the discussions here (while they can get heated/toxic) are overall feeling really good for me as a player to read.

I would like to suggest though, If there are changes that are being bounced around and you are looking for community feedback, to state that up front. Say that this is a change that is being entertained: “Here are some details of what the change would entail, what do you as the community think?” Then sifting through the inevitable mess, but finding some gems of feedback in it.

I say this from the perspective of one who would prefer this approach to the “We’re doing this.” then a few days later “Just kidding, we’re not doing this anymore.” as that tends to be quite a bit more jarring for player to Developer trust. I also know a fair number of people who panic at the first sign of a Dev blog, and panic sell or buy whatever is being discussed. (Which to me just shows how much players read into and take Dev word as gospel.)

This last piece should be a different post, but I would like to add as a miner, it would be incredible to see some sort of a specific mining ship(s) that would be similar to the Orca in size, with more mining capability but not the capacity. Perhaps the Exhumers are already filling this niche with the buffs, but I wanted to voice this idea regardless.

o7

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yep that’s why you don’t train command burst specialist skill past level 1 (makes it so you fire more often consuming more charges).

technically no, they work in tandem. at least in the case of the Orca… to be able to give boosts to fleetmate you have to be in Industrial core formation which consume heavy water, then using your command burst would also consumes charges.
Orca without a CIC installed , it’s just a 2bil transport ship.
Orca without a CiC installed can still use compressors. (no additional cost)
Orca with a CiC = locked in place + consume heavy water for it to be boosting or mining. And it’s not even a prequisist for using the ore compressors…

TBH ccp should forgo the heavy water on the CiC and move that heavy water usage to compression instead.

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