Posts Tagged ‘pastebin’

Mining Barge Changes: The details

It would appear that the ORE Ship changes have come live on SiSi, bellow are the new stats (with changes in brackets), as found in this paste of stats: http://pastebin.com/frBc2muR. This is good news for Carebares, good news for gankers, and good news for the economy!
Mining barges
Covetor
Armor: 1800 (+550)
Hold Capacity: 500 (-3500)
CPU: 255 (+55)
Structure: 2000 (+125)
Shield: 2200 (+1219)
Ore hold: 7000 (New)
Bonuses (per level of mining barge)
4% bonus to strip miner yield per level of mining barge (+17% assuming mining barge lvl5)
3% reduction in ice harvest duration (new)
Notes:
Total hold space: 7500 (+3500)
Extreme Yield
Effective miners: 3.6
Procurer
Armor: 5000 (+4687)
Capacitor: 800 (+612.5)
Hold Capacity: 350 (-650)
CPU: 250 (+125)
Structure: 5500 (+5031)
PG:  45 (+10)
Shield: 6000 (+5805)
Shield Recharge: 2,500,000 (+1,875,000)
Signature Radius: 200 (+110)
Ore Hold: 15000 (new)
Bonuses
5% bonus to shield hit points per level of Mining Barge (new)
66.66% reduction to ice harvester duration and capacitor use (new)
200% bonus to strip miner yield (+197%)
Notes:
Total hold space 15800 (+15187.5)
Extreme Defence
Effective miners: 2
Retriever
Armor: 3200 (+2575)
Hold Capacity: 350 (-1650)
CPU: 235 (+110)
Structure: 3500 (+2562)
Low slots: 3 (+1)
Shields: 3800 (+3409)
Shield Recharge: 1,500,000 (+875,000)
Signature Radius 250 (+130)
Ore Hold: 20000 (new)
Bonuses
10% bonus to ore hold capacity per level of mining barge (new)
33.33% reduction in Ice Harvester duration and capacitor use (new)
50% bonus to strip miner yield (+35% if you assume mining barge lvl5)
Notes:
Total hold space 20350 (+18700)
Extreme hold space
Effective miners: 3
The Yield bonuses seem all over the place until you remember that the barges Covetor is the only barge which fits 3 turrets, with the Retriever and procurer having 1 and 2 respectively. To reflect this I have added the Effective Miners stats which is equal to (High slots * bonus@lvl5). Average total hp increase of 8654. The Covetor seems to have gotten a meagre 1894 increase which pales in comparison to the Procurer and Retriever (+15523 and +8546 respectively). Hold space is way up, on all of them, with the retriever getting a whopping 30k space at mining barge level 5, that’s a quarter of a Orcas unfitted hold space.
Exhumers:
Hulk
Armor: 2300 (+1287)
Hold Capacity: 500 (-7500)
Structure: 2500 (-31)
Shields: 2700 (+1181)
Shield Recharge: 1,000,000 (+375,000)
Ore Hold: 7500 (new)
Bonuses
3% to trip miner yield per level of Mining barge (same)
7.5% bonus to all shield resistances per level of mining barge (same)
3% bonus to strip miner yield per level of exhumers (same)
4% reduction in ice harvest duration per level of exhumers (+1%)
Notes:
Total hold space 8000 (+500)
Super yield
Effective Miners: 3.9
Mackinaw
Armor: 3700 (+2912)
Hold Capacity: 350 (-5650)
CPU: 270 (+72)
Structure: 4000 (+2734)
Low Slots: 3 (+1)
Shield: 4300 (+3119)
Shield Recharge Rate: 1,500,000 (+875,000)
Signature Radius: 250 (+130)
Ore Hold: 25000 (new)
Bonuses
10% bonus to ore hold capacity per level of mining barge (new, replaces 3% strip miner yield)
7.5% bonus to all shield resistances per level of mining barge (same)
1% bonus to strip miner yield per level of exhumers (new)
1% reduction in ice harvest duration per level of exhumers (-4%)
50% bonus to strip miner yield (new, replaces 100% bonus to ice harvester yield)
33.33% reduction in ice harvester duration (new, replaces 25% penalty to duration)
Notes
Total hold space 25350 (+19700)
Super hold space
Effective miners: 3.1
Skiff
Armor: 5500 (+5050)
Capacitor: 900 (+525)
Hold Capacity: 350 (-4150)
CPU: 270 (+82)
Structure: 6000 (+5367)
Low Slots: 5 (+1)
PG: 50 (+15)
Shield:  6500 (+5825)
Shield Recharge: 2,500,000 (+1,875,000)
Ore Hold: 17500
Bonuses
5% bonus to shield hit points per level of mining barge (+2%)
7.5% bonus to all shield resistances per level of mining barge (same)
1% bonus to strip miner yield per level of exhumer (new, replaces 60% bonus to mex yield)
1% reduction in ice harvester duration per level of exhumer (new, reduces mex cloud reduction)
200% bonus to strip miner yield (new)
66.66 reduction in ice harvester duration (new, replaces war strength +2)
Notes:
total hold space 17850 (+13700)
super tank
Effective miners: 2.05
Again yield bonuses seem all over the place, until you factor in high slots. However the skiff seems a little out of sorts in comparison to its mining barge kin. The tanking and hold space mining barges have the same effective turrets, whereas in the exhumers the skill has 2.05 compared to the Mack 3.1, I’m guessing the argument is that T2 is all about specialisation, that or my calculations are out. All of the exhumers are getting a massive HP bonus (+9148 on average) The hulk again getting very little in comparison to the others (in order: 2437, 8765, 16242). There are also a lot of slot changes in the exhumers, an extra mid the for the Mack could make for a even better tank, and the skiff has an additional low, which could be used to either add more tank without compromising yield (DCU), or to add a laser upgrade, and close the gap between it and the Mack in terms of yield.
Final thoughts
I love these changes. They seem to represent a fantastic balance between risk and reward. Once these changes are live, any high sec miner complaining about suicide ganking can just be pointed at the skiff (and even the maka to some extent). Great work CCP.

[edit] got some of my numbers very wrong with effective miners… corrected now!

Addendum to Micro Jump Drives

An addendum to the post: Micro Jump Drives

It seems that the idea was proposed in or around 2006: here.

Although it was shot down by players due to its use against gate camps. Interestingly the spool up time added to the module, coupled with the susceptibility to tackle means that this is no longer an issue.

The initial complaint was that if you could jump 100km from where you currently are you would be able to avoid gate camps & high sec ganking. However because you cannot use the drive (and this is reliant on my take on the drives description) while tackled, and it takes 8 seconds to spool up, to avoid a gate camp in it, you would need to take more than 8 seconds to align, but also more than 8 seconds to lock. I cant think of any example of where this might occur, so well done CCP on avoiding one issue.

Any way, I mainly wanted to add to this a little more about the source of the info:

It comes from a SISI data dump, which includes all the stats, some renaming of modules (Trauma to scourge) and the drone bounties (more on this here). The data can be found on pastebin: here.

It was also initially posted on Redit by sarmatiko.

The missile name change seems a bit suspicious to me (I wouldn’t put it past them, but really CCP, REALLY?). And the drone bounties are very unlikely to be the final numbers. However that doesn’t mean this is a test build which will never make it on to TQ. All the same, I have disclosed my data sources, and its up to you if you take this as gospel or with a whole truck of salt.