Conclusion: Mining is a FAIL

Deleted member 115407

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Always enjoyed mining in ED, the new mechanics combined with a bit of exploration has pretty much nailed it for me. With deep space mining I have finally found a permanent profession that suits my play style.

Agreed. Though I have a range of playstyles, I've always enjoyed mining. Now I can enjoy it all over the bubble, in all kinds of rings, and even out in deep space.

While I'm so far happy with all of 3.3, the mining updates for me were the star of the show!
 
Mining is much improved but they really need to stream line the controls.

I now have 5 fire groups on my mining ship.
 
Maybe the OP just had bad luck like I just did. I equipped a clipper and went out looking for fissures. After 1 hour I only found one rock with fissures. I actually just came onto the forum to see if mining had been nerfed because It looked good in the beta video's. Either way I think the pulse scanner need some work. 1 fissure rock in an hour and the vast majority of the brightest rocks were awful. Either poor paying materials or almost no material. I think the pulse scanner would be a lot better if it could be tuned to what we are looking for. So, we could tune it to silver or we could tune it to show fissure only.
 
The Seismic charge launcher ONLY comes in a class 2, this makes Type 6 and Type 7 unusable for detonating asteroids thus making you use a combat/exploring ship for medium ships to go mining. Expect to see Asp's, Pythons and Kraits mining. O My -_-
Not all 'Hot Spots" are HOT. Some are colder than a witch's in January, it all depends on RNG and planet/ring you choose. And it being pristine means squat.
Sub-Surface displacement missile are limited in ammo, after you use them up, you can go pound salt. No synthetizing for missiles for you, just yell at them, maybe they will break. So no deep space mining for you.
Still no engineering on mining lance.....the ONLY powerplay device you can't engineer. In the navy this is a dunsel.
a Class A Pulse Wave Analyser sucks more power than a shield booster, so on a small or medium ship lets hope it doesn't run warm else expect fireworks in your cockpit when using the lasers. This means you Type-7 @_@ the one ship made for mining can't.
Conclusion: Your ASP 'Explorer' is now better than a Type-6 for mining and Python is better than Type-7 (remember when the Python was the goto for combat...lol...it's like watching an aging action hero act in one to many movies). So two of the three ships made for mining can't.[down]

Personally, regarding your points:-
1) The sub-surface missile launcher and seismic charge launcher should be made into a single module/unit, which then simply appears as the two individual units in your fire groups.
2) They should not require ammo. Why bother? Seriously! What does it bring to the game?
 
Not all ships were meant to do every job. Do I miss my T7 for mining? sure. But I found a suitable replacement and got over it.

Though with all the whining about the T6/7, I'm sure FD will soon cave, and add class 1 seismic launchers. :rolleyes:


PS. the new mining mechanics are awesome! :D
 
Personally, regarding your points:-
1) The sub-surface missile launcher and seismic charge launcher should be made into a single module/unit, which then simply appears as the two individual units in your fire groups.
2) They should not require ammo. Why bother? Seriously! What does it bring to the game?

Seismic charge ammo adds a bit of extra gameplay for me. I have 3 launchers on my T-10, at my current skill level I'll deplete a single launcher in order to fill up a 400 tonne capacity freighter. Previously I had no idea what I was doing (setting charges all wrong and/or missing completely) Going through charges like nobody's business.

Sub surface seems to run out quite quickly, again I think that is more down to an initial low skill level on my part.
 
314cd3a.jpg

OMG!

BTW - I assume you clicked that option to add "Low Temperature Diamonds" to your ignore list :)
 
Overall, I feel like it is pretty good. Core mining in a wing is buggy though. They need to fix the mining graph display when there are more than one ship participating in the mining.
 
Mining fail? ... I certainly don't think so, I currently do a relaxed 10 to 16 million per hour depending on RNG shenanigans.
The view from the T-10 is oh so immersive gliding thru the roids, I'm lovin' it :)

But I don't do it for the credits, it's terrific gameplay and I get to blow up rocks ... at close range too hehe, feel the blast!
 
The Seismic charge launcher ONLY comes in a class 2, this makes Type 6 and Type 7 unusable for detonating asteroids thus making you use a combat/exploring ship for medium ships to go mining. Expect to see Asp's, Pythons and Kraits mining. O My -_-
Not all 'Hot Spots" are HOT. Some are colder than a witch's in January, it all depends on RNG and planet/ring you choose. And it being pristine means squat.
Sub-Surface displacement missile are limited in ammo, after you use them up, you can go pound salt. No synthetizing for missiles for you, just yell at them, maybe they will break. So no deep space mining for you.
Still no engineering on mining lance.....the ONLY powerplay device you can't engineer. In the navy this is a dunsel.
a Class A Pulse Wave Analyser sucks more power than a shield booster, so on a small or medium ship lets hope it doesn't run warm else expect fireworks in your cockpit when using the lasers. This means you Type-7 @_@ the one ship made for mining can't.
Conclusion: Your ASP 'Explorer' is now better than a Type-6 for mining and Python is better than Type-7 (remember when the Python was the goto for combat...lol...it's like watching an aging action hero act in one to many movies). So two of the three ships made for mining can't.[down]


yeah you're right, you had me at "colder than a witches in January"

#SeismicScandal

PS. the new mining mechanics are awesome! :D

no denying that, thats why we get salty about the lack of size 1 seismic charges :D :D :D
 
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Mining fail? ... I certainly don't think so, I currently do a relaxed 10 to 16 million per hour depending on RNG shenanigans.
The view from the T-10 is oh so immersive gliding thru the roids, I'm lovin' it :)

But I don't do it for the credits, it's terrific gameplay and I get to blow up rocks ... at close range too hehe, feel the blast!

And the T10 is maneuverable enough?
 
I have to agree mining is for me the star of this update followed closely by exploration, they are more involved and do take a bit more effort but well worth the time investment.
I'd agree, except for the module bloat that this upgrade has brought with it.

The ablation blaster and subsurface missiles are both superfluous. The exciting addition is the exploding roids, while the other two new mechanics could easily have been made possible by targetting the existing mining lasers at deposits. The addition of the scanner is good, but making the DSS a compulsory tool for mining is disappointing.

Also, this upgrade has nothing at all for Quality of Life for miners. Except for hotspots and scanned roids that require both a DSS and scanner to use, yet still need prospector limpets to be any use. But this only works for the new mechanics. Nothing at all has been done about the numerous existing faults with mining - and look like they never will now that the old sty;e of mining has been completely abandoned by FD.
 
The ablation blaster and subsurface missiles are both superfluous. The exciting addition is the exploding roids, while the other two new mechanics could easily have been made possible by targetting the existing mining lasers at deposits. The addition of the scanner is good, but making the DSS a compulsory tool for mining is disappointing.

.

DSS is not definitely not compulsory, at the most you can fit it once to find a hotspt, then future mining won't require the DSS. Since we gained a slot it isn't a huge deal fitting one to dedicated ships.


Also enjoying how the missiles require a bit of timing before you release the explosion. Subsurface (After the seismic charges) seem to only release high value chunks. The single mining laser on my T-10 is the only tool not worth using now, I keep it for the rare occasions I harvest materials from roids.
 
I think it's much more that mining was pretty barebones since day one, and desperately needed variety. Now it's got a whole swathe of available choices, most of which don't involve any passive gaming. Less fear, more "hey the playerbase keeps asking us for more stuff, more depth, more ways to do things, let's give them some". It's also a good boost to MP gaming, which has been advertised since forever, but has also needed lots of lovin'. Lots of ways to do some good mining arrangements with a wing or squadron of pilots.

I think a some of the backlash is from people who want a Swiss Army miner and carry all the things for all the processes at once; they probably feel like they're not keeping up with the Space-Joneses, or missing out on something. It's not like we even lost any previous mining; agree or disagree, the Explo mechanics got a big change and some people lost a way they preferred (we can fight about that in other threads, but the scenario's objective). Oldschool mining however is still exactly the same as before; we just got more stuff added on top.

Probably two different squads designing each. Not surprising.
 
For all round mining capability on a medium ship I've been using a Challenger has all the tools (KWS as pulse wave scanner) about 12 mil over three mining sessions.

https://coriolis.edcd.io/outfit/all...BGA2EDM8CmBDA5gG2SGF8hRFA&bn=Challenger miner

Oddly enough this configuration just about fits into the Crusader with a choice of either a shield or an SLF hangar. It's going to be very humorous if this Alliance ship turns out to be a better miner than the original job it was designed for :)
 
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