Anyone who thinks that mining now isn't a vast improvement over what it was before needs their head examined.
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.
Would you be so kind to share your preferred mining ship and its load-out? Maybe then all us growlers rookies can stop whimpering all the time...
That sounds like quite a poor payout to me. What type of mining were you doingFor 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
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?
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]
PS. the new mining mechanics are awesome!![]()
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!
I'd agree, except for the module bloat that this upgrade has brought with it.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.
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.
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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.
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