[FDEV Please Comment exploit or feature?] Multiple fragments using Multiple abrasion blasters

Like for real though, why even come in here and ask such a stupid question, hey fdev is getting more than 1 rock with more blasters a exploit, jeez just roll with it and play or we could go back back to how it was in 2.0 to 2.4 where you had to actually play the game and work for your credits and not be in a conda in like 4 hrs.
 
It wasn't in the patch notes, but the multi-chunk bug has been fixed. Only one chunk per deposit, now. Cracking an asteroid with optimum seismic charges now nets around 13 tons of ore, not 25-28.

...and, in an interesting (?) addition, when the seismic charges detonate, instead of being told how many resource chunks are broken free, I now see a "sensor disruption" message. And it seems as if the number of chunks has diminished, too. An optimum yield charge that used to result in 11-15 chunks now seems to release 7-9? I've only done a couple asteroids, but it's been consistently lower than before (less floating chunks where you see 4-5 clustered together, so that might have been another facet of the bug we didn't realize).

Still, it's hard to complain about 20M Cr per asteroid.
 
It wasn't in the patch notes, but the multi-chunk bug has been fixed. Only one chunk per deposit, now. Cracking an asteroid with optimum seismic charges now nets around 13 tons of ore, not 25-28.

...and, in an interesting (?) addition, when the seismic charges detonate, instead of being told how many resource chunks are broken free, I now see a "sensor disruption" message. And it seems as if the number of chunks has diminished, too. An optimum yield charge that used to result in 11-15 chunks now seems to release 7-9? I've only done a couple asteroids, but it's been consistently lower than before (less floating chunks where you see 4-5 clustered together, so that might have been another facet of the bug we didn't realize).

Still, it's hard to complain about 20M Cr per asteroid.

Wait, emergent content that was giving players satisfaction ? Needed to be nerf by FD of course. Like the BGS.

They don't even have the courage to put it in the patch notes...
 
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It wasn't in the patch notes, but the multi-chunk bug has been fixed. Only one chunk per deposit, now. Cracking an asteroid with optimum seismic charges now nets around 13 tons of ore, not 25-28.

...and, in an interesting (?) addition, when the seismic charges detonate, instead of being told how many resource chunks are broken free, I now see a "sensor disruption" message. And it seems as if the number of chunks has diminished, too. An optimum yield charge that used to result in 11-15 chunks now seems to release 7-9? I've only done a couple asteroids, but it's been consistently lower than before (less floating chunks where you see 4-5 clustered together, so that might have been another facet of the bug we didn't realize).

Still, it's hard to complain about 20M Cr per asteroid.

Oh FSS thats half as fun now ;)
 
It wasn't in the patch notes, but the multi-chunk bug has been fixed. Only one chunk per deposit, now. Cracking an asteroid with optimum seismic charges now nets around 13 tons of ore, not 25-28.

...and, in an interesting (?) addition, when the seismic charges detonate, instead of being told how many resource chunks are broken free, I now see a "sensor disruption" message. And it seems as if the number of chunks has diminished, too. An optimum yield charge that used to result in 11-15 chunks now seems to release 7-9? I've only done a couple asteroids, but it's been consistently lower than before (less floating chunks where you see 4-5 clustered together, so that might have been another facet of the bug we didn't realize).
.

I may dust off my old stick and try this out then thanks for the info :) . The game is never again to be balanced how i enjoyed it most - back at launch but that ship has sailed, i do really wish they would take mining out of the trade elite however and make a mining elite path, as well as increase the credits needed for exploraton elite, just like they did when they previously buffed elite pay.
 
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Can't quite believe the volume of players complaining about the abrasion blaster fix. It's not as if mining is no longer a profitable enterprise without it. It's really hardly surprising that they fixed it since it was clearly a exploitable bug.

It wasn't stealth fixed, it was announced on Jan 4th (Will posted on the forums that they'd be fixing it). Ant covered it in his Jan 7th ep of 3305. So whilst they've omitted it from the patch notes, that's likely an oversight.
 
It wasn't in the patch notes, but the multi-chunk bug has been fixed. Only one chunk per deposit, now. Cracking an asteroid with optimum seismic charges now nets around 13 tons of ore, not 25-28.

...and, in an interesting (?) addition, when the seismic charges detonate, instead of being told how many resource chunks are broken free, I now see a "sensor disruption" message. And it seems as if the number of chunks has diminished, too. An optimum yield charge that used to result in 11-15 chunks now seems to release 7-9? I've only done a couple asteroids, but it's been consistently lower than before (less floating chunks where you see 4-5 clustered together, so that might have been another facet of the bug we didn't realize).

Still, it's hard to complain about 20M Cr per asteroid.
I think it's a little slimy for Frontier to stealth-patch this and then leave the change out of the patch notes. It's a big deal and clearly intentional and ought to be noted.
 
Can't quite believe the volume of players complaining about the abrasion blaster fix. It's not as if mining is no longer a profitable enterprise without it. It's really hardly surprising that they fixed it since it was clearly a exploitable bug.

It wasn't stealth fixed, it was announced on Jan 4th (Will posted on the forums that they'd be fixing it). Ant covered it in his Jan 7th ep of 3305. So whilst they've omitted it from the patch notes, that's likely an oversight.
There's a big difference between saying it WILL be fixed, but not fixing it, vs fixing it and then NOT saying you fixed it. It's a stealth patch. The end.
 
Wait, emergent content that was giving players satisfaction ? Needed to be nerf by FD of course. Like the BGS.

They don't even have the courage to put it in the patch notes...
Yup. They no longer get the benefit of the doubt on this one they for sure left the info out of the patch notes intentionally.
 
Can't quite believe the volume of players complaining about the abrasion blaster fix. It's not as if mining is no longer a profitable enterprise without it. It's really hardly surprising that they fixed it since it was clearly a exploitable bug.
Yeah, it was exploitable. And I agree the fix wasn't stealthed - especially since it's the only reason this patch was rushed out. But leaving it out of the patch notes is pretty cowardly.

What this bug did though was add some skill to mining. They should have built on it, rather than nerf it completely. The way FD have handled this shows a lack of imagination - not something to be proud of in a team developing a space game.
 
Let's not forget they also nerfed motherlode, because heaven forbid players achieve a ship they want in a reasonable time frame.

The OP's point was to prioritization, and there're clearly strong opinions about that.

But, just for perspective, they "nerfed" being able to make ~130-150M Cr/hr deep core mining (some folks might have seen an average of 170M Cr/hr, with a few spiking occasionally above that) "back" to "only" being able to make 80-100M Cr/hr on a consistent basis. Is that really such an outrageous nerf?

Now deep core mining is pretty much on par with running passenger missions from a few select locations as a way to earn money.

That earning rate seems to be the consistent ceiling beyond which Frontier is moved to aggressively smite activities with the nerf bat, post haste. But even at 100M Cr/hr, you can still afford just about any ship in a pretty ridiculously short period of time, can't you?
 
The OP's point was to prioritization, and there're clearly strong opinions about that.

But, just for perspective, they "nerfed" being able to make ~130-150M Cr/hr deep core mining (some folks might have seen an average of 170M Cr/hr, with a few spiking occasionally above that) "back" to "only" being able to make 80-100M Cr/hr on a consistent basis. Is that really such an outrageous nerf?

Now deep core mining is pretty much on par with running passenger missions from a few select locations as a way to earn money.

That earning rate seems to be the consistent ceiling beyond which Frontier is moved to aggressively smite activities with the nerf bat, post haste. But even at 100M Cr/hr, you can still afford just about any ship in a pretty ridiculously short period of time, can't you?

Sure, if you're ok mindlessly grinding away at the same over and over, as opposed to playing the sim, I guess.

Not what I envisioned from a space sim, but if you've got the patience, and a sufficiently low bar for quality entertainment, go for it.
 
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bug needed fix, but getting multiple fragments using Multiple abrasion blasters was fun, I hope they will find a way to reinstate it without running the economics as it is now.

A proposition could be ( assume you are mining VOP )
First frag a VOP
Next ones, less good fragments or elements, similar to the once you get when using a surface laser mining on the same ice asteroid

Also the Sub-surface Displacement Missile needs some love, it look cool but I have yet to find a use for it.
 
I think that the gameplay is better when you can line up and blast off multiple chunks. Without it there is no incentive to fire accurately.
 
bug needed fix, but getting multiple fragments using Multiple abrasion blasters was fun, I hope they will find a way to reinstate it without running the economics as it is now.

That's my feeling too.

Fundamentally, one "thing" should have a fixed yield.
You shoot one spaceship, you get one bounty.
You shoot one rock you get one pile of mat's.
And, of course, you shoot one surface deposit and you get one yield of ore.
None of that changes just cos of how you obtain it, and nor should it.

The potential for improved gameplay would be in how you obtain that yield and it'd be super-easy to create that, simply by giving the abrasion blaster a 10-second reload time.
Each deposit yields a random(ish) quantity of ore up to, say, 5 chunks.

You have 1 blaster and you shoot the deposit up to 5 times.
+ You minimise hardpoint usage so you can fit defensive weapons.
- It's going to take you up to 50 seconds to mine a deposit due to slow reload time.

You have multiple blasters and shoot the deposit once or twice.
+ faster.
- Takes up hardpoints. Possibly wastes ammo.
 
Let's not forget they also nerfed motherlode, because heaven forbid players achieve a ship they want in a reasonable time frame.

They didn't nerf motherlodes. Please stop spreading this false information.

I've mined 2,000 tons of Void Opals without abusing the AB-bug and got ~15t of (refined, not chunks) Void Opals on average per motherlode in 3.3.01

This morning I cracked 7 core roids and am now sitting on 106 tons of refined Void Opals. 106 / 7 = 15.1

The yield of motherlodes didn't change. You can still make 100-150 mill/h. Good luck finding a better source of income.
 
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If multiple blasters are ever reintroduced as skill-based gameplay there needs to be an associated risk/reward element beyond each blaster taking up another hardpoint. Example:

  • A single blaster will always liberate one clean exposed chunk, leaving deeply buried and unrecoverable material behind. (Lore: abrasion blaster energy fields protect the main chunk as it's blasted off, but disrupt the integrity of what surrounds it.)

  • An accurate hit with x blasters will work in concert to liberate both the surface chunk and x-1 additional chunks. (Lore: focused abrasion blaster energy fields work in concert to expose more of the material before it's ejected.)

  • A shot in which not all blasters are on target will yield nothing. (Lore: misaligned abrasion blaster energy fields interfere chaotically with each other, destroying the structure of the surface material before it can be ejected.)
If it's skill-based, there needs to be a consequence to a lack of skill beyond getting "only" the basic level of material. Otherwise everyone will simply fit as many blasters as they can to whichever ships are best suited, knowing that they can only "win" extras and never "lose" the baseline. Something similar to the bullets above would add a layer of pseudo-strategy. If I've just missed a three-blaster shot, do I try for another to break even but risk losing even more, or do I switch to a single blaster and "sacrifice" the next three deposits for three guaranteed chunks? Or do I hedge my bets and try a two-blaster shot? How confident am I in my skills?
 
The yield of motherlodes didn't change. You can still make 100-150 mill/h. Good luck finding a better source of income.
I haven't done the maths but if there's been a nerfing of the yields it's not something significant enough for me to have noticed. Last night I took a mothballed Krait Mk II, A-rated it and fitted it out as a combination miner (cracking and drilling hardware for the cores, traditional laser for those fortuitous LTD finds) and in well under an hour of gameplay it had earned enough in Void Opals and other sundries to bring my credit balance back to where it was before I did the outfitting. That's a pretty good score, and about what I was seeing before the patch (discounting multi-blaster bonuses, of course). Certainly the number of floating and surface materials looked to be about the same as I was seeing before, without actually counting them.

I cheated a little by using Inara to find the best sell price, so profits might have been significantly lower had I just dumped the stuff at the nearest market. Still, core mining remains tremendously profitable. Even if I'd had to buy the Krait itself, two such runs in this ship would be enough to pay for it and all of its components. If there's a nerf, beyond the multi-blaster bug removal, then I agree with you; I'm not seeing its impact on normal gameplay.
 
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