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

No Because Fdev can simply say its an exploit anytime they want, until they have said as such it's not an exploit, its a mechanic thats in the game whether they intended it or not.
It's not obvious its an exploit, hence my asking for clarification.

If they know about it and do not say anything, thats down to them, I will however stop doing it if they claim it to be an exploit, i can't say fairer than that.
why do you consider this a problem though?
 
I settled on two abrasion blasters on the mk4v cobra as much for ease of quick firing as I don't have to be as precise to blast all the lumps off - if it gets an additional it's nice, but isn't a deal breaker. If in some way more\stronger \engineered.. whatever blasters had a chance of digging a little deeper or somesuch and producing an occasional increase .. I don't think that would be a bad thing. I don't even believe folk getting 5 chunks at once has done anything other than popularise the new mining.
As I've said elsewhere, money is pretty much meaningless in ED and I hope it stays that way - I wan't to get on and play the game not fuss over pennies.
 
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I really hope F: Dev don't look this gift horse in the mouth. Just how lucky do you have to be to create emmergent, skillful, interesting and FUN gameplay, by accident?! It has given me a reason to buy and engineer a new ship and learn to fly far better. Please please please keep this serendipitous gameplay.
 
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Guess I’ll be making my billion tonight. Any suggestions on the best ship for multiple blasters? My Cutter can only get sufficient convergence on two.
 
Guess I’ll be making my billion tonight. Any suggestions on the best ship for multiple blasters? My Cutter can only get sufficient convergence on two.

Asp Explorer. The only other (which I love) is the Cobra4. No need to hurry though as that won’t impact your profits near as drastically as being able to quickly locate and crack the next rock. I’ve been finding the phantom exceptionally good at this but seems the AspE is the go to miner allowing the fastest bang bang for your buck. Mostly it’s just a little added gameplay that was unexpected.
 
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Asp Explorer. The only other (which I love) is the Cobra4. No need to hurry though as that won’t impact your profits near as drastically as being able to quickly locate and crack the next rock. I’ve been finding the phantom exceptionally good at this but seems the AspE is the go to miner allowing the fastest bang bang for your buck. Mostly it’s just a little added gameplay that was unexpected.

Yeah, even after they "fix" what isn't broken (FDev is no different than any other game developer in that regard) I'm probably going to still go with my Asp X. The time it takes to fill 72T with core rocks, with or without multiple chunks per deposit, is just about perfect for me. I've done a number of other builds with other ships, and some come close, but none hit that sweet spot like the Asp.
 
Guess I’ll be making my billion tonight. Any suggestions on the best ship for multiple blasters? My Cutter can only get sufficient convergence on two.

AspX can fit 5. Here's my build. Reactives aren't necessary, but I had the money. You could also drop a collector limpet controller for shields if you don't like going shieldless. With this build, I can fill the hold + 8 hoppers in about 1hr-1hr15m.

https://edshipyard.net/builds/2ew
 
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Asp Explorer. The only other (which I love) is the Cobra4. No need to hurry though as that won’t impact your profits near as drastically as being able to quickly locate and crack the next rock. I’ve been finding the phantom exceptionally good at this but seems the AspE is the go to miner allowing the fastest bang bang for your buck. Mostly it’s just a little added gameplay that was unexpected.
I love doing the core mining with the phantom. Agile, fast (to run from pirates), good storage etc. But only two reliable blasters. Tried with a third, but seems like it can't hit it right with that one. Oh, well, two is good enough for me. I'm just having fun cracking rocks and making a little credits while doing it.
 
When QA does fix this bug, also implement a random allowance for the possibility of two to three fragments being produced per surface node.

The way it is now even with the bug feels pretty great when using two to three abrasion blasters. Sometimes you still only get one but occasionally you’ll get two to three fragments too.
Agreed. As I've said elsewhere, because I only ever fitted two blasters I honestly thought this was the way it was meant to work. At least one chunk per hit, with a random chance of a second chunk. It was only reading threads like this one that enlightened me as to what was going on. Once it's been pointed out that it only happens with multiple blasters, it clearly reveals itself as a bug.

Going in the right direction. But I think a result based more on skill than luck is much more satisfying than adding yet another RNG-dependent game feature. So I would lobby for getting one chunk per blaster (up to some capped max) ONLY if you execute your shot perfectly (range, angle, timing, etc).
The problem with that is that it means either leaving the current bugged code in place in its entirety, or removing the extant bug and replacing it with a bunch of custom code to determine the "perfectness" of the players' shots for yield purposes. The former seems unlikely to happen (leaving fortuitous bugs in software is not unheard of, but is rarely embraced) while the latter requires a whole new load of code which could end up introducing its own, worse bugs. Far more likely is that FD will simply patch out the issue causing the current behaviour, most likely a timing issue.

Someone elsewhere suggested an Engineering solution, with the ability to tweak abrasion blasters to increase the likelihood of multiple chunks. This may be my favourite option since it would rely mostly on a "simple" hidden dice roll that's modified by Engineer effects, not unlike the way some other game elements already work. There could also be different grades of blaster for those with the base game or who don't want to Engineer; all grades guarantee one chunk, but the lower grades aren't focused enough to break off further chunks without destroying them. Higher grade or Engineered blasters are tuned for a greater likelihood of extracting a second chunk undamaged, for those deposits that would yield more than one.

Again, this requires custom code so is unlikely to be a quickly implemented solution, even if it was on the table.

FD will do what they feel is right, of course. I just have a gut issue with the whole "mo blasters, mo chunks" thing and any solution that keeps it in place. It felt like a bug, it's been confirmed as a bug, and while there is a skill element of sorts to exploiting it for maximum yield it also feels as though it would result in a mining meta that would negate general purpose mining builds. As an example, I was core mining yesterday when I stumbled upon a non-core asteroid with 6% low temperature diamonds. Because I had a standard mining laser fitted I was able to take advantage. If I was playing the chunk metagame, I'd have only had blasters fitted. That seems like a step backwards to me, but I guess it depends on whether you're looking for a range of engagement with the game's mechanics or pure Cr/h maximisation. We're all different in that regard.

But it's been confirmed as a bug, so it's going to go. What it'll be replaced with, if anything, will be interesting to watch.
 
I settled on two abrasion blasters on the mk4v cobra as much for ease of quick firing as I don't have to be as precise to blast all the lumps off - if it gets an additional it's nice, but isn't a deal breaker. If in some way more\stronger \engineered.. whatever blasters had a chance of digging a little deeper or somesuch and producing an occasional increase .. I don't think that would be a bad thing. I don't even believe folk getting 5 chunks at once has done anything other than popularise the new mining.
As I've said elsewhere, money is pretty much meaningless in ED and I hope it stays that way - I wan't to get on and play the game not fuss over pennies.
I agree. It actually adds a little extra skill to surface mining, which is nice. But now FD will nerf it into non-existence, rather than develop this as an extra bit of gameplay.
 
I agree. It actually adds a little extra skill to surface mining, which is nice. But now FD will nerf it into non-existence, rather than develop this as an extra bit of gameplay.
Not only is it extra gameplay, it comes at the sacrifice of extra hardpoints. It allows for risk/benefit decision making. Likely one of the better unintended bits of gameplay and it’s a shame they plan to destroy it. Reminds me of skimmers. What fun it was to kill skimmers with missiles... oh well.
 
Might I suggest:

When QA does fix this bug, also implement a random allowance for the possibility of two to three fragments being produced per surface node.

QA don't fix the bugs...

And while they're doing that can they credit my CMDR with 2 billion CR plz - I couldn't be bothered to exploit the mining, but don't think I should miss out ;)
 
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[haha]
 
You know what, I've been a staunch "this is a bug, glad they're fixing it" advocate but, after many days Void Opal mining with two Abrasion Blasters (yup, sorry, guilty as charged) ... I'm coming round to the opinion of those supprorting the accidental gameplay. It's not about the credits but the skill and occasional bonus reward for a perfectly aimed shot is actually terrific. I agree it's problematic from a realism perspective - there's one lump there so why should knocking it off with two blasters turn it into two lumps? But darn it, it's not like some exploits where the bonus is for free. With this one it requires skill to to get the bonus lump and isn't skill and reward what credit making should be about?

Also, would anyone else like it if some of the exposed motherlode deposits were sub-surface? I really like using the sub-surface missiles but it's hard to force myself to do so at the moment when those deposits are worth so much less than the surface ones revealed by finding fissured asteroids.
 
You know what, I've been a staunch "this is a bug, glad they're fixing it" advocate but, after many days Void Opal mining with two Abrasion Blasters (yup, sorry, guilty as charged) ... I'm coming round to the opinion of those supprorting the accidental gameplay. It's not about the credits but the skill and occasional bonus reward for a perfectly aimed shot is actually terrific. I agree it's problematic from a realism perspective - there's one lump there so why should knocking it off with two blasters turn it into two lumps? But darn it, it's not like some exploits where the bonus is for free. With this one it requires skill to to get the bonus lump and isn't skill and reward what credit making should be about?

Also, would anyone else like it if some of the exposed motherlode deposits were sub-surface? I really like using the sub-surface missiles but it's hard to force myself to do so at the moment when those deposits are worth so much less than the surface ones revealed by finding fissured asteroids.
Agreed on all fronts.
 

Agreed - making a single blaster give varying results (depending on skill - closeness to target etc) would be cool. Multiblaster bug needs fixing as well though.

Also the subsurface results - at the moment I've stopped carrying subsurface as they're pointless.
 
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