Some feedback on Multi-Limpet Controllers

I think this is actually a bad feature of the implementation. For limpet admin reasons, it's always going to be most straightforward to use the MLCs as single-type controllers.
Not entirely true. I've been using one for Core mining, and it works fantastically well. I've gone from 1 prospector and 4 collectors, to 4 prospectors and 7 collectors, by changing two modules.
 
The Xeno controller is the only real fail, as far as I can tell. The decontamination limpet repairs 10 more than the repair controller, so there's really zero reason for the repair one to exist at all, especially since the decontam limpet also repairs FASTER; the repair limpet repairs 1.5/s, while the decontam repairs 2/sec.

Xeno Limpet Controller(Current Stats)
Decontamination Limpet: 70 Repairs over 35 seconds(2/sec).
Repair Limpet: 60 Repairs over 90 seconds(1.5/sec).

But to be honest, I've NEVER thought it should have both repair and decontamination. That's way too much overlap, when arguably the entire purpose of these is allowing greater utility at the cost of specific strengths. I'd really like to see it swapped from Repair to Collector, making it a great multipurpose 'combat' controller, allowing you to repair yourself AND collect materials at the same time.

Xeno Limpet Controller(Proposed Stats)
Decontamination Limpet:(70 Repairs over 35 seconds)
Collector Limpet: Max 2
Research Limpet
 
I feel as if it is a waste of development resources to not have A rated versions of all of these. They already balanced it by limiting each ship to only 1 MLC.

Limpets could use a straight buff at this point and that was it. It's not like combat where things need to be in delicate balance.
 

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Thats... oddly specific wording, as it doesnt rule out it being a deliberate design choice.
It probably was.

FD does not have a great track record for making logical design choices.

The original mass was absurd and they probably saw it as reasonable "compromise" for running mulitple limpet controllers.

At their new mass values, they are still significantly heavier than a single-purpose limpet controller of the same size. But it does not render things so heavy that on smaller ships it becomes absurd to run them due to the impact it has on ship performance.
 
Not entirely true. I've been using one for Core mining, and it works fantastically well. I've gone from 1 prospector and 4 collectors, to 4 prospectors and 7 collectors, by changing two modules.
"and it works fantastically well." . not so much, in Prospector role they give you indeed double the number BUT you ignore the fact they are NOT class A - one of the main rule of mining ! You get less frags.
In role of collectors, again they fail - the lifetime is much less than a class A, so you will need MORE of them and sure enough, with LESS range and MORE weight.
The ONLY place where seems to be relatively better is on big ships fitted for fight : the multi univ offers you the advantage to repair / refuel wing or NPCs in trouble.
But, overall, as was said by many here, was a 90% waste of resources....
 
"and it works fantastically well." . not so much, in Prospector role they give you indeed double the number BUT you ignore the fact they are NOT class A - one of the main rule of mining ! You get less frags.
In role of collectors, again they fail - the lifetime is much less than a class A, so you will need MORE of them and sure enough, with LESS range and MORE weight.
The ONLY place where seems to be relatively better is on big ships fitted for fight : the multi univ offers you the advantage to repair / refuel wing or NPCs in trouble.
But, overall, as was said by many here, was a 90% waste of resources....
True, but... 10 collector limpets look great. :)
 
"and it works fantastically well." . not so much, in Prospector role they give you indeed double the number BUT you ignore the fact they are NOT class A - one of the main rule of mining ! You get less frags.
In role of collectors, again they fail - the lifetime is much less than a class A, so you will need MORE of them and sure enough, with LESS range and MORE weight.
The ONLY place where seems to be relatively better is on big ships fitted for fight : the multi univ offers you the advantage to repair / refuel wing or NPCs in trouble.
But, overall, as was said by many here, was a 90% waste of resources....
Prospector rating doesn't matter in core mining, you will always get a fixed amount of chunks regardless.

Collector lifetime also doesn't matter much in core mining as there's some downtime in between finding the next core so I almost always expect them to expire before cracking my next core. In fact, they die more often from chunks clipping into the asteroid.
 
True, but... 10 collector limpets look great. :)
On paper.... I am one of those who do a mining run almost daily - and I equipped the multi mining since day one - including the 7A7A - and I can say. with absolute conviction, my mining score got down ! I lost more limpets and worse, for each "batch" of limpets I got only 60% of frags/minerals compared with the "normal" ones - class A.
I switched back immediately to my old set, all class A - and things got much better. And I not even talk about extra weight ( not a big question for me, since I do carrier assisted mining) and even so, I can say the multi mining limpets suck. ALL of them !
 
Prospector rating doesn't matter in core mining, you will always get a fixed amount of chunks regardless.

Collector lifetime also doesn't matter much in core mining as there's some downtime in between finding the next core so I almost always expect them to expire before cracking my next core. In fact, they die more often from chunks clipping into the asteroid.
Why to punish yourself to core only ? Is a downgrade of your mining score... And the difference in lifetime is important, imho. I do 90% surface mining, and with a class A batch I load in those 720 seconds ( 12 minutes ! ) over 100 tones, so I need only 6-7 "salvos" of limpets to fill 512 tones of a Cutter. That allow me to load, at start, only 1/3 of full cargo on limpets.
 
Why to punish yourself to core only ? Is a downgrade of your mining score...
Because I find core mining more fun and engaging. Surface mining puts me to sleep. And since I have a carrier I can afford to wait for the right price to sell.

And the difference in lifetime is important, imho. I do 90% surface mining, and with a class A batch I load in those 720 seconds ( 12 minutes ! ) over 100 tones, so I need only 6-7 "salvos" of limpets to fill 512 tones of a Cutter. That allow me to load, at start, only 1/3 of full cargo on limpets.
Your analysis is correct... for surface mining. I was talking about core... 😅
 
Because I find core mining more fun and engaging. Surface mining puts me to sleep. And since I have a carrier I can afford to wait for the right price to sell.


Your analysis is correct... for surface mining. I was talking about core... 😅
"Surface mining puts me to sleep" haha, then do like me - mine ONLY on Haz :p
I found to be A LOT more fun in Haz than ANY other type of mining. Core mining not only pay very poor compared with surface mining, but, most important, will not give you even 1/10 of raw you get, in same amount of time, from surface mining.
Myself, I do mine NOT for credits, but yes, for fun AND raw mats - a good run on surf mining give me 5-6 h on bounty hunting sessions ( those 41 millions for 30 Pirates, I stack a dozen of them and with synth only, I can stay "on field" over 1h with no problems of ammo ) - so, for me, the main objective is raw minerals to synth at will dozens of reloads.
 
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I need only 6-7 "salvos" of limpets to fill 512 tones of a Cutter. That allow me to load, at start, only 1/3 of full cargo on limpets.
While true, why would this matter? Limpets are practically free, and presumably you're loading up close to your mining system, so laden jump range isn't a problem. The metric that matters is time to fill your hold with the desired cargo, not how many limpets it takes.

The "desired cargo" bit of that is of course why someone might limit themselves to core-only. After all, the other metric that matters is total round trip time, which means taking the mined goods to market and returning. Mining more diverse goods means adding stops to that journey, that may be fairly far apart if you want top-tier sale prices. Depending on location, build, etc, it may well be preferable to accept slightly slower mining but fill the hold with goods that can all be sold at a single destination market. (Obviously, this is somewhat less important if you are based off a local carrier and can store goods locally, which is common but not the only mining style in play.)
 
While true, why would this matter? Limpets are practically free, and presumably you're loading up close to your mining system, so laden jump range isn't a problem. The metric that matters is time to fill your hold with the desired cargo, not how many limpets it takes.

The "desired cargo" bit of that is of course why someone might limit themselves to core-only. After all, the other metric that matters is total round trip time, which means taking the mined goods to market and returning. Mining more diverse goods means adding stops to that journey, that may be fairly far apart if you want top-tier sale prices. Depending on location, build, etc, it may well be preferable to accept slightly slower mining but fill the hold with goods that can all be sold at a single destination market. (Obviously, this is somewhat less important if you are based off a local carrier and can store goods locally, which is common but not the only mining style in play.)
Indeed, I mine almost all "important" minerals - brome mainly, tritium, gold, silver - the kind you get "juicy" missions for. But yes, I do that using my carrier, in Colonia - best place for miners, much better than any spot on Bubble - since ALL systems are pristine, and you are just ONE jump from engineers, markets, traders, etc. I used to stay on Maia, but right now, the system is ruined by attacks, almost all stations are out, no missions, so....
If you "indulge" yourself to mine anything with potential, obvious you fill the cargo VERY fast. And if you do that in a Haz spot, you may get some 32 tones from JUST ONE rock, easily.
 
I've been trying out the AX MLC with research limpets to get Thargoid samples. Research limpets were never completely reliable, but I've found that the MLC ones only come back with a sample about one time in four. You can see when they're returning whether they're carrying anything, according to whether they're triangles or trapezia on the radar.

I'm not sure whether to see this as a bug or whether it's intended.
 
After testing, I give you: the "it can mine anything very fast" Python.
I've decided the best use of the MLC is just to give 2 more limpets than a 3A collector; I still have a separate prospector controller as it simplifies fire groups and limpet admin.
10 collector limpets are great to watch. :p

This is great, but it entirely defeats the purpose of having a multi limpet controller. Instead of reducing the number of slots used for limpet control, you are now using 4 of them for that purpose, drastically reducing your cargo space.

My usual python build has the 2 5A collectors the 3A prospector just like your build. I tried to create a similar build that could control about the same number of limpets and use less slots. I tried using 2 3C mining MLCs in the size 3 slots (which EDSY allows you to do), but in the game I realized you are limited 1 MLC in your entire build. This severely limits the usefulness for mining when you can only install 1 MLC, and you have to combine it with other single-purpose controllers to get it to be effective.
 
This is great, but it entirely defeats the purpose of having a multi limpet controller. Instead of reducing the number of slots used for limpet control, you are now using 4 of them for that purpose, drastically reducing your cargo space.

My usual python build has the 2 5A collectors the 3A prospector just like your build. I tried to create a similar build that could control about the same number of limpets and use less slots. I tried using 2 3C mining MLCs in the size 3 slots (which EDSY allows you to do), but in the game I realized you are limited 1 MLC in your entire build. This severely limits the usefulness for mining when you can only install 1 MLC, and you have to combine it with other single-purpose controllers to get it to be effective.
Cargo space and limpets is a trade-off, but in my build I already had a 3A Collector controller where I've now put the MLC, so my cargo space hasn't actually changed.

My thinking is that the number of collectors determines the mining efficiency (you spend less time waiting for collection), whereas cargo space determines the duration of a mining session. I tend to go for short play sessions (I don't have a lot of gaming time) and I operate from my carrier, so short duration was OK for me even before we got MLCs.

I don't think this "entirely defeats the purpose" of MLCs. I may not be using the MLC in all the ways FD envisaged, but it has given my ship a real capability boost.
 
Cargo space and limpets is a trade-off, but in my build I already had a 3A Collector controller where I've now put the MLC, so my cargo space hasn't actually changed.

My thinking is that the number of collectors determines the mining efficiency (you spend less time waiting for collection), whereas cargo space determines the duration of a mining session. I tend to go for short play sessions (I don't have a lot of gaming time) and I operate from my carrier, so short duration was OK for me even before we got MLCs.

I don't think this "entirely defeats the purpose" of MLCs. I may not be using the MLC in all the ways FD envisaged, but it has given my ship a real capability boost.
Same for me, I replaced a 3a collector with a class 3 operative & just use it for it's 4x collectors instead of the 3A's 2x.
 
My experience after having multi-controllers for a while - I really like having universal the size 7 on my heavy combat support Corvette. It can now repair, collect, hatch break, etc.. whereas before I would use more specialized ships. It makes large ships feel more like command ships.

Less happy with the mining ones, to the point where I've gone back to separate prospector/collector modules.
 
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