Posts Tagged ‘kronos

13
Jun
14

Exhumers in Kronos

Following from my mining barges post, I thought I’d put a few fits for the Tech 2 versions, and their stats. These fits aren’t the final word, so feel free to change them around (e.g.a small shield extender can be replaced by something more useful, like a survey scanner). However, they provide a good baseline to compare the various exhumers.

Skiff

Best for: being very difficult to kill. Battleship-class hit points plus a very high top speed mean extreme survivability. 

Skiff_2MLU
Skiff with a damage control is ridiculously tough. This fit is solidly over tanked.
Skiff_3MLU
Even with three mining laser upgrades, there’s more than enough spare hit points to sneak in a survey scanner.

ice

Skiff_2IHU
Again, quite over tanked.
Skiff_3IHU
A safe choice for ice harvesting, while still 22% faster than a Procurer.

Mackinaw

Best for: solo AFK mining. Huge ore bay means you can mine in peace without trips back to the station every ten minutes. 

Mack_1MLU
Pretty darn tough. This is a good afk fit.
Mack_2MLU
Still tough, mines a bit faster (29 minutes for a full load). Swap the kinetic hardener for a scanner if you need to.
Mack_3MLU
A lot less EHP, fills in 27 minutes instead. Useful for non-AFK mining.

ice

Mack_1IHU
Tough, 27.5 minutes full.
Mack_2IHU
Decent EHP, 25 minutes.
Mack_3IHU
Marginal EHP, 23 minutes.

Hulk

Best for: fleet mining. Tiny ore bay but high yield necessitates hauler support, but is the fastest-earning ship if you have that support.

Hulk_1MLU
22k ehp, 26.31 yield.
Hulk_2MLU
15k ehp, 28.68 yield. Nice. Risky, but nice.

ice

Hulk_1IHU
20.5k ehp but a sizeable 29.37 yield.
Hulk_2IHU2
15k ehp again, but 32.4 yield, wow.
 

In conclusion, the exhumers are a fair bit better than the normal barges, but just bear in mind that if you don’t tank them, you’re risking almost 200M isk on a ship that could die to two Catalysts…

02
Jun
14

Blueprint changes update

CCP Greyscale has been making number changes, and has released draft #3 of his blueprint spreadsheet. (google docs version)

Capital components are back to their long research times, jump freighters take forever now, a few other adjustments. I probably shouldn’t have liquidated my stock of cap component blueprints, but I still made a profit. Hmm, I probably still have time to get some replacements 🙂

14
May
14

[Devpost] Hull rigs in Kronos patch

Edit: Updated on May 13th thanks to your feedback :edit:

Another small change in our Summer 2014 release that we’re ready to collect feedback on:

We’re planning on adding a series of Hull HP rigs, known as Transverse Bulkheads. These rigs will use the Armor Rigging skill, with a penalty to cargo capacity. They will be available in all sizes.

  • The T1 rigs would increase hull hitpoints by 20%, at the cost of 50 calibration.
  • The T2 rigs would increase hull hitpoints by 25%, at the cost of 75 calibration.

We don’t expect these to replace trimarks and CDFEs for most players, but having the option should be interesting in several cases.

We are also going to swap the speed penalty on all reinforced bulkhead modules to an equal percentage cargo capacity penalty. The agility penalty will remain intact at this time.

Let us know what you think!

-Fozzie

These changes will boost the effective hit points of Orcas and Rorquals by up to 65%, depending on fit, at the expense of cargo (which may not be such a problem, given the specialised ore and fleet holds it has). Similarly for industrial ships (and presumably freighters?), although the trade-off is a more difficult choice when there’s more cargo hold to lose. It probably also has a niche in mining barge fits, aside from the Procurer hulls which will probably still bias towards shields.

The rigs will probably also see some use on Taranis and other hull-biased combat ships, since there’s no speed penalty to them, so while it’s not the most universally-applicable rig, it’s a lot less niche than e.g. hacking rigs.

Verdict: two thumbs up.