Architect Archive
Thread: Are experimented extraction rates here to stay ?
Lo fellas,
I have a fleet of heavy harvesters that I built myself a few months ago when I was a master architect. They are 7kg extraction rate and I am keen to upgrade them to heavies with higher extraction rates. However I seem to remember talk about the experimented extraction rates being a bug or not being meant or something.
Would it be possible for someone in the know to clarify if the experimented extraction rates are here to stay or whether they are just a bug (however crazy that sounds)
Thanks in advance.
ps can anyone tell me the highest extraction rate on a heavy mineral harvester. Thanks
i'm betting with the new schematic and new req stats it will change with the patch though.
What we have now...
Experimentation on the harvesting units (light ore, ore, fluidic pump, harvesting mechanism) results in higher extraction rates as follows
Medium Mineral Extractors
1-24% +1
25-49% +2
50-75% +3
75-100% +4
So under the new system a medium mineral with a light ore processing unit of 47% would have a rate of 6/min (4 + 2 = 6).
A heavy with a 88% experimented ore unit would have a rate of 11/min (7 + 4 = 11).
On TC we are being given some further bonuses, but at the cost of increased maintenance cost (not power). I believe the bonuses add up to 2 more on top of the max values here although I am not sure what the increase slots are (1 rate for ? maint increase).
What would be really nice is if we could get a nice sticky thread in the architect forum so everyone can keep up on the latest numbers from TC.
Looks like they're here to stay. I haven't seen any mention of nerfing for some time, and if anything we'll be able to make better ones with the upcoming patch. The difference will be that anyextraction rate over 7 will increase the maintenance per hour by 8 credits(so on a BER 13 extractor will cost 138cp/h) for heavy mineral harvesters. So if this change is retroactive, all existing harvester should see a little maintenance kick, but should maintain their overall usefulness.
What did TH mean, on his Friday FAQ, that crafting experimentation was going back to the way it was?
I've explained at length why making old heavies worse than new medum minerals (if that's what happens) would be bad, and I hope that doesn't happen. Sounds as though the maint will depend on extraction, which would take some of the sting out. I'm not sure it's enough to justify making old 25k resource-cost structures be the same as new 3500 resource-cost structures.
Has that been changed, then?
On TC, experimentation was nerfed. An amazing success on live is 7% increase per point, this was being brought down to 4% increase, and so on (don't know the exact details, though I'm sure it's on the TC forum somewhere). In addition to that, I THINK that ressources had a greater/different impact on experimentation (could be wrong on that point) They undid this change becausethere were problems that they were unable torapidly isolatewith the "new" experimentation system. So essentially:
- Architects will get more experimentation points with the upcoming Structure Experimentation increaseto +100
- Both the harvesting mechanism and the final structure assembly will be experimentable. This will yeild heavy harvesters that have a BER of 13 (maximum) Mediums of BER 9, and Pesonals of BER 4.
- Heat Resistance, Shock Resistance and Unit Toughness are necessary to improve the BER of the final assembly and the harvesting mechanism (either OMU, TFDU or other types of harvesting mechanisms)
- After a certain point, the BER will increase the maintenance costs by 8cr per increment over BER 7
All of the above are existing and active on TC. And as mentioned before, I doubt that existing harvesters will be nerfed (no guarantess on that one though).