Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Portable miner is slower than Mk1, and MK1 is relatively quick to get...
Portable miner: 20, 40, and 80
MK1: 30, 60 and 120
So a pure node will fill up faster than a impure. Plus they only have a 100 item limit anyway until stopping.
Not to mention once energy stops being an issue, you can get most resources faster than you'll know what to do with
And that's a problem... how? Even if portable miners filled up in a single second it wouldn't disrupt the overall game in any major way. Actually, it would benefit it because it would theoretically enable you to somehow play without actual miners. Call it a challenge run.
The only thing that nerf would do is make the early game slightly more tedious, and make early game quartz and caterium hauling take slightly longer.
I am talking about them allowing you to skip logistics to do research.
You can take 5 portable miners, drop them on a node, go take a piss, and come back and wow you just made research pointless. Why even have progression as a game design if you can skip it with the first object game throws at you ?
Of course I might be wrong and I am the only player who has taken 10 portable miners on an expedition to gather quartz only to blast through research.