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Horsefly
Infinitus Odium The Church.
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Posted - 2008.01.03 15:35:00 -
[1]
Let me preface this by saying that this probably isnĘt the most dire situation but it still annoys me.
Why is all the gang warfare implants allocated to the same implant slot? I could understand 2 and 2 for slots but not all four. The problems comes with a few people that have gone... waaaaay overboard like myself and gotten over 13 mil in leadership and wish to put more then one of the implants in. I find myself switching from clone to clone depending on what is needed.
I would like to see at least both armor and shielding implants on one slot and the information and skirmish on another. This way you could give extra speed and armor/shields, or extra whatever the info get you base and amour/shields.
It just seems to be a waste training it all up and only being able to use one implant at a time.
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Angel DeMorphis
Gallente
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Posted - 2008.01.03 16:21:00 -
[2]
Waste training all what up? The Warfare specialist skill that works on your warfare link module, not the implant? Or a waste training Cybernetics V (cause you can't possibly find any other implants that require Cybernetics V...)? How are those wasted skills when you at the same time use them for other things? Just a guess, but maybe this is made this way so that you had to make a choice and/or need a fleet to be more effective? --
 My sig taken from this site, so thoroughly explains the people I speak with on the forums. |

Horsefly
Infinitus Odium The Church.
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Posted - 2008.01.03 17:07:00 -
[3]
You are correct in the fact that I can still use the skills I've trained up already. Its just that from 4 - 5 isnt much of an improvement unless you use the implant. The implants give you another 25% of the natural bonous of the warfare type + 50% effective bonous to the links. So it would be nice to be able to use a combo of implants to help out even more.
Thats all I was getting out. Much like the slave implants and other pirate implants. give you bonouses from different slots.
Just wishfull thinking is all. I was hopping more people would be interested in this then just me.
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Angel DeMorphis
Gallente
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Posted - 2008.01.03 17:27:00 -
[4]
Eh, tbh, I might be interested, when my Leadership skills are that high. Although, leadership is a funny thing. A squad member gets bonuses from his squad commander and his wing commander, correct? So if a wing commander had one implant, and a squad commander another, the squad member gets the bonus from both, right? In which case, limiting the implants to one slot might actually be serving to keep a fleet balanced, or whatever. --
 My sig taken from this site, so thoroughly explains the people I speak with on the forums. |

Zenst
Gallente Omniscient Order
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Posted - 2008.01.04 02:07:00 -
[5]
The price of the mindlinks you can if you want use them like ammo.
That aside I know what you mean about multiple clones and mindlinks but its more case of the other hardwirings in (fast nano biased clone in a astarte is wrong :). I also would love to be able to stick in lots of mindlinks but there are two reasons.
1) Its would make overpowerful gang support from a single ship (remember Motherships can use ganglinks and could happily run lots of them dishing out fighters as well).
2) What slots - as soon as you split them out you dictate what can go into the other slots, then the fun starts if why is the armour mindlink slot 8 - thats for using XYZZY implant which you like need to boost PQCPQ.
But I'd love to be able to pop in a information and armour mindlink, but it would be too unfair as a whole. So I'll wish you luck but accept it wont change soon. But at least you can use a full set of snakes and one without a clash on hardwiring slots. Not that I will have that problem but some would.
How about super advanced gang skills that add further bonus's and require the speciality at l5 as a prereq. more skills, higher requirements and lets get some true specilisations going.
Oh and a clone-jump time reducing skills be darn handy and more viable option to happen.
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Mashie Saldana
Minmatar Hooligans Of War Insurgency
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Posted - 2008.01.04 10:46:00 -
[6]
I would like to see the mindlinks removed from game and have T2 gangmods introduced instead.
The T2 stats should be similar to the numbers you get from a normal gangmod + mindlink. In good T2 style they should be a bit more painful to fit and run as they after all give a very nice bonus.
The skill requirement is quite simple though, should be same as the mindlink with a possible additional requirement of warfare link specialist 5.

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Silenne Otsaku
Amarr Black Nova Corp Band of Brothers
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Posted - 2008.01.04 11:01:00 -
[7]
they are in the same slot for a reason.
You can run per exemple armor & shield gang withtou restriction.
Mindlink mean specialisation, on the usage too, a 50% bonus is a LOT, and allow variation of ppl in the same gang witch is good. --------------- Nahh no sign for now :p |

Horsefly
Infinitus Odium The Church.
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Posted - 2008.01.04 17:30:00 -
[8]
I truly do see the points made in the reply's. Only one I dont agree with is the removal of the implants. The extra native bonous is what really makes them worth it in smaller fleets.
I was just pipe dreaming a way to make smaller fleets better without the whole problem of asking ok who here has the modules to use.
Oh well atleast I know not alot of people care and the ones who do care think its a bad idea. Still doesnt affect the fact that those that specilize up all the way can still be versitile if needed.
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Malcanis
Deep Core Mining Inc.
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Posted - 2008.01.05 11:19:00 -
[9]
Originally by: Horsefly Let me preface this by saying that this probably isnĘt the most dire situation but it still annoys me.
Why is all the gang warfare implants allocated to the same implant slot? I could understand 2 and 2 for slots but not all four. The problems comes with a few people that have gone... waaaaay overboard like myself and gotten over 13 mil in leadership and wish to put more then one of the implants in. I find myself switching from clone to clone depending on what is needed.
I would like to see at least both armor and shielding implants on one slot and the information and skirmish on another. This way you could give extra speed and armor/shields, or extra whatever the info get you base and amour/shields.
It just seems to be a waste training it all up and only being able to use one implant at a time.
Hmmm, let's see, maybe because being able to grant +15% speed, shield hp, armour hp and targeting range without fitting a single module would be a teeensy bit overpowered?
Pick your mindlink and make your choice.
CONCORD provide consequences, not safety; only you can do that. |

Orchid Poisonflower
Gallente Rampage Eternal Ka-Tet
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Posted - 2008.01.05 15:06:00 -
[10]
Why not merge the 4 mindlinks into just one - remove the extra bonus to the base gangskills the single mindlinks grant now and let the bonuses work only for fitted ganglink-modules, but whatever kind (armor,shield etc).
This way it isnt overpowered,same training as now,but a dedicated leadership specialist with several warfare speccs at 5 can use the modules with its full potential. seems the easiest solution for me. __________________
Ignorance is bliss |
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Polly Prissypantz
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Posted - 2008.01.05 17:25:00 -
[11]
Originally by: Horsefly Let me preface this by saying that this probably isnĘt the most dire situation but it still annoys me.
Why is all the gang warfare implants allocated to the same implant slot? I could understand 2 and 2 for slots but not all four. The problems comes with a few people that have gone... waaaaay overboard like myself and gotten over 13 mil in leadership and wish to put more then one of the implants in. I find myself switching from clone to clone depending on what is needed.
I would like to see at least both armor and shielding implants on one slot and the information and skirmish on another. This way you could give extra speed and armor/shields, or extra whatever the info get you base and amour/shields.
It just seems to be a waste training it all up and only being able to use one implant at a time.
The implants are intended for specialization. Whatever mindlink you fit, you will still give bonuses to the other leadership areas through your skills. You'll just be specialized in one specific area of your leadership. I fail to see why this should be changed.
I'm fairly confident that you would have been aware of the one slot for all mindlinks limitation long before you trained 13m in leadership. You still chose to train it anyway.
If it's really so important to have the mindlink bonus to both armor and shield... Get some wing commanders that specialize in armor and let the fleet commander specialize in shields.
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