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Syekuda
Hell's Revenge
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Posted - 2011.08.19 01:04:00 -
[1]
Lets face it, leadership skills takes a super long time to complete in order to use them correctly.
For implants, you need level 5 skills. Then you need the gang assist modules which are also level 5 (the ones worth using of course).
The best part is theres 3 each ?? wtf is that. In conclusion, theres no love to leadership skills
Everyone or lots of people here lots to get in fleet. We would like all to get some bonus too. It could be more fun since you could have a big avantage.
it also gives the surprise aspect. You might know the FC so you may think you know how he attacks but with a different person giving bonuses, it might be very different from what you know.
Here are my suggestions:
- Less skill requirements for implants and gang assist modules
- If you dont wanna reduce skills requirment, add more mods and implants with less bonuses.
- more different type of gang assist modules. 3 is not enough
For the skill requirement, its pretty simple, for all the bonus it gives and especially the time it takes to train to level 5, its worthless
Its great to get a fleet with loads of bonuses, it encourages to get in a fleet.
The fleet is less ortodox with its method when you get a bonus even if you know the FC..well it could be.
ie: shield bonus are only for resist, active shields and shield cap usage ? i could use shield recharge, more hp in shields bonus. Almost the same could apply to other types of mods. (yup, armor recharge per sec lol...why not ?! lol)
Leadership skills are in bad shape right now and don't apply to all kinds of fleets. Some but not all of them...and they should if you ask me. --------------------------------------------------
Life is pleasant. Death is peaceful. It's the transition that's troublesome.
ISAAC ASIMOV |
Syekuda
Hell's Revenge
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Posted - 2011.08.19 01:06:00 -
[2]
And for those of you that says: "No, that will encourage blobs. Bigger fleets and more ships with more bonuses".
For that problem we could apply a ship limit for the mod. That could limit the bonus and render it useless after a certain number of ships. --------------------------------------------------
Life is pleasant. Death is peaceful. It's the transition that's troublesome.
ISAAC ASIMOV |
Shartifartblast
Minmatar In Praise Of Shadows
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Posted - 2011.08.19 01:28:00 -
[3]
Leadership skills apply the moment they have been trained. You do not need to wait a super long time to start providing advantages to your fleet.
The implants are very powerful and should require Cybernetics V to reflect the advantage they give.
Eve is not an instant gratification game and Specialised Leaderships skills are not expected of every character. Only those who wish to specialise in the role. The basic leadership skills can be trained up in a very short space of time.
The advantages mindlinks and TIII/CS fleet boosters give are significant and should take time to train.
Yes there are '3 each'. What would you suggest to replace or add to the current options and why is this necessary?
Most FC's are not the people providing the major fleet boosts so it is irrelevant. Fleet boosts can be assumed and figured out simply by having knowledge of the ships flown by the gank (not even having to see any links boosters in the composition).
If you don't think massive bonuses to tank, navigation, tackle etc are worth the training time then do not train for them. People that realise the significant advantage to be gained can, and will make the effort.
How are these skills 'in bad shape' exactly? ~~~
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Omara Otawan
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Posted - 2011.08.19 02:06:00 -
[4]
I'd rather say we need a slight nerf to leadership skill
Cut down the maximum amount of members in a squad to 5. This is in line with the wing command and fleet command skills, and instantly cuts maximum fleet size by half.
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Abdiel Kavash
Caldari Paladin Order Fidelas Constans
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Posted - 2011.08.19 07:30:00 -
[5]
Edited by: Abdiel Kavash on 19/08/2011 07:30:06 IMHO, skill training times are fine (speaking as someone with FC 4). You are providing HUGE bonuses once you start stacking up the percents and multiplying them by the 50 people in a wing or 250 in a fleet. This also means that, on average, only one out of 50 people needs WC, and one out of 250 needs to train FC.
What I'd like to see is more variety. Right now, there are four leadership skills and four fleet command ships. Each can use three links without a processor, and there are three links of each type. Only in very very specific circumstances is it ever worth doing anything else than fitting the three links your ship gets a bonus for. If there were, say, 5-6 links of each type, there would be the need to choose which ones to bring - or use a processor and sacrifice other useful ship stats. ---
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mxzf
Minmatar Shovel Bros
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Posted - 2011.08.19 14:01:00 -
[6]
Originally by: Abdiel Kavash What I'd like to see is more variety. Right now, there are four leadership skills and four fleet command ships. Each can use three links without a processor, and there are three links of each type. Only in very very specific circumstances is it ever worth doing anything else than fitting the three links your ship gets a bonus for. If there were, say, 5-6 links of each type, there would be the need to choose which ones to bring - or use a processor and sacrifice other useful ship stats.
I too would like to see a bit more variety. Though I don't think that the Learning skills are too hard to train at all.
The one tweak I would like to see, however, would be for Command Processors to only need 4 levels of Warfare Link Specialist instead of 5. The month of training for those is pretty steep IMO.
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Aineko Macx
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Posted - 2011.08.22 07:25:00 -
[7]
I disagree with almost everything OP said. ________________________ CCP: Where fixing bugs is a luxury, not an obligation. |
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