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Thread Statistics | Show CCP posts - 2 post(s) |
![Aleis Aleis](/images/people/img8.png)
Aleis
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Posted - 2005.08.03 18:38:00 -
[1]
Edited by: Aleis on 03/08/2005 18:42:07
WOOt they finaly implimented the skills to use these so i ran to it and tested it out. But there are a few typos with things and a few questions i had for GM/devs or other players that my be able to answer
First my findings:
1) a the Mods only take 50 cpu to equip. so thats a 99% reduction not the 500 cou or 90% that the ship description says,
2) At least for the shield Eff. mod it confered a 2% bonus at seige war spec. lvl 1, i'll update once my training goes higher, to see if it goes to 4% as the skill says it should.
3) they only confer bonuses like the passive skill, need to be in gang with at least one other people and in the same 'Grid' as another gang member.
Now for questions i had:
A) Siege warfair link - Shield Harmonizing says it requires Siege war spec. lvl 5, while all other gang assist mods, including the armour hardening one only require lvl 1 of thier respective skills. Typo, bug, or reason? Item data base shows it only needing lvl 1.
B) the armour warfair spec. skill says it confers a Armour HP bonus of 2. Is this for the gang assist module, as i sawthe shield one confered a 2% bonus, or Passive on top of the normal armoured warfair as it would imply. I haven't trained armoured warfair up to lvl 5 yet to test this yet.
C) None of the other warfair spec skills show them offering any bonus like the armoured warfair does, is this typo, bug or reason?
I have sent in a petition on the items that i feel are bugs
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![Aleis Aleis](/images/people/img6.png)
Aleis
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Posted - 2005.08.03 20:52:00 -
[2]
ok got Seige warfair spec to lvl 2 now and tested. It confered a 4% bonus to cap need with the seige war eff module so confirmed 2% bonus per lvl.
So at lvl 5 that would mean a 10% bonus, not bad.
I asume that means that that equates to teh command bonus, need to test another type of module to be positive
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![Vishnej Vishnej](/images/people/img15.png)
Vishnej
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Posted - 2005.08.03 21:12:00 -
[3]
Edited by: Vishnej on 03/08/2005 21:13:23 What's the range of the bonuses?
2%*5*1.5 = 15% with two level 5 skills.
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![Aleis Aleis](/images/people/img5.png)
Aleis
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Posted - 2005.08.03 21:31:00 -
[4]
the bonus they confer works like the passive leadership bonuses, so it affets any gang member in the same 'grid' as you, basicly if they show up on the overview they're covered.
What two lvl 5 skills?
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![Remedial Remedial](/images/people/img10.png)
Remedial
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Posted - 2005.08.03 21:40:00 -
[5]
Edited by: Remedial on 03/08/2005 21:44:38 Double Edit:
I was so ****ed about this earlier because I picked up my shield harmonization skill and noticed it had changes its reqs to Siege Warfare Spec V. I guess it's just a typo and will be changed as soon as CCP notices it.
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![Stanis Stanis](/images/people/img7.png)
Stanis
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Posted - 2005.08.03 21:40:00 -
[6]
Edited by: Stanis on 03/08/2005 21:40:42 nvm...
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![Roger Dodger Roger Dodger](/images/people/img12.png)
Roger Dodger
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Posted - 2005.08.03 21:48:00 -
[7]
Originally by: Remedial Edited by: Remedial on 03/08/2005 21:44:38 Double Edit:
I was so ****ed about this earlier because I picked up my shield harmonization skill and noticed it had changes its reqs to Siege Warfare Spec V. I guess it's just a typo and will be changed as soon as CCP notices it.
Don't hold your breath. =/
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![Remedial Remedial](/images/people/img15.png)
Remedial
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Posted - 2005.08.03 21:50:00 -
[8]
Edited by: Remedial on 03/08/2005 21:53:19 Aleis shouldn't the bonus be 2% inherant in the module, and 100% more for each level? So it's 4 at I, 6 at II, 8 and III, 10 at IV, and finally 12% at the end?
Edit: also when squad command is released and trained to V, and Cyber V is trained you can install a mindlink. That should give
(.02)(6)(1.5)(1.5) = 27% to all resists.
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![Parallax Error Parallax Error](/images/people/img10.png)
Parallax Error
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Posted - 2005.08.03 22:00:00 -
[9]
This is good news.
Anyone seen Squadron Command yet?
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![Sarleena Sarleena](/images/people/img9.png)
Sarleena
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Posted - 2005.08.04 03:37:00 -
[10]
Originally by: Aleis Edited by: Aleis on 03/08/2005 18:42:07
1) a the Mods only take 50 cpu to equip. so thats a 99% reduction not the 500 cou or 90% that the ship description says,
This is possibly the most important thing, without this, these would be completely and utterly useless, as you could mount at most 1 per ship. Now, you may be able to get what, 4 tops I think? 450 CPU for the 3 +1 mod use modules, and 200 cpu for the 4 modules themselves.
Much better.
Do they stack? I'd love to see a BC running an inty/AF fleet, with 4 of the sig radius reducers on it if they stack. impossible to hit intys, even with a MWD. Life should NOT be a journey to the grave with the intention of arriving safely in an attractive and well preserved body, but rather to skid in sideways, champagne in one hand, strawberries in the oth |
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![Remedial Remedial](/images/people/img6.png)
Remedial
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Posted - 2005.08.04 06:04:00 -
[11]
Has anyone else confirmed "Command module = 50 CPU on a BC" yet?
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![Aliksr Aliksr](/images/people/img5.png)
Aliksr
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Posted - 2005.08.04 08:53:00 -
[12]
So rather than releasing patch notes or dev blogs talking about all the leadership changes, they're just slowly leaking this stuff onto the server?
strange
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![Antinea Antinea](/images/people/img14.png)
Antinea
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Posted - 2005.08.04 10:09:00 -
[13]
Is the mid slot "Command CPU" module (or something similar, I can't remember off the top of my head) which enables to fit more than one high slot on the market yet as well? And has anyone seen any BPOs for that?
Finally, on a side note, I would really like to see squadron/wing command skills seeded as well...
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![Remedial Remedial](/images/people/img4.png)
Remedial
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Posted - 2005.08.04 15:20:00 -
[14]
Bump because I wanna know if it's 50 CPU :(
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![Aleis Aleis](/images/people/img8.png)
Aleis
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Posted - 2005.08.04 16:03:00 -
[15]
Edited by: Aleis on 04/08/2005 16:44:31 Edited by: Aleis on 04/08/2005 16:14:03 Edited by: Aleis on 04/08/2005 16:13:27 Do they stack? : Not Tested but acording to the Description.....it says that only the bonus from the person with the highest skill gets used.
Lvl 1 at 4%, Lvl 2 at 6%...? : Ummm i specificly posted that at lvl 1 i got a 2% bonus and lvl 2 a 4%, that was tested and confirmed. I'll have lvl 3% to test shortly........and confirmed 6% bonus to shield eff. at lvl 3. Now if only the rest of the shield modules weren't borked i could test those.
Command Co-proc? : I haven't seen any on the market or a print for them either, also checked the Item Database and it shows no npc's that are selling it. So i'm going ot go ahead and say not in game yet.
Squad Command, Wing Command? : I left these out of the equation since they aren't in game yet, And I wanted everything on this post to be tested / confirmed information as we have previusly seen CCP uses fuzzy math and makes mistakes on new stuff.
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![Aleis Aleis](/images/people/img9.png)
Aleis
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Posted - 2005.08.05 21:01:00 -
[16]
Any one else wan tot add any information? maybe some one with some of the other types of mods.....or waiting till i train them?
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![Dura'Lorth Dura'Lorth](/images/people/img3.png)
Dura'Lorth
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Posted - 2005.08.05 22:04:00 -
[17]
Originally by: Sarleena
Originally by: Aleis Edited by: Aleis on 03/08/2005 18:42:07
Do they stack? I'd love to see a BC running an inty/AF fleet, with 4 of the sig radius reducers on it if they stack. impossible to hit intys, even with a MWD.
no only one active at a time. also 4 bcs running the same mod the highest takes over.
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![Vicarrah Vicarrah](/images/people/img9.png)
Vicarrah
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Posted - 2005.08.06 00:17:00 -
[18]
I will be ready for skirmish mods tomorrow, I'll try and have a test and post results here.
Vicarrah Tahiri Protector |
![Adam Coyle Adam Coyle](/images/people/img4.png)
Adam Coyle
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Posted - 2005.08.09 00:01:00 -
[19]
One question about the shield resistance warfare link: If you have trained a couple of levels in Battlecruiser and using a Ferox, you get some bonus to shield resistance. But if you then use a shield hardener to get additional shield resistance you do not get the full amount of that module. I am guessing that the shield resistance bonus from the Battlecruiser skill are treated as another module and and you get a penalty for that since then you have two "modules" affecting the same attributes. Does the warfare link module behave the same or do you get the full amount of the bonus on a Ferox?
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![Aleis Aleis](/images/people/img6.png)
Aleis
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Posted - 2005.08.09 03:45:00 -
[20]
Edited by: Aleis on 09/08/2005 03:47:10
Originally by: Adam Coyle One question about the shield resistance warfare link: On a Ferox does the warfare link module behave the same as a Hardener or do you get the full amount of the bonus on a Ferox?
Not Sure as The Shield Harmoizing warfair link currently requires Siege war Spec lvl 5. so untested,
but my guess is that it will work like another module....other wise Minmitar HAC's would be invulnerable to EM damage on armour, If it adds a straight up 10% resist.
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![Drofier Ilmatti Drofier Ilmatti](/images/people/img14.png)
Drofier Ilmatti
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Posted - 2005.08.09 04:22:00 -
[21]
Originally by: Aleis Edited by: Aleis on 09/08/2005 03:47:10
Originally by: Adam Coyle One question about the shield resistance warfare link: On a Ferox does the warfare link module behave the same as a Hardener or do you get the full amount of the bonus on a Ferox?
Not Sure as The Shield Harmoizing warfair link currently requires Siege war Spec lvl 5. so untested,
but my guess is that it will work like another module....other wise Minmitar HAC's would be invulnerable to EM damage on armour, If it adds a straight up 10% resist.
Not so. No matter what, it's not gonna add 10% resist to a 90% and call it 100%. That's something CCP does NOT do for obvious reasons. 10% to 90% gives you 91%. This as a given, it is a wonder if they incur a stacking penalty to the mods. This would make instead of 10%, the bonus be like 7 or 8%. |
![Aleis Aleis](/images/people/img14.png)
Aleis
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Posted - 2005.08.10 16:10:00 -
[22]
Well. A new skill lvl and another update, Seige warfair Spec. lvl 4, and Still following the same trend on the shield eff. mod gave a 8% reduction to booster cap needs.
Also an errata in my previus post teh gang mods work for all gang member in the same system. They don't have to be in the grid as i previusly posted
I'll update the first post
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![Pottsey Pottsey](/images/people/img13.png)
Pottsey
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Posted - 2005.08.10 16:19:00 -
[23]
Edited by: Pottsey on 10/08/2005 16:20:21 "gang mods work for all gang member in the same system." ThatÆs good I guess for fleets just hide 3 BCÆs at the sun or some place safe.
I wish I could help you test but I am still way behind on training. Doing leadership lvl 5 now.
Have you tried having 2 ships with the same module? I know it shouldnÆt work but with all the other bugs its worth checking.
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![Acuna Traos Acuna Traos](/images/people/img11.png)
Acuna Traos
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Posted - 2005.08.12 09:16:00 -
[24]
You might want to note that the gang skills + modules do effect the user of the module, but if he/she is the only one in space then no gang bonus is applied even if you are in a gang. (i.e. when you are in a station, you are not in system)
Side note: Skirmish Warfare mods seem to work as described and just to back Aleis up, Siege Warfair stuff works just as he's said it does.
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![Aleis Aleis](/images/people/img1.png)
Aleis
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Posted - 2005.08.17 05:12:00 -
[25]
Edited by: Aleis on 17/08/2005 05:34:02 ALRIGHT Skirmish warfair to lvl 5 and 2 lvls of Skirmish spec and both are testing a 2% bonus per lvl on all mods.
So i'll go ahead and guess all mods give a 2% bonus in their respective trait.
Signiture radius one rounds off to a whole number, at least what it reads in description, so with ships like the Intercepters that could be used to your advantage to eeck out one less Point of signiture radius.
And not sure if anyone stated or needs to but, you can equip multiple Gang mods but are only allowed one active at a time.
If some one has Armour Spec skill it owuld be nice to see how the bonuses are added to Resistences for the Hardening Mod, Shield hardener mod still says it need siege war spec to lvl 5 and thats still a ways off, For my testing
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![Pottsey Pottsey](/images/people/img16.png)
Pottsey
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Posted - 2005.08.17 09:14:00 -
[26]
So i'll go ahead and guess all mods give a 2% bonus in their respective trait. Unconfirmed but Rapid Deployment , Interdiction Maneuvers, Information warfair, all seem to give a 3% bonus per level.
I also came across a new bug warping turns off the modules and you cannot turn them on in warp. Seems like a bug so I sent a report in.
ôSigniture radius one rounds off to a whole number, at least what it reads in description, so with ships like the Intercepters that could be used to your advantage to eeck out one less Point of signiture radius.ö That would be a nasty combo with Squadron command at lvl 5 and the full implant set that lowers sig.
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![Aleis Aleis](/images/people/img7.png)
Aleis
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Posted - 2005.08.17 22:08:00 -
[27]
Originally by: Pottsey So i'll go ahead and guess all mods give a 2% bonus in their respective trait. Unconfirmed but Rapid Deployment , Interdiction Maneuvers, Information warfair, all seem to give a 3% bonus per level.
Tested the Skirmish warfare link - Rapid deployment and your right it does confer a 3% per lvl bonus, thus i refine my asumptions to a Percentage bonus equal to the 'Command Bonus' stat on each module per lvl.
should have Skirmish warfare to lvl 3 tonight and can confirm a consistent bonus increase in the Skirmish Warfare Link Modules.
...Also corrected my speling of Warfare....![Embarassed](/images/icon_redface.gif)
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![Pottsey Pottsey](/images/people/img13.png)
Pottsey
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Posted - 2005.08.18 07:23:00 -
[28]
Edited by: Pottsey on 18/08/2005 07:25:19 Good news sort off, 1 of the bugs has been fixed on the test server all the specialist skills are now level 1 not lvl 5. But the 3rd shield module still needs amour skills.
I wonder does that mean we have to send another bug report in?
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![Barbicane Barbicane](/images/people/img5.png)
Barbicane
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Posted - 2005.08.20 14:03:00 -
[29]
Good work! This thread answered all my questions. I'm glad I looked all the way back to page 4.
Sticky?
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![j0sephine j0sephine](/images/people/img7.png)
j0sephine
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Posted - 2005.08.20 15:00:00 -
[30]
"But the 3rd shield module still needs amour skills.
I wonder does that mean we have to send another bug report in?"
From patch notes:
"Siege Warfare Active Shielding has Armored Warfare V as a requirement. This has been changed to Siege Warfare V to bring it in line with other Siege Warfare modules."
so it sounds like this one is about to get fixed, too. o.O;
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