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Thread Statistics | Show CCP posts - 2 post(s) |

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
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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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Aleis
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Posted - 2005.08.03 21:31:00 -
[3]
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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Aleis
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Posted - 2005.08.04 16:03:00 -
[4]
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
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Posted - 2005.08.05 21:01:00 -
[5]
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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Aleis
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Posted - 2005.08.09 03:45:00 -
[6]
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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Aleis
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Posted - 2005.08.10 16:10:00 -
[7]
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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Aleis
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Posted - 2005.08.17 05:12:00 -
[8]
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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Aleis
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Posted - 2005.08.17 22:08:00 -
[9]
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....
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Aleis
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Posted - 2005.08.22 18:25:00 -
[10]
Point of interest, how do you lead a gang if you can't see the fight! Maybe a command module that links you into the gang ships external sensors so you can "view ship" for any ship in your gang from anywhere? An interesting idea but would require a complete rewrite of in game Gui to allow you to see some one elses display and I can see a large number of bugs / complants. as your ship would be in seperate "sectors" of a star system which would be different load areas. However the gang assist mods, work like the rest of the passive skills in that you don't have to lead the gang at all everyone gets the best bonus availible from all members of the gang.
Sticky? I've posted my request to have this added to the Module Information Sticky on teh first page and a link there.
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Aleis
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Posted - 2005.08.23 03:06:00 -
[11]
Edited by: Aleis on 23/08/2005 03:09:58 OMGWTFIFCCPEVERFINDSITITLLBENERFEDBYTOMORROW. Not sure if it was by design, but it was interesting to see an unintended effect from old changes resurface itself :).
Interesting but the point of this thread was to share information. Not to gloat over things, as there needs to be some information on an entire set of modules that don't have exactly a comprehensive description.
Also from the sound of your post this Unintended effect sounds like a bug, and thus I hope you reported it, and don't abuse it as it would be considered an Exploit. With all the unsavory things that go along with that most unpleasent word.
Ofcourse if it is an Exploitable bug your silence on the matter is understandable, and Apreciated.
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Aleis
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Posted - 2005.08.23 22:14:00 -
[12]
Also after they fixed another bug that worked on the same theory and adjusted the same attribute but they put this one in place albeit its on not as large a scale Not to be confrontational it does Sound exploitish.....but not really knowing....I'll see if i can find it. I'll drop it at that,
In the future i'd ask you to keep posts in this thread aboout Sharing information, or asking about new untested stuffs.
I'll be away for the week with family so i won't be on much but when i get the chance to get beck the more inportant things in life like.....+Eve?
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Aleis
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Posted - 2005.08.24 04:11:00 -
[13]
Edited by: Aleis on 24/08/2005 04:13:35 but ive already sent in a bugreport asking whether this was an intended effect although it is pretty obvious that they toned it down during the design phase.
As long as you sent in the report i'd doubt they'd do anything to you.
I'll try to weasle on some time, to see what you found and I would agree that most people would probly see the Resistences as the only real useful ones and are blinding themselves. But then again coming from someone that plays Logistics of varying types, and for fun! None the less, I tend to look at things in a different light.
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Aleis
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Posted - 2005.08.24 04:11:00 -
[14]
Edited by: Aleis on 24/08/2005 04:12:50 Post MKII
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Aleis
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Posted - 2005.08.25 20:18:00 -
[15]
Edited by: Aleis on 25/08/2005 20:29:28 Edited by: Aleis on 25/08/2005 20:24:06 This thread isn't about your best Battlecruiser set-ups it's for Information on how the Gang Assist Module Work, And i would apreciate you staying on topic.
Are the Mindlink Implants in game and do we know where they will come from? Agent Reward? or is it Pirate Implant? No they are not in game yet and they haven't been discussed by Devs at all so no imformation on where they will come from, but i would guess agent rewards...just seems to fit the current implant drops.
Prophecy has 3 med slots, enabling me to use 3 command processors and thus 4 gang thingies, right? (once the command processor enters the game that is) Asuming they work as the description says yes, you will ba able to Activate one Extra Gang assist mod per Command Proc. And as stated before you can equip/online as many as you want/can fit, for the flexibility.
still waiting for both them and the Squad Command skill to enter game though before they can be used however.
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Aleis
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Posted - 2005.08.26 22:15:00 -
[16]
EDIT: To be clear it only worked on my personal modules when I was in a gang and the gang members where in space in the same sector. If everyone was docked or in another sector or if I was solo it did not work.
the In Space/undocked part if correct and is consistent with the passive gang skills, I forgot to mention the undocked part in my first post, I'll update.
However with the Siege and Skirmish Warefare Mods i've tested a gang member just has to be in the same System. not 'Sector' if i'm understanding you correctly.
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Aleis
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Posted - 2005.08.26 23:12:00 -
[17]
Edited by: Aleis on 26/08/2005 23:12:10 The Squadron Command skill says in its description: "Improved gang leadership. Boosts effectiveness of all warfare link modules by 10% per level." was it determinded anywhere how exactly this bonus is calculated?
I've been reserving comment on this skill simply because it isn't out yet so theres no way to tell how it will work. But if it follows the individul Spec skills formula it will be
Command Bonus * ((Spec skill lvl)+(Squad Command lvl * .1))
so for example if you had the Shield Effiecncy Module, Siege Warfare Spec to lvl 3 you get
2% * 3 = 6% bonus
Add Squad Command lvl 4. If the Squad command follows suite it will be
2% * (3 + (4 * .1)) = 6.8% bonus
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Aleis
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Posted - 2005.08.26 23:47:00 -
[18]
Edited by: Aleis on 26/08/2005 23:47:04 TBH I think their probably still working that out... there has to be a reason why the skill and the module is on the market but not avail to buy. I'd guess they'd held it back for balancing rather than they forgot to seed it again when they seeded all the specialist skills.
CCP has repeatedly done this with a veriety of modules that they don't really want to release yet, or really don't know what to do with. For a long time theres was a item in the market that was labled 'bombs' and used the Scan probe Icon. ....
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Aleis
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Posted - 2005.08.30 02:48:00 -
[19]
Well family is gone now so i can get back into the swing of things. I'll get to updating the first post as well with information thats come in.
Nice thread keep up the good work.I just trained up for seige mods will be watching this thread for more info before i train rest. By the way are you guys getting paid you should because someone all ready did and they missed all these bugs. CCP slip these guys some isk
Hopefully We'll get paid with a fully working set of modules :À) and some information on how they actulay work. Altough i wouldn't say no to any other ....stuff.....
And thanks for the support
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Aleis
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Posted - 2005.08.31 23:54:00 -
[20]
Edited by: Aleis on 31/08/2005 23:58:03
Information warfare - sensor integrity is bugged. It shows no change when module is in use
Is this true or was it simply not showing it due to the Rounding issue with such a small change. Small numbers and small Percentages, when you had the skill at a reletively low skill lvl.
Perhaps test this again when you get the skill to lvl 4 at least and with a ship that an 12% change would show up inspite of rounding issues.
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Aleis
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Posted - 2005.09.01 02:01:00 -
[21]
Edited by: Aleis on 01/09/2005 02:07:32 It went up 1 point and I have it at lvl 3. Still the "chance" based benifits of EW make it hard to gauge if its just going up 1 pt...
well testing it against ECM modules is difficult due to the chance based method they use, and with as small a chage the gang assist mods give makes testing the bonus almost imposible so the number on 'Show info' is all we have to go on.
So is the earlier find of the module not showing a change right?
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Aleis
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Posted - 2005.09.03 13:15:00 -
[22]
Edited by: Aleis on 03/09/2005 13:15:59 Yeah it is unusual for a T1 module to have a lvl 5 skil as a prequisist let alone 2 of them. And considering each different veriant requires a different spec. skill really makes them look like they should be T2
but even more interesting is that the blueprints for building them require T2 construction components.
So aside from the fact there wouldn't be a T1 version if they changed them, the Gang assist mods are only lacking the orange tab to become T2 modules, and having to go through the whole Print Lottery.
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Aleis
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Posted - 2005.09.04 02:45:00 -
[23]
Siege Warfare Link - Active Shielding does in fact decrease shield boost duration 2% per level, tested on a medium shield booster, went from it's normal 3 sec duration, to 2,94 sec duration at level I. Works on both personal and gang member modules. :)
Doh!! The first module I tested and forgot to add it to the list. First Post updated.
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Aleis
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Posted - 2005.09.10 04:51:00 -
[24]
My Dad Shanghaied me for the week to help with a job but now i'm back and ready to update stuff.
trained Squadron Command to lvl 1 and noticed that one of my modules command bonus went from 9% to 9.9%
which is odd since it's adding 10% after multiplying by your Spec. skill lvl. which will make the skill very usful at he higher lvl of both skills.
I'll have it up to lvl 2 later tonight and able to conferm how it really is working and will add a furmal for it
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Aleis
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Posted - 2005.09.11 05:52:00 -
[25]
Edited by: Aleis on 11/09/2005 05:52:49 Slowly updateing the first post as i get to the things, basicly have to go back and check everything over again. Any one that has armoured spec, and or information spec please check and see if the buggs have been worked out of those please.
I've trained squad command up to lvl 3 and so far i have not a clue how hte heck it's calulating what bonus i get, granted i haven't sat down and really tried but i'm sure it's pretty hard to get a 11.7% bonus from a 3% start when your working with multiples of 1 and .1 .
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Aleis
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Posted - 2005.09.15 14:18:00 -
[26]
Also I personally disagree with your choice of bringing siege warfare specialist to 5, imho it would be better to have all of them at 4(for the doctrine skills that are in the db), but thats just my opinion. I would actualy disagree with you on this point, due to the way taht the bonuses work with multiple people. Since it wonly takes the hiest of them all if you have two-3 people going your less likely to need your skills at all if your at lvl 4 thus your skil points really are useless, but if ou have it at lvl 5 then you will be the one to use your skills making them very useful skill points.
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Aleis
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Posted - 2005.09.20 01:54:00 -
[27]
WOOt We've reseived the ISD Seal of Aproval and been stickied to the Module Information thread, good work everyone.
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Aleis
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Posted - 2005.09.20 15:35:00 -
[28]
Edited by: Aleis on 20/09/2005 15:35:58 theres merit to both arguments on the specialization, but honestly the way Eve skilling works you can do both, for the time it takes to train one spec skill up to lvl 5 you can get all the others up to lvl 4, so for reletive pocket change in skill time, do both.
but my argument for specialization goes to not diversification for small tactics needs. but Looking at the modules in more a fleet engagement, where there could be multiple pilots running gang modules, and if one Specialist shows up with armoured warfare to lvl 5 then your lvl 4 skills are completely unneeded.
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Aleis
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Posted - 2005.09.20 21:08:00 -
[29]
Edited by: Aleis on 20/09/2005 21:11:48 Actually i would disagree true when your called prime you will be going down but add 15% to shield booster rate with specialization and another 15% resist to all module plus better when/if you get the implant and thats nothing to scoff at and even when your going down the extra second or two that it saves one ship save the Fleet a lot of time when they are trying to walk through your ships,
Also don't forget with lag the modules are even better as tehy are passive bonuses that will be in effect the entire time your at hte battle field so theres no lag issues with turnig them on from one target to the next.
And don't forget your Tacklers with them runing evething they can on Tackling and skimping on tank the boosts to them will be life savers in many circumstances. Specialy the boost to sigradius and afterburners.
With 100+ pilots in a fleet engagement even a 1% effectness of the fleet means 1 more person staying alive and another battleship that won't have to be replaced.
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Aleis
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Posted - 2005.09.21 17:14:00 -
[30]
Edited by: Aleis on 21/09/2005 17:18:35 Had a good chat with SengH last night about our differences in our opinions on whether or not to Specialize and i can see where he's coming from. Basicly it comes down to either the make up of the group you'll be supportign and your personal preferences in game play.
Personaly i like to choose to do one thing and do that the best that i can so i frequently stress specialization for most things, skill wise and Roleplay to a point. Also being a fairly old Character what i consider to be short skill training times is a little biased.
The arguement that being able to do multiple types of support incase the situation with your current group changes is also a valid point, who cares about shield tanking if your with a Mainly Armour tanking squad today.
I guess the best coprimise would be to choose to types and Focus on those. if you take 2 out of the four at least one of those 6 modules will be beneficial to what ever group your flying with i'd think. and you won't runinto the problem of being what i consider too generalized as to not have skills enough to make a difference.
we both also agreed with that the information warfare set needs a little tweaking, compaired to resistence boosts, and cap effiency of tank the information set is grossly understrengthed, and too specialized, every one tanks one way or another and everyone can benefit from sigradius decrease and AB+MWD speed boost, but reletivly very few ships run EW and need the bonuses given..
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Aleis
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Posted - 2005.09.24 13:36:00 -
[31]
Wow much more than i'd have thought as
But i will have ot admit that 4 of those are mine, sitting on my Cyclone for testing purposes.
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Aleis
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Posted - 2005.11.10 00:47:00 -
[32]
Referbished the Initial post i think it covers all the important stuff,
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Aleis
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Posted - 2005.11.12 02:19:00 -
[33]
ok is that a yes Im a total newbi like just bought the game after trail 14 day old?
No problem we were all at that point at some time and Welcom to Eve
Actualy i've gotten that same question once or twice beforre so I think i'll clarify it on the first page.
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Aleis
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Posted - 2005.11.13 03:32:00 -
[34]
Battle Cruisers are big bullseyes as it is and they pop like nobodies business in fleet battles. But for small hunting parties they should do ok.
Be that as it may your missing one key point, the battlecruiser doesn't have to be on the battlefield to grant these bonuses, simply in the same system.
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Aleis
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Posted - 2005.11.17 05:50:00 -
[35]
Added Update for the Command CO-Processors,
Simple thing just fit it on and your good to go, no activation or anything. Also tried to offline one while running gang mods, didn't work one shut off, so no bug there. was about the only trick i could think of with them for testing.
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Aleis
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Posted - 2005.11.18 02:59:00 -
[36]
Right for every Co Co-Proc you can activate one extra Gang Assist Mod.
However even if they weren't medium slot items fitting more than one Co CO-Proc will gimp just about any ship. 2 Co Co-Procs and 3 gang mods is 450 CPU and 700 MW find me any ship that can handle that load and still fit a decent tank + guns. Well Until the T2 Command ships come out anyway.
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Aleis
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Posted - 2005.11.21 05:15:00 -
[37]
It is good to know they are tieing some Logistics in with the gang skills, since they are similar roles. I have been wondering for a while why since, i've been trying to do this Support character type and they forced us into two noncompatable ships/skill routes. but thats changing which is good,.....and the fact I already have Logistics 5 I guess. BC 5 should be done before anyone actualy builds any of these anyway.
and the Cruiser 5 makes sence as it's the only logical racial designator for these ship types. I do feel for people that haven't pretrained in either Logistics of HAC though as both have quite a list of lvl 5 Regs of their own.
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Aleis
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Posted - 2005.11.23 18:22:00 -
[38]
Did a little cleaning up the of the initial findings post, nothing new added other than a small disclaimer on the first that all that information is for T1 Battlecruisers, as i'm sure once the T2 varients start getting fleshed out people are gong ot be asking about how they work. If you have any SISI tested info feel free to give every one a heads up but, as stated i'll leave the first posts for TESTED Tranquility information.
also added a few notes on some of my old posts about outdated information and noted where it was so, left them in so people could see the flow of information so they won't get lost if reading the thread for the first time.
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Aleis
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Posted - 2005.12.11 16:47:00 -
[39]
Has any of the Mining Gang mods been released on SISI yet? just wondering what kind of bonuses we can look forward to.
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Aleis
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Posted - 2006.02.14 23:29:00 -
[40]
Edited by: Aleis on 14/02/2006 23:30:01 Howdy all,
I've been lagging a bit on updating this thread but first info page has been updated to include Command ships and Mindlink (Although the mind link bonus is speculative since i don't have one)
I have a Claymore now and currently at lvl 3 so i have tested the formula directly against the numbers i've been getting.
Oh and Santiac your max bonuses are wrong you multiplied by 6 for teh Spec lvl instead of 5.
Correct Max Bonus 2% Base = 25.875% 3% Base = 38.8125%
Still for Gang wide that nothing to scoff at.
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Aleis
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Posted - 2006.02.19 05:49:00 -
[41]
Edited by: Aleis on 19/02/2006 05:55:35 Might want to check your edited Barin fart Tuwaz, cause your numbers on the max bonus, with the T1 ship and no implant, are off. i just jumped over to my regualr cyclone to double check and am getting a even 15% on Evasive Manuvers gang mod, **(Skirmish war spec lvl5 + Squad command lvl 5)**
for ease of compairsen for people that might not be planning on going all the way spec wise, I added to the first post two sets of max bonuses, one for maxed skills, fleet command bc and mindlink implant. And another block for more economic training scheme, simple max skill in warfar spec, and squad command, as if you were flying a T1 BC or the Feild command with no implant.
Max Bonus (T1, or Feild Command BC, Without Mindlink) 2% Base = 15% 3% Base = 22.5%
Max Bonus (Fleet Command BC, With Mindlink) 2% Base = 25.875% 3% Base = 38.8125%
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Aleis
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Posted - 2006.03.02 03:51:00 -
[42]
The problem is that at level 5 spec skill i still only get a x 5 multiplier.
the x5 multiplier is correct.
Basicly you can think of the lvl 1 as simply just alowing you to use the modules, there for 2% base at 100% for lvl 1 is a 2% bonus to whatever.
Kind of a round about way of doing it but it's that way because the skill that alows you to equip the module is the one that gives the bonus.
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Aleis
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Posted - 2006.03.02 20:08:00 -
[43]
Edited by: Aleis on 02/03/2006 20:11:04 Edited by: Aleis on 02/03/2006 20:08:10
Originally by: Monkar
Is that an official dev responce?
Cause i can give you a mile long list of skills that are required to use modules.
Skills that also give a bonus to the module which is calculated normally even from level 1.
Repair systems, Remote Repair Systems, Starship Command skills, Gunnery skills, etc etc etc.
So your reasoning isn't supported at all by how skills that are required to use modules and also give bonuses to said modules have worked so far.
This is jut my opinion, But if you want my answer that it's very simple....thats the way they wanted it to work.
if you want a game mechanics reason, i agree with SengH if they were to make the Gang mods have x6 multiplier on top of all the other skills the etire set truely would become broken.
If however you think it is a bug then by all means please send in a bug report and let us know what you get for an answer.
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Aleis
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Posted - 2006.03.03 15:16:00 -
[44]
oops, hey hey, my Claymore that i've been flying for a few weekd, must feel a little down because of that over sight.
Thankyou muchly,
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Aleis
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Posted - 2006.03.19 16:25:00 -
[45]
Had some requests for yet more pre calculated numbers so i added those tot he first post, also updated a few bug bits that had gotten fixed at some point and i didn't realize it, so the battlecruiser desc, and one or two others.
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Aleis
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Posted - 2006.03.21 03:00:00 -
[46]
Ahh thank you, it used too, but looks like they have taken it out. Updated
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Aleis
Minmatar
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Posted - 2006.10.12 14:21:00 -
[47]
It's sort of a missleading bonus the fleet commands get, the bonus to the module effectiveness isn'treally the important one, it's makes such a small difference, ther real bonus is the fact that it can use 3 gang mods without needing command proc.
so if you can fly the amarr Fleet but prefer to use info war, thats perfectly fine your not losing very much of a bonus, and your month of training for gallente cruiser lvl 5 would be better spent ging for info war lvl 5 and buying the mind link, about same training time and it offeres a much bigger bonus.
I frequently fly a Claymore with Siegewarfare modules when doing missions. (with the mindlink) however i do use Skirmish warfare when working in fleets (with minlink) because the bonuses from that set are useful to everyone not just half the fleet.
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Aleis
Minmatar
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Posted - 2006.11.29 19:39:00 -
[48]
No Gang assist moduels have to be Activated, and while cloaked you can't activate any modules, thus ....no
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Aleis
Minmatar
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Posted - 2007.01.09 20:42:00 -
[49]
no the BC bonus does not affect the command proc. cpu need they require 150 cpu and 50 Mw, so they really gimp your fittings
the best maxed fleet setup on a T1 Battlecruiser i've found (for cyclone don't fly any others) is
3x gang mods 1x Medium remote armor rep x nos (to feed the remote armor rep, and tackler defence)
2x comannd procs, 1x AB 1x shield booster (just cause)
co-procs to make it fit.
with the massive cpu need of gang mods and the comand procs you can't run more than 3 gang mods on a T1 BC, realisticly if you want to do anything else other than hide in a courner the best you can do is fit 2 gang mods and 1 comand proc, and you can then fit just enough to be useful on the front.
but if you try to fit 3 gang mods is killer on T1s, Fleet command ships can handle it fine with their 3 mod bonus, for them maxing gang mods i wouldn't do more than 5 total.
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Aleis
Minmatar Playboy Enterprises
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Posted - 2007.04.28 22:31:00 -
[50]
information would be a great help in this, i know the thread is a bit old "most information" is still relavent but i know the new gang structure stuff really needs to be adressed here and i haven't done that yet,
However in my own defence as of a few months ago i've been preoccupied with Basic Training for hte US Airforce so my play time is zero at this time and will be for a while so if anyone knows the current state of the gang mods with the new gang system let me know so i can update the front page.
Gang Assist Guide |

Aleis
Minmatar Playboy Enterprises
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Posted - 2007.05.06 17:47:00 -
[51]
well as it was stated in the very first post the real bonus of the fleet command ships isn't the added effectiveness it's the 3 active gang mods. the other is sort of just a teaser.
Gang Assist Guide |
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