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

Sarmaul
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Posted - 2006.05.24 18:19:00 -
[271]
Originally by: SengH
that's not an excuse. get on with it 
click here for a seizure |

Jin Entres
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Posted - 2006.05.24 18:24:00 -
[272]
The effects not only do not work, they are also nigh useless. ---
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Ithildin
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Posted - 2006.05.24 18:41:00 -
[273]
Originally by: Jin Entres The effects not only do not work, they are also nigh useless.
Agreed most strongly. Low bonuses to stats that are situational at best. Strongly contrary to the other warfare modules, where the bonuses granted are almost always useful. New sig coming soonÖ Drone musing (MC-boards) |

Zenst
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Posted - 2006.05.24 21:41:00 -
[274]
Originally by: SengH Edited by: SengH on 24/05/2006 18:10:08
Originally by: Zenst "h. Information Warfare - Electronic Superiority Boosts only ECM modules optimal. All other EW modules are unaffected. Falloff unchanged"
Err NO it dont. It is borked - it. Ug see post I made in march - no change whatsoever :(
That was info warfare v1... that actually worked (but the bonuses were totally ******* useless) Were now on info warfare v2... the mods say their supposed to do something (but they dont ******* work).
Someone @ CCP has a sense of irony.
Edit: Aleis should just edit the whole info warfare category to Broken/Useless unless your max skilled until further notice.
Irony in that they may of just typed in an extra C and ended up boosting ECCM........ instead of ECM...... But we dont know, but could be something as simple as that alas. We just dont know     ......
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SengH
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Posted - 2006.05.24 21:59:00 -
[275]
Originally by: Zenst
Originally by: SengH Edited by: SengH on 24/05/2006 18:10:08
Originally by: Zenst "h. Information Warfare - Electronic Superiority Boosts only ECM modules optimal. All other EW modules are unaffected. Falloff unchanged"
Err NO it dont. It is borked - it. Ug see post I made in march - no change whatsoever :(
That was info warfare v1... that actually worked (but the bonuses were totally ******* useless) Were now on info warfare v2... the mods say their supposed to do something (but they dont ******* work).
Someone @ CCP has a sense of irony.
Edit: Aleis should just edit the whole info warfare category to Broken/Useless unless your max skilled until further notice.
Irony in that they may of just typed in an extra C and ended up boosting ECCM........ instead of ECM...... But we dont know, but could be something as simple as that alas. We just dont know     ......
the truth is out there
/queue X-files music
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Kai Lae
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Posted - 2006.05.24 22:11:00 -
[276]
Edited by: Kai Lae on 24/05/2006 22:13:17
Originally by: Jin Entres The effects not only do not work, they are also nigh useless.
Recon Operation - Meh. Better than nothing, however seems to work fubared (BUGS FTW!) Electronic Superiority - No workie workie. BUGS FTW again. Not only that but does is this thing even supposed to work on non jamming modules, such as tracking disruptors or dampeners - because if it doesn't this makes it even more useless. No way to know for certain ofc, since it doesn't work... Sensor integrity - Works, but is crap. Reason is that currently nothing will prevent you from being jammed with certianty and this mod certianly won't. Not only that but it only affects sensor strength, so it's only effective against 1 class of EW - and tracking disruptors and sensor damps are just as effective as jammers when used in their elements. If it also boosted tracking and lock range it might be more interesting.
Summary of issues:
1. Modules giving dubious bonuses in some cases 2. Command ship bonus has nearly no effect; change in effectiveness on a 2% module from a T1 BC w/ level 4 spec skill to the same mod on a command ship w/ L5 squadron command is 1.44%. That's what a L5 rank 6 skill does for you, 1.44%. 3. BUGS BUGS BUGS 4. Stacking kills these mods, either because you get very little effect when combined with your gang mate's hardeners, or because the module duplicates an effect that is also given by a gang skill - and gang skills don't stack. You therefore frequently get very little return on your investment.
As for the argument that "you can't boost the bonus on the ship because of mindlinks" did it ever occur to anyone that perhaps the ship bonus might be underpowered and the mindlink overpowered? Or perhaps that if it takes a semi-rare implant to get real effectiveness out of something, it's probabally not very good?
Raptor and Ares Fix |

Zenst
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Posted - 2006.05.26 19:31:00 -
[277]
Originally by: Kai Lae Edited by: Kai Lae on 24/05/2006 22:13:17
Originally by: Jin Entres The effects not only do not work, they are also nigh useless.
Recon Operation - Meh. Better than nothing, however seems to work fubared (BUGS FTW!) Electronic Superiority - No workie workie. BUGS FTW again. Not only that but does is this thing even supposed to work on non jamming modules, such as tracking disruptors or dampeners - because if it doesn't this makes it even more useless. No way to know for certain ofc, since it doesn't work... Sensor integrity - Works, but is crap. Reason is that currently nothing will prevent you from being jammed with certianty and this mod certianly won't. Not only that but it only affects sensor strength, so it's only effective against 1 class of EW - and tracking disruptors and sensor damps are just as effective as jammers when used in their elements. If it also boosted tracking and lock range it might be more interesting.
Summary of issues:
1. Modules giving dubious bonuses in some cases 2. Command ship bonus has nearly no effect; change in effectiveness on a 2% module from a T1 BC w/ level 4 spec skill to the same mod on a command ship w/ L5 squadron command is 1.44%. That's what a L5 rank 6 skill does for you, 1.44%. 3. BUGS BUGS BUGS 4. Stacking kills these mods, either because you get very little effect when combined with your gang mate's hardeners, or because the module duplicates an effect that is also given by a gang skill - and gang skills don't stack. You therefore frequently get very little return on your investment.
As for the argument that "you can't boost the bonus on the ship because of mindlinks" did it ever occur to anyone that perhaps the ship bonus might be underpowered and the mindlink overpowered? Or perhaps that if it takes a semi-rare implant to get real effectiveness out of something, it's probabally not very good?
^^He knows what he is on about and is right. See enemies agreeing - So now hell has frozen over can we please get some CCP lub.
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Dwindlehop
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Posted - 2006.06.01 21:20:00 -
[278]
Does the Mining Foreman bonus stack with the Mining Foreman Link bonus? Is there a stacking penalty?
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Garia666
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Posted - 2006.06.26 07:08:00 -
[279]
Edited by: Garia666 on 26/06/2006 07:13:24 i have trained months to get to fly my damnation even more weeks to get to lvl 5 warfare specialisation. And when i finaly get there it doesnt even work. Either i should read more forums or the descriptions of the items should be more clear.
IF a module say`s you get an armor bonus YOU SHOULD get the freaking bonus.. Or name it
Gang hardner Module: penalty to all with hardners fitted or passive plates or other natural high resistance. This module actualy doesnt work at all but we think it is cool.
IF a description is : Reduces the capacitor need of the gang's personal and targeted armor repair systems. YOU A SUME its also for remote repairs BUT NO..
MAbe you can name it : the armored warfare link - not so damage control We actualy say its for trageted systems but its acualy NOT
FFS its actualy totaly useless .
I hope people will read this post and think about it before wasting so much time and money on something that actualy doesnt work.
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xeom
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Posted - 2006.06.26 07:35:00 -
[280]
I have a simple question,if one is to place a t1 BC in a safe spot cloaked.Not on the same grid as you hell on the other side of the system 100AU away.Will i still get the armor and shield resist bonuse's?
CCP where are our t2 shield power relays? | Join[..SIN] |

Marithin
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Posted - 2006.06.26 08:12:00 -
[281]
Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
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xeom
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Posted - 2006.06.26 08:21:00 -
[282]
Originally by: Marithin Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
How about cloaked? lets say im on a gate and its 400KM away cloaked.Should that work?
CCP where are our t2 shield power relays? | Join[..SIN] |

FFGR
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Posted - 2006.06.26 08:27:00 -
[283]
Originally by: xeom
Originally by: Marithin Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
How about cloaked? lets say im on a gate and its 400KM away cloaked.Should that work?
NO !
You need to be running the gang assist modules. They are not a passive module, but an active one. _____________________________
siggys v. 0.5 |

Dormen Krazka
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Posted - 2006.07.09 04:15:00 -
[284]
So uh, what ship, if not BC? Do I use a Mining Laser Optimization gang link module on?
I see none that have the % bonus for it, like the BC has for combat modules.
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Hllaxiu
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Posted - 2006.07.09 04:34:00 -
[285]
Originally by: Dormen Krazka So uh, what ship, if not BC? Do I use a Mining Laser Optimization gang link module on?
I see none that have the % bonus for it, like the BC has for combat modules.
You use a battlecruiser, either defend your opp with it (ie, have it tank the rats) or slap some MDCMIIs on it along with the gang mod. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Mnengli Noiliffe
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Posted - 2006.07.09 07:37:00 -
[286]
Reading in-game descriptions of warfare mods (item DB seem to be out-of-date)
"Information Warfare Link - Recon Operation. Increases range of electronic warfare modules of all ships in the gang."
Which mods this is supposed to affect? Propulsion jamming mods currently are in "EWAR" category in market, does this mean that "recon operation" affects these? If yes then does it stack with "Interdictive Maneuvers"? I guess not hehe :)
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Mnengli Noiliffe
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Posted - 2006.07.09 07:51:00 -
[287]
Originally by: Marithin Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
5% might work, but would be a bit overpowered imo, as it'd be 56.25% to all resists when maxed... Instead they should not be afected by stacking penalty, like damage control mods.
Another idea, how about specific resistance warfare links? That is, 4 more armor/shield warfare links, each giving 5%/level resistance to specific damage types only. Of course they will be affected by hardener stacking penalty and won't stack with other similar mods. Perhaps won't stack with "damage control link" either...
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Audrea
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Posted - 2006.07.10 11:14:00 -
[288]
ok, I have read pages 1-3, then jumped to the last, and still cant find useful information (of and tahnks Oveur for the post on first page - really useful information )
I tried the formula given by orignal poster with the example in calculator - I get diffrent results...
So can someone please simply explain how much % bonus those modules give? if I use the armor hardener module, have the armored warfare lvl5, spec at lvl3.
How much bonus it gives on: T1 BC, and T2 field command pls? (before the stacking penalties).
Would be nice is CCP were to post the exact bonus each module gives on each ship, and the various skill levls.. not that hard to do for us, now is it?  Especially for a thread which is an issue for almost a YEAR now! 
------------------ If you are tired of fleet combat lag, post HERE
All posts are my personal opinions. |

Mnengli Noiliffe
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Posted - 2006.07.10 12:35:00 -
[289]
You have to treat "2%" bonus just as number 2. So with lvl3 you'd get 2*3=6. 6 what? 6 percents. As of the fleet command ships, well I can't fly them but my guess is this - they give 3% "bonus to bonus" per level in Command Ships skill. Let's assume you have it trained to level 4. Then you are entitled to 3*4=12, 12% bonus to gang bonus. So with lvl3 in spec skill you have now, that's be 6*1.12 = 6.72. 6.72% is what you'd get in an FC. Again that's just a guess but considering the people saying you only get 2% difference in FC with maxed skills, it seems correct.
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Wulfstan
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Posted - 2006.07.10 16:40:00 -
[290]
Edited by: Wulfstan on 10/07/2006 16:43:25 To people asking about Mining Director bonuses and gang assist modules ...
Sadly they are as much use as a chocolate fireguard. They do precisely nothing. 
All that time spent training, and the director / gang module bonuses do not stack on top of the Mining Foreman skill.
My advice is to only bother training to Mining Foreman 4 until they are fixed.
Edited for clarity 
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Hllaxiu
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Posted - 2006.07.10 17:59:00 -
[291]
Originally by: Wulfstan Edited by: Wulfstan on 10/07/2006 16:43:25 To people asking about Mining Director bonuses and gang assist modules ...
Sadly they are as much use as a chocolate fireguard. They do precisely nothing. 
All that time spent training, and the director / gang module bonuses do not stack on top of the Mining Foreman skill.
My advice is to only bother training to Mining Foreman 4 until they are fixed.
Edited for clarity 
Work just fine here... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Wulfstan
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Posted - 2006.07.10 18:46:00 -
[292]
Gah! Do you mean both the Laser and Ice Mining Foreman Links now work totally as specified? Did I miss a patch note?
I'll try going out in the BC with the Laser Optimisation link tonight and see what happens.
What level do you have Mining Director at?
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Evangeline d'Arcy
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Posted - 2006.07.10 19:44:00 -
[293]
The Laser Optimization Link now reduces lasers' cycle time rather than boosting their yield, and yes, it works just fine. 
_________________________
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Synapse Archae
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Posted - 2006.07.10 20:25:00 -
[294]
Just posting support for a frustrated Damnation pilot who would like to see a return, and maybe some bugtesting on the things deployed in the future.
Armor links in particular -SHOULD NOT be affected by stacking bonuses -SHOULD affect remote armor repairers -SHOULD be able to be run in warp
Armor Specialization skills- SHOULD affect all gang members
An expensive ship like a fleet command ship should give a noticeable benefit to the fleet it's in.
---------------------------------------------
http://oldforums.eveonline.com/?a=topic&threadID=349194&page=1Redo Fleets[/ur |

SengH
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Posted - 2006.07.10 20:32:00 -
[295]
Originally by: Synapse Archae Just posting support for a frustrated Damnation pilot who would like to see a return, and maybe some bugtesting on the things deployed in the future.
Armor links in particular -SHOULD NOT be affected by stacking bonuses -SHOULD affect remote armor repairers -SHOULD be able to be run in warp
Armor Specialization skills- SHOULD affect all gang members
An expensive ship like a fleet command ship should give a noticeable benefit to the fleet it's in.
As has been stated before. The primary bonus for the ship is the ability to run 3 mods at the same time without command processors. The additional bonus to gang mods is just an extra. The ship does NOT give the bonus. Its the mindlink that gives you the noticiable benifit. In fact if you cant use a mindlink your better off using a T1 BC. Only when you have the mindlink plugged in is the command ship's extra gang mod bonus bonus worth it.
1. Stacking bonuses have been in since the beginning. Dont see it changing anytime soon 2. They do affect remote armor repairers last i tested on sisi. 3. They wont ever allow you to run them in warp otherwise it'll be impossible to catch a fleet command.
4. Specilization skills affect gang mods which affect all members. Not sure what your trying to get at here.
The command ships are fine as is. If you boost them anymore, it'll range into the overpowered zone. Just because you picked a wrong spec which can only affect 50% of your fleet, doesnt mean CCP should change it.
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Audrea
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Posted - 2006.07.10 20:59:00 -
[296]
Edited by: Audrea on 10/07/2006 21:00:34
Originally by: SengH The command ships are fine as is. If you boost them anymore, it'll range into the overpowered zone. Just because you picked a wrong spec which can only affect 50% of your fleet, doesnt mean CCP should change it.
hmm, what would u suggest to train which affects msot of the fleet? assuming mixed inties/af/hac/BS fleet.
EDIT: So whats the current situation regarding capital ships? gang modules affect those too? ------------------ If you are tired of fleet combat lag, post HERE
All posts are my personal opinions. |

SengH
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Posted - 2006.07.10 21:03:00 -
[297]
Originally by: Audrea
Originally by: SengH The command ships are fine as is. If you boost them anymore, it'll range into the overpowered zone. Just because you picked a wrong spec which can only affect 50% of your fleet, doesnt mean CCP should change it.
hmm, what would u suggest to train which affects msot of the fleet? assuming mixed inties/af/hac/BS fleet.
A true gang specialist would train all 4 specilizations. Its pretty obvious though just look through the effects again.... Ive already let the cat out of the bag for the "I win" fleet setup already. Not gonna make it any more obvious.A Typical fleetcommand gang ship uses 7x gang mods. You pick 5-6 to run concurrently depending on the situation.
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Wulfstan
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Posted - 2006.07.10 21:35:00 -
[298]
Originally by: Evangeline d'Arcy The Laser Optimization Link now reduces lasers' cycle time rather than boosting their yield, and yes, it works just fine. 
So it does. Ar5e! Have been mining a lot lately with a BC for protection and never bothered fitting it cos I thought I was wasting a slot!
Sorry for the misinformation earlier 
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Liet Traep
Minmatar
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Posted - 2006.07.28 09:27:00 -
[299]
My head hurts. I have a damnation. It's shiny, I like it. With Command Ships 4, Squadron Command 4, Armored Warfare5 and Armored Warfare Spec4 I get an armor bonus of about 12.4% According to the numbers you have here that should be the numbers I should expect from a Field Command or t1 BC. Why would a fleet command ship get the 2% bonus. I thought it would always get the 3% bonus. Or am I doing the numbers wrong? *Warning* Formula will make my eyes glaze over and I'm just going to skip to the end. i just need to know what the numbers should be and why they're one set of numbers instead of another.
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SengH
Black Omega Security E.R.A
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Posted - 2006.07.28 10:50:00 -
[300]
Originally by: Liet Traep My head hurts. I have a damnation. It's shiny, I like it. With Command Ships 4, Squadron Command 4, Armored Warfare5 and Armored Warfare Spec4 I get an armor bonus of about 12.4% According to the numbers you have here that should be the numbers I should expect from a Field Command or t1 BC. Why would a fleet command ship get the 2% bonus. I thought it would always get the 3% bonus. Or am I doing the numbers wrong? *Warning* Formula will make my eyes glaze over and I'm just going to skip to the end. i just need to know what the numbers should be and why they're one set of numbers instead of another.
My math gives me 12.544. Seems about right. Its a 2% base mod not 3%.
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