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Acuna Traos
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Posted - 2005.08.20 20:32:00 -
[31]
Originally by: Pottsey
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.
I think this is intended, or at least I hope it is. Since the module effects everyone in your gang in system, if it were active while in warp you could just warp around all during the fight and never be under threat of covert ops. Personally I'd like to see it put in that you can't warp while the module is active + 10 sec or so after.
Imagine, 2 large forces face off. The command ships go to safe spots to "lead" the troops with there gang assist modules in safty, while a small force of covert ops ships scour the system for the command ships, ready to call in a quick strike team.
I don't want any of this namby pamby warping off instantly when the first aggressing ship comes near the gang assist ship in hiding (and for the record I will be using these modules from time to time). Some of the best fights you have are when your back is to the wall and you have no choice but to fight. (and remember the PvP is consentual in this case or else the player has no right to be leading the gang)
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?
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Aleis
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Posted - 2005.08.22 18:25:00 -
[32]
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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SengH
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Posted - 2005.08.22 23:40:00 -
[33]
Edited by: SengH on 22/08/2005 23:43:31 I'll just say this. 1 of the gang warfare modules... although it seems like crap, has very interesting effects when combined with other stuff. I eventually found this out after hours of testing, we stumbled upon a repeatable result and went OMGWTFIFCCPEVERFINDSITITLLBENERFEDBYTOMORROW. Not sure if it was by design, but it was interesting to see an unintended effect from old changes resurface itself :).

Edit: Another clue... the irony of this is that its 100% karma. Happy testing!
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Aleis
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Posted - 2005.08.23 03:06:00 -
[34]
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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SengH
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Posted - 2005.08.23 06:58:00 -
[35]
Edited by: SengH on 23/08/2005 07:01:08 Not really exploitable, it seems that this was inteded by design as the module was different. 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, it seems that they intended for it to be this way. I'm sorry if it frays some nerves because I dont want to reveal what exactly it is, but its cus I dont want to give away the advantage it will give. Its amazingly simple to recreate once you know what to look for and I'd bet that this is an "intended effect" given the modules naming.
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Kardinaal
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Posted - 2005.08.23 08:54:00 -
[36]
I'm currently trying to decide which gang skills would be best to train. Follow my lead here.
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)
Seeing as we go Amarr ships only, 3 of those are allready chosen (the armour modules). I'd also like to fit a fourth module, and have some questions about the other modules (skirmish and information). Training a second string of modules also enables me to fit different stuff in the event there are 2 BC.
information warfare link - electronic superiority:
Does this also boost scrambler and webber range? I know that swl-interdiction maneuvers does this (at least scrambler range), but since they are EW I thought it might be possible...
skirmish warfare link - rapid deployment
Says it increases AB speed. Does this include MWD?
Focus will probably go to skirmish warfare with a single point in information warfare for now i guess.
There is but one God, one world, one Empire to serve Him. One people, in the Light, separated from the beasts below. |

SengH
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Posted - 2005.08.23 13:40:00 -
[37]
Quote:
skirmish warfare link - rapid deployment
Says it increases AB speed. Does this include MWD?
yes
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Aleis
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Posted - 2005.08.23 22:14:00 -
[38]
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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SengH
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Posted - 2005.08.23 23:02:00 -
[39]
Ah I just wanted to point out that not all the gang modules are useless, alot of people seem to be focusing on the resistance bonuses and making a hooha out of those when there are other modules that have an even greater impact. I'll contact you ingame and explain what I found... maybe you'll understand why im keeping hush about it. Also if it does happen to be an exploit i'd get into trouble, 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.
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Aleis
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Posted - 2005.08.24 04:11:00 -
[40]
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 -
[41]
Edited by: Aleis on 24/08/2005 04:12:50 Post MKII
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Oveur

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Posted - 2005.08.24 13:09:00 -
[42]
Excellent thread. Quite constructive, keep it up. _____________________________ "There's no reason to become alarmed, and we hope you'll enjoy the rest of your flight. By the way, is there anyone on board who knows how to fly a plane?" |
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Kookman
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Posted - 2005.08.25 09:04:00 -
[43]
Are the Mindlink Implants in game and do we know where they will come from? Agent Reward? or is it Pirate Implant?
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Acuna Traos
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Posted - 2005.08.25 10:49:00 -
[44]
Originally by: Kardinaal
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)
The limit is on how many modules you have active, not fitted. So ignoring CPU/Grid you could fit 7 on a Prophecy and have 4 active at a time. This gives you some varying options on the field, allowing you to adapt without docking. (assuming you don't plan to do any shooting yourself and the intel on the opposing force isn't too good.)
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Remedial
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Posted - 2005.08.25 11:59:00 -
[45]
A ferox with:
*BC V *Shield management/operation to V *Shield upgrades V *Gnome 5% Grid for extenders implant
Highs: 4x Named standard launchers 1x Shield Harmonization Link
Mids: 4x Large Shield Extender IIs 1x Invulnerability Field II
Lows: 5x PDS II
Yields about 17000 shields at about 50-70% for each shield resist before gang modules and gang bonus. After Siege Warfare V, you can add 10% more shields, and after Siege Warfare Spec V, the Siege Warfare mindlink, and Squad Command V, it's closer to 60-80% for each resist. With FoF standards and light drones, it won't matter if you're jammed to take out tackling frigates holding you down in a fight, and even a gankegeddon will take a full minute to kill you.
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elFarto
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Posted - 2005.08.25 14:25:00 -
[46]
Originally by: Remedial Lows: 5x PDS II
WTB Ferox with 5 low slots.
Regards elFarto
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HippoKing
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Posted - 2005.08.25 15:14:00 -
[47]
Originally by: Remedial A ferox with:
*BC V *Shield management/operation to V *Shield upgrades V *Gnome 5% Grid for extenders implant
Highs: 4x Named standard launchers 1x Shield Harmonization Link
Mids: 4x Large Shield Extender IIs 1x Invulnerability Field II
Lows: 5x PDS II
Yields about 17000 shields at about 50-70% for each shield resist before gang modules and gang bonus. After Siege Warfare V, you can add 10% more shields, and after Siege Warfare Spec V, the Siege Warfare mindlink, and Squad Command V, it's closer to 60-80% for each resist. With FoF standards and light drones, it won't matter if you're jammed to take out tackling frigates holding you down in a fight, and even a gankegeddon will take a full minute to kill you.
that fits and runs the inv field constantly? 
might have to get out my ferox again...
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j0sephine
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Posted - 2005.08.25 15:31:00 -
[48]
Edited by: j0sephine on 25/08/2005 15:46:12
"1x Shield Harmonization Link
Mids: 4x Large Shield Extender IIs 1x Invulnerability Field II
Lows: 5x PDS II"
I'll presume you meant 4x PDS II ... in any case, if am not mistaken these components will leave you with ~150 grid and ~12 cpu if you have all engineering skills maxed out. Not enough to mount even a single missile launcher let alone 4, so all you'll be able to do is sit there and look cute while people go through the sh.tload of shield you have... o.O;
edit: forgot the gang module takes 200 grid to install, so it looks like you won't even be able to fit these parts after all... nevermind the weapons.
(drop two extenders and play a bit with regular hardeners instead of the field, and it might get somewhere)
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Aleis
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Posted - 2005.08.25 20:18:00 -
[49]
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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Pottsey
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Posted - 2005.08.26 14:28:00 -
[50]
I got my skills ready so I can use gang assist amour modules and right away I found some more bugs . I do love the idea behind these modules I just wish they where less buggy. Quality control failed badly while testing these modules. I donÆt know how so many bugs slipped past them.
I assume targeted armour repair systems means remote amour rapier systems? Or am I reading that wrong?
ôIncreases the speed of the gang's personal and targeted armor repair systems.ö
Yet when using the gang assist models both donÆt work/effect the remote amour repair modules.
My idea was reduce the remote amour repair cap so I can use my BC as a mini support ship with remote amour repairers. While also helping everyone else by reducing the cap needed for there own repairers.
Yet another bug report to submit my 4th one on these modules :(. O well at least the bugs are getting fixed pretty fast.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

SengH
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Posted - 2005.08.26 16:18:00 -
[51]
Edited by: SengH on 26/08/2005 16:18:27 I dont think they affect your own ship... they seem to affect everyone in the gang but your ship.
Edit: Not sure whether its by design or just a bug.. but might be worth getting dev clarification over.
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Pottsey
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Posted - 2005.08.26 17:11:00 -
[52]
Edited by: Pottsey on 26/08/2005 17:12:12 When I tested it worked on the personal amour modules even the ones on my ship. But it didnÆt work on the targeted armor repair systems on my ship. Trying to find someone now to test if it works on there remote modules.
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.
Neat special effect as well I do like the look of the modules when they are on.
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Aleis
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Posted - 2005.08.26 22:15:00 -
[53]
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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j0sephine
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Posted - 2005.08.26 22:33:00 -
[54]
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? It could be done in two ways:
a) total module bonus * squadron command skill, e.g. 1.1 * 1.5 = increase from 1.1 to 1.65 with full squadron command b) 'base' module bonus * squadron command skill e.g. 0.02 * 1.5 * 5 = increase from 1.1 to 1.15 with full squadron command
while the former appears perhaps overpowered, the latter would mean very little practical benefit with fully trained rank 6 skill... (that being something like 2-3% extra to resistances, or few hundred meters more to scrambling/web range, or fraction of second faster repairer cycle... this after a month or so spent on training)
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SengH
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Posted - 2005.08.26 23:10:00 -
[55]
Edited by: SengH on 26/08/2005 23:12:20 the main benifit of squadron command is the ability to use multiple modules at once. It is this ability that alone deserves it being trained to level 5. Ive found certain setups that will make some ships practically invulnerable. Keep playing around with stuff and maybe you'll stumble upon something I did... maybe something even better :)
Edit: The former option however would be a very nice bonus... and it would have some VERY interesting effects on my setup.
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Aleis
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Posted - 2005.08.26 23:12:00 -
[56]
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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SengH
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Posted - 2005.08.26 23:32:00 -
[57]
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.
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Aleis
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Posted - 2005.08.26 23:47:00 -
[58]
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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Pottsey
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Posted - 2005.08.27 08:18:00 -
[59]
Edited by: Pottsey on 27/08/2005 08:19:56 "All Siege, and Skirmish mods i've tested to date have affected my own ship.ö
What about remote amour repairers. Do they work on your own ship and other peoples ships while benefiting from the gang assist modules? I could not get them to benefit from gang assist modules on my own ship but have not tested with them on other peoples ships.
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Pottsey
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Posted - 2005.08.27 08:58:00 -
[60]
Edited by: Pottsey on 27/08/2005 09:00:01 I just did some testing and I am getting a hitpoints bonus from the armoured warfar specialist skill. Has anyone checked if the shield version is giving a hitpoints boost even though none is listed?
I took a screenshot yesterday a lvl 1, then today tested level 2 and 10 mins later level 3 was done so I took another screen shot and noticed my hitpoints went up per level.
No bug report sent in this time.
I also tested remote amour repairers on other gang members ship and they are not getting boosted. That I did bug report.
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