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

SengH
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Posted - 2005.08.28 04:59:00 -
[61]
Edited by: SengH on 28/08/2005 05:00:04 Information warfare - sensor integrity is bugged. It shows no change when module is in use ... bug report being sent in atm.
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Darkside101
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Posted - 2005.08.28 09:02:00 -
[62]
I just want to say great work dudes ty :)
yarr DS101 |

Santiac
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Posted - 2005.08.28 10:10:00 -
[63]
Found the armoured warfare specialist bug a couple of days ago, i bug reported the increment of armour per Armored Warfare Specialist skill.
If this bounus was intended, it's hard to understand why it wasn't given to the 3 other specialist skills. It is not stated under description as being a bonus. It works as if it was a "Mechanic" bonus, and not a "Leadership" bonus (The bonus given is only to the owner, so with hull upgrades level V and specialist level I you gain a permanent 27% increase (up to 35% increase - from base stats)). I tested it, and the bonus is not shared among the gang (gang members armour still only increase 10%), as already mentioned, only to the owner of the skill gets the bonus. So all in all it looks like a bug :) ________________________________________ <insert clever/witty comment here>
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SengH
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Posted - 2005.08.28 14:28:00 -
[64]
Information Warfare - Electronic Superiority Boosts only ECM modules optimal all other EW modules are unaffected falloff unchanged
Information Warfare - Recon Operation Boosts sensor boosters as per said
Information Warfare - Sensor Integrity Apparently its rounding to the nearest digit. I got another level on the skill this morning and it went up 1 point. Sending in a revised bug report requesting for it to show the actual sensor strength so we can know if its actually having an effect or not.
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Sean Drake
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Posted - 2005.08.29 11:11:00 -
[65]
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 
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Aleis
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Posted - 2005.08.30 02:48:00 -
[66]
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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Kardinaal
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Posted - 2005.08.30 08:24:00 -
[67]
Originally by: SengH Information Warfare - Sensor Integrity Apparently its rounding to the nearest digit. I got another level on the skill this morning and it went up 1 point. Sending in a revised bug report requesting for it to show the actual sensor strength so we can know if its actually having an effect or not.
It's allways been this way iirc. The sensor strenght has allways been rounded... Just a display thing, though I can understand it's hard to test this way.
There is but one God, one world, one Empire to serve Him. One people, in the Light, separated from the beasts below. |

Aleis
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Posted - 2005.08.31 23:54:00 -
[68]
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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SengH
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Posted - 2005.09.01 01:19:00 -
[69]
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...
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Aleis
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Posted - 2005.09.01 02:01:00 -
[70]
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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Magdala
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Posted - 2005.09.02 20:23:00 -
[71]
I really don't see why the modules themselves require Leadership V to use. The initial XYZ Warfare skill requires Leadership I, okay good. The Specialist skill requires XYZ Warfare at V (there's your timesink), fine.
Squadron Command requires Leadership at V; sounds reasonable.
How do you jump from a req of Leadership I to the same req required for Squadron Command. In my opinion, the modules should only require Leadership III or IV.
Or change the primary req on the Specialist skill from Leadership I, (it's already a req on it's own secondary skill req anyway), to Leadership III or IV and leave Leadership off the module itself completely.
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j0sephine
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Posted - 2005.09.02 20:36:00 -
[72]
"How do you jump from a req of Leadership I to the same req required for Squadron Command. In my opinion, the modules should only require Leadership III or IV."
I don't really mind the Leadership requirement (it's rank 1 skill so goes fast) ... but Squadron Command V on the command processor scares the beejezus out of me. I mean, i have decent charisma and quite high willpower, and that's still ~40 days of training to get that, with advanced learning and all. These who actually made 'optimal' characters without charisma... ouch.
It's tech.1 module after all, and these have pretty relaxed requirements in comparison to tech.2 ... so makes me wonder what the tech.2 version will require, Virgin Sacrifice 5 (rank 69 skill)..? o.x;
maybe the requirement could be dropped to lvl.4 ... dunno.
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Aleis
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Posted - 2005.09.03 13:15:00 -
[73]
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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SengH
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Posted - 2005.09.03 14:20:00 -
[74]
Edited by: SengH on 03/09/2005 14:24:54 Leadership stuff was nerfed enuff for a Loooooooooooong time ... I dont think putting the modules in the lottery would have been a good idea.
Edit: for all us ppl training leadership u know were gonna go for wing command ... if we went all this way to do all the specialists wing command is gonna get done for those goodies at the end :)
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Santiac
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Posted - 2005.09.03 14:30:00 -
[75]
Edited by: Santiac on 03/09/2005 14:31:09 Don't forget some of the placeholder skills, "<Race> Navy Doctrine", rank 6 skill that requires the race in question's primary niche specialist skill at level 4, and the secondary at level 2. (currently, not definitively of course :))
For Example: Gallente Navy Doctrine Requires: Information Warfare Specialist IV Armored Warfare Specialist II
These should only be considered suggestions and probably no where near the live version if it ever comes, since another pre-req is a mere Leadership III.
(Source)
[EDIT] you're absolutely right SengH ;) [/EDIT] ________________________________________ <insert clever/witty comment here>
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Santiac
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Posted - 2005.09.03 18:26:00 -
[76]
Edited by: Santiac on 03/09/2005 18:26:24 Confirmed: As speculated, Siege Warfare Specialist skill does not increase shield hp, like AWS does. AWS is most likely the bugged skill. Bug reported :)
Tested: 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. :) ________________________________________ <insert clever/witty comment here>
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Aleis
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Posted - 2005.09.04 02:45:00 -
[77]
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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Grissaost Drauka
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Posted - 2005.09.08 02:09:00 -
[78]
Good Info guys thanks!!!!
Keep it coming
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SengH
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Posted - 2005.09.08 02:20:00 -
[79]
Just wanted to throw it out there... should Electronic Warfare - Electronic Superiority extend the range of ALL EW modules or just ECM. Because atm its only affecting ECM modules only. Not sure if this is a bug ...
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Santiak Arkian
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Posted - 2005.09.08 09:26:00 -
[80]
I think it's intended, if you look at the EW list under the item database, you'll notice that Web/scramblers are also listed, and since they have a different module giving them a bonus, i'd say it makes sense that Electronic Superiority only effects ECM modules, altho wether or not this should effect ECCM modules aswell i'm not sure, something tells me it should, given it is all about electronic superiority ;P I'll test it during the weekend when i finish information warfare V :)
On a sidenote, to state the obvious: all the Siege module skill req's has now been fixed :)
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Santiac
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Posted - 2005.09.08 09:28:00 -
[81]
bleh, sorry about that - posted with my dormant char above by mistake ;o ________________________________________ <insert clever/witty comment here>
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SengH
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Posted - 2005.09.08 14:03:00 -
[82]
I meant other modules like tracking disruptors and target painters which are also affected by the EW set of skills but arent affected by the gang mods.
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Santiac
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Posted - 2005.09.08 19:14:00 -
[83]
Yes i know :) The thing is only ECM and ECCM requires the Electronic Warfare skill to utilize, while Sensor Dampener, Tracking Disruptor, and Target Painter requires respective Sensor Linking, Weapon Disruption, and Target Painting instead.
Therefor it would make sense that the Electronic Superiority skill would only effect ECM (perhaps ECCM, still haven't been able to test this) modules, since they both need the Electronic Warfare skill. In the same manner the Interdiction Maneuvers module only effects web's and warp scramblers (who both use the "Propulsion Jamming" skill), even though both the Webifier and Warp Jammers catagories are located under "Electronic Warfare". So in my opinion, i'd say that Electronic Superiority should only work on the specific module that require the electronic warfare skill, and not the modules that does not require that specific skill.
________________________________________ <insert clever/witty comment here>
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SengH
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Posted - 2005.09.08 19:16:00 -
[84]
Edited by: SengH on 08/09/2005 19:16:22 Any updates from anyone testing squadron command atm?
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Pottsey
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Posted - 2005.09.08 20:22:00 -
[85]
I had 6% resistance to all amour resistance pre skill after getting squadron command to lvl 1 it went up to 6.6. _________________________________________________ Nominate famous people in Eve who had an impact on you. |

Aleis
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Posted - 2005.09.10 04:51:00 -
[86]
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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j0sephine
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Posted - 2005.09.10 04:58:00 -
[87]
Ohh so it sounds the Squadron Command skill works in the 'too good to be possibly true' way after all?
Unexpected, but extremely nice. Will really make a difference for these skirmish warfare modules...
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SengH
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Posted - 2005.09.10 07:02:00 -
[88]
I'll have it at a higher lvl ~ 4+ by mid next week. However I'm away from my battlecruiser atm so wont be able to test till I get back to it. I'll do a comprehensive test of all the modules then. Kinda sad they didnt seed the command processor tho.
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Aleis
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Posted - 2005.09.11 05:52:00 -
[89]
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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Darth Revanant
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Posted - 2005.09.11 06:19:00 -
[90]
After having armored warfare specialization trained to lvl 5 on the day they seeded squadron command I got to train squadron command right after it finished. Using armored warfare link - passive defence, it went from 10% bonus with AWS lvl 5, to 11% with squadron command lvl 1, 12% with squadron command 2 and 13% with squadron command 3. So it only gives the 10% bonus to the bonus of the specialization skill, it doesn't compound on itself though, unless it's rounding which I guess could be possible.
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