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

Marithin
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Posted - 2005.09.25 14:29:00 -
[121]
I'm seriously considering training up to use these modules - now if only CCP could tweak battlecruiser agility so we can actually keep up with the rest of the fleet it would be appreciated. According to the descriptions the battlecruisers are mean to provide decent relatively fast moving firepower where a battleship would be too slow to be used effectively but at the momentI'm being beaten to warp most of the time by battleships .
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Pottsey
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Posted - 2005.09.25 14:32:00 -
[122]
"I'm still a bit gutted the Armoured Warfare modules don't affect remote armour repair -" Send in a bug report the more of us that do the better. The module does say it works on remote armour repaiers. _________________________________________________ Nominate famous people in Eve who had an impact on you. |

Santiac
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Posted - 2005.09.25 16:51:00 -
[123]
Originally by: Pottsey "I'm still a bit gutted the Armoured Warfare modules don't affect remote armour repair -" Send in a bug report the more of us that do the better. The module does say it works on remote armour repaiers.
The thing is that they might simply remove the part of the description, that mentions targeted repairers, instead of adding the bonus to remote repairers. Given siege modules have no evidence of effecting shield transporters, it would most likely be the case, that armoured warfare modules never was supposed to effect remote repairers neither ;\ ________________________________________ <insert clever/witty comment here>
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Marcus Agrippa
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Posted - 2005.09.25 17:05:00 -
[124]
Originally by: Pottsey Send in a bug report the more of us that do the better. The module does say it works on remote armour repaiers.
Have done... and I'd just add my voice to get all who have experienced this to report it too....
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Ktadaemon
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Posted - 2005.09.27 22:03:00 -
[125]
Don't know if this has already been checked or if anyone can confirm this but just tried Skirmish Warfare - Interdiction Maneuvers, the bonus seems to work with Warp Scramblers but not Warp Disruptors?
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SengH
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Posted - 2005.09.27 23:24:00 -
[126]
Edited by: SengH on 27/09/2005 23:23:54 works with both last i tried.. it has issues with faction scramblers/disruptors though...
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SengH
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Posted - 2005.10.01 18:54:00 -
[127]
talked to a BH today... apparently they didnt get any of the Bug Reports filed..... I got the issues with siege and armor warfare remote reps clarified with him.
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Pottsey
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Posted - 2005.10.02 08:26:00 -
[128]
Could you Eve mail me the name of the bug hunter I would like to pass on some bugs. Or point him to the first page of this thread. I would like to know if the skill with 2% to amour is a bug and should we also get 2% to shields. _________________________________________________ Nominate famous people in Eve who had an impact on you. |

May Nine
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Posted - 2005.10.03 07:37:00 -
[129]
greetings to all leadership-lovers here :)
im really interested in all that gang-assist stuff and skills and i read entire tread carefully, but still have alot of questions, so i need some help...
so my main question is: can we summarize all that info about current situation on gang-assist modules ? I mean can someone give us info about each module: is it working or bugged etc etc... Any fresh news or info about leadership line over here ? I'm started training on leadership skills, but still unsure which specialization to take. Our corp interested to use it in pvp, we are not best pvpers at all but we try to do our best so i think leandership stuff can help us abit. Tnx in advance.
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SengH
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Posted - 2005.10.03 14:39:00 -
[130]
The thing here is finding the niche that will help you the best since you are determined on specialization. It depends on the size of the engagements you will be involved in. I dont know the situation of the squads you fly in, but i'd recommend you engage in pvp with your group first and understand the edge situations in which the modules will/would have given your gang the extra advantage.
All in all however, all the non specialist leadership skills help. Especially when you get out with 4-5% structure heh, knowing your 20% boost from having both armored and siege warfare maxed saved your ass is kinda comforting.
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Santiac
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Posted - 2005.10.03 14:47:00 -
[131]
Edited by: Santiac on 03/10/2005 14:50:09 On the first page, first post, you can find a general overview of modules. At the moment the most obvious bugs are:
Armored Warfare Link - Rapid Repair ----- || ------- - Damage Control In both cases, their description states they effect "targeted armor repairers", the bug here will most probably lie in the description, rather then them not effecting (seeing as siege modules show no signs of similar description issues or bonus)
The skill "Armored Warfare Specialisation" skill, gives the skill-holder a +2% to armour per level, this works in the same manner as the bonus from "Hull Upgrades" (it is not given to any gang members) Other then that it is generally misinformation, or lack of information, that is bugged, i.e. Information Warfare Link - Sensor Integrity is rounded to an integer, so bonus is nearly not visible, same as with your attributes. Skirmish Warfare Link - Rapid Deployment also works on MWD's, and so on.
As for what you should specialise in, i'd say either skirmish, siege, or armored warfare. Armored if your fleet consists of mostly armor tanking ships Siege if your fleet is mostly shield tanking Skirmish if your fleet is mostly ships dependant on velocity for their performance (tacklers in general, aswell as inty's) Information Warfare is only limited in use at the moment, the Sensor Strength bonus is passive and works on everyone, but unless your fleet consists of snipers and jammers (using sensor boosters and ECM's), you wont find much use for it compared to the other 3. :)
That being said, it's always nice with +10% to velocity/armor/shield/targeting range, so personally i decided to max all 4 branches :) ________________________________________ <insert clever/witty comment here>
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SengH
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Posted - 2005.10.03 16:02:00 -
[132]
another thing to add to the list. Recon operation is a 3% bonus not a 2% also the formula list this.
where x is the % the sensor booster affects (1+x)*Gang assist bonus. Ie. A sensor booster II. (1+0.6)*1.135 = 1.816
An 81.6% increase in range up from 60% rather than the 71.35% increase that the bonus suggests. Clarified with a bughunter that this is not a bug/exploit.
Not like this module still has much use with some BSes having hardcoded limits...
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B0rn2KiLL
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Posted - 2005.10.03 16:38:00 -
[133]
the price tag of the flashships should be high, i wouldnt give them much firepower if they were given a role of uber battlecruiser, but an uber tank is /signed/ price tag should be cause its a gang assist ship, something that a corp could invest in maybe? buy 1 for 1 bil for all the corp to benifit from? --- When It Absolutely Positively Has To Be Desotroyed. |

Ivan Wise
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Posted - 2005.10.03 17:31:00 -
[134]
ehrrm... what about Shield Harmonizing Module (which adds some to shield resistances) ??? Is it working as intended now or still bugged ? I mean someone already tried it on Tranquility ?
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Santiac
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Posted - 2005.10.03 17:38:00 -
[135]
Edited by: Santiac on 03/10/2005 17:39:37 I think it'd be worth noting the difference of Command Cruisers and Flagships. One is mentioned in the Patch Notes under "In Development", and i quote:
Quote: Tech 2 Battlecruisers
The Battlecruiser will probably be the Command cruisers that have extensive leadership abilities. We'll probably improve the leadership abilites of the current Battlecruisers at the same time.
While Flagships were mentioned in the now retracted statement on T2 Battleships from the "In Development" section (now moved back to The Drawingboard).
With that out of the way, i wouldn't mind seeing a similar increase in base-mineral price as that for tier 2 cruisers -> HAC's (ranges from 393% to 410% increase). This would make the price of Command Cruisers range from 94mil to 110mil.
As already mentioned, this would be the base price, and seeing as the economy is run by players, we would be likely to see this price multiplied quite a few times when they first come out, and then fall to the ground when demand turns out to be too low.
[EDIT]Yep, Shield harmonizing works dandy last time i checked, which was a few days ago[/EDIT] ________________________________________ <insert clever/witty comment here>
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Magdala
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Posted - 2005.10.03 18:41:00 -
[136]
Originally by: Ivan Wise ehrrm... what about Shield Harmonizing Module (which adds some to shield resistances) ??? Is it working as intended now or still bugged ? I mean someone already tried it on Tranquility ?
I was trying it out last night and it didn't seem to be doing anything. It didn't change resist values when you do a "Show info" and the cruise missiles that were hitting me did the exact same damage with and without the module running.
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SengH
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Posted - 2005.10.03 19:18:00 -
[137]
Were there people in your gang an in system(undocked) when they were running? They dont work on you when your alone
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Santiac
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Posted - 2005.10.03 19:21:00 -
[138]
Testing it as i'm writing the post, and the resistance on both gang members and myself has been risen in accordance to skill level and module type. Neither Shield Harmonizing or Passive Defence is bugged at the moment. ________________________________________ <insert clever/witty comment here>
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Magdala
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Posted - 2005.10.03 19:36:00 -
[139]
Edited by: Magdala on 03/10/2005 19:39:36
Originally by: SengH Were there people in your gang an in system(undocked) when they were running? They dont work on you when your alone
Was ganged and in system.
No one was docked as there are no stations in the system, only a POS.
Tried it first with me at/near the POS and then again after I warped to my gangmate because someone suggested you might have to be in the same grid.
We both got the shield HP increase from Siege Warfare V, but neither one of us saw any resist increase.
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SengH
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Posted - 2005.10.03 19:45:00 -
[140]
Ok this might sound kinda stupid... but did you do a show info on his ship or your own? and did you do it before or after you activated the module? also are you sure you had the right module running? If you can get it down to the ships involved and the skill levels and it still has a problem, might be a bug and sumbit a bug report.
If its still a problem, i would hazard a guess it might have been an issue when doing the BC bonus resists + hardeners + gang bonus and something going wrong in between.
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Magdala
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Posted - 2005.10.03 20:29:00 -
[141]
Originally by: SengH Ok this might sound kinda stupid... but did you do a show info on his ship or your own? and did you do it before or after you activated the module? also are you sure you had the right module running? If you can get it down to the ships involved and the skill levels and it still has a problem, might be a bug and sumbit a bug report.
If its still a problem, i would hazard a guess it might have been an issue when doing the BC bonus resists + hardeners + gang bonus and something going wrong in between.
I did a show info on my ship, I had him do a show info on his ship, I activated the module and we both did a show info on our respective ships again and the resists showed the same value.
Then I warped to him, re-activated the module and we both did show info on our own respective ships again and the resists still hadn't changed.
Later, I had an NPC scorpion firing cruise missiles at me and an NPC cruiser firing heavies at me. I noted the damage amounts they were doing and then I activated the modules and checked the damage amounts; they hadn't changed.
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Trek
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Posted - 2005.10.17 12:42:00 -
[142]
Well, time to wake this old thread up again!
I'm almost done training my Squadron Command skill to lvl 5 and looking forward to being able to use the Command Processor... However I have so far not seen any of these on the market, are they in game yet or will I and others who focus on these skills have to wait even longer before being able to activate more than one assist mod at a time?
--- My other ship is a Reaper
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Santiac
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Posted - 2005.10.17 13:41:00 -
[143]
Oveur commented on the leadership warfare overhaul in a thread a couple of days ago (iirc), thread was also about cmd cpu's, here's what he said:
Originally by: Oveur It will, but not in the next patch. I'll take a look into the procs.
So they are being looked at, hopefully the cmd cpu's will be in soon - the "It will, but not in the next patch", i believe is refering to the aforementioned overhaul. :) ________________________________________ <insert clever/witty comment here>
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LUKKAT
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Posted - 2005.10.21 01:31:00 -
[144]
I currently run twwo accounts main is galenete and run lvl 3-4 missions the other is a industry guy caldari.
due to my timezone i have to run a lot of missions solo and was considering training the other account to run a ferox and command modules to help me in missions. I also engage in small & large fleet battles combining a lot of armour tanking ships
now im confused as all hell which one will benefit me and the corp the most, im assuming armoured warfare and one of the repairer bonuses will benefit me the most.
has anymore info been collected on these new skill and mod sets
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SengH
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Posted - 2005.10.21 02:39:00 -
[145]
Originally by: LUKKAT I currently run twwo accounts main is galenete and run lvl 3-4 missions the other is a industry guy caldari.
due to my timezone i have to run a lot of missions solo and was considering training the other account to run a ferox and command modules to help me in missions. I also engage in small & large fleet battles combining a lot of armour tanking ships
now im confused as all hell which one will benefit me and the corp the most, im assuming armoured warfare and one of the repairer bonuses will benefit me the most.
has anymore info been collected on these new skill and mod sets
slightly off topic.. but who brings tanked ships into large fleet battles?
back to on topic.The armored warfare modules will help yes, but you have to look at your situation. sadly besides the armored warfare and siege warfare modules, the rest of them are niche based. But what they do they do VERY well. Also fitting gang mods is only half the deal. The fittings on the other ships also will help boost the gain from it alot more.
Key point to remember, since gang mods are largely % based. Large numbers = good ; small numbers = bad.
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LUKKAT
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Posted - 2005.10.21 03:18:00 -
[146]
thank you for your reply, i understand most bs run outright damage setups.
But thought the tacklers and cruisers would benefit from a bit of help. as ever second counts when trying to hold the enemy fleet down
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Serenity Steele
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Posted - 2005.10.29 23:24:00 -
[147]
Edited by: Serenity Steele on 29/10/2005 23:24:30 Let's hope the CP's come out soon :) Screenshots
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SengH
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Posted - 2005.11.06 23:33:00 -
[148]
time to rebump this really quick. When trying to do a writeup about their effectiveness, does anyone else find that gang mates find their bonus more qualitative rather than quantitative? Gang mates give descriptions like yeah I didnt take as much damage but due to the lag it wasnt really noticable.
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Pottsey
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Posted - 2005.11.07 07:48:00 -
[149]
I find a lot of gang mates donÆt realise as they donÆt closely watch damage output or hits. But when I pointed out they should look at there hitpoints, resistance among other stuff leadership boosts, they all go OMG that cool gang with me more often.
I equipped my ship as a full gang support ship with gang assit and target painters. I got comments like wow your doubling my damage and boosting defence. Sometimes we have large gangs split into 3 groups just so they all get the bonusÆs.
Saying that not many people noticed at level amour/Siege Specialist 3 to level 4 without Squadron Command. Gang assist wasnÆt getting useful until I hit Squadron Command level 5 with level 4 amour/Siege Specialist.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

DigitalCommunist
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Posted - 2005.11.07 08:16:00 -
[150]
Few questions.. Can someone clarify whether interdiction maneuvers working on mwds is a bug, or just has a bad description? And which propulsion jamming modules don't get the bonus properly?
Also, am I correct to assume that the best you can get is 15% and 22.5% with maxed skills.. since the implant doesn't drop
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