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Thread Statistics | Show CCP posts - 2 post(s) |
Santiac
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Posted - 2005.11.19 16:39:00 -
[181]
Was the Dread in siege mode by any chance? :) ________________________________________ <insert clever/witty comment here>
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femboot
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Posted - 2005.11.20 03:28:00 -
[182]
One of the dreadnaughts went in and out of seige mode.... The other pilot was not capable of seige mode yet on the test server. Both got negative results to the gang modules, but me and a frigate WERE affected.
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SengH
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Posted - 2005.11.20 03:29:00 -
[183]
Originally by: femboot One of the dreadnaughts went in and out of seige mode.... The other pilot was not capable of seige mode yet on the test server. Both got negative results to the gang modules, but me and a frigate WERE affected.
bugreport asap please... before the RMR patch goes live and its another 3 months before it gets fixed.
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Darth Revanant
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Posted - 2005.11.20 03:53:00 -
[184]
Originally by: SengH Latest update from object explorer to the singualrity build.
T2 BCs
Class 1 Prereqs Racial Cruiser 5 Command Ships (Prereqs Squadron Command 5 BC 5) Heavy Assault Ships 4 2 gang assist mods allowed to run concurrently
Class 2 Racial Cruiser 5 Command Ships (Prereqs Squadron Command 5 BC 5) Logistics Ships 4 4 gang assist mods allowed to run concurently
Good god these are gonna be expensive ships to fly.
3 new bonuses (unlabled)
wingCommandBonus 5 eliteBonusCommandShips2 3 eliteBonusCommandShips1 10
Why is cruiser 5 a requirement for both t2 battlecruisers? I never wanted to fly any t2 cruisers. I'm specialized in gang leaderships though, so I have squadron command 5 and BC 5 already. Why cruiser 5? For the assault version, maybe, it's the next step up from a HAC, but for the gang leadership one? Why? _______________
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keepiru
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Posted - 2005.11.20 03:57:00 -
[185]
And again: because otherwise you'd be able to fly all 4 race's fleet ccs.
clear now? ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Darth Revanant
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Posted - 2005.11.20 03:59:00 -
[186]
Yeah, forgot BC wasn't Racial.
Thanks. _______________
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Barbicane
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Posted - 2005.11.20 10:18:00 -
[187]
Besides, all Logistics ships and HACs require Cruiser 5 to pilot them so it's kind of logical that BC2 should also require Cruiser 5. |
Aleis
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Posted - 2005.11.21 05:15:00 -
[188]
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 -
[189]
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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j0sephine
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Posted - 2005.11.23 18:33:00 -
[190]
"And again: because otherwise you'd be able to fly all 4 race's fleet ccs."
... and? ^^;
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Santiac
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Posted - 2005.11.23 20:19:00 -
[191]
Originally by: j0sephine "And again: because otherwise you'd be able to fly all 4 race's fleet ccs."
... and? ^^;
..and it wouldn't give the same sense of completion if you could simply change over to one race's Fleet Cmd ship from another one's whenever you felt like it, simply because you were focusing on their common role and not races. It would negate the idea of racial niche's completely. At least in my humble opinion :) ________________________________________ <insert clever/witty comment here>
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Imhotep Khem
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Posted - 2005.12.01 23:44:00 -
[192]
Not totally since you need to also train the guns or missiles to be combat effective in it. But its this way with coops as well, so its consistent. ____ If your not dyin' your not tryin'. |
Darth Revanant
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Posted - 2005.12.02 01:07:00 -
[193]
Originally by: Imhotep Khem Not totally since you need to also train the guns or missiles to be combat effective in it. But its this way with coops as well, so its consistent.
Not it's not, covops require racial frigate. _______________
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Aleis
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Posted - 2005.12.11 16:47:00 -
[194]
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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Ravenal
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Posted - 2005.12.11 17:27:00 -
[195]
to fly the T1 BC you need lvl3 in the racial cruiser... so its logical that you need additional lvls of racial cruiser to fly the T2 BC
. Ravenal - Fate is what you make of it. |
Stanis
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Posted - 2005.12.15 16:43:00 -
[196]
We need some new information about this. Cmon ppl don't be shy :D. Reavel me your knowledge \o/ :)
free bump!
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Santiac
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Posted - 2005.12.16 15:30:00 -
[197]
They've given the Information Warfare Modules more effective boni:
Electronic Superiority now grants: EW Modules strength, if this only applies to ECM is still unknown
Recon Operation now grants: Increased Sensor Resolution on all gang members
Sensor Integrity is unchanged.
thanks for the <3 ccp :) ________________________________________ <insert clever/witty comment here>
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Stanis
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Posted - 2005.12.18 03:40:00 -
[198]
Yea that's realy nice. But does someone know how will the Command Ships bonuses affect the formula:
(Command Bonus of Module) * (Spec skill lvl) * (1 + (Squad Command lvl) / 10)
Bcs if it's 3% of Command bonus of Module than in it realy nerfed and if it is +3% then it's overpowered. Anyone has a clue?
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anest
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Posted - 2006.01.05 15:05:00 -
[199]
did anybody see any mindlink imps by now?
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Jin Entres
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Posted - 2006.01.20 07:51:00 -
[200]
Any experience on the Command Ships' bonii yet? How much does a cmd mod yield with Squadron IV, Specialist IV with and without Command Ships IV?
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Kendo Nagis
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Posted - 2006.01.28 18:46:00 -
[201]
Yeah its either 0.03 % addition per level of command ship to the final sum...a meagre bonus or it adds to the core module value..e.g. +3% per level to the bonus the module gives in addtion to the one gained from the appropriate warefare specialisation skill...which is a mega bonus.
I can understand users not saying as they dont want others to know if it IS a mega bonus but then why haven't the ship builders said anything. I wonder if it might be a crap bonus??
Would a command ship builder or user like to tell us please? __________________________ "Death before dishonour, so long as it doesnĘt cost too much." |
Reatu Krentor
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Posted - 2006.01.28 19:33:00 -
[202]
My assumption on the Command ship bonus is that it is just like the other skill bonuses so adding on another 3% per level, like so(with lvl 4 spec, squadcommand and command ships): 0.03(module bonus) * 4(spec bonus) * 1.4 (squadcmd) * 1.12(shipbonus) = 0.18816(or +18.816% instead of 16.8%). ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |
Tom McCash
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Posted - 2006.01.28 19:39:00 -
[203]
Originally by: Reatu Krentor My assumption on the Command ship bonus is that it is just like the other skill bonuses so adding on another 3% per level, like so(with lvl 4 spec, squadcommand and command ships): 0.03(module bonus) * 4(spec bonus) * 1.4 (squadcmd) * 1.12(shipbonus) = 0.18816(or +18.816% instead of 16.8%).
thats right. i have testet it on a claymore command cruiser.
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Fergus Runkle
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Posted - 2006.01.28 21:09:00 -
[204]
Originally by: Reatu Krentor My assumption on the Command ship bonus is that it is just like the other skill bonuses so adding on another 3% per level, like so(with lvl 4 spec, squadcommand and command ships): 0.03(module bonus) * 4(spec bonus) * 1.4 (squadcmd) * 1.12(shipbonus) = 0.18816(or +18.816% instead of 16.8%).
Yup I can confirm that is the way it works for my Vulture. (except the siege modules are only 2% bonus)
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Kendo Nagis
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Posted - 2006.01.28 22:46:00 -
[205]
Ah so the bonus is actually pretty poor. And the command ships main bonus is not having to learn squadron command 5 to run more than one warfare module. __________________________ "Death before dishonour, so long as it doesnĘt cost too much." |
Kintac
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Posted - 2006.01.29 07:24:00 -
[206]
So, can Command Co-Processors be used on Battlecruisers and therefore invrease the amount of simultaniously activated warfare modules =?
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SengH
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Posted - 2006.01.29 07:56:00 -
[207]
to the above poster yes... basically gives you a fleet command battlecruiser - the extra 3% bonus per level from command ships (really small considering all the other skills give 100%/10% bonuses per level) for just 1mil isk.
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Decairn
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Posted - 2006.01.29 08:39:00 -
[208]
Edited by: Decairn on 29/01/2006 08:41:38 That's some **** poor bonuses when the math is done considering the cost of the ships and the skill training required to get into them in the first place. --Decairn
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Santiac
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Posted - 2006.02.08 00:24:00 -
[209]
Mindlinks have been boosted, they now grant: +50% To <Type> Warfare Modules +50% To <Type> Warfare Specialist Skill effectiveness +15% Added on top of the same bonii as the <Type> Warfare skills grant
Speculations: This means, that the Spec skill bonus will most likely add 150% per level instead of 100%. Furthermore you would now recieve +15% to shield/armor hp, targeting range, or velocity. Taking all this into account, if you have <Type> Spec Warfare at IV, Squad Cmd V, and the appropriate mindlink implant, you would get an effectiveness of:
(base module bonus + squad cmd + warfare spec+mindlink bonus + mindlink bonus) 2 + 1,5 + 6 + 1,5 = 27% or 3 + 1,5 + 6 + 1,5 = 40,5%
Add Cmd ship bonii (at IV): 27 + 1,12 = 30,24% 40,5 + 1,12 = 45,36% ________________________________________ <insert clever/witty comment here>
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Lucky Bee
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Posted - 2006.02.13 23:36:00 -
[210]
Originally by: Santiac They've given the Information Warfare Modules more effective boni:
Electronic Superiority now grants: EW Modules strength, if this only applies to ECM is still unknown
Recon Operation now grants: Increased Sensor Resolution on all gang members
Sensor Integrity is unchanged.
thanks for the <3 ccp :)
not really true ... :
Information Warfare Link - Recon Operation:
Module Info: Increases the scan resolution of all ships in the gang.
BUT ... this module seems to affect nothing at all. I tried with a Scorpion. Forming the gang changed Scan Resolution from 54mm to 59.4mm (Leadership skill). Activation the warfare module changed: nothing ... scan resolution remained at 59.4mm
Information Warfare Link - Electronic Superiority:
Module Info: Boosts the strength of the gang's electronic warfare modules.
BUT ... no effect on multispectrals and no effect on racial jammers. The only thing that happened was, that the Scorpion in the test went from Gravimetric sensor strength 24 to 25. ... plus no effect on other electronic warfare modules like remote sensor dampeners, Tracking disruptors, warp scramblers, webbers ...
Information Warfare Link - Sensor Integrity:
Module Info: Boosts sensor strengths for all of the gang's ships
works as it should - Scorpion in test went from Gravimetric strength 24 to 26.
Sooooo .... are 2 of 3 modules here just bugged??? Will they work after next patch??? Has someone made the same experiences???
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