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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Aleis
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Posted - 2006.03.02 20:08:00 -
[241]
Edited by: Aleis on 02/03/2006 20:11:04 Edited by: Aleis on 02/03/2006 20:08:10
Originally by: Monkar
Is that an official dev responce?
Cause i can give you a mile long list of skills that are required to use modules.
Skills that also give a bonus to the module which is calculated normally even from level 1.
Repair systems, Remote Repair Systems, Starship Command skills, Gunnery skills, etc etc etc.
So your reasoning isn't supported at all by how skills that are required to use modules and also give bonuses to said modules have worked so far.
This is jut my opinion, But if you want my answer that it's very simple....thats the way they wanted it to work.
if you want a game mechanics reason, i agree with SengH if they were to make the Gang mods have x6 multiplier on top of all the other skills the etire set truely would become broken.
If however you think it is a bug then by all means please send in a bug report and let us know what you get for an answer.
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Suvereign
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Posted - 2006.03.02 20:16:00 -
[242]
Originally by: Aleis Edited by: Aleis on 19/02/2006 05:17:30 0.1) Warfare Mind Link Implants, are not in game and thus can't be confirmed in how they will work. Exactly
It's ingame. Must do mission of agents in Fort Kumar in Kenobanala or The Alliance Barack in Audesder .
Originally by: Zrakor The npc that drops a mindlink implant is located inside a COSMOS spawned dungeon that has never been on TQ, it was made for RMR. It's in the Audesder/Kenobanala systems, on the border of the Minmatar Republic and Ammatar areas. So you have nothing to worry about, the mission that dishes it out has never been available. It's also not really COSMOS; it's a 'Cold War' sequence that is set up similar to COSMOS but isn't part of the official COSMOS constellations.
(oh yea and be warned, the mission that he's in is probably the hardest mission in the game at the moment, so don't go there thinking it will be a walk in the park :))
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Aleis
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Posted - 2006.03.03 15:16:00 -
[243]
oops, hey hey, my Claymore that i've been flying for a few weekd, must feel a little down because of that over sight.
Thankyou muchly,
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Nyxus
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Posted - 2006.03.03 18:25:00 -
[244]
So now that blood has changed the stacking rules again............
does the Armor Resistance gang mod still stack on the energized adaptive nano line? Or is it entirely seperate as I believe it should be?
Nyxus
Macgyver can build an airplane out of gum and paper clips, but Chuck Norris can kill him and take it.
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Breather
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Posted - 2006.03.06 20:57:00 -
[245]
give gang modules more power at 1lvl with lvl 5 squa com spec 3% at secound 6% at third 12% at fouth 24% at fiveth 48%
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Hllaxiu
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Posted - 2006.03.06 21:04:00 -
[246]
Originally by: Nyxus So now that blood has changed the stacking rules again............
does the Armor Resistance gang mod still stack on the energized adaptive nano line? Or is it entirely seperate as I believe it should be?
Nyxus
Its not seperate - it gets penalized just like all modules fitted. Makes them rather useless in fact. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Zenst
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Posted - 2006.03.09 17:44:00 -
[247]
INFORMATION WARFARE MODULES UPDATE
RECON OPERATIONS - Appears to work as should but stil require fuirther testing due to mixed results, effect upon my ship was to full effcet althouth was not was forcast upon gang m8, although he had a sensor booster on, got him to turn it of but still noticed decreased increased as to what it should be. Would appear satcking is in effect even if the module if not active. As such best effect will be on any ship without sensor booster so tackler frigs
SESNOR INTEGRITY - Still appears to work, although not tested to see effects with stacking yet, but not heard any complaints or noticed any annomolies so far.
ELECTRONIC SUPERIORITY - ???? Still dont see it effecting anything, nadda zilch, it is the option 2 on the underpant gnome plan for all effect.
Sumamry the patch upon the 9ths of March has upon initial inspection not broken anything new with regards to the information warfare modules and Eos command ship bosnus's and has fixed the RECON Operations although clarification if stacking should effect upon midslot sensorboosters which are offline is debatable though something I can live/laugh and point at happily if it is meant to be.
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Aleis
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Posted - 2006.03.19 16:25:00 -
[248]
Had some requests for yet more pre calculated numbers so i added those tot he first post, also updated a few bug bits that had gotten fixed at some point and i didn't realize it, so the battlecruiser desc, and one or two others.
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smallgreenblur
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Posted - 2006.03.19 16:40:00 -
[249]
You sure that armor specialisation increases your armor by a further 2% per level? I've got it at 4 and i'm pretty sure i only get the base 10% from armored warfare.
sgb
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Aleis
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Posted - 2006.03.21 03:00:00 -
[250]
Ahh thank you, it used too, but looks like they have taken it out. Updated
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Amerame
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Posted - 2006.03.21 04:08:00 -
[251]
Anyone knows what wing command exactly do ?
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SengH
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Posted - 2006.03.21 04:29:00 -
[252]
FFS someone needs to sticky this... Wing Command is a placeholder... none of us know what it does.
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Hllaxiu
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Posted - 2006.03.21 06:47:00 -
[253]
Originally by: smallgreenblur You sure that armor specialisation increases your armor by a further 2% per level? I've got it at 4 and i'm pretty sure i only get the base 10% from armored warfare.
sgb
That was fixed a while ago as I recall. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Juan Andalusian
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Posted - 2006.03.21 08:18:00 -
[254]
Originally by: Hllaxiu
Originally by: Nyxus So now that blood has changed the stacking rules again............
does the Armor Resistance gang mod still stack on the energized adaptive nano line? Or is it entirely seperate as I believe it should be?
Nyxus
Its not seperate - it gets penalized just like all modules fitted. Makes them rather useless in fact.
Incorrect, it does not get penalised. Passive Defense link is added like all hardeners i.e. 15% of 100% - <current_resistance>%. That doesnt mean it gets stacking penalised.
What gets penalised are actives of the same type and passives of the same type. Passive to Active to Gang Link have no stacking penalties. They give their full effect.
**Pain is meant to be felt** |
FireFoxx80
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Posted - 2006.04.24 16:35:00 -
[255]
Those stacking bonuses, anyone done the math yet?
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Mr Popov
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Posted - 2006.05.03 20:03:00 -
[256]
I think the op's post shows that the 3% bonus that fleet command ships should be increased or changed.
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SengH
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Posted - 2006.05.03 20:18:00 -
[257]
Originally by: Mr Popov I think the op's post shows that the 3% bonus that fleet command ships should be increased or changed.
They wont do it because the mindlink is overpowered in certain situations. Boosting it further would create problems.
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Hllaxiu
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Posted - 2006.05.03 20:24:00 -
[258]
Originally by: SengH
Originally by: Mr Popov I think the op's post shows that the 3% bonus that fleet command ships should be increased or changed.
They wont do it because the mindlink is overpowered in certain situations. Boosting it further would create problems.
Last I heard minlinks did zilch, so its a moot point... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
SengH
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Posted - 2006.05.03 20:30:00 -
[259]
Edited by: SengH on 03/05/2006 20:30:27
Originally by: Hllaxiu
Originally by: SengH
Originally by: Mr Popov I think the op's post shows that the 3% bonus that fleet command ships should be increased or changed.
They wont do it because the mindlink is overpowered in certain situations. Boosting it further would create problems.
Last I heard minlinks did zilch, so its a moot point...
Only the mining one :P but who cares about that.
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Hllaxiu
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Posted - 2006.05.03 20:33:00 -
[260]
Originally by: SengH Edited by: SengH on 03/05/2006 20:30:27
Originally by: Hllaxiu
Originally by: SengH
Originally by: Mr Popov I think the op's post shows that the 3% bonus that fleet command ships should be increased or changed.
They wont do it because the mindlink is overpowered in certain situations. Boosting it further would create problems.
Last I heard minlinks did zilch, so its a moot point...
Only the mining one :P but who cares about that.
Hmmm, back to finish training for that information warfare link module I bought to force me to train for it... wait, information warfare doesn't work on TQ or SISI...
Now if only I could convert charisma to perception... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
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SengH
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Posted - 2006.05.03 20:40:00 -
[261]
Originally by: Hllaxiu
Originally by: SengH Edited by: SengH on 03/05/2006 20:30:27
Originally by: Hllaxiu
Originally by: SengH
Originally by: Mr Popov I think the op's post shows that the 3% bonus that fleet command ships should be increased or changed.
They wont do it because the mindlink is overpowered in certain situations. Boosting it further would create problems.
Last I heard minlinks did zilch, so its a moot point...
Only the mining one :P but who cares about that.
Hmmm, back to finish training for that information warfare link module I bought to force me to train for it... wait, information warfare doesn't work on TQ or SISI...
Now if only I could convert charisma to perception...
information warfare has to be the biggest joke of the useful gang mods.... We get crappy effects with working mods (scorp pilots... yay i can jam out to 300km but I cant lock past the hardcoded 250km limit) then decent effects and halfworking/non working mods.
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Tharrn
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Posted - 2006.05.18 00:30:00 -
[262]
*knock, knock* Any update when the information warfare modules will be fixed?
Electronic Superiority still does exactly nothing which is a bit daft considering the time it takes to train the skill and the time the bug is known now :/
Now recruiting!
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Parallax Error
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Posted - 2006.05.18 00:50:00 -
[263]
The resistance gang assist modules are still subject to stacking penalties when applied with hardeners. Not exactly great considering damage Control modules do not suffer from any form of stacking.
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Mnengli Noiliffe
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Posted - 2006.05.18 04:06:00 -
[264]
Edited by: Mnengli Noiliffe on 18/05/2006 04:09:18 Yeah resistances bonus is a joke.. Basically they allow ships in your gang to replace one of their Energized Adaptive armor mod with something useful. If they don't do that, the bonus will be negligent. But in this case they have to rely on you to be with them in a gang, which is very inflexible - they have to refit when they leave the gang or go to other system, or you logoff accidently... why bother at all?
Some BH told me to file a bug report for them to look into this, but I am too lazy and I can't figure how to formulate why I think it's a bug :) English is not my native language. oh well maybe someone else can do it. By the way do the Amarr ships receive their resistance bonus as stacking mod as well? if yes then perhaps that's intended...
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Kara Marsk
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Posted - 2006.05.19 04:37:00 -
[265]
Do the mining modules work?? Kara Marsk
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SengH
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Posted - 2006.05.24 16:09:00 -
[266]
Originally by: TomB
Originally by: SengH Ok guys... it seems our beloved gang mods got hit by bugs again.... time to sort out again whether their working everyone who can test please retest the mods with and without the fleet command BC to see if their working for you.
Information warfare - recon operation Current Status: Bugged gives ~ 1.8% bonus when mod should be 18%. (Bugreported)
All Skirmish warfare mods Confirmed to be working with both T1 BC and Claymore. Bonuses applying correctly.
I hope you guys could help out with this. Weve worked a long time to get them fixed and it seems like the bugs have crept back in.
recon operation getting fixed for patch after the blood
yeah sure
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Sarmaul
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Posted - 2006.05.24 16:17:00 -
[267]
Originally by: SengH
Originally by: TomB
Originally by: SengH Ok guys... it seems our beloved gang mods got hit by bugs again.... time to sort out again whether their working everyone who can test please retest the mods with and without the fleet command BC to see if their working for you.
Information warfare - recon operation Current Status: Bugged gives ~ 1.8% bonus when mod should be 18%. (Bugreported)
All Skirmish warfare mods Confirmed to be working with both T1 BC and Claymore. Bonuses applying correctly.
I hope you guys could help out with this. Weve worked a long time to get them fixed and it seems like the bugs have crept back in.
recon operation getting fixed for patch after the blood
yeah sure
so come on sengh, when are you going to give us a nice tutorial/explaination/tactics thread about these modules?
click here for a seizure |
SengH
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Posted - 2006.05.24 17:26:00 -
[268]
Originally by: Sarmaul
Originally by: SengH
Originally by: TomB
Originally by: SengH Ok guys... it seems our beloved gang mods got hit by bugs again.... time to sort out again whether their working everyone who can test please retest the mods with and without the fleet command BC to see if their working for you.
Information warfare - recon operation Current Status: Bugged gives ~ 1.8% bonus when mod should be 18%. (Bugreported)
All Skirmish warfare mods Confirmed to be working with both T1 BC and Claymore. Bonuses applying correctly.
I hope you guys could help out with this. Weve worked a long time to get them fixed and it seems like the bugs have crept back in.
recon operation getting fixed for patch after the blood
yeah sure
so come on sengh, when are you going to give us a nice tutorial/explaination/tactics thread about these modules?
I'm really busy with RL stuff but if I did do one, it would probably have to be in the form of a fraps vid which would not be easy to make. The problem is quantifying the effects of the gang mods because they apply a % bonus across the whole fleet and everyone else gets a varying degree of effect everyone from tackler/anti-support/BS hitters, I'd need someone who didnt get primaried the whole battle and then I'd need approval of SUAS to post a record of TS.
IF that all worked out, I'd prolly put a PIP of my gang mod window on the main FRAPS and comment over TS on my choices and why I switched from a certain mode to conserve cap/augment fleet/ complement the FC's orders. There are certain situations where you can just leave the mods running (dread deployment duh) and others where the timing of your changes is crucial. Needless to say the setup I ran for the ATUK fleets is different from the ones I run for GF fleets and I'd sure as hell like to do a vid showing goonfleet (the difference would be friggin obvious) and it would be friggin easy to show the changes (TS would probably be entertaining too).
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Zenst
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Posted - 2006.05.24 18:03:00 -
[269]
"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 :(
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SengH
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Posted - 2006.05.24 18:09:00 -
[270]
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.
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