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Aleis
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Posted - 2005.08.03 18:38:00 -
[1]
Edited by: Aleis on 03/08/2005 18:42:07
WOOt they finaly implimented the skills to use these so i ran to it and tested it out. But there are a few typos with things and a few questions i had for GM/devs or other players that my be able to answer
First my findings:
1) a the Mods only take 50 cpu to equip. so thats a 99% reduction not the 500 cou or 90% that the ship description says,
2) At least for the shield Eff. mod it confered a 2% bonus at seige war spec. lvl 1, i'll update once my training goes higher, to see if it goes to 4% as the skill says it should.
3) they only confer bonuses like the passive skill, need to be in gang with at least one other people and in the same 'Grid' as another gang member.
Now for questions i had:
A) Siege warfair link - Shield Harmonizing says it requires Siege war spec. lvl 5, while all other gang assist mods, including the armour hardening one only require lvl 1 of thier respective skills. Typo, bug, or reason? Item data base shows it only needing lvl 1.
B) the armour warfair spec. skill says it confers a Armour HP bonus of 2. Is this for the gang assist module, as i sawthe shield one confered a 2% bonus, or Passive on top of the normal armoured warfair as it would imply. I haven't trained armoured warfair up to lvl 5 yet to test this yet.
C) None of the other warfair spec skills show them offering any bonus like the armoured warfair does, is this typo, bug or reason?
I have sent in a petition on the items that i feel are bugs
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Aleis
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Posted - 2005.08.03 20:52:00 -
[2]
ok got Seige warfair spec to lvl 2 now and tested. It confered a 4% bonus to cap need with the seige war eff module so confirmed 2% bonus per lvl.
So at lvl 5 that would mean a 10% bonus, not bad.
I asume that means that that equates to teh command bonus, need to test another type of module to be positive
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Vishnej
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Posted - 2005.08.03 21:12:00 -
[3]
Edited by: Vishnej on 03/08/2005 21:13:23 What's the range of the bonuses?
2%*5*1.5 = 15% with two level 5 skills.
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Aleis
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Posted - 2005.08.03 21:31:00 -
[4]
the bonus they confer works like the passive leadership bonuses, so it affets any gang member in the same 'grid' as you, basicly if they show up on the overview they're covered.
What two lvl 5 skills?
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Remedial
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Posted - 2005.08.03 21:40:00 -
[5]
Edited by: Remedial on 03/08/2005 21:44:38 Double Edit:
I was so ****ed about this earlier because I picked up my shield harmonization skill and noticed it had changes its reqs to Siege Warfare Spec V. I guess it's just a typo and will be changed as soon as CCP notices it.
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Stanis
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Posted - 2005.08.03 21:40:00 -
[6]
Edited by: Stanis on 03/08/2005 21:40:42 nvm...
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Roger Dodger
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Posted - 2005.08.03 21:48:00 -
[7]
Originally by: Remedial Edited by: Remedial on 03/08/2005 21:44:38 Double Edit:
I was so ****ed about this earlier because I picked up my shield harmonization skill and noticed it had changes its reqs to Siege Warfare Spec V. I guess it's just a typo and will be changed as soon as CCP notices it.
Don't hold your breath. =/
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Remedial
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Posted - 2005.08.03 21:50:00 -
[8]
Edited by: Remedial on 03/08/2005 21:53:19 Aleis shouldn't the bonus be 2% inherant in the module, and 100% more for each level? So it's 4 at I, 6 at II, 8 and III, 10 at IV, and finally 12% at the end?
Edit: also when squad command is released and trained to V, and Cyber V is trained you can install a mindlink. That should give
(.02)(6)(1.5)(1.5) = 27% to all resists.
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Parallax Error
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Posted - 2005.08.03 22:00:00 -
[9]
This is good news.
Anyone seen Squadron Command yet?
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Sarleena
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Posted - 2005.08.04 03:37:00 -
[10]
Originally by: Aleis Edited by: Aleis on 03/08/2005 18:42:07
1) a the Mods only take 50 cpu to equip. so thats a 99% reduction not the 500 cou or 90% that the ship description says,
This is possibly the most important thing, without this, these would be completely and utterly useless, as you could mount at most 1 per ship. Now, you may be able to get what, 4 tops I think? 450 CPU for the 3 +1 mod use modules, and 200 cpu for the 4 modules themselves.
Much better.
Do they stack? I'd love to see a BC running an inty/AF fleet, with 4 of the sig radius reducers on it if they stack. impossible to hit intys, even with a MWD. Life should NOT be a journey to the grave with the intention of arriving safely in an attractive and well preserved body, but rather to skid in sideways, champagne in one hand, strawberries in the oth |

Remedial
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Posted - 2005.08.04 06:04:00 -
[11]
Has anyone else confirmed "Command module = 50 CPU on a BC" yet?
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Aliksr
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Posted - 2005.08.04 08:53:00 -
[12]
So rather than releasing patch notes or dev blogs talking about all the leadership changes, they're just slowly leaking this stuff onto the server?
strange
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Antinea
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Posted - 2005.08.04 10:09:00 -
[13]
Is the mid slot "Command CPU" module (or something similar, I can't remember off the top of my head) which enables to fit more than one high slot on the market yet as well? And has anyone seen any BPOs for that?
Finally, on a side note, I would really like to see squadron/wing command skills seeded as well...
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Remedial
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Posted - 2005.08.04 15:20:00 -
[14]
Bump because I wanna know if it's 50 CPU :(
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Aleis
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Posted - 2005.08.04 16:03:00 -
[15]
Edited by: Aleis on 04/08/2005 16:44:31 Edited by: Aleis on 04/08/2005 16:14:03 Edited by: Aleis on 04/08/2005 16:13:27 Do they stack? : Not Tested but acording to the Description.....it says that only the bonus from the person with the highest skill gets used.
Lvl 1 at 4%, Lvl 2 at 6%...? : Ummm i specificly posted that at lvl 1 i got a 2% bonus and lvl 2 a 4%, that was tested and confirmed. I'll have lvl 3% to test shortly........and confirmed 6% bonus to shield eff. at lvl 3. Now if only the rest of the shield modules weren't borked i could test those.
Command Co-proc? : I haven't seen any on the market or a print for them either, also checked the Item Database and it shows no npc's that are selling it. So i'm going ot go ahead and say not in game yet.
Squad Command, Wing Command? : I left these out of the equation since they aren't in game yet, And I wanted everything on this post to be tested / confirmed information as we have previusly seen CCP uses fuzzy math and makes mistakes on new stuff.
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Aleis
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Posted - 2005.08.05 21:01:00 -
[16]
Any one else wan tot add any information? maybe some one with some of the other types of mods.....or waiting till i train them?
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Dura'Lorth
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Posted - 2005.08.05 22:04:00 -
[17]
Originally by: Sarleena
Originally by: Aleis Edited by: Aleis on 03/08/2005 18:42:07
Do they stack? I'd love to see a BC running an inty/AF fleet, with 4 of the sig radius reducers on it if they stack. impossible to hit intys, even with a MWD.
no only one active at a time. also 4 bcs running the same mod the highest takes over.
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Vicarrah
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Posted - 2005.08.06 00:17:00 -
[18]
I will be ready for skirmish mods tomorrow, I'll try and have a test and post results here.
Vicarrah Tahiri Protector |

Adam Coyle
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Posted - 2005.08.09 00:01:00 -
[19]
One question about the shield resistance warfare link: If you have trained a couple of levels in Battlecruiser and using a Ferox, you get some bonus to shield resistance. But if you then use a shield hardener to get additional shield resistance you do not get the full amount of that module. I am guessing that the shield resistance bonus from the Battlecruiser skill are treated as another module and and you get a penalty for that since then you have two "modules" affecting the same attributes. Does the warfare link module behave the same or do you get the full amount of the bonus on a Ferox?
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Aleis
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Posted - 2005.08.09 03:45:00 -
[20]
Edited by: Aleis on 09/08/2005 03:47:10
Originally by: Adam Coyle One question about the shield resistance warfare link: On a Ferox does the warfare link module behave the same as a Hardener or do you get the full amount of the bonus on a Ferox?
Not Sure as The Shield Harmoizing warfair link currently requires Siege war Spec lvl 5. so untested,
but my guess is that it will work like another module....other wise Minmitar HAC's would be invulnerable to EM damage on armour, If it adds a straight up 10% resist.
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Drofier Ilmatti
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Posted - 2005.08.09 04:22:00 -
[21]
Originally by: Aleis Edited by: Aleis on 09/08/2005 03:47:10
Originally by: Adam Coyle One question about the shield resistance warfare link: On a Ferox does the warfare link module behave the same as a Hardener or do you get the full amount of the bonus on a Ferox?
Not Sure as The Shield Harmoizing warfair link currently requires Siege war Spec lvl 5. so untested,
but my guess is that it will work like another module....other wise Minmitar HAC's would be invulnerable to EM damage on armour, If it adds a straight up 10% resist.
Not so. No matter what, it's not gonna add 10% resist to a 90% and call it 100%. That's something CCP does NOT do for obvious reasons. 10% to 90% gives you 91%. This as a given, it is a wonder if they incur a stacking penalty to the mods. This would make instead of 10%, the bonus be like 7 or 8%. |

Aleis
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Posted - 2005.08.10 16:10:00 -
[22]
Well. A new skill lvl and another update, Seige warfair Spec. lvl 4, and Still following the same trend on the shield eff. mod gave a 8% reduction to booster cap needs.
Also an errata in my previus post teh gang mods work for all gang member in the same system. They don't have to be in the grid as i previusly posted
I'll update the first post
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Pottsey
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Posted - 2005.08.10 16:19:00 -
[23]
Edited by: Pottsey on 10/08/2005 16:20:21 "gang mods work for all gang member in the same system." ThatÆs good I guess for fleets just hide 3 BCÆs at the sun or some place safe.
I wish I could help you test but I am still way behind on training. Doing leadership lvl 5 now.
Have you tried having 2 ships with the same module? I know it shouldnÆt work but with all the other bugs its worth checking.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Acuna Traos
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Posted - 2005.08.12 09:16:00 -
[24]
You might want to note that the gang skills + modules do effect the user of the module, but if he/she is the only one in space then no gang bonus is applied even if you are in a gang. (i.e. when you are in a station, you are not in system)
Side note: Skirmish Warfare mods seem to work as described and just to back Aleis up, Siege Warfair stuff works just as he's said it does.
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Aleis
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Posted - 2005.08.17 05:12:00 -
[25]
Edited by: Aleis on 17/08/2005 05:34:02 ALRIGHT Skirmish warfair to lvl 5 and 2 lvls of Skirmish spec and both are testing a 2% bonus per lvl on all mods.
So i'll go ahead and guess all mods give a 2% bonus in their respective trait.
Signiture radius one rounds off to a whole number, at least what it reads in description, so with ships like the Intercepters that could be used to your advantage to eeck out one less Point of signiture radius.
And not sure if anyone stated or needs to but, you can equip multiple Gang mods but are only allowed one active at a time.
If some one has Armour Spec skill it owuld be nice to see how the bonuses are added to Resistences for the Hardening Mod, Shield hardener mod still says it need siege war spec to lvl 5 and thats still a ways off, For my testing
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Pottsey
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Posted - 2005.08.17 09:14:00 -
[26]
So i'll go ahead and guess all mods give a 2% bonus in their respective trait. Unconfirmed but Rapid Deployment , Interdiction Maneuvers, Information warfair, all seem to give a 3% bonus per level.
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.
ôSigniture radius one rounds off to a whole number, at least what it reads in description, so with ships like the Intercepters that could be used to your advantage to eeck out one less Point of signiture radius.ö That would be a nasty combo with Squadron command at lvl 5 and the full implant set that lowers sig.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Aleis
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Posted - 2005.08.17 22:08:00 -
[27]
Originally by: Pottsey So i'll go ahead and guess all mods give a 2% bonus in their respective trait. Unconfirmed but Rapid Deployment , Interdiction Maneuvers, Information warfair, all seem to give a 3% bonus per level.
Tested the Skirmish warfare link - Rapid deployment and your right it does confer a 3% per lvl bonus, thus i refine my asumptions to a Percentage bonus equal to the 'Command Bonus' stat on each module per lvl.
should have Skirmish warfare to lvl 3 tonight and can confirm a consistent bonus increase in the Skirmish Warfare Link Modules.
...Also corrected my speling of Warfare....
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Pottsey
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Posted - 2005.08.18 07:23:00 -
[28]
Edited by: Pottsey on 18/08/2005 07:25:19 Good news sort off, 1 of the bugs has been fixed on the test server all the specialist skills are now level 1 not lvl 5. But the 3rd shield module still needs amour skills.
I wonder does that mean we have to send another bug report in?
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Barbicane
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Posted - 2005.08.20 14:03:00 -
[29]
Good work! This thread answered all my questions. I'm glad I looked all the way back to page 4.
Sticky?
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j0sephine
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Posted - 2005.08.20 15:00:00 -
[30]
"But the 3rd shield module still needs amour skills.
I wonder does that mean we have to send another bug report in?"
From patch notes:
"Siege Warfare Active Shielding has Armored Warfare V as a requirement. This has been changed to Siege Warfare V to bring it in line with other Siege Warfare modules."
so it sounds like this one is about to get fixed, too. o.O;
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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.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Aleis
|
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
|
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.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Pottsey
|
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.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

SengH
|
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
|
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.
|

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
|
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
|
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
|
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...
|

Aleis
|
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
|
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
|
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
|
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
|
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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Pottsey
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Posted - 2005.09.11 08:46:00 -
[91]
I just noticed this in 9th Sep patch. "Skill bonuses will not stack upon themselves. Hotfixed during 9 September downtime." _________________________________________________ Nominate famous people in Eve who had an impact on you. |

Santiak Arkian
|
Posted - 2005.09.13 00:27:00 -
[92]
Originally by: Aleis 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.
Okidok, did some testing with both duration and cap useage modules for shield and armour.
Armour modules still does not effect Remote Armour Repair modules, this has been tested in a gang with one fitted on both myself and one fitted on a gang-member, no change occured. Seeing as siege modules show no sign of giving any bonus to transporters either. The bug must be in the Damage Control and Rapid Repair modules, and lies in the fact that they state under description that remote armour reps would recieve a bonus, which therefor must mean, that they are not meant to effect assist-repair modules. :)
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Remedial
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Posted - 2005.09.14 11:28:00 -
[93]
http://img353.imageshack.us/my.php?image=skills6ip.jpg
About 3 days left on Squad Command IV, and then 27 or so to Squad Command V. Add to that another 14 days for Cybernetics V, and hopefully by then mindlinks and command processors will be released so we can see what max-statted siege warfare mods will do for a fleet

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SengH
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Posted - 2005.09.15 05:13:00 -
[94]
Interesting choice of going with siege warfare, imho they need to do a rebalancing of the bonuses, some stuff like the sensor booster lock range bonus should boost the resolution too. The sensor integrity also looks like its in need of a boost, although there is no real way to test it until the combat log gets fixed and we have some way of logging EW over a large number of tries. TBH for the # of skillpoints im pumping into these, the flagships better be ****ing awesome. Also I personally disagree with your choice of bringing siege warfare specialist to 5, imho it would be better to have all of them at 4(for the doctrine skills that are in the db), but thats just my opinion.
Btw im sure you guys have seen the new mining leadership skills in the db. Do you think we could sell our services in empire by running the modules as part of a gang? To make some isk back on these that is.
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Aleis
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Posted - 2005.09.15 14:18:00 -
[95]
Also I personally disagree with your choice of bringing siege warfare specialist to 5, imho it would be better to have all of them at 4(for the doctrine skills that are in the db), but thats just my opinion. I would actualy disagree with you on this point, due to the way taht the bonuses work with multiple people. Since it wonly takes the hiest of them all if you have two-3 people going your less likely to need your skills at all if your at lvl 4 thus your skil points really are useless, but if ou have it at lvl 5 then you will be the one to use your skills making them very useful skill points.
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Guardian Alpha
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Posted - 2005.09.15 15:31:00 -
[96]
Quote: Do you think we could sell our services in empire by running the modules as part of a gang? To make some isk back on these that is.
Yes and No. Offer your services as a mercenary that can offer decent protection against NPC/player pirates with the additional bonus of the mining module. ------------
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Remedial
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Posted - 2005.09.15 20:17:00 -
[97]
Originally by: Aleis
I would actualy disagree with you on this point, due to the way taht the bonuses work with multiple people. Since it wonly takes the hiest of them all if you have two-3 people going your less likely to need your skills at all if your at lvl 4 thus your skil points really are useless, but if ou have it at lvl 5 then you will be the one to use your skills making them very useful skill points.
Yeah I think specialization is key too, especially since we can only plug in one mindlink at a time. I'd rather be really good at one specialty like siege or information and give 22.5% bonuses on modules so my fleet can gain the very best benefits in each category.
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SengH
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Posted - 2005.09.17 06:13:00 -
[98]
Sorry for taking so long to reply, I was busy with stuff RL. The reason why I said specialization isnt exactly good as that with the command co pro's it opens up alot of cross discipline strategys. Furthermore armored warfare wont help at all in fleet combat, an extra invulnerability field wont help when your taking the fire of 10-15 battleships. Furthermore diversifying with having them all @ lvl 4 will enable flexability in situations with a high degree of specialization. Having that level 5 bonus for armored warfare is only an extra 3% with squadron warfare 5. Or with the mindlink implant an extra 4%(hypothetically). To me at least the flexability is > than specilization.
With Squadron warfare 5 Siege warfare 5 = 10%x1.5 = 15% 15%X1.5(mindlink implant) = 22.5% Siege warfare 4 = 8%x1.5 = 12% 12%X1.5(mindlink implant) = 18% + Armored warfare 4 = 8%x1.5= 12%
Is 4% extra resistance worth 31 days of training? I think not, especially when that 4% could better be spent boosting BOTH shield and armor resistances in the same amount of time. Kinda catch my drift?
------------------------------------------------------------------------
Another thought. I'd like to hear more on CCPs ideas on the future of leadership skills. Weve been hinted at advanced leadership with possible negative effects. However I'd like to ask if CCP was going to take this in the direction of a second battle "behind the scenes" kinda like ECM with jamming and counter jamming. Ie, I'd start using XXX leadership skill and the opponent on the other side would use XXX skill to counter its effects. Or rather as a supplement to the current battles as they are currently. Both directions have their merit, I'd just like to hear from a dev thats working on these stuff as to what they intend as the future of leadership.
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Santiac
|
Posted - 2005.09.17 11:34:00 -
[99]
i understand what you mean, but the image i get from Aleis, Remedial and of course yourself aswell, is that we all want to specialise in this tree - as such a spec to lvl V can be discussed, and 3% isn't that big an increase. None the less, when we start to see command ships, which will probably/hopefully have a bonus to each races main 2 GA types, those meager 3% will become larger :) ________________________________________ <insert clever/witty comment here>
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Aleis
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Posted - 2005.09.20 01:54:00 -
[100]
WOOt We've reseived the ISD Seal of Aproval and been stickied to the Module Information thread, good work everyone.
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Remedial
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Posted - 2005.09.20 03:18:00 -
[101]
The extra few % aren't just for one module, though. You could run a high-level complex with a bunch of Ravens/Scorps and use all three siege modules for 22.5% more resists, 22.5% better cap efficiency for shield boosts, and 22.5% less duration between boost cycles. Or fly with a group of AFs/Inties and use all three Skirmish modules, etc.
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SengH
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Posted - 2005.09.20 03:57:00 -
[102]
The only module set that doesnt fit that theory however is information warfare... The modules there give very "application" specific bonuses outside their niche roles. Perhaps it should be relooked at by CCP? However it goes to say that the difficulty in testing these modules also contribues to their lack of usage.
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Remedial
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Posted - 2005.09.20 04:20:00 -
[103]
Yeah I really wonder if we're going to see a lot of people go for gang skills. It's a HUUUUUGE timesink - we're talking people with adv. cha IV and adv. will IV and big implants still devoting months and months to these skills (leadership V, cybernetics V, base warfares to V, spec warfares to V, squad command V, wing command to whatever), to say nothing of the skills that T2 BCs will likely take (racial cruiser V, battlecruiser V, spaceship command V).
We gang module leaders will probably be few and far between.
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Pottsey
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Posted - 2005.09.20 05:52:00 -
[104]
ôIt's a HUUUUUGE timesink - we're talking people with adv. cha IV and adv. will IV and big implants still devoting months and months to these skills (leadership V, cybernetics V, base warfares to V, spec warfares to V, squad command V, wing command to whatever), to say nothing of the skills that T2 BCs will likely take (racial cruiser V, battlecruiser V, spaceship command V).ö
ItÆs not that bad as you might have the skills for other reasons. I already have spaceship command V as I need that for my other ships and cybernetics V which I need for my current implants. As for +Charisma implants they are pretty cheap often way under 100 million
That leaves 1 month 17 days for me to max out the two skills at level 5 that are out now. The only question and time sync for me is will wing command be usefull and do Ineed it and battlecruiser V if we need it, which right now we donÆt.
I like the fact we know have something to use high Charisma on. _________________________________________________ Nominate famous people in Eve who had an impact on you. |

SengH
|
Posted - 2005.09.20 06:47:00 -
[105]
I'm just scared of that flagship skill... 400million currently is its price currently in the db.... and wing command 5... better start saving those iskies...
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Derron Bel
|
Posted - 2005.09.20 06:58:00 -
[106]
Well, count me is as a gang-moduleer. It's actually been my aspiration sine I first read of them. Although I guess I shouldn't have minimized my charisma. Argh! Oh well, spilt milk and all.. ;)
It will be a bit harder for me, I'm at 1.4 million skillpoints at the moment. -==- Holy-Jim> as you know, surprise is the key to victory.....surprise! LooseCannoN> ahh! LooseCannoN> my plans have been foiled! |

SengH
|
Posted - 2005.09.20 07:02:00 -
[107]
well its a relatively "new" career option. So in this it gives newer players a chance to get ahead and surpass many older players at some things.
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Aleis
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Posted - 2005.09.20 15:35:00 -
[108]
Edited by: Aleis on 20/09/2005 15:35:58 theres merit to both arguments on the specialization, but honestly the way Eve skilling works you can do both, for the time it takes to train one spec skill up to lvl 5 you can get all the others up to lvl 4, so for reletive pocket change in skill time, do both.
but my argument for specialization goes to not diversification for small tactics needs. but Looking at the modules in more a fleet engagement, where there could be multiple pilots running gang modules, and if one Specialist shows up with armoured warfare to lvl 5 then your lvl 4 skills are completely unneeded.
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SengH
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Posted - 2005.09.20 16:14:00 -
[109]
The thing is in fleet engagements, siege and armored warfare are almost 100% useless... if there are 10-15 tempests targeting you, all the shield boosting/resists in the world wont help you. Your going down :P Combined with lag.... its not going to make much of a differece... although once I got out with 4 structure.... w/o the leadership skills i'd have been toast lol.
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Aleis
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Posted - 2005.09.20 21:08:00 -
[110]
Edited by: Aleis on 20/09/2005 21:11:48 Actually i would disagree true when your called prime you will be going down but add 15% to shield booster rate with specialization and another 15% resist to all module plus better when/if you get the implant and thats nothing to scoff at and even when your going down the extra second or two that it saves one ship save the Fleet a lot of time when they are trying to walk through your ships,
Also don't forget with lag the modules are even better as tehy are passive bonuses that will be in effect the entire time your at hte battle field so theres no lag issues with turnig them on from one target to the next.
And don't forget your Tacklers with them runing evething they can on Tackling and skimping on tank the boosts to them will be life savers in many circumstances. Specialy the boost to sigradius and afterburners.
With 100+ pilots in a fleet engagement even a 1% effectness of the fleet means 1 more person staying alive and another battleship that won't have to be replaced.
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Santiac
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Posted - 2005.09.20 21:46:00 -
[111]
Edited by: Santiac on 20/09/2005 21:47:33 Granted in a scenario where there are multiple "GA" pilots, the spec to V reasoning is valid, if the two have set their hearts on different niches of course - reckon it's individual taste, personally i'll be digging myself into the deep abyss with these (read: all to V ;))
But speaking of fleet battles, i'm hoping the <race> Doctrine skills would bring a bit of GA offensive modules
For Example: Gallente Navy Doctrine: Drone range, hybrid cap use, hybrid refire rate Amarr Navy Doctrine: energy emission modules (neuts, nosses) increased range, energy dmg mod increase, energy RoF increase Minmatar Navy Doctrine tracking disruptor and sensor dampener range? ;o projectile RoF & tracking, Caldari Navy Doctrine giving something along the lines of increased ECM range, and some beneficial stats for missiles (travel time increase and decrease in target velocity penalty perhaps?)..
General idea being each of them giving an overall bonus (drones, vamps, disruptors(tracking, sensor), ECM strength), and 2 race specefic bonuses (talking modules for each area of course :)) Thats at least what i hope we'll see some time in the future .. ah well.. back to fiddling with current mods while patiently waiting for command cruisers and wing command ;) ________________________________________ <insert clever/witty comment here>
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Derron Bel
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Posted - 2005.09.20 22:09:00 -
[112]
Not to forget, you can get your signature radius reduced by warfare links, which should help alot in a fleet engagement. -==- Holy-Jim> as you know, surprise is the key to victory.....surprise! LooseCannoN> ahh! LooseCannoN> my plans have been foiled! |

Derron Bel
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Posted - 2005.09.20 22:10:00 -
[113]
The Devs have implied that the highly advanced leaderships kills will have penalties to some stats for gains to others. I forget where they said it, though... -==- Holy-Jim> as you know, surprise is the key to victory.....surprise! LooseCannoN> ahh! LooseCannoN> my plans have been foiled! |

SengH
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Posted - 2005.09.20 22:32:00 -
[114]
Might just be the fleets that ive flown in but people rarely fit tanks going into fleet. It just gimps your damage output.... I agree for high level complexing or l4s/future l5 missions they will be very useful, but we will see what the future brings.
On a side note, ccp really should take a look at the information warfare modules and how they affect ECM. all of the modules arent worth using.
Information warfare - sensor integrity Fix: Upgrade to defend against all types of EW Rationale: The other "defense modules" siege warfare - shield harmonizing and armored warfare - passive defence. Reduce damage from all 4 types of wpns. Information warfare sensor integrity only prevents ECM and thus should be "upgraded" to defend against the following types of EW: ECM, Tracking disruptors, Sensor Dampening and Target Painting.
Information warfare - recon operation Fix: Increase both sig resolution and range Rationale: Locking range is far enough for the most part and the scorp has its hardcoded limit. Most people stack on extra sensor boosters for lock time not extended range. Furthermore the boost that each one gives is outside the damage range of most setups. A boost to locking time would give this module some <3. Downside: would increase sniperfests
Information warfare - electronic superiority Fix: Increase range/effectiveness(or both) of ECM, target painters, sensor dampeners and tracking disruptors. Rationale: Currently only affects ECM modules range not strength. The meager range increase isnt noticiable giving only a max 22.5% increase to range. Most scorps/EW ships already have sufficent range and do not need the existing bonus making it redundant.
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Remedial
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Posted - 2005.09.20 23:30:00 -
[115]
Edited by: Remedial on 20/09/2005 23:30:42 Sensor integrity should just be the usual maxed-out 22.5 or 33% bonus to "deflecting" any sort of EW. All EW used on your gang has an X% chance of failing outright, before any of the other calculations like "% chance to jam with a mutispectral" are made. Tracking disruptors, target painters, anything with a chance of failure from range or falloff should incur this potential failure when used against an info gang-assist's gang.
Recon operations is a bit wonky because it doesn't seem very useful in many situations. What might be better is a major (3-4% base) bonus to probe duration so that enemy fleets and rogue agents have a much harder time hiding from the gang of the module user, especially if the gang also has a covert-ops in it.
Electronic superiority for me would be a reduction in cap use on all EW, including jammers, scramblers, webbers, disruptors, painters, etc.
I think if the above changes were made, info warfare would be taken much more seriously.
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Aleis
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Posted - 2005.09.21 17:14:00 -
[116]
Edited by: Aleis on 21/09/2005 17:18:35 Had a good chat with SengH last night about our differences in our opinions on whether or not to Specialize and i can see where he's coming from. Basicly it comes down to either the make up of the group you'll be supportign and your personal preferences in game play.
Personaly i like to choose to do one thing and do that the best that i can so i frequently stress specialization for most things, skill wise and Roleplay to a point. Also being a fairly old Character what i consider to be short skill training times is a little biased.
The arguement that being able to do multiple types of support incase the situation with your current group changes is also a valid point, who cares about shield tanking if your with a Mainly Armour tanking squad today.
I guess the best coprimise would be to choose to types and Focus on those. if you take 2 out of the four at least one of those 6 modules will be beneficial to what ever group your flying with i'd think. and you won't runinto the problem of being what i consider too generalized as to not have skills enough to make a difference.
we both also agreed with that the information warfare set needs a little tweaking, compaired to resistence boosts, and cap effiency of tank the information set is grossly understrengthed, and too specialized, every one tanks one way or another and everyone can benefit from sigradius decrease and AB+MWD speed boost, but reletivly very few ships run EW and need the bonuses given..
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Santiac
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Posted - 2005.09.21 19:18:00 -
[117]
While i agree Information Warfare needs a bit more general useability, i think that the main problem lies in the fact that Information Warfare is simply trying to cover a too wide area of statistics and modules.
While skirmish, siege, and armored warfare are all only covering their little niche, Information warfare is trying to cover both the electronic aswell as the "targeting" area of "information" related modules. Instead of seeing these GA modules starting to effect too many modules (sensor dampeners, tracking disruptors and ECM's all in one), i'd rather see a new branch being formed.
Information warfare would then be granting following bonuses: Decreased Scan Resolution Increased Sensor dampener/booster/signal amplifier range penalty/bonus Increased Tracking disruptor/computer/enhancer tracking speed(or range) penalty/bonus
And then the new seperate branch (in lack of more imaginative name, let's call it "Electronic Warfare" for now ;P covering Increased Sensor Strength Increased ECM/ECCM/Backup Arrays strength Decreased ECM/ECCM cap useage
both of the new branches bonuses are only things i can imagine useful, off the top of my head, and therefor are open to discussion :) But as i've already mentioned, i'd rather see a 5th branch (not counting mining foreman) allowing for more coverage without overpowering (granting bonuses to a too wide array of modules with a single module).
________________________________________ <insert clever/witty comment here>
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SengH
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Posted - 2005.09.23 18:10:00 -
[118]
wooo were slightly growin... from oveurs new blog
- Gang Coordination, 791.
791 gang coordination modules fitted.... I didnt know there were so many out there lol.
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Aleis
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Posted - 2005.09.24 13:36:00 -
[119]
Wow much more than i'd have thought as
But i will have ot admit that 4 of those are mine, sitting on my Cyclone for testing purposes.
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Marcus Agrippa
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Posted - 2005.09.25 13:30:00 -
[120]
And another 3 are mine ;)
I'm still a bit gutted the Armoured Warfare modules don't affect remote armour repair - that was one of the key things which led me look at the gang-assist career path...
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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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SengH
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Posted - 2005.11.07 08:20:00 -
[151]
Edited by: SengH on 07/11/2005 08:20:36 when theres a ton of lag the bonus is called abmwdboost so imi guessing its probably a typo. Ive only found the extended webber/scrambler range bonus having issues with domination loot, however a BH said it should already be fixed. I dont get a chance to test it that often so im not sure about its current status.
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Pottsey
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Posted - 2005.11.07 08:22:00 -
[152]
ôAlso, am I correct to assume that the best you can get is 15% and 22.5% with maxed skills.. since the implant doesn't dropö Its 15% with max skills and 22.5% with mindlink with possibly more depending on what type of bonus the T2 BC get.
I cannot wait to get command procs and mindlink 22.5% amour resistance, 22.5% less amour repairer cap needed and 22.5% faster amour repairer will be a powerful boost on all gang ships.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Wolverine PL
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Posted - 2005.11.09 21:50:00 -
[153]
Information Warfare - Sensor Integrity - does it decrease locking time (boost scan resolution)?
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Gaelron
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Posted - 2005.11.10 00:01:00 -
[154]
Originally by: Pottsey ôAlso, am I correct to assume that the best you can get is 15% and 22.5% with maxed skills.. since the implant doesn't dropö Its 15% with max skills and 22.5% with mindlink with possibly more depending on what type of bonus the T2 BC get.
I cannot wait to get command procs and mindlink 22.5% amour resistance, 22.5% less amour repairer cap needed and 22.5% faster amour repairer will be a powerful boost on all gang ships.
Caldari Nerfed again....although are there shield ones of the same type?
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SengH
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Posted - 2005.11.10 00:08:00 -
[155]
Edited by: SengH on 10/11/2005 00:08:14
Originally by: Wolverine PL Information Warfare - Sensor Integrity - does it decrease locking time (boost scan resolution)?
Nope only lock range increase. It has its uses though if you know what your doing.
Originally by: Gaelron
Originally by: Pottsey ôAlso, am I correct to assume that the best you can get is 15% and 22.5% with maxed skills.. since the implant doesn't dropö Its 15% with max skills and 22.5% with mindlink with possibly more depending on what type of bonus the T2 BC get.
I cannot wait to get command procs and mindlink 22.5% amour resistance, 22.5% less amour repairer cap needed and 22.5% faster amour repairer will be a powerful boost on all gang ships.
Caldari Nerfed again....although are there shield ones of the same type?
WTF does this have to do with a caldari nerf... siege warfare has exactly the same thing for shield as for armor...
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Aleis
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Posted - 2005.11.10 00:47:00 -
[156]
Referbished the Initial post i think it covers all the important stuff,
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Omnibomb
|
Posted - 2005.11.10 15:28:00 -
[157]
I have a question... spent an hour read all the post and it only confused me. Do the armored warfare link modules effect the user(like if you have a damage control and a rapid repair) it effect you as long as your in a gang?
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SengH
|
Posted - 2005.11.10 15:56:00 -
[158]
in gang and in system and undocked they have the same rules as the passive leadership skills.
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Omnibomb
|
Posted - 2005.11.10 16:02:00 -
[159]
ok is that a yes Im a total newbi like just bought the game after trail 14 day old?
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SengH
|
Posted - 2005.11.10 16:14:00 -
[160]
yep. Someone else has to be in gang with you thats all.
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Aleis
|
Posted - 2005.11.12 02:19:00 -
[161]
ok is that a yes Im a total newbi like just bought the game after trail 14 day old?
No problem we were all at that point at some time and Welcom to Eve
Actualy i've gotten that same question once or twice beforre so I think i'll clarify it on the first page.
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Imhotep Khem
|
Posted - 2005.11.13 01:51:00 -
[162]
Note while Electronic Superiority affects ECM and the like, the webbers and I assume scramblers are affected by Skirmish Warfare Interdiction Maneuvers.
Im trainin Skirmish myself.
Battle Cruisers are big bullseyes as it is and they pop like nobodies business in fleet battles. But for small hunting parties they should do ok. ____ If your not dyin' your not tryin'. |

FFGR
|
Posted - 2005.11.13 03:07:00 -
[163]
Originally by: DigitalCommunist 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
Well, the item database that has for some strange reason next patch changes in, says that it affects both AB and MWD modules *click* And yes, you are correct on the bonus with max skill, but don't forget to factor in the 10% bonus to max velocity from the Skirmish Warfare skill when counting the total speed bonus 
|

Aleis
|
Posted - 2005.11.13 03:32:00 -
[164]
Battle Cruisers are big bullseyes as it is and they pop like nobodies business in fleet battles. But for small hunting parties they should do ok.
Be that as it may your missing one key point, the battlecruiser doesn't have to be on the battlefield to grant these bonuses, simply in the same system.
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SengH
|
Posted - 2005.11.13 07:07:00 -
[165]
Originally by: Aleis Battle Cruisers are big bullseyes as it is and they pop like nobodies business in fleet battles. But for small hunting parties they should do ok.
Be that as it may your missing one key point, the battlecruiser doesn't have to be on the battlefield to grant these bonuses, simply in the same system.
Also supertanked BCs can last a while if set up right and you know what your doing. Admittedly a remote observation module would be very nice, but would probably be a coding nightmare.
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Pottsey
|
Posted - 2005.11.13 07:20:00 -
[166]
Edited by: Pottsey on 13/11/2005 07:21:51 ôBattle Cruisers are big bullseyes as it is and they pop like nobodies business in fleet battles. But for small hunting parties they should do ok.ö
That just reminded me. Has anyone NPC hunting had the problem where the rats are targeting and shooting the gang assist BC no matter what?
It doesnÆt seem to matter if there are bigger or smaller ships around, I can be the furthest or nearest target or even if I warp in ages after everyone else. The NPC rats drop what they are doing and shoot me. This has happened in the past 50+ battles out of 54 battles.
Not that it bothers me as I just take a strong tank while everyone else ganks the NPCÆs. But it seems odd.
On a completely pointless note, woohoo I now have both Armored Warfare Specialist & Squadron Command at level 5. Now to get BC to level 5 to boost my defence. Even if the new ships donÆt use BC 5 I need it.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Santiac
|
Posted - 2005.11.15 20:35:00 -
[167]
Even though i'm sure everyone has found out by now, it's better to be safe then sorry - Command Processor BPO's have been seeded ;] ________________________________________ <insert clever/witty comment here>
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Aleis
|
Posted - 2005.11.17 05:50:00 -
[168]
Added Update for the Command CO-Processors,
Simple thing just fit it on and your good to go, no activation or anything. Also tried to offline one while running gang mods, didn't work one shut off, so no bug there. was about the only trick i could think of with them for testing.
|

Barbicane
|
Posted - 2005.11.17 21:53:00 -
[169]
Originally by: Aleis Added Update for the Command CO-Processors,
Simple thing just fit it on and your good to go, no activation or anything. Also tried to offline one while running gang mods, didn't work one shut off, so no bug there. was about the only trick i could think of with them for testing.
What about fitting more than one command co-proc? Is it possible, and does it allow you to run more than two gang mods? |

Santiac
|
Posted - 2005.11.17 21:58:00 -
[170]
Edited by: Santiac on 17/11/2005 21:59:16 You have the base of 1 GA module activated, for every subsequent Cmd CPU you fit you will be able to activate 1 more GA module,
"n" being number of Cmd CPU's, you'll be able to activate: 1+n = GA mods at the same time :)
[EDIT]Tested, and currently running 3 activated GA mods with 2 Cmd CPU's fitted when writing this. :)[/EDIT] ________________________________________ <insert clever/witty comment here>
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SengH
|
Posted - 2005.11.17 22:09:00 -
[171]
Edited by: SengH on 17/11/2005 22:10:06 Cap starts to become an issue when running more than 1 gang mod. Edit: As foretold command procs gimp any possible tank on caldari and minmatar BC whereas amarr/gallente get off easy.
|

Aleis
|
Posted - 2005.11.18 02:59:00 -
[172]
Right for every Co Co-Proc you can activate one extra Gang Assist Mod.
However even if they weren't medium slot items fitting more than one Co CO-Proc will gimp just about any ship. 2 Co Co-Procs and 3 gang mods is 450 CPU and 700 MW find me any ship that can handle that load and still fit a decent tank + guns. Well Until the T2 Command ships come out anyway.
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SengH
|
Posted - 2005.11.18 05:15:00 -
[173]
the resists would help the most on the prophecy fit nanos in the lows after you finish with the mods to fit.
|

SengH
|
Posted - 2005.11.19 06:30:00 -
[174]
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
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keepiru
|
Posted - 2005.11.19 06:56:00 -
[175]
Aye, i started saving up for one - absolution i guess - last month... should be able to afford one by the time i can fly it, heh. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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SengH
|
Posted - 2005.11.19 07:05:00 -
[176]
hopefully they wont be too expensive... as the demand for these will probably be countable with your fingers given the prereqs...
|

keepiru
|
Posted - 2005.11.19 07:17:00 -
[177]
build costs will likely be around 100m though... ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Pottsey
|
Posted - 2005.11.19 08:32:00 -
[178]
ôClass 2 Racial Cruiser 5 Command Ships (Prereqs Squadron Command 5 BC 5) Logistics Ships 4 4 gang assist mods allowed to run concurrentlyö
Well thatÆs a nice surprise. I was starting to think I wasted my time training Logistics Ships as I now only fly Gang assist based ships. I always though Gang assist and Logistics Ships should be more linked. But I think I just wasted my time buying 10 Command pros I guess you donÆt need many for Class 2 ships.
More then 3 Gang assist modules on the T2 version of the ship. I didnt expact that, time to rethink my skill training and setup.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Barbicane
|
Posted - 2005.11.19 13:17:00 -
[179]
Thanks for posting the BC2 skill reqs. I should be able to fly them by the time they're available , at least the Minnmatar ones.
Any more details on differences between the various races' BC2s would be most welcome.
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femboot
|
Posted - 2005.11.19 15:30:00 -
[180]
I've recently had a disturbing discovery, at least on the test server. I have not tested it on the regular server. My leadership skills affected the dreadnaughts I was with, however the gang modules DID NOT! If somebody else could test this I would greatly appreciate it. My gang members were a bit busy with fighting 12 battleships, so my data might not have been returning well. If this is true though, it really lowers the viability of flying a gang module assist battlecruiser. It just isnt as useful without the ability to help out those capital ships.
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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>
|

femboot
|
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
|
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
|
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
|
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
|
Posted - 2005.11.20 03:59:00 -
[186]
Yeah, forgot BC wasn't Racial. 
Thanks. _______________
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Barbicane
|
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
|
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.
|

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
|
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.
|

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
|
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!
|

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>
|

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? 
|

anest
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Posted - 2006.01.05 15:05:00 -
[199]
did anybody see any mindlink imps by now?
|

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
|
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 doesnÆt cost too much." |

Reatu Krentor
|
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
|
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.
|

Fergus Runkle
|
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)
 
|

Kendo Nagis
|
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 doesnÆt cost too much." |

Kintac
|
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
|
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>
|

Lucky Bee
|
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???
|

SengH
|
Posted - 2006.02.13 23:53:00 -
[211]
fit sensor boosters then test the first module again. It seems they dropped that part out of the description. Its extending the sensor res bonus of sensor boosters.
|

Komarkh
|
Posted - 2006.02.14 00:01:00 -
[212]
Edited by: Komarkh on 14/02/2006 00:02:01
Originally by: SengH fit sensor boosters then test the first module again. It seems they dropped that part out of the description. Its extending the sensor res bonus of sensor boosters.
I tested this on sensor boosters ... no effect on them
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SengH
|
Posted - 2006.02.14 02:03:00 -
[213]
Originally by: Komarkh Edited by: Komarkh on 14/02/2006 00:02:01
Originally by: SengH fit sensor boosters then test the first module again. It seems they dropped that part out of the description. Its extending the sensor res bonus of sensor boosters.
I tested this on sensor boosters ... no effect on them
they worked 2 weeks ago when I last checked. Unless they broke something in the meantime.
|

Aleis
|
Posted - 2006.02.14 23:29:00 -
[214]
Edited by: Aleis on 14/02/2006 23:30:01 Howdy all,
I've been lagging a bit on updating this thread but first info page has been updated to include Command ships and Mindlink (Although the mind link bonus is speculative since i don't have one)
I have a Claymore now and currently at lvl 3 so i have tested the formula directly against the numbers i've been getting.
Oh and Santiac your max bonuses are wrong you multiplied by 6 for teh Spec lvl instead of 5.
Correct Max Bonus 2% Base = 25.875% 3% Base = 38.8125%
Still for Gang wide that nothing to scoff at.
|

Sarmaul
|
Posted - 2006.02.14 23:43:00 -
[215]
ok, my brain hurts. can you give me the boosts for the 2% and 3% modules with:
Command Ships 4 xxx Specialization 4
both on a Fleet Command and a Field Command (should be the same as a regular bc right?) and no fancy implants fitted please?
thanks
Originally by: Jenny Spitfire Sarmaul 4tw.  
|

Tiuwaz
|
Posted - 2006.02.15 00:39:00 -
[216]
Originally by: Sarmaul ok, my brain hurts. can you give me the boosts for the 2% and 3% modules with:
Command Ships 4 xxx Specialization 4
both on a Fleet Command and a Field Command (should be the same as a regular bc right?) and no fancy implants fitted please?
thanks
Command Ships 4 xxx Specialization 4 Squadron Command 4 no implants
Fleet Command
2% base: 12,544 3% base: 18,816
Field Command (or normal BC)
2% base: 11,2 3% base: 16,8
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
|

Sarmaul
|
Posted - 2006.02.15 00:44:00 -
[217]
Edited by: Sarmaul on 15/02/2006 00:45:46
Originally by: Tiuwaz
Originally by: Sarmaul ok, my brain hurts. can you give me the boosts for the 2% and 3% modules with:
Command Ships 4 xxx Specialization 4
both on a Fleet Command and a Field Command (should be the same as a regular bc right?) and no fancy implants fitted please?
thanks
Command Ships 4 xxx Specialization 4 Squadron Command 4 no implants
Fleet Command
2% base: 12,544 3% base: 18,816
Field Command (or normal BC)
2% base: 11,2 3% base: 16,8
exactly what I wanted to know. thanks!
edit: omg at the web range on a Huginn/Rapier the propulsion jamming gang module active - 71.2896km with a domi web, and that's not even with maxed gang skills!!!!
Originally by: Jenny Spitfire Sarmaul 4tw.  
|

Sarmaul
|
Posted - 2006.02.15 00:52:00 -
[218]
don't suppose you've got the Command 5, Spec 5 and Squad 5 values for 2% and 3% handy? 
Originally by: Jenny Spitfire Sarmaul 4tw.  
|

Tiuwaz
|
Posted - 2006.02.15 01:00:00 -
[219]
Edited by: Tiuwaz on 15/02/2006 01:06:33
Originally by: Sarmaul don't suppose you've got the Command 5, Spec 5 and Squad 5 values for 2% and 3% handy? 
Command Ships 5 Squadron Command 5 xxx Specialization 5 no implant
Fleet Command
2% base: 17,25% 3% base: 25,875%
Field Command (or normal BC)
2% base: 15% 3% base: 22,5%
with implants
Fleet Command
2% base: 25,875% 3% base: 38,8125%
Field Command (or normal BC)
2% base: 22,5% 3% base: 33,5%
been doing the maths for myself today by coincidence 
edited: corrected a small brainfart
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
|

Aleis
|
Posted - 2006.02.19 05:49:00 -
[220]
Edited by: Aleis on 19/02/2006 05:55:35 Might want to check your edited Barin fart Tuwaz, cause your numbers on the max bonus, with the T1 ship and no implant, are off. i just jumped over to my regualr cyclone to double check and am getting a even 15% on Evasive Manuvers gang mod, **(Skirmish war spec lvl5 + Squad command lvl 5)**
for ease of compairsen for people that might not be planning on going all the way spec wise, I added to the first post two sets of max bonuses, one for maxed skills, fleet command bc and mindlink implant. And another block for more economic training scheme, simple max skill in warfar spec, and squad command, as if you were flying a T1 BC or the Feild command with no implant.
Max Bonus (T1, or Feild Command BC, Without Mindlink) 2% Base = 15% 3% Base = 22.5%
Max Bonus (Fleet Command BC, With Mindlink) 2% Base = 25.875% 3% Base = 38.8125%
|

SengH
|
Posted - 2006.03.01 03:00:00 -
[221]
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.
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Monkar
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Posted - 2006.03.01 08:16:00 -
[222]
Edited by: Monkar on 01/03/2006 08:17:20
Quote: Command Ships 5 Squadron Command 5 xxx Specialization 5 no implant
Fleet Command
2% base: 17,25% 3% base: 25,875%
Yes this is correct practise verifies as well, however i always wondered why the Specialization Multiplier isn't x 6.
Description states 100% Bonus to effectiveness per level.
So for a 2% link:
Level 1 boost from the link should be 4%. Level 2 boost 6%. Level 3 Boost 8%. Level 4 boost 10%. Level 5 boost 12%.
However the boost at level 5 is only 10%.
I never noticed if you actually get a bonus at level 1, but from what the desc of the skills states... the multiplier should start from x 2 (100%) and work it's way to x 6 (500%).
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|

TomB

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Posted - 2006.03.01 10:26:00 -
[223]
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
. |
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SengH
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Posted - 2006.03.01 10:49:00 -
[224]
Edited by: SengH on 01/03/2006 10:50:42 thanks for that TomB.. from what I've heard the other info warfare mods seem to be bugged too. I dont have them anywhere near my char though atm to test.
Could you clarify whether capital class shield boosters/armor reps not being affected by the armored/siege gang mods is a design decision or if it is a bug (its been around for an awfully long time)?
Edit: while your at it.. considering how long it took for remote armor repairers/shield transfers to get included with the bonus could you check capital remote armor reps/shield transfers to see if they are affected by the bonus.
Thanks for the prompt response.
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Santiac
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Posted - 2006.03.01 12:36:00 -
[225]
Originally by: Aleis
Oh and Santiac your max bonuses are wrong you multiplied by 6 for teh Spec lvl instead of 5.
This was because i somehow misread the mindlinks bonii, thinking they would add +50% effectiveness to Spec skill bonus (effectively making it a 150% increase per skill level) then a spec skill at IV with a mindlink would give 600% :)
But either i was deranged at the time, or the stats have been altered back to now simply granting another flat +50% increase on top of whatever the command bonus is. And instead they now grant a +50% per level to base warfare skills, if my memory serves me, making the total bonus from any of the base warfare skills 15%.
So, my bad either way :) ________________________________________ <insert clever/witty comment here>
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Monkar
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Posted - 2006.03.01 13:40:00 -
[226]
Originally by: Santiac
Originally by: Aleis
Oh and Santiac your max bonuses are wrong you multiplied by 6 for teh Spec lvl instead of 5.
This was because i somehow misread the mindlinks bonii, thinking they would add +50% effectiveness to Spec skill bonus (effectively making it a 150% increase per skill level) then a spec skill at IV with a mindlink would give 600% :)
But either i was deranged at the time, or the stats have been altered back to now simply granting another flat +50% increase on top of whatever the command bonus is. And instead they now grant a +50% per level to base warfare skills, if my memory serves me, making the total bonus from any of the base warfare skills 15%.
So, my bad either way :)
The problem is that at level 5 spec skill i still only get a x 5 multiplier.
For instance: Damnation flown with level 4 skill level 5 spec skill and level 5 squadron command.
Armored Warfare link bonus = 16.8%
Which is the number one should be getting with spec skill level 4.
2(link value) x 5 (spec multiplier) = 10 x 1.5 (squadron command multiplier) = 15 x 1.12 (command ship multiplier) = 16.8%
When it should be 20.16%.
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Cain Calzon
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Posted - 2006.03.01 13:46:00 -
[227]
ooh i wish they would fix the gang modules so they would affect Capital Armor Repairer/Capital Shield Booster
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Berasus
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Posted - 2006.03.01 15:31:00 -
[228]
I don't suppose anyone can say if the armour warfare mod for increased repair speed effects the armour repair drones?
Same question for the shield ones too i guess.
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Santiac
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Posted - 2006.03.01 17:01:00 -
[229]
Originally by: Monkar .... The problem is that at level 5 spec skill i still only get a x 5 multiplier.
For instance: Damnation flown with level 4 skill level 5 spec skill and level 5 squadron command.
Armored Warfare link bonus = 16.8%
Which is the number one should be getting with spec skill level 4.
2(link value) x 5 (spec multiplier) = 10 x 1.5 (squadron command multiplier) = 15 x 1.12 (command ship multiplier) = 16.8%
When it should be 20.16%.
________________________________________ <insert clever/witty comment here>
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Aleis
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Posted - 2006.03.02 03:51:00 -
[230]
The problem is that at level 5 spec skill i still only get a x 5 multiplier.
the x5 multiplier is correct.
Basicly you can think of the lvl 1 as simply just alowing you to use the modules, there for 2% base at 100% for lvl 1 is a 2% bonus to whatever.
Kind of a round about way of doing it but it's that way because the skill that alows you to equip the module is the one that gives the bonus.
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Monkar
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Posted - 2006.03.02 08:22:00 -
[231]
Originally by: Aleis The problem is that at level 5 spec skill i still only get a x 5 multiplier.
the x5 multiplier is correct.
Basicly you can think of the lvl 1 as simply just alowing you to use the modules, there for 2% base at 100% for lvl 1 is a 2% bonus to whatever.
Kind of a round about way of doing it but it's that way because the skill that alows you to equip the module is the one that gives the bonus.
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.
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SengH
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Posted - 2006.03.02 08:42:00 -
[232]
Edited by: SengH on 02/03/2006 08:42:37
Originally by: Monkar
Originally by: Aleis The problem is that at level 5 spec skill i still only get a x 5 multiplier.
the x5 multiplier is correct.
Basicly you can think of the lvl 1 as simply just alowing you to use the modules, there for 2% base at 100% for lvl 1 is a 2% bonus to whatever.
Kind of a round about way of doing it but it's that way because the skill that alows you to equip the module is the one that gives the bonus.
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.
Thats how the've worked since their inception a year ago during the cold war patch. So I dont see it changing anytime soon.
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Juan Andalusian
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Posted - 2006.03.02 09:07:00 -
[233]
Originally by: SengH Thats how the've worked since their inception a year ago during the cold war patch. So I dont see it changing anytime soon.
There have been bugs that lasted way longer and were still dealt with.
Just because something is wrong for an x ammount of time doesn't make it right, nor does it make it acceptable.
**Pain is meant to be felt** |

SengH
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Posted - 2006.03.02 09:15:00 -
[234]
Originally by: Juan Andalusian
Originally by: SengH Thats how the've worked since their inception a year ago during the cold war patch. So I dont see it changing anytime soon.
There have been bugs that lasted way longer and were still dealt with.
Just because something is wrong for an x ammount of time doesn't make it right, nor does it make it acceptable.
Its not wrong thats just how it works. You cannot fit the module without the spec so its already factored in to save server side calculations. Rather than doing a base 0%+2%*spec level, they just drop the 0 out. It saves an extra calculation each time the mod is fitted.
There certain ships ie. the sacrildge I think that already have their bonuses factored into the base desc save server side calculations.
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Juan Andalusian
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Posted - 2006.03.02 09:36:00 -
[235]
Originally by: SengH Its not wrong thats just how it works. You cannot fit the module without the spec so its already factored in to save server side calculations. Rather than doing a base 0%+2%*spec level, they just drop the 0 out. It saves an extra calculation each time the mod is fitted.
There certain ships ie. the sacrildge I think that already have their bonuses factored into the base desc save server side calculations.
So if they are doing this on purpose to save poor us of the horrendous load of such a calculation, why on earth do 90% of the other skills in this game work the other way?
Do your repairer cycles get reduced by 0.2 at level 5 skill? Does your inty sig radius get reduced by 0.2 at level 5? Does your medium energy turret do 1.2 more damage at level 5? Does your remote repairer consume 0.2 less cap at level 5? Does your thorax get 1.2 bonus to damage at level 5?
As for your sacrilege, the bonuses are factored in because the skill responsible for said bonus is required at 5 to even get in the ship. Of course the bonus is also multiplied by 1.25 and not 1.2 just because the ship needs the skill.
**Pain is meant to be felt** |

SengH
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Posted - 2006.03.02 10:00:00 -
[236]
Originally by: Juan Andalusian
As for your sacrilege, the bonuses are factored in because the skill responsible for said bonus is required at 5 to even get in the ship. Of course the bonus is also multiplied by 1.25 and not 1.2 just because the ship needs the skill.
Why are you arguing with me that falls exactly in line with what I am saying. You require lvl 1 spec to even fit the module. The bonus is multiplied by 5 when you have it maxxed. (1+0.02%*5) 1.10% bonus with max skills. There is nothing wrong! Also gang mods are unique from all other mods as they affect everyone in the gang. If you have learn coding and complexity of functions, a small additional calculation can easily cause a ton of extra load as you scale upwards.
Tbh increasing the modifier to *6 as you want it would throw certain gang mods out of whack. Two of the combos that I use would give a 72.79% and a 79.65% bonus to the gang respectively. The difference is so large it would be screaming for the nerfbat.
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Juan Andalusian
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Posted - 2006.03.02 10:16:00 -
[237]
Edited by: Juan Andalusian on 02/03/2006 10:21:39
Quote: Also gang mods are unique from all other mods as they affect everyone in the gang. If you have learn coding and complexity of functions, a small additional calculation can easily cause a ton of extra load as you scale upwards.
The code doesn't run the formula for every gang member. Not even the most retarded coder would do it like this.
It runs the formula to calculate the bonus set as a variable and applies the variable to all members. It's fairly simple.
Quote: The bonus is multiplied by 5 when you have it maxxed. (1+0.02%*5) 1.10% bonus with max skills.
The description states, 100% bonus to effectiveness per level. That translates to 500% of 2% at level 5. 500% in every known corner of this planet translates into a 6x multiplier.
**Pain is meant to be felt** |

SengH
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Posted - 2006.03.02 10:21:00 -
[238]
Originally by: Juan Andalusian
Quote: Also gang mods are unique from all other mods as they affect everyone in the gang. If you have learn coding and complexity of functions, a small additional calculation can easily cause a ton of extra load as you scale upwards.
The code doesn't run the formula for every gang member. Not even the most retarded coder would do it like this.
It runs the formula to calculate the bonus set as a variable and applies the variable to all members. It's fairly simple.
Quote: The bonus is multiplied by 5 when you have it maxxed. (1+0.02%*5) 1.10% bonus with max skills.
The description states, 100% effectiveness per level. That translates to 500% of 2% at level 5. 500% in every known corner of this planet translates into a 6x multiplier.
Uhh a 500% increase means 6x multiplier.However 500 % by itself literally means out of 100 therefore 500/100 = 5.
If you need some brushing up on your math heres a wikipedia link for you.
Heres the important part.
A percentage may be a number larger than 100; for example, 200% of a number refers to twice the number. In fact, this would be a 100% increase, while a 200% increase would give a number three times the original value. Thus one can see the relationship between percent increase and times increase.
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Juan Andalusian
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Posted - 2006.03.02 10:33:00 -
[239]
I edited my previous post to correctly quote the skill desc.
100% bonus to effectiveness.
Originally by: SengH
Uhh a 500% increase means 6x multiplier,
Good.
Quote: However 500 % by itself literally means out of 100 therefore 500/100 = 5.
Where do you come up with this "by itself" and "out of 100". The description is clear 100% bonus to effectiveness.
There is no by itself or 100 involved anywhere, the base effectiveness is set and known... 2 or 3, depending on the link.
100% bonus to 2 is 4, and 100% bonus to 3 is 6.
**Pain is meant to be felt** |

SengH
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Posted - 2006.03.02 18:34:00 -
[240]
Originally by: Juan Andalusian I edited my previous post to correctly quote the skill desc.
100% bonus to effectiveness.
Originally by: SengH
Uhh a 500% increase means 6x multiplier,
Good.
Quote: However 500 % by itself literally means out of 100 therefore 500/100 = 5.
Where do you come up with this "by itself" and "out of 100". The description is clear 100% bonus to effectiveness.
There is no by itself or 100 involved anywhere, the base effectiveness is set and known... 2 or 3, depending on the link.
100% bonus to 2 is 4, and 100% bonus to 3 is 6.
What I'm saying is that without the skill your bonus would be 0% you would not be able to fit the module at all thats why its already factored in. Thats probably the reasoning going on here, theres no point arguing with me. Its not like I'm CCP and can change the mods. If you feel that its a bug, bugreport it or hop on sisi and ask a BH.
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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 |

SengH
|
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
|
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     
|

Sarmaul
|
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
|
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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Sarmaul
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Posted - 2006.05.24 18:19:00 -
[271]
Originally by: SengH
that's not an excuse. get on with it 
click here for a seizure |

Jin Entres
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Posted - 2006.05.24 18:24:00 -
[272]
The effects not only do not work, they are also nigh useless. ---
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Ithildin
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Posted - 2006.05.24 18:41:00 -
[273]
Originally by: Jin Entres The effects not only do not work, they are also nigh useless.
Agreed most strongly. Low bonuses to stats that are situational at best. Strongly contrary to the other warfare modules, where the bonuses granted are almost always useful. New sig coming soonÖ Drone musing (MC-boards) |

Zenst
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Posted - 2006.05.24 21:41:00 -
[274]
Originally by: SengH 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.
Irony in that they may of just typed in an extra C and ended up boosting ECCM........ instead of ECM...... But we dont know, but could be something as simple as that alas. We just dont know     ......
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SengH
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Posted - 2006.05.24 21:59:00 -
[275]
Originally by: Zenst
Originally by: SengH 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.
Irony in that they may of just typed in an extra C and ended up boosting ECCM........ instead of ECM...... But we dont know, but could be something as simple as that alas. We just dont know     ......
the truth is out there
/queue X-files music
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Kai Lae
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Posted - 2006.05.24 22:11:00 -
[276]
Edited by: Kai Lae on 24/05/2006 22:13:17
Originally by: Jin Entres The effects not only do not work, they are also nigh useless.
Recon Operation - Meh. Better than nothing, however seems to work fubared (BUGS FTW!) Electronic Superiority - No workie workie. BUGS FTW again. Not only that but does is this thing even supposed to work on non jamming modules, such as tracking disruptors or dampeners - because if it doesn't this makes it even more useless. No way to know for certain ofc, since it doesn't work... Sensor integrity - Works, but is crap. Reason is that currently nothing will prevent you from being jammed with certianty and this mod certianly won't. Not only that but it only affects sensor strength, so it's only effective against 1 class of EW - and tracking disruptors and sensor damps are just as effective as jammers when used in their elements. If it also boosted tracking and lock range it might be more interesting.
Summary of issues:
1. Modules giving dubious bonuses in some cases 2. Command ship bonus has nearly no effect; change in effectiveness on a 2% module from a T1 BC w/ level 4 spec skill to the same mod on a command ship w/ L5 squadron command is 1.44%. That's what a L5 rank 6 skill does for you, 1.44%. 3. BUGS BUGS BUGS 4. Stacking kills these mods, either because you get very little effect when combined with your gang mate's hardeners, or because the module duplicates an effect that is also given by a gang skill - and gang skills don't stack. You therefore frequently get very little return on your investment.
As for the argument that "you can't boost the bonus on the ship because of mindlinks" did it ever occur to anyone that perhaps the ship bonus might be underpowered and the mindlink overpowered? Or perhaps that if it takes a semi-rare implant to get real effectiveness out of something, it's probabally not very good?
Raptor and Ares Fix |

Zenst
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Posted - 2006.05.26 19:31:00 -
[277]
Originally by: Kai Lae Edited by: Kai Lae on 24/05/2006 22:13:17
Originally by: Jin Entres The effects not only do not work, they are also nigh useless.
Recon Operation - Meh. Better than nothing, however seems to work fubared (BUGS FTW!) Electronic Superiority - No workie workie. BUGS FTW again. Not only that but does is this thing even supposed to work on non jamming modules, such as tracking disruptors or dampeners - because if it doesn't this makes it even more useless. No way to know for certain ofc, since it doesn't work... Sensor integrity - Works, but is crap. Reason is that currently nothing will prevent you from being jammed with certianty and this mod certianly won't. Not only that but it only affects sensor strength, so it's only effective against 1 class of EW - and tracking disruptors and sensor damps are just as effective as jammers when used in their elements. If it also boosted tracking and lock range it might be more interesting.
Summary of issues:
1. Modules giving dubious bonuses in some cases 2. Command ship bonus has nearly no effect; change in effectiveness on a 2% module from a T1 BC w/ level 4 spec skill to the same mod on a command ship w/ L5 squadron command is 1.44%. That's what a L5 rank 6 skill does for you, 1.44%. 3. BUGS BUGS BUGS 4. Stacking kills these mods, either because you get very little effect when combined with your gang mate's hardeners, or because the module duplicates an effect that is also given by a gang skill - and gang skills don't stack. You therefore frequently get very little return on your investment.
As for the argument that "you can't boost the bonus on the ship because of mindlinks" did it ever occur to anyone that perhaps the ship bonus might be underpowered and the mindlink overpowered? Or perhaps that if it takes a semi-rare implant to get real effectiveness out of something, it's probabally not very good?
^^He knows what he is on about and is right. See enemies agreeing - So now hell has frozen over can we please get some CCP lub.
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Dwindlehop
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Posted - 2006.06.01 21:20:00 -
[278]
Does the Mining Foreman bonus stack with the Mining Foreman Link bonus? Is there a stacking penalty?
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Garia666
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Posted - 2006.06.26 07:08:00 -
[279]
Edited by: Garia666 on 26/06/2006 07:13:24 i have trained months to get to fly my damnation even more weeks to get to lvl 5 warfare specialisation. And when i finaly get there it doesnt even work. Either i should read more forums or the descriptions of the items should be more clear.
IF a module say`s you get an armor bonus YOU SHOULD get the freaking bonus.. Or name it
Gang hardner Module: penalty to all with hardners fitted or passive plates or other natural high resistance. This module actualy doesnt work at all but we think it is cool.
IF a description is : Reduces the capacitor need of the gang's personal and targeted armor repair systems. YOU A SUME its also for remote repairs BUT NO..
MAbe you can name it : the armored warfare link - not so damage control We actualy say its for trageted systems but its acualy NOT
FFS its actualy totaly useless .
I hope people will read this post and think about it before wasting so much time and money on something that actualy doesnt work.
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xeom
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Posted - 2006.06.26 07:35:00 -
[280]
I have a simple question,if one is to place a t1 BC in a safe spot cloaked.Not on the same grid as you hell on the other side of the system 100AU away.Will i still get the armor and shield resist bonuse's?
CCP where are our t2 shield power relays? | Join[..SIN] |

Marithin
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Posted - 2006.06.26 08:12:00 -
[281]
Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
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xeom
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Posted - 2006.06.26 08:21:00 -
[282]
Originally by: Marithin Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
How about cloaked? lets say im on a gate and its 400KM away cloaked.Should that work?
CCP where are our t2 shield power relays? | Join[..SIN] |

FFGR
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Posted - 2006.06.26 08:27:00 -
[283]
Originally by: xeom
Originally by: Marithin Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
How about cloaked? lets say im on a gate and its 400KM away cloaked.Should that work?
NO !
You need to be running the gang assist modules. They are not a passive module, but an active one. _____________________________
siggys v. 0.5 |

Dormen Krazka
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Posted - 2006.07.09 04:15:00 -
[284]
So uh, what ship, if not BC? Do I use a Mining Laser Optimization gang link module on?
I see none that have the % bonus for it, like the BC has for combat modules.
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Hllaxiu
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Posted - 2006.07.09 04:34:00 -
[285]
Originally by: Dormen Krazka So uh, what ship, if not BC? Do I use a Mining Laser Optimization gang link module on?
I see none that have the % bonus for it, like the BC has for combat modules.
You use a battlecruiser, either defend your opp with it (ie, have it tank the rats) or slap some MDCMIIs on it along with the gang mod. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Mnengli Noiliffe
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Posted - 2006.07.09 07:37:00 -
[286]
Reading in-game descriptions of warfare mods (item DB seem to be out-of-date)
"Information Warfare Link - Recon Operation. Increases range of electronic warfare modules of all ships in the gang."
Which mods this is supposed to affect? Propulsion jamming mods currently are in "EWAR" category in market, does this mean that "recon operation" affects these? If yes then does it stack with "Interdictive Maneuvers"? I guess not hehe :)
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Mnengli Noiliffe
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Posted - 2006.07.09 07:51:00 -
[287]
Originally by: Marithin Edited by: Marithin on 26/06/2006 08:13:17 No as you cannot run active warfare links while cloaked, your gang mates will still recieve the benefits of your leadership skills though.
Oh and yes, the bonus on the fleet command cruisers is more then a little pathetic tbh, should at least be 5%/level if not higher imho.
5% might work, but would be a bit overpowered imo, as it'd be 56.25% to all resists when maxed... Instead they should not be afected by stacking penalty, like damage control mods.
Another idea, how about specific resistance warfare links? That is, 4 more armor/shield warfare links, each giving 5%/level resistance to specific damage types only. Of course they will be affected by hardener stacking penalty and won't stack with other similar mods. Perhaps won't stack with "damage control link" either...
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Audrea
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Posted - 2006.07.10 11:14:00 -
[288]
ok, I have read pages 1-3, then jumped to the last, and still cant find useful information (of and tahnks Oveur for the post on first page - really useful information )
I tried the formula given by orignal poster with the example in calculator - I get diffrent results...
So can someone please simply explain how much % bonus those modules give? if I use the armor hardener module, have the armored warfare lvl5, spec at lvl3.
How much bonus it gives on: T1 BC, and T2 field command pls? (before the stacking penalties).
Would be nice is CCP were to post the exact bonus each module gives on each ship, and the various skill levls.. not that hard to do for us, now is it?  Especially for a thread which is an issue for almost a YEAR now! 
------------------ If you are tired of fleet combat lag, post HERE
All posts are my personal opinions. |

Mnengli Noiliffe
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Posted - 2006.07.10 12:35:00 -
[289]
You have to treat "2%" bonus just as number 2. So with lvl3 you'd get 2*3=6. 6 what? 6 percents. As of the fleet command ships, well I can't fly them but my guess is this - they give 3% "bonus to bonus" per level in Command Ships skill. Let's assume you have it trained to level 4. Then you are entitled to 3*4=12, 12% bonus to gang bonus. So with lvl3 in spec skill you have now, that's be 6*1.12 = 6.72. 6.72% is what you'd get in an FC. Again that's just a guess but considering the people saying you only get 2% difference in FC with maxed skills, it seems correct.
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Wulfstan
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Posted - 2006.07.10 16:40:00 -
[290]
Edited by: Wulfstan on 10/07/2006 16:43:25 To people asking about Mining Director bonuses and gang assist modules ...
Sadly they are as much use as a chocolate fireguard. They do precisely nothing. 
All that time spent training, and the director / gang module bonuses do not stack on top of the Mining Foreman skill.
My advice is to only bother training to Mining Foreman 4 until they are fixed.
Edited for clarity 
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Hllaxiu
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Posted - 2006.07.10 17:59:00 -
[291]
Originally by: Wulfstan Edited by: Wulfstan on 10/07/2006 16:43:25 To people asking about Mining Director bonuses and gang assist modules ...
Sadly they are as much use as a chocolate fireguard. They do precisely nothing. 
All that time spent training, and the director / gang module bonuses do not stack on top of the Mining Foreman skill.
My advice is to only bother training to Mining Foreman 4 until they are fixed.
Edited for clarity 
Work just fine here... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Wulfstan
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Posted - 2006.07.10 18:46:00 -
[292]
Gah! Do you mean both the Laser and Ice Mining Foreman Links now work totally as specified? Did I miss a patch note?
I'll try going out in the BC with the Laser Optimisation link tonight and see what happens.
What level do you have Mining Director at?
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Evangeline d'Arcy
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Posted - 2006.07.10 19:44:00 -
[293]
The Laser Optimization Link now reduces lasers' cycle time rather than boosting their yield, and yes, it works just fine. 
_________________________
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Synapse Archae
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Posted - 2006.07.10 20:25:00 -
[294]
Just posting support for a frustrated Damnation pilot who would like to see a return, and maybe some bugtesting on the things deployed in the future.
Armor links in particular -SHOULD NOT be affected by stacking bonuses -SHOULD affect remote armor repairers -SHOULD be able to be run in warp
Armor Specialization skills- SHOULD affect all gang members
An expensive ship like a fleet command ship should give a noticeable benefit to the fleet it's in.
---------------------------------------------
http://oldforums.eveonline.com/?a=topic&threadID=349194&page=1Redo Fleets[/ur |

SengH
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Posted - 2006.07.10 20:32:00 -
[295]
Originally by: Synapse Archae Just posting support for a frustrated Damnation pilot who would like to see a return, and maybe some bugtesting on the things deployed in the future.
Armor links in particular -SHOULD NOT be affected by stacking bonuses -SHOULD affect remote armor repairers -SHOULD be able to be run in warp
Armor Specialization skills- SHOULD affect all gang members
An expensive ship like a fleet command ship should give a noticeable benefit to the fleet it's in.
As has been stated before. The primary bonus for the ship is the ability to run 3 mods at the same time without command processors. The additional bonus to gang mods is just an extra. The ship does NOT give the bonus. Its the mindlink that gives you the noticiable benifit. In fact if you cant use a mindlink your better off using a T1 BC. Only when you have the mindlink plugged in is the command ship's extra gang mod bonus bonus worth it.
1. Stacking bonuses have been in since the beginning. Dont see it changing anytime soon 2. They do affect remote armor repairers last i tested on sisi. 3. They wont ever allow you to run them in warp otherwise it'll be impossible to catch a fleet command.
4. Specilization skills affect gang mods which affect all members. Not sure what your trying to get at here.
The command ships are fine as is. If you boost them anymore, it'll range into the overpowered zone. Just because you picked a wrong spec which can only affect 50% of your fleet, doesnt mean CCP should change it.
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Audrea
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Posted - 2006.07.10 20:59:00 -
[296]
Edited by: Audrea on 10/07/2006 21:00:34
Originally by: SengH The command ships are fine as is. If you boost them anymore, it'll range into the overpowered zone. Just because you picked a wrong spec which can only affect 50% of your fleet, doesnt mean CCP should change it.
hmm, what would u suggest to train which affects msot of the fleet? assuming mixed inties/af/hac/BS fleet.
EDIT: So whats the current situation regarding capital ships? gang modules affect those too? ------------------ If you are tired of fleet combat lag, post HERE
All posts are my personal opinions. |

SengH
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Posted - 2006.07.10 21:03:00 -
[297]
Originally by: Audrea
Originally by: SengH The command ships are fine as is. If you boost them anymore, it'll range into the overpowered zone. Just because you picked a wrong spec which can only affect 50% of your fleet, doesnt mean CCP should change it.
hmm, what would u suggest to train which affects msot of the fleet? assuming mixed inties/af/hac/BS fleet.
A true gang specialist would train all 4 specilizations. Its pretty obvious though just look through the effects again.... Ive already let the cat out of the bag for the "I win" fleet setup already. Not gonna make it any more obvious.A Typical fleetcommand gang ship uses 7x gang mods. You pick 5-6 to run concurrently depending on the situation.
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Wulfstan
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Posted - 2006.07.10 21:35:00 -
[298]
Originally by: Evangeline d'Arcy The Laser Optimization Link now reduces lasers' cycle time rather than boosting their yield, and yes, it works just fine. 
So it does. Ar5e! Have been mining a lot lately with a BC for protection and never bothered fitting it cos I thought I was wasting a slot!
Sorry for the misinformation earlier 
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Liet Traep
Minmatar
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Posted - 2006.07.28 09:27:00 -
[299]
My head hurts. I have a damnation. It's shiny, I like it. With Command Ships 4, Squadron Command 4, Armored Warfare5 and Armored Warfare Spec4 I get an armor bonus of about 12.4% According to the numbers you have here that should be the numbers I should expect from a Field Command or t1 BC. Why would a fleet command ship get the 2% bonus. I thought it would always get the 3% bonus. Or am I doing the numbers wrong? *Warning* Formula will make my eyes glaze over and I'm just going to skip to the end. i just need to know what the numbers should be and why they're one set of numbers instead of another.
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SengH
Black Omega Security E.R.A
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Posted - 2006.07.28 10:50:00 -
[300]
Originally by: Liet Traep My head hurts. I have a damnation. It's shiny, I like it. With Command Ships 4, Squadron Command 4, Armored Warfare5 and Armored Warfare Spec4 I get an armor bonus of about 12.4% According to the numbers you have here that should be the numbers I should expect from a Field Command or t1 BC. Why would a fleet command ship get the 2% bonus. I thought it would always get the 3% bonus. Or am I doing the numbers wrong? *Warning* Formula will make my eyes glaze over and I'm just going to skip to the end. i just need to know what the numbers should be and why they're one set of numbers instead of another.
My math gives me 12.544. Seems about right. Its a 2% base mod not 3%.
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Andrea Jaruwalski
Caldari
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Posted - 2006.07.28 11:15:00 -
[301]
Originally by: SengH
Originally by: Liet Traep My head hurts. I have a damnation. It's shiny, I like it. With Command Ships 4, Squadron Command 4, Armored Warfare5 and Armored Warfare Spec4 I get an armor bonus of about 12.4% According to the numbers you have here that should be the numbers I should expect from a Field Command or t1 BC. Why would a fleet command ship get the 2% bonus. I thought it would always get the 3% bonus. Or am I doing the numbers wrong? *Warning* Formula will make my eyes glaze over and I'm just going to skip to the end. i just need to know what the numbers should be and why they're one set of numbers instead of another.
My math gives me 12.544. Seems about right. Its a 2% base mod not 3%.
One of my character is currently training to use those, Since you're obviously one of the few 'public' guy when it comes to Gang mods on this section of the forum, Sengh... Has there been any posts by devs concerning a boost maybe?
12.544% seems quite low, for the minimum level of skills to fly it 'decently'.
What's the max with level 5 skills and related mindlink plugged in?
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2006.07.28 11:51:00 -
[302]
Originally by: Andrea Jaruwalski
Originally by: SengH
Originally by: Liet Traep My head hurts. I have a damnation. It's shiny, I like it. With Command Ships 4, Squadron Command 4, Armored Warfare5 and Armored Warfare Spec4 I get an armor bonus of about 12.4% According to the numbers you have here that should be the numbers I should expect from a Field Command or t1 BC. Why would a fleet command ship get the 2% bonus. I thought it would always get the 3% bonus. Or am I doing the numbers wrong? *Warning* Formula will make my eyes glaze over and I'm just going to skip to the end. i just need to know what the numbers should be and why they're one set of numbers instead of another.
My math gives me 12.544. Seems about right. Its a 2% base mod not 3%.
One of my character is currently training to use those, Since you're obviously one of the few 'public' guy when it comes to Gang mods on this section of the forum, Sengh... Has there been any posts by devs concerning a boost maybe?
12.544% seems quite low, for the minimum level of skills to fly it 'decently'.
What's the max with level 5 skills and related mindlink plugged in?
25.875% on the damnation with CS5, 25.2% with CS4, 22.5% on any other ship. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Andrea Jaruwalski
Caldari
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Posted - 2006.07.28 11:52:00 -
[303]
Edited by: Andrea Jaruwalski on 28/07/2006 11:52:41 Yum, Thanks. Is that with the mindlink? I'll assume it is.
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2006.07.28 11:58:00 -
[304]
Originally by: Andrea Jaruwalski Edited by: Andrea Jaruwalski on 28/07/2006 11:52:41 Yum, Thanks. Is that with the mindlink? I'll assume it is.
Yes... without a mindlink its 17.25, 16.8 and 15 respectively. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

SengH
Black Omega Security E.R.A
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Posted - 2006.07.28 12:25:00 -
[305]
Originally by: Andrea Jaruwalski Edited by: Andrea Jaruwalski on 28/07/2006 11:52:41 Yum, Thanks. Is that with the mindlink? I'll assume it is.
yeah the mindlink determines your final specilization in leadership. I'd try the rest of the gang mods first though before commiting if your really interested in gang mods.
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Void Hawk
Minmatar
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Posted - 2006.07.28 17:10:00 -
[306]
Originally by: SengH
Originally by: Andrea Jaruwalski Edited by: Andrea Jaruwalski on 28/07/2006 11:52:41 Yum, Thanks. Is that with the mindlink? I'll assume it is.
yeah the mindlink determines your final specilization in leadership. I'd try the rest of the gang mods first though before commiting if your really interested in gang mods.
As an armor tanker through and through I'm already sold.
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Liet Traep
Minmatar
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Posted - 2006.07.29 16:23:00 -
[307]
Originally by: Hllaxiu
Originally by: Andrea Jaruwalski
Originally by: SengH
Originally by: Liet Traep My head hurts. I have a damnation. It's shiny, I like it. With Command Ships 4, Squadron Command 4, Armored Warfare5 and Armored Warfare Spec4 I get an armor bonus of about 12.4% According to the numbers you have here that should be the numbers I should expect from a Field Command or t1 BC. Why would a fleet command ship get the 2% bonus. I thought it would always get the 3% bonus. Or am I doing the numbers wrong? *Warning* Formula will make my eyes glaze over and I'm just going to skip to the end. i just need to know what the numbers should be and why they're one set of numbers instead of another.
My math gives me 12.544. Seems about right. Its a 2% base mod not 3%.
One of my character is currently training to use those, Since you're obviously one of the few 'public' guy when it comes to Gang mods on this section of the forum, Sengh... Has there been any posts by devs concerning a boost maybe?
12.544% seems quite low, for the minimum level of skills to fly it 'decently'.
What's the max with level 5 skills and related mindlink plugged in?
25.875% on the damnation with CS5, 25.2% with CS4, 22.5% on any other ship.
Sad part is it looks like the difference between boosting with a damnation isn't much more than a absolution. With the mindlink I could boost gangs almost as well and take advantage of the absolutions superior firepower.
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Daniel Alster
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Posted - 2006.07.29 16:27:00 -
[308]
Originally by: Liet Traep Sad part is it looks like the difference between boosting with a damnation isn't much more than a absolution. With the mindlink I could boost gangs almost as well and take advantage of the absolutions superior firepower.
But then you'd only be able to run one gang mod? Rather than 3
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2006.07.29 16:35:00 -
[309]
Originally by: Liet Traep Sad part is it looks like the difference between boosting with a damnation isn't much more than a absolution. With the mindlink I could boost gangs almost as well and take advantage of the absolutions superior firepower.
Well, 25.34% is higher than a non faction eanm2 with maxxed compensation skills, 22.5% is beaten by compensation skills at level 3. Remember, leadership modules are subject to the stacking penalty (skill effects, ie 10% sensor resolution from 'leadership' are not).
More to your point, I agree to an extent, you should only train for the Fleet command ship that is easiest for you, and not train based on the leadership mods you're going to use. You should be safespotting the Fleet commands and running 6 leadership mods for maximum effect anyways... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Aleis
Minmatar
|
Posted - 2006.10.12 14:21:00 -
[310]
It's sort of a missleading bonus the fleet commands get, the bonus to the module effectiveness isn'treally the important one, it's makes such a small difference, ther real bonus is the fact that it can use 3 gang mods without needing command proc.
so if you can fly the amarr Fleet but prefer to use info war, thats perfectly fine your not losing very much of a bonus, and your month of training for gallente cruiser lvl 5 would be better spent ging for info war lvl 5 and buying the mind link, about same training time and it offeres a much bigger bonus.
I frequently fly a Claymore with Siegewarfare modules when doing missions. (with the mindlink) however i do use Skirmish warfare when working in fleets (with minlink) because the bonuses from that set are useful to everyone not just half the fleet.
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Cadman Weyland
ISS Navy Task Force
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Posted - 2006.10.12 16:24:00 -
[311]
Originally by: Aleis Edited by: Aleis on 12/10/2006 14:54:49 It's sort of a missleading bonus the fleet commands get, the bonus to the module effectiveness isn'treally the important one, it's makes such a small difference, ther real bonus is the fact that it can use 3 gang mods without needing command proc.
so if you can fly the amarr Fleet but prefer to use info war, thats perfectly fine your not losing very much of a bonus, and your month of training for gallente cruiser lvl 5 would be better spent ging for info war lvl 5 and buying the mind link, about same training time and it offeres a much bigger bonus.
I frequently fly a Claymore with Siegewarfare modules when doing missions.
Yup what u said there is totally right. I been flying a Damnation with 2 command procs in meds. So 5 mods in total, usually fly with 2 Armour then mix gthe rest. Mixing the Armour and Siege with the odd Skirmish makes for a happy fleet.
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Lars Erlkonig
Caldari Ars Caelestis Ascendant Frontier
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Posted - 2006.10.27 18:10:00 -
[312]
Any idea of the mining gang module bonuses will be fixed for Kali?
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Malena
Perpetual Dawn
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Posted - 2006.10.27 18:33:00 -
[313]
What do you mean by fixed? The command link for mining laser cycle time works as advertised, as does the ice miner cycle time. The drone link isn't in game yet AFAIK, but I would love to see it happen for Kali...especially coupled with a new drone UI...
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Malena
Perpetual Dawn
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Posted - 2006.11.29 18:44:00 -
[314]
Do command links work while cloaked?
Will you be testing the new Revelations stuff yourself, or accepting input from outside sources?
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Aleis
Minmatar
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Posted - 2006.11.29 19:39:00 -
[315]
No Gang assist moduels have to be Activated, and while cloaked you can't activate any modules, thus ....no
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Vladikov Orrico
|
Posted - 2006.11.29 20:35:00 -
[316]
I second the fact that Mining Mindlink works perfectly.
I second the anticipation of the drone mining command module...
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Malena
Perpetual Dawn
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Posted - 2006.12.07 22:21:00 -
[317]
With Revelations there has been a significant nerf to the armored warfare links, just FYI. No longer getting as big a boost (if any) to your personal armor rep systems through the link, and the remote linking hasn't worked for a while...
It is messed up, especially considering the description, so please petition it as well as adding your own findings to this.
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VaderDSL
Caldari Total Mayhem. Maelstrom Alliance
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Posted - 2006.12.29 03:03:00 -
[318]
What would the bonus be for siege warfare links be if I had :
Command Ships 4 Siege Warfare Specialist 5 Warfare Link Specialist 5
Siege Warfare Mindlink? |

Aruik
|
Posted - 2006.12.29 06:43:00 -
[319]
Originally by: VaderDSL What would the bonus be for siege warfare links be if I had :
Command Ships 4 Siege Warfare Specialist 5 Warfare Link Specialist 5
Siege Warfare Mindlink?
With Vulture 25.2%, with any other BC 22.5%.
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Pan Crastus
|
Posted - 2006.12.31 09:04:00 -
[320]
Does anyone have proof (screenshot) that the maxed out Skirmish Warfare / Evasive Maneuvering skills, implants and gang modules actually work? (e.g. a Tempest with sig radius of 263.5 without any Titans in the gang ;-)).
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Beovvulf
Revelations Inc. Shroud Of Darkness
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Posted - 2007.01.03 03:13:00 -
[321]
Well, my skills aren't maxed but they are close. I have command Ships 4, skirmish warfare spec 5, and warfare link spec 5. I get 38.7% bonus to rapid deployment and interdiction maneuvers. 25.2% to evasive maneuvers. Here are some screens: Tempest Before Tempest After Warp Disrupt Range
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DiNoer
MetaForge Imperial Republic Of the North
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Posted - 2007.01.09 08:19:00 -
[322]
Got a quick question:
The Command Processor I - the CPU fittings, do they get affected by the BC/CO-ship bonus'es?
Been thinking about if I what kinda set up's ppl could set up for a Fleet op. Take a Ferox and cram in 5 Command Processors, and you get a really goo gang warfare booster platform.
Hows the cap on em?
La prospTritT de l'Gme libre La prospTritT de la fTdTration
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Aleis
Minmatar
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Posted - 2007.01.09 20:42:00 -
[323]
no the BC bonus does not affect the command proc. cpu need they require 150 cpu and 50 Mw, so they really gimp your fittings
the best maxed fleet setup on a T1 Battlecruiser i've found (for cyclone don't fly any others) is
3x gang mods 1x Medium remote armor rep x nos (to feed the remote armor rep, and tackler defence)
2x comannd procs, 1x AB 1x shield booster (just cause)
co-procs to make it fit.
with the massive cpu need of gang mods and the comand procs you can't run more than 3 gang mods on a T1 BC, realisticly if you want to do anything else other than hide in a courner the best you can do is fit 2 gang mods and 1 comand proc, and you can then fit just enough to be useful on the front.
but if you try to fit 3 gang mods is killer on T1s, Fleet command ships can handle it fine with their 3 mod bonus, for them maxing gang mods i wouldn't do more than 5 total.
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Moloc
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Posted - 2007.01.10 07:02:00 -
[324]
Edited by: Moloc on 10/01/2007 06:59:02 Best I can fit is 6 gang mods on the Damnation, with the rest of the slots devoted to - increasing cap (gang mods use alot of cap), increasing CPU - the command-pro's use alot.
It 'just barely' holds cap running 6, with very good skills. Certainly not a ship to take outside a POS bubble while running that setup. A rig here or there might make a little difference, would be an amazing stretch to fit 7 and hold cap :o
Typically the 3 armored links with a couple of skirmish ones / siege link. Depending on who else is in the fleet.
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Kazire
|
Posted - 2007.01.13 22:38:00 -
[325]
im trying to figure out the formula post REV. for shield harmonizing mod. What is the formula including a fleet command ship? I am assuming its changed a little from the op here, and quickfit isnt doing the calcs for me.
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Malena
Perpetual Dawn
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Posted - 2007.01.26 22:01:00 -
[326]
Linkage
I encourage anyone trying to max out their support ships and gang assistance to check out this thread and chime in with your opinions.
And thanks again for a great guide Aleis
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Hellrazor77
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Posted - 2007.02.01 03:33:00 -
[327]
Does anyone know where i can find a "Mining Foreman Link - Drone Coordination"
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Hellrazor77
|
Posted - 2007.02.01 03:33:00 -
[328]
Does anyone know where i can find a "Mining Foreman Link - Drone Coordination"
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Kellaen
Gallente Teeth Of The Hydra
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Posted - 2007.02.01 04:08:00 -
[329]
Drone link is not in game as they cannot get it working correctly afaik.
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Hellrazor77
|
Posted - 2007.02.02 08:03:00 -
[330]
Damn!
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Lucci
Caldari Yakuza Corp THE R0NIN
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Posted - 2007.02.05 15:34:00 -
[331]
I might've gone through this thread and others about gang assist modules / skills too quickly to notice it, but isn't anyone bothered about the fact that the Warfare Specialist skills seem to be missing a 100% bonus? I.e. at lvl5 you get a +400% bonus when you should be getting +500%, and apparently the first lvl gives no bonus at all even when it says so in the skill description.
I'll probably petition / bug report this anyway, but since loads of people have probably already done it (as it looks like the bonuses have always worked this way), I was wondering what the official response has been.
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Rodj Blake
Amarr PIE Inc.
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Posted - 2007.02.05 15:50:00 -
[332]
Originally by: Lucci I might've gone through this thread and others about gang assist modules / skills too quickly to notice it, but isn't anyone bothered about the fact that the Warfare Specialist skills seem to be missing a 100% bonus? I.e. at lvl5 you get a +400% bonus when you should be getting +500%, and apparently the first lvl gives no bonus at all even when it says so in the skill description.
I'll probably petition / bug report this anyway, but since loads of people have probably already done it (as it looks like the bonuses have always worked this way), I was wondering what the official response has been.
It's worded wrongly.
It's 100% effect per level, rather than 100% bonus.
Thread necromancy 4tl btw.
Dulce et decorum est, pro imperator mori
It's great being Amarr, ain't it? |

Tiberius Decius
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Posted - 2007.04.11 19:40:00 -
[333]
forgive me if i sound newbish, but what is Squad Command skill? is that just leadership?
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VaderDSL
Caldari Incoherent Inc
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Posted - 2007.04.11 19:46:00 -
[334]
Originally by: Tiberius Decius forgive me if i sound newbish, but what is Squad Command skill? is that just leadership?
It is indeed, each level gives ability to pass down binuses to two people in the squad (if you are squad commander)
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Zensu Kai
|
Posted - 2007.04.22 16:32:00 -
[335]
Seriously... we need to bring this up more often. Having modules not working effectively for over 2 years now, and not being fixed, (or fixed properly) is a tired joke.
Customers of other games have left for less. I'm not saying I am leaving Eve (and no, you cannot have my stuff), but we need a wakeup call here.
CCP, please respond to the Command Module fiasco you promised and under-delivered on.
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Zyssago
Caldari coracao ardente Triumvirate.
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Posted - 2007.04.25 21:29:00 -
[336]
Man this has been going on for quite a while. Just read the whole thing beginning to end.
Great job, thanks for the info.
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Striker IV
Gallente Grave Diggers Soldiers of the Forgotten Abyss
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Posted - 2007.04.26 15:37:00 -
[337]
quick hop to the top.
im still reading "Reduces the capacitor need of the gang's personal and targeted armor repair systems." and "Increases the speed of the gang's personal and targeted armor repair systems."
these havent worked from the start, - and post patch ( a while back) the unlinked a duration time skill to the remote armors , nerfing them further.
i also havent gotten a reply to my petition from like 5 months ago when i finally got the skills to use the warfare link , and in testing didnt do what was shown.
a simple checkmark or flag " yes" in the database to activate it is all we need.
Team work is essential... It gives the other team something ELSE to shoot at!
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Aleis
Minmatar Playboy Enterprises
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Posted - 2007.04.28 22:31:00 -
[338]
information would be a great help in this, i know the thread is a bit old "most information" is still relavent but i know the new gang structure stuff really needs to be adressed here and i haven't done that yet,
However in my own defence as of a few months ago i've been preoccupied with Basic Training for hte US Airforce so my play time is zero at this time and will be for a while so if anyone knows the current state of the gang mods with the new gang system let me know so i can update the front page.
Gang Assist Guide |

Sister Bliss
The Wild Hunt FATAL Alliance
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Posted - 2007.05.02 11:59:00 -
[339]
Originally by: VaderDSL What would the bonus be for siege warfare links be if I had : Command Ships 4 Siege Warfare Specialist 5 Warfare Link Specialist 5 Siege Warfare Mindlink?
You would get a bonus of approx 25.2%
This is confusing as I would have thought it should be 38.8125 according to the formula the op posted. But it seems the module command bonus is 2% for both field and fleet command ships (contradicting fleet ship info).
This would then make the only gang-link-related benefit to the fleet ship as having the ability to run 3 links simultaneously (without command link modules).
I have seen a few other posts which seem to suggest the same. Am not sure if it's always been like this, a nerf has come in or a bug has been introduced. Anyone know?
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.05.02 12:06:00 -
[340]
Originally by: Sister Bliss
Originally by: VaderDSL What would the bonus be for siege warfare links be if I had : Command Ships 4 Siege Warfare Specialist 5 Warfare Link Specialist 5 Siege Warfare Mindlink?
You would get a bonus of approx 25.2%
This is confusing as I would have thought it should be 38.8125 according to the formula the op posted. But it seems the module command bonus is 2% for both field and fleet command ships (contradicting fleet ship info).
This would then make the only gang-link-related benefit to the fleet ship as having the ability to run 3 links simultaneously (without command link modules).
I have seen a few other posts which seem to suggest the same. Am not sure if it's always been like this, a nerf has come in or a bug has been introduced. Anyone know?
I have no idea what you are talking about, at L4 command ships you will get a 12% extra bonus to the effectiveness of all seige mods when using a vulture. Same with skirmish in the clay etc
sgb
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Sister Bliss
The Wild Hunt FATAL Alliance
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Posted - 2007.05.04 11:39:00 -
[341]
Originally by: smallgreenblur I have no idea what you are talking about, at L4 command ships you will get a 12% extra bonus to the effectiveness of all seige mods when using a vulture. Same with skirmish in the clay etc sgb
Yeah I have no idea what I'm talking about either. I misunderstood the 2%/3% bonus attribute on the module. All clear, though the fleet command bonus over the T1 variant is a bit poor...should be 5-10% per level imo, but there ya go.
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Aleis
Minmatar Playboy Enterprises
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Posted - 2007.05.06 17:47:00 -
[342]
well as it was stated in the very first post the real bonus of the fleet command ships isn't the added effectiveness it's the 3 active gang mods. the other is sort of just a teaser.
Gang Assist Guide |

Bund
|
Posted - 2007.05.21 01:25:00 -
[343]
Originally by: SengH Could you clarify whether capital class shield boosters/armor reps not being affected by the armored/siege gang mods is a design decision or if it is a bug (its been around for an awfully long time)?
Edit: while your at it.. considering how long it took for remote armor repairers/shield transfers to get included with the bonus could you check capital remote armor reps/shield transfers to see if they are affected by the bonus.
Thanks for the prompt response.
I haven't found an official CCP answer to the bug-or-not question. Could we have a yellow response to this, please? As others point out in this thread, the fact that it has always been broken isn't proof that the current behavior is correct.
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Aphrodite's Daughter
|
Posted - 2007.06.11 20:11:00 -
[344]
I need help please.
I read about the "hole in the chain" and that it affects the way the bonusses are passed down, but i have tried about everything and i noticed something that i think must be wrong.
My char has descent leadership skills, Siege Mindlink and the rest of the spec skills will be at 4 soon. I use a Drake with 5 modules and have trained wing commander to lvl 2. I setup a gang and convert to fleet. Then i make the character in the squad "squadron commander" while moving myself to "Wing commander" At this point, i get the bonus from the wing, but the squad member gets nothing. The squad commander has leadership 5 trained.
Here is the strange part, as the squad commander didnt get the bonus, i asked a corp mate to join the squad. He did get the bonus, both from the passive skills as those from the modules. However, the squadron commander who is in the same squad, get's nothing...? So, i switched roles with making the new member squadron commander etc..
The result: Wing commander gets all bonusses, Squadron commander gets no bonusses, Squadron member get all bonusses...
Where did i go wrong? i'm lost. |

Tek'a Rain
Gallente Isis Technologies
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Posted - 2007.06.11 20:20:00 -
[345]
Originally by: Aphrodite's Daughter I need help please.
I read about the "hole in the chain" and that it affects the way the bonusses are passed down, but i have tried about everything and i noticed something that i think must be wrong.
My char has descent leadership skills, Siege Mindlink and the rest of the spec skills will be at 4 soon. I use a Drake with 5 modules and have trained wing commander to lvl 2. I setup a gang and convert to fleet. Then i make the character in the squad "squadron commander" while moving myself to "Wing commander" At this point, i get the bonus from the wing, but the squad member gets nothing. The squad commander has leadership 5 trained.
Here is the strange part, as the squad commander didnt get the bonus, i asked a corp mate to join the squad. He did get the bonus, both from the passive skills as those from the modules. However, the squadron commander who is in the same squad, get's nothing...? So, i switched roles with making the new member squadron commander etc..
The result: Wing commander gets all bonusses, Squadron commander gets no bonusses, Squadron member get all bonusses...
Where did i go wrong? i'm lost.
the "new style" gang system is bugged. it was pushed through to reduce lag and usually causes it, most of the relevant skills and modules STILL HAVE INCORREECT DESCRIPTIONS and finally, the placement of what should be a Logistics role in the place of a field commander is the icing on this cake of foolishness.
you didnt go far wrong, the nerfbat swung too far and too hard.
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Flor deMaria
|
Posted - 2007.06.11 23:47:00 -
[346]
Edited by: Flor deMaria on 11/06/2007 23:49:17
Originally by: Aphrodite's Daughter I need help please.
My char has descent leadership skills, Siege Mindlink and the rest of the spec skills will be at 4 soon. I use a Drake with 5 modules and have trained wing commander to lvl 2. I setup a gang and convert to fleet. Then i make the character in the squad "squadron commander" while moving myself to "Wing commander" At this point, i get the bonus from the wing, but the squad member gets nothing. The squad commander has leadership 5 trained.
Here is the strange part, as the squad commander didnt get the bonus, i asked a corp mate to join the squad. He did get the bonus, both from the passive skills as those from the modules. However, the squadron commander who is in the same squad, get's nothing...? So, i switched roles with making the new member squadron commander etc..
The result: Wing commander gets all bonusses, Squadron commander gets no bonusses, Squadron member get all bonusses...
Where did i go wrong? i'm lost.
Wing Commanders do not receive bonuses from Fleet Commanders or from other Wing Commanders (the second one actually makes sense, but not receiving from FC doesn't). Squadron Commanders do not receive bonuses from anyone (WC or FC) except themselves if they happen to have leadership skills.
It's silly, but that's the way it works. Some of your more logistically important ships are the most vunlerable.
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Malena
Perpetual Dawn
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Posted - 2007.06.12 16:08:00 -
[347]
Well, that isn't silly, IMO...that is accurate...logistics are critical to any battle, just like leadership, so if you have both in one ship, naturally taking it out is going to hurt. What is silly to me is that it is so easy to take it out...rarely does a commander in R/L have a lot of firepower...he has COMMAND of a lot of firepower, but not much himself. He does usually have quite a bit of protection though....so the way logistics are handled is silly, I agree with that. Still love the class, both command ships and logistics though.
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Striker IV
Gallente Grave Diggers
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Posted - 2007.06.12 16:41:00 -
[348]
quick post from the development forum :
Originally by: CCP Fendahl
Originally by: Lynak Nathonson Just out of a matter of interest anyone checked to see if the armored warfare gang links work on remote reps on Sisi? Not got the skills on the current mirror to do it myself
The Armored Warfare Links got fixed when we worked on the logistic cruisers and Remote Armor Repair Systems. They now affect Remote Armor Repair Systems too, just like Siege Warfare Links affect Shield Transporters.
Woot , Woot , Woot!
gang progress finally!
some smart person should write one of them flash tutorials for the website. Team work is essential... It gives the other team something ELSE to shoot at!
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Striker IV
Gallente Grave Diggers Sparta Alliance
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Posted - 2007.06.25 19:16:00 -
[349]
quick bump and a request
since the gang boosting has now been changed with a select in the gang, do we still need the leadership skills to affect the ## of people?
for example , damnation with 3 links, , mindlink, in fleet setup , if the boss of the gang sets us as gang booster can we still affect up to 250ppl ?
Team work is essential... It gives the other team something ELSE to shoot at!
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Joran Delta
Gallente
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Posted - 2007.06.25 19:32:00 -
[350]
I am only 30 or so days into EVE. The command ship tree looks interesting to me as the Corp I am in has a lot of pvp gun and missle specialists but no real support pilot. Reading through this post, my brain is swollen.. I have bought the basic Leadership skills and am training them up. I have a Brutix waiting to be flown when ready and would like to know if this is a viable path or is the implementation of these skills/modules borked?
Thanks (sry for super run-on sentences, just woke up)
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Fenderson
Endgame.
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Posted - 2007.06.25 20:19:00 -
[351]
Originally by: Joran Delta I am only 30 or so days into EVE. The command ship tree looks interesting to me as the Corp I am in has a lot of pvp gun and missle specialists but no real support pilot. Reading through this post, my brain is swollen.. I have bought the basic Leadership skills and am training them up. I have a Brutix waiting to be flown when ready and would like to know if this is a viable path or is the implementation of these skills/modules borked?
Thanks (sry for super run-on sentences, just woke up)
its definitely a viable option, but it takes a LOT of training time.
i would not recommend it as a starting path for a noob. you should start with something easier like heavy assault ships or logistics and build up from there.
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Striker IV
Gallente Grave Diggers Sparta Alliance
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Posted - 2007.06.28 03:37:00 -
[352]
this fell too far for anyone with some information to post on this.
-=-= with the fleet ability to set a gang booster, has anyone tested whether we still need the leadership skills to run the fleet ?(wing command, fleet command)
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Alrich
|
Posted - 2007.07.05 10:07:00 -
[353]
Originally by: Striker IV this fell too far for anyone with some information to post on this.
-=-= with the fleet ability to set a gang booster, has anyone tested whether we still need the leadership skills to run the fleet ?(wing command, fleet command)
I havent tested it, but locically you shouldnt need the leadership skills. what is the purpos of having anotherone in the leader posision if not to use his leadership?
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Fitz VonHeise
United Connection's
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Posted - 2007.07.09 22:10:00 -
[354]
Edited by: Fitz VonHeise on 09/07/2007 22:10:57 My experience is that if you want to control and have your benefits work to multiple Squads your Commander needs to have Wing Commander to whatever level of squads he wants to control. If you have WC to level 3 but have four squads the last squad will not have any benefits associated with it.
2nd. Each of the Squad Leaders has to have Leadership at Level V or the benefits of the Wing Commander will not affect the Squad members under them.
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Striker IV
Gallente Grave Diggers Sparta Alliance
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Posted - 2007.07.11 04:16:00 -
[355]
yeah , currently im running wc3, but i havent had a chance to be in the " booster" role yet.
Team work is essential... It gives the other team something ELSE to shoot at!
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JenDen
Caldari LFS Corp
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Posted - 2007.07.11 16:51:00 -
[356]
Originally by: Fitz VonHeise Each of the Squad Leaders has to have Leadership at Level V or the benefits of the Wing Commander will not affect the Squad members under them.
Too bad Squad Leaders themselves will not get any bonuses from Wing Commander
Module/Rig stacknerfing explained |

Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
|
Posted - 2007.07.11 17:21:00 -
[357]
Originally by: JenDen
Originally by: Fitz VonHeise Each of the Squad Leaders has to have Leadership at Level V or the benefits of the Wing Commander will not affect the Squad members under them.
Too bad Squad Leaders themselves will not get any bonuses from Wing Commander
That is not bad.. that is simply RIDICULOUS!
If brute force doesn't solve your problem... you are not using enough |
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