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

James Lyrus
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Posted - 2005.11.30 09:41:00 -
[91]
Do command/gang bonii work off grid? Looks to me like quite a neato idea to train up a second account, park it in a SS (maybe even cloaked) drop the CPU priority to almost none, and then gang and go missioning or raiding.
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SengH
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Posted - 2005.11.30 09:47:00 -
[92]
Edited by: SengH on 30/11/2005 09:50:33 yes they do work off grid but running more than 2-3 and you run into a cap issue. For mission running you can just leave them running the whole time but for pvping its a totally different ballgame involving time and alot of micromanagement
Edit: you'd need 3 accounts to make it work right 1 to mission run 1 logistics/carrier and 1 Command BC... fill the command BC with command procs and have the logistics refil cap. you'll be using 800 cap every 10s so better hope those cap transfers are up to the job heh. Your command BC would be running 3x Skirmish warfare mods, 3x armor/siege warfare, 1x resistance of armor/siege, 1x sensor strength boost/1x sensor booster boost. You'd have some insane resists, but the costs required to run it wouldnt be cheap.
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Pottsey
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Posted - 2005.11.30 10:03:00 -
[93]
ôyes they do work off grid but running more than 2-3 and you run into a cap issue.ö I donÆt find it a problem on my T1 active tanked BC. So a T2 with the new BC improvements or a T1 with the new improvements should be ok. 3 modules is only 15cap/sec. I can run two modules and a tank with target painters pretty well or 3 gang and no tank. Cap is not the problem Cpu and Powergrid is, the only reason I donÆt have a tank is I run out of powergrid and CPU to fit anything with 3 gang assit and 2 command pros.
I believe if you donÆt tank and sit in a safe spot can run 3+ none stop without a problem and without anyone transferring cap.
T2 ships should be able to run 6 modules without any problem as thatÆs only 30cap/sec. That and with the ships being more effective as a passive shield tank then active you could always passive tank and use up all that extra cap on gang assist.
Note: while writing this I just realized I am a drone pilot so my weapons donÆt take up cap. Perhaps itÆs different for laser uses.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

FoRGyL
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Posted - 2005.11.30 10:16:00 -
[94]
Originally by: Pottsey ôyes they do work off grid but running more than 2-3 and you run into a cap issue.ö I donÆt find it a problem on my T1 active tanked BC. So a T2 with the new BC improvements or a T1 with the new improvements should be ok. 3 modules is only 15cap/sec. I can run two modules and a tank with target painters pretty well or 3 gang and no tank. Cap is not the problem Cpu and Powergrid is, the only reason I donÆt have a tank is I run out of powergrid and CPU to fit anything with 3 gang assit and 2 command pros.
I believe if you donÆt tank and sit in a safe spot can run 3+ none stop without a problem and without anyone transferring cap.
T2 ships should be able to run 6 modules without any problem as thatÆs only 30cap/sec. That and with the ships being more effective as a passive shield tank then active you could always passive tank and use up all that extra cap on gang assist.
Note: while writing this I just realized I am a drone pilot so my weapons donÆt take up cap. Perhaps itÆs different for laser uses.
May I ask what u have in Will and Char attri?
-out- ********************************************************* Pay or don't!
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Jared VonBargen
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Posted - 2005.11.30 11:42:00 -
[95]
Originally by: Hllaxiu Edited by: Hllaxiu on 29/11/2005 17:47:33 Would someone please tell CCP that Force Recon is combat recon? You probably don't want to **** off a USMC MEU(SOC) with claiming Force Recon aren't combat units. 
Being a Marine myself, and conincidently, just finishing a tour with a MEU(SOC), those recon guys are no joke. That wikipedia is alright, but there is no way to describe their effectiveness. Their main goal is to never be seen. If they are located, they view their objective failed in the first part. We tested them a few times, we would set up little 'terrorist' camps out in the woods and they had to hide in the forest and observe us and relay information to the infantry to make an effective strike. Through 2 camps and an entire week, we never saw any of the 2 man units. There were reported after the exam that there were at least 5 units operating at all times. Simply amazing skills.
Guess thats like, ultra ECM, sensor masking in this game....
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Grimpak
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Posted - 2005.11.30 12:05:00 -
[96]
Originally by: Jared VonBargen
Originally by: Hllaxiu Edited by: Hllaxiu on 29/11/2005 17:47:33 Would someone please tell CCP that Force Recon is combat recon? You probably don't want to **** off a USMC MEU(SOC) with claiming Force Recon aren't combat units. 
Being a Marine myself, and conincidently, just finishing a tour with a MEU(SOC), those recon guys are no joke. That wikipedia is alright, but there is no way to describe their effectiveness. Their main goal is to never be seen. If they are located, they view their objective failed in the first part. We tested them a few times, we would set up little 'terrorist' camps out in the woods and they had to hide in the forest and observe us and relay information to the infantry to make an effective strike. Through 2 camps and an entire week, we never saw any of the 2 man units. There were reported after the exam that there were at least 5 units operating at all times. Simply amazing skills.
Guess thats like, ultra ECM, sensor masking in this game....
just by hearing that I want to fly one of those force recon thingys -------------------
Celestial Horizon: we go zerg on you |

keepiru
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Posted - 2005.11.30 12:59:00 -
[97]
Originally by: SengH Other points to note 1. can you fit 7x 720IIs without any grid/cpu mods? seems highly unlikely, not quite sure though.
Needs a PDU. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Mallik Hendrake
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Posted - 2005.11.30 13:37:00 -
[98]
I am putting this in capitals so I hope CCP Sees.
WHY DO THE CALDARI ONES HAVE FEWER SLOTS THAN EVERYONE ELSE?
Note the sleipir: 18 slots Astarte: 17 slots Nighthawk: 16 slots
Is it RP excuse that Caldari can't count very high or wtf?
-------------------------------------------- "A plan is just a list of things that don't happen." -- Parker, _The Way of the Gun_
Mallik Hendrake E X O D U S [I do not speak for E X O or IRON] |

Pottsey
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Posted - 2005.11.30 13:44:00 -
[99]
ôMay I ask what u have in Will and Char attri?ö Sure Willpower is 18 and Charisma is 24
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

keepiru
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Posted - 2005.11.30 13:55:00 -
[100]
Originally by: Mallik Hendrake I am putting this in capitals so I hope CCP Sees.
WHY DO THE CALDARI ONES HAVE FEWER SLOTS THAN EVERYONE ELSE?
Note the sleipir: 18 slots Astarte: 17 slots Nighthawk: 16 slots
Is it RP excuse that Caldari can't count very high or wtf?
Because the stats arent final yet and not all the ships have gotten their extra slots.
Also it seems ccp hasnt decided on exactly how many slots they should have and if they should all have the same slots. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Mallik Hendrake
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Posted - 2005.11.30 13:58:00 -
[101]
Let us hope you're right :) -------------------------------------------- "A plan is just a list of things that don't happen." -- Parker, _The Way of the Gun_
Mallik Hendrake E X O D U S [I do not speak for E X O or IRON] |

Armi Tage
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Posted - 2005.11.30 14:52:00 -
[102]
ok who else thinks that the slot layout is wrong?
gallente got 17 slots each, check amarr got 17 slots each, check minmatar got 18 slots each (in line with the cyclone having one more slot than the other BCs, no complaint here), check caldari got 18 and 16, with the missileboat getting the shaft or are there boni on the nighthawk considered good enough to justify one slot less than all other t2 BCs?
maybe just a typo?
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keepiru
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Posted - 2005.11.30 14:56:00 -
[103]
Im getting itred of saying this, the stats are not final. Glaring, obvious example, the nighthawk having the same slots as a ferox... ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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FoRGyL
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Posted - 2005.11.30 15:00:00 -
[104]
Originally by: Pottsey ôMay I ask what u have in Will and Char attri?ö Sure Willpower is 18 and Charisma is 24
Ty, trying to figure out what to go for. coz I have 18 in char and 26 in will and that squdron thing to Lv5 is tuff nut to break.(rank 6 skill )
So ty.
-out-
********************************************************* Pay or don't!
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grizouh
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Posted - 2005.11.30 17:04:00 -
[105]
Edited by: grizouh on 30/11/2005 17:07:59
Originally by: Malena Is anyone else disappointed with the bonusses for the fleet command ships? I would have preferred something that stacked a bit more gang ability into them, or at the very least, a static bonus for the 4 of them...like the ability to control one more gang module, or 1.5% bonus to a different kind of warfare link.
apart from the idea that these two bc t2 are designed to be able to use 3 (hac) or 4 (log) modules at once:
yes, I am. And I also do not like the idea that the ship has only a restricted bonus for one kind of modul type eg the caldari vulture for siege warfare links...
really hoping that they will adjust this abit into the direction of leadership skilled characters (i do not care about any weapon boni) or i can/will stick to my good old ferox which is a lot cheaper and safes me a lot of time training for the logistics bc t2.
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Shira d'Radonis
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Posted - 2005.11.30 23:38:00 -
[106]
Here here! 300 million and all that training time is a lot to ask for a more durable battlecruiser. -----------------------------------------------
ôàquod ad ius naturale attinet, omnes homines aequales suntö
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SHYBUM1
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Posted - 2005.12.01 02:05:00 -
[107]
Originally by: Oveur Oh, and the descriptions actually aren't final, Gnauton is doing a second revision just now.
The Fleet Command for example can use three leadership modules, that isn't mentioned in the current descriptions.
well as I see it the T2 BC is a nice ship but if it comes stock with 3 gang mods why did i train the squad command to 5? unless the following is possible... the use of mulitple command mods in order to use more than 5 gang mods on one ship which in turn turns your ship into a gang mod king and all you need to do is put a reasonable tank on and your ship...is there a max gang mod set per ship?...i haven't been on sisi to know what the specs are now nor do i know all the reqired skills to fly one.
with all that said am i going off the wrong end of the spectrum or have i hit on something usful and mostlikely correct?
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j0sephine
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Posted - 2005.12.01 02:29:00 -
[108]
"is there a max gang mod set per ship?...i haven't been on sisi to know what the specs are now nor do i know all the reqired skills to fly one."
If i understand it right, there's fixed number of gang modules your ship can run simultaneously at given time, and the command processor increases that limit by 1 for each processor running.
The tech.1 battlecruisers and field command ships have that base limit set to 1 gang module, the fleet command ships have it set to 3 modules.
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keepiru
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Posted - 2005.12.01 02:41:00 -
[109]
Yup, that's correct.
OFC, the cap cost of them is the spotlight that shows me the cap figures for these ships havent been updated yet (theyre still on t1 figures last i checked). 3 gang modules are not insignificant when it comes to cap draw. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Flipidy Floo
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Posted - 2005.12.01 04:38:00 -
[110]
Originally by: j0sephine "<sigh>
Methinks a new Cerberus thread is in order."
Sadly, yes; can't help but wonder what's the point of giving 'all out combat' battlecruiser a bonus which only affects targets smaller than cruiser and second bonus which only affects targets moving at interceptor-like speeds. Could swear there's enough ships with the very role of killing small crafts already, and that something as "high tech" as tech.2 battlecruiser would be better off with more flexible set of benefits... :/
I can think of a Great reason for it. The new assault missles if they are torp like.
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j0sephine
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Posted - 2005.12.01 04:49:00 -
[111]
"I can think of a Great reason for it. The new assault missles if they are torp like."
Except these boosts are applied specifically to heavy missiles, and new assault missiles are not only (likely) completely different missile class, but they're supposed to be shot with assault launcher i.e. completely different launcher from one a ship with heavy missile boosts would use..? o.O;
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keepiru
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Posted - 2005.12.01 05:20:00 -
[112]
I expect when assault missiles come out the bonii will be changed to affect both.
I think its understandable why they dont apply to assault launchers, tbh. Right now theyre like tracking bonii for medium guns. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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j0sephine
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Posted - 2005.12.01 05:45:00 -
[113]
"Right now theyre like tracking bonii for medium guns."
Hmm i guess you could look at these boosts like at equivalent of tracking bonus, but i really hope this isn't what the idea behind them actually is.
Medium guns can have quite a bit of trouble getting targets of their 'intended' size i.e. cruiser, which move with transversal velocity similar to cruiser-like speed. That's why tracking bonus helps the guns.
But heavy missiles have actually no issues with hitting targets of 'intended' size -- their explosion radius is enough to do damage to a cruiser, and a cruiser won't really reach the speeds where damage reduction from outrunning explosion velocity starts to apply, unless maybe when it uses the MWD. That's why missiles do less damage 'out of the box' than turrets do.
So if these boosts are supposed to be like tracking bonus to medium turrets, so they can reliably hit medium sized targets... then they're obsolete, because there's no issue for medium launcher with hitting medium-sized ships in the first place. And unlike tracking bonus to medium turrets, they don't increase damage (by reducing number of 'missed' shots) to such targets for heavy missiles ... o.O;
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keepiru
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Posted - 2005.12.01 06:24:00 -
[114]
Perhaps i was unclear.
I meant tracking as in it helps hit fast targets better.
And regarding medium turrets because heavyes are the only real cruiser missile launcher, assaults being a bastard son of a goat atm.
Thats why the bonuses apply stricltly to heavy missiles.
The comparison and parallels stop there. Trying to draw paralells between the precision and explosion speed skills and relative bonuses of missiles and similar skill/bonii for turrets is pointless in my opinion, apart from in the broadest of senses.
As far the usefulness of the bonuses... i guess its personal. Its a specialised ship that sits at medium range and kills small to medium targets with a very strong tank.
You might wish for a different "direction" as far as its specialty, different from the current "medium-range space superiority platform", but i dont think the ship is weak at all. Id love to have one in a gang with me.
Youll notice that while some of the other field command cruisers do better damage, none of them has an optimal bonus. Theyre all either short or at best medium range ships, with a strong tank, and very slow.
Using one solo in pvp would be very risky, as you can kite them in some battleships. Imho, when that part of the equation is considered the nighthawk emerges as one of the stronger fieldCCs. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Darth Revanant
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Posted - 2005.12.01 07:54:00 -
[115]
Originally by: grizouh Edited by: grizouh on 30/11/2005 18:04:52 Edited by: grizouh on 30/11/2005 17:07:59
Originally by: Malena Is anyone else disappointed with the bonusses for the fleet command ships? I would have preferred something that stacked a bit more gang ability into them, or at the very least, a static bonus for the 4 of them...like the ability to control one more gang module, or 1.5% bonus to a different kind of warfare link.
apart from the idea that these two bc t2 are designed to be able to use 3 (hac) or 4 (log) modules at once (which has been stated in the "your battlecruiser und you" thread):
yes, I am. I do not like the idea that the ship has only a restricted bonus for one kind of modul type eg the caldari vulture for siege warfare links...
really hoping that they will adjust this abit, at least the logistic types, into the direction of leadership skilled characters (i do not care about any weapon boni) or i can/will stick to my good old ferox which is a lot cheaper and safes me a lot of time training for the logistics bc t2.
I agree. The fleet command ship should have a bonus to the effectiveness of all warfare links. 'Cause honestly, I don't think there's any warfare division that's good enough to run all 3 of its links before running any of the others. I'm armored warfare spec., but I'd like to run a skirmish or information link too. And my corp is amarr only. For corps that don't restrict their ships, it's going to be pretty useless to run all the warfare links of just one branch and none of any of the others. _______________
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Vishnej
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Posted - 2005.12.01 08:23:00 -
[116]
Can anyone verify from firsthand exp. that gangmods work offgrid? I'd been told repeatedly that it was just within the grid. ---------------------------- T2 Destroyers: a proposal Requested Changes: An alphabet's worth |

SengH
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Posted - 2005.12.01 08:52:00 -
[117]
Originally by: Vishnej Can anyone verify from firsthand exp. that gangmods work offgrid? I'd been told repeatedly that it was just within the grid.
you guys already have experienced it just not in your gang 
and yes there is a gang mod combination of 3 that is considerably overpowered in fleet warfare... btw information warfare is not as useless as it seems. Its a very good counter to the burn eden tactic of dampening as using fuzzy math it gives a bigger sensor boosters a bigger range boost than you'd believe from the stats (a single T2 sensor booster gives a 80% increase in range) (confirmed not to be a bug with a BH in fact he gave me the fuzzy math eqn ). All niche but micromanagement for gang mods is the key as I said before.
Information warfare is all very niche but applied correctly and at the right time can make useless the best laid plans of EW :) Very interesting set of mods too.
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Liet Traep
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Posted - 2005.12.05 10:36:00 -
[118]
This a good post. Should be stickied.
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MECHcore
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Posted - 2005.12.05 11:39:00 -
[119]
I want a Vulture , its like a big eagle 
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Shadowsword
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Posted - 2005.12.05 12:07:00 -
[120]
And you'll stuff your Vulture full of blasters and come tell us how it's better than an Astarte? 
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