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Aramendel
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Posted - 2006.06.09 10:26:00 -
[1]
Originally by: Shadowsword
Originally by: Derran (why oh why make a gallente command ship have Ewar bonuses??).
Actually, information warfare isn't all that E-war: One module is an usefull all-around bonus (lock time reduction) One module is Anti-EWAR One module is Ewar-oriented.
Should have the Bonus for Gallente and Caldari ships have been swapped, so gallente ships find themselves with shield-related bonus? Of course not.
For those who said that the Eos should have an armored bonus, well, it's already taken by the Damnation, and Amarr always had priority over gallente for armor-related things.
The thing is that the ewar bonus is still relatively useless compared to the other races specialisations.
IMO they should give the fleet command ships each boni to 2 specialisations, it's not like that the current 1 has very huge effects. Like:
Caladri: Shield + Ewar Gallente: Armor + Ewar Minmatar: Shield + Duct-tape..er.. Skirmish Amarr: Armor + Skirmish
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Aramendel
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Posted - 2006.06.10 10:56:00 -
[2]
Originally by: SengH stop with the stupid ideas please. The bonus from the fleet command ship is pretty much useless you have a mindlink plugged in. Since you can only have 1 mindlink plugged in at a time, multiple bonuses will be useless. The main benifit that the fleet command ship provides is the ability to use 3 mods with out com procs. And thats more than enough bonus.
*sigh* 
Yes, but you can then *choose* which way to go. You know, options. Flexibility. Diversity. How would be such a thing useless?
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Aramendel
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Posted - 2006.06.11 10:24:00 -
[3]
Edited by: Aramendel on 11/06/2006 10:25:41
Originally by: SengH the extra 3% bonus from having a mindlink + command ship 4 is hardly something i'd call "flexible". Any half decent leadership pilot should be able to use com procs anyways. Adding a 2nd leadership group as a "band aid" to fix command ships isnt the solution.
Did I claim it is "the" solution, aka "Do that and it fixes command ships"? No? So stop handeling it as such. "The solution" does not exist.
One of the problems is that the command ship bonus is a complete joke compared to the mindlink bonus. Should those be balanced out as a poster was asking in this thread (and I agree with her there) the boni of a ship will have a rather noticeable effect on what you can use effeciently. Also, from a roleplay/"it makes sense" viewpoint the command ships of each race should focus on the strengths of that race and amplify them without having to mix foreign ships into the fleet. Because each race hasn't only one specialisation. For example, the unreleased "gallente navy doctrine" skill has as requirement information AND armor warfare specialist.
Quote: What should be done is bump the req back up to squad com 5 and then give it some real leadership bonuses like unlimited gang mods without com procs. Thats when you'll see leadership pilots distinctivly making a choice to fly them over the t1 BC.
Speaking of ineffective solutions - if you want to use more than 3 gang modules at once you need to fit pretty much every available slot with cap recharge modules. Meaning the ship will have zero tank and prime target for enemy fire. Instead of putting all egs in a glass basket it's more effecient to use 2 command ships.
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Aramendel
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Posted - 2006.06.11 20:28:00 -
[4]
Originally by: SengH Only an idiot puts his command ship in the line of fire to begin with. If your primaried in any average fleet battle no amount of tanking will save your ass despite what pottsey would like to have you believe. Also before you keep talking out of your ass, on a Claymore I can run 5x Gang assist constantly with just 2-3 Eutectics (3 eutectics keep your cap at about 70%). I dont have max cap skills and minmatar cap isnt that great to begin with.
Apply common sense, the command ship will obviously sit in a safespot, otherwise it won't last long in a fleet battle. But safespots can be scouted, if you are jumped there some tanking ability is useful. It won't guarantee survival till/should help arrive, but it's preferable to certain death without it.
You are right about the sustainability of 5 warlink modules, I miscalculated there. But it is still a dumb idea to try to use 5 on a single command ship - even if they have no boni to them from the command ship skill (not that the current ones have any real impact), there is still the mindlink implant. Meaning at least 2 of your gang modules will work on reduced effeciency - the only situation where it makes sense to run 5 gang modules on a single ship is if there is noone present who has specialized on the modules you are running outside your mindlink implant.
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Aramendel
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Posted - 2006.06.11 21:52:00 -
[5]
Originally by: SengH Thats what the probe launcher in my 8th hi slot is for (since there are only 7/8 useful gang modules for fleet combat. Pop an observator and make your self a supersafespot when your at your temp safe. The time it would take them to find you then would become impractical. If you see probes on your scanner pop another and gtfo.
Point taken 
Although it still stands that more than 3 gangmodules on a CS are only useful in a limited personnel situation, aka you don't have anyone who has a mindlink for the modules you are using outside yours.
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Aramendel
Amarr Queens of the Stone Age Chimaera Pact
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Posted - 2006.09.08 23:18:00 -
[6]
Thing is that this role is not needed, caldari have already quite a few ships which can do this just nicely.
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