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Lek Arthie
Federal Navy Academy Gallente Federation
4
|
Posted - 2011.11.20 23:39:00 -
[151] - Quote
Well then range is out of the picture also i guess.  Looks like the only thing that remains is either rep amount bonus which CCP they dont want, or changes to cycle time and fuel amount. Does it worth the training having a cycle time bonus?
You might be using triage carriers a lot in wormholes but you are using them in a very specific way. You repairing BSs and you counter them with bhaalgorns and you are using only archons. We are talking here not only about archons but also about other situations for example bhaalgorns are not always available. If the carrier has so much cap stability that can rep its mate then switch to local repping if it gets targeted then switch again to remote and all that with plenty of cap and with way better fit (since it will need less cap rechargers) then we have a problem here. Triage carrier atm cant be cap stable unless its crippled and has minimal tank capability. Paste me a fit with t2 modules for a triage carrier that has tank and is cap stable. Dont get me wrong cap bonus might be good for T2 triage but it needs to be tested, it shouldn't make the carrier able to fit stronger tank or have infinite cap, able to fit 3 or more local reppers without problem.
Anyway i just dont want to see the SC story all over again and we end up with very difficult to kill triage carriers that are the next fotm. |

Zarak1 Kenpach1
Aperture Harmonics K162
11
|
Posted - 2011.11.20 23:45:00 -
[152] - Quote
the sc quandry will never happen with carriers for two reasons. 1) changes to aggro mechanics so, its there till its dead or the group gives up 2) carriers do not have a small towers worth of EHP.
with these two changes a SC or anything like it will never be able to just ride it out for 2 to 15 minutes depending on the situation ever again. |

Lek Arthie
Federal Navy Academy Gallente Federation
4
|
Posted - 2011.11.20 23:47:00 -
[153] - Quote
Quote: (until the baahlgorns get there)
what happens if with T2 triage even bhaalgorns cant counter your triage? |

Zarak1 Kenpach1
Aperture Harmonics K162
11
|
Posted - 2011.11.20 23:52:00 -
[154] - Quote
i wish that could be achieved but , that will never happen. if i had to guess what ccp has in mind for cap reduction, the changes might make it so a baahl squad needs a minute or so more to cap out the carrier.
baahls are powerful tools in the battle for energy. typically one with talismans can do the trick and two is just hastening death. with aggro changes i doubt we'll need many more than two in a fleet at a time except on very special occasions. |

Svennig
Dreddit Test Alliance Please Ignore
30
|
Posted - 2011.11.21 07:53:00 -
[155] - Quote
Zarak1 Kenpach1 wrote:yeah, our average fit is about 12 bil cheaper and still stable. that was our ceo's pimp fit one.
Can you link this fit, for science?  |

Elanor Vega
Native Freshfood Minmatar Republic
53
|
Posted - 2011.11.21 08:35:00 -
[156] - Quote
Avila Cracko wrote:Crucis Cassiopeiae wrote:Tanex Gulder wrote:Cmon CCP an increase of 0.5% command bonus for across the board for T2 Gang Assist Modules.
This should be looked at as the base command bonus of T1 gang modules varies from 2% to 4.5% and the T2 bonus needs to reflect 25% increaase across the board.
Also inventong the T2 Modules will be very expensive as BPC copy time is over 4 hours per single copy. This will make it only practical to invent single run T2 copies and will make them expensive.
As an example you get less than a 1km range increase using the T2 Mining Laaser Field Enhancemnet Module which is pretty poor, so will it be worth the invention cost?
These issues applies to : Information Warfare Link - Sensor Integrity base Bonus of 3% Mining Foreman Link - Mining Laser Field Enhancement base Bonus of 4.5% Skirmish Warfare Link - Interdiction Manuvers base bonus of 3%
CCP Please readdress these issues. yea... give a little love to miners here at least... please...  Boost T2 gang links for miners... Yea... fix this please... and give a little love to miners...
+1000
Severian Carnifex wrote:Yea... simple math... T1 version of Mining Foreman Link - Mining Laser Field Enhancement have base boost of 4,5... when you add 0,5 thats 5... thats only around 10% increase... T1 versions of other links have base value of 2 and 3... so when you add 0,5... thats increase of around 25% and 18%...
That link have the smallest increase... and that's not fair...
just not fair... + miners need some love... don't kill mining further... |

Severian Carnifex
76
|
Posted - 2011.11.21 13:11:00 -
[157] - Quote
Elanor Vega wrote:Avila Cracko wrote:Crucis Cassiopeiae wrote:Tanex Gulder wrote:Cmon CCP an increase of 0.5% command bonus for across the board for T2 Gang Assist Modules.
This should be looked at as the base command bonus of T1 gang modules varies from 2% to 4.5% and the T2 bonus needs to reflect 25% increaase across the board.
Also inventong the T2 Modules will be very expensive as BPC copy time is over 4 hours per single copy. This will make it only practical to invent single run T2 copies and will make them expensive.
As an example you get less than a 1km range increase using the T2 Mining Laaser Field Enhancemnet Module which is pretty poor, so will it be worth the invention cost?
These issues applies to : Information Warfare Link - Sensor Integrity base Bonus of 3% Mining Foreman Link - Mining Laser Field Enhancement base Bonus of 4.5% Skirmish Warfare Link - Interdiction Manuvers base bonus of 3%
CCP Please readdress these issues. yea... give a little love to miners here at least... please...  Boost T2 gang links for miners... Yea... fix this please... and give a little love to miners... +1000 Severian Carnifex wrote:Yea... simple math... T1 version of Mining Foreman Link - Mining Laser Field Enhancement have base boost of 4,5... when you add 0,5 thats 5... thats only around 10% increase... T1 versions of other links have base value of 2 and 3... so when you add 0,5... thats increase of around 25% and 18%...
That link have the smallest increase... and that's not fair... just not fair... + miners need some love... don't kill mining further...
Support! |

Zarak1 Kenpach1
Aperture Harmonics K162
16
|
Posted - 2011.11.21 13:23:00 -
[158] - Quote
Svennig wrote:Zarak1 Kenpach1 wrote:yeah, our average fit is about 12 bil cheaper and still stable. that was our ceo's pimp fit one. Can you link this fit, for science? 
meh, i tried to link it for you but, ccp doesnt like hyper links to kbs so much. you can find it on our kb under two steps losses however. not too hard to find it. |

Charles Edisson
Isk Incorporated
14
|
Posted - 2011.11.21 17:57:00 -
[159] - Quote
Lek Arthie wrote:Not only mining links, have a look at all links... give some more love for T2 links. Not asking for imbalanced things, just a little bit so you can feel that you are getting T2 link boosts instead of T1. For example, vaga with T1 speed link, reaches ~3600m/s from ~2900m/s, a 700m/s inrease, it would nice if T2 module added another 400m/s, or maybe 350m/s. Quote:decreasing the cap use of RR's in triage would be a significant increase in capability but, it would not be overpowered. Point is that T2 modules improve T1 versions. Adding cap reduction to T2 triage is something that the T1 doesn't offer, it contradicts with the whole T2 approach. It will make an entirely different module. Even if that is done, there should be caution not to become cap stable. RRing in triage should still be cap hungry and you should still have to watch out. Well you can make triage stable even today but that cripples the ship a little. Btw cap reduction is almost exactly the same as giving rep amount bonus. Having the ability to rep more for less cap, means more reps. Short-term you might not notice difference, but long-term it does make a huge difference. And will also make the carrier way harder to kill as it can run its local reps more, maybe even fit 3 instead of 2. If its underpowered atm it should be fixed, but not make it overpowered... (like SCs). On a side note they can reduce cycle time and fuel reqs for T2 triage, and thats something that wont make it overpowered but also make triage more flexible in its use. Range bonus is also a possibility, 57km is not enough in every fight. Not every fight is done by blobing around the carrier. Some fights, especially big ones, are done moving and a stationary carrier will become obsolete soon. Increasing your effective range is not bad.
How about a repping increase for the T2 triage module but also an cap use increase. Make it a double edges sword, some pro but also a bit of a con on top of the fitting, which to be honest PG is never an issue on caps due to the fact there are so few capital sized moduled. |

bornaa
GRiD.
57
|
Posted - 2011.11.21 19:19:00 -
[160] - Quote
about that "T2 Mining Laser Field Enhancemnet Module" I did a little math... its giving 4% boost over T1 module  that's funny, and that's not worth it at all 
with T1 link you have range of 23,8km, and with this T1 you get range of 24,7km I don't see why you introduced this link at all  |

bornaa
GRiD.
57
|
Posted - 2011.11.21 19:57:00 -
[161] - Quote
if someone dont believe me Here is math in 3 decimals which corresponds to the actual in game values:
Maximum Skills, Orca Mining Foreman Link - Laser Optimization (2%) T1 Mining Foreman Link - Mining Laser Field Enhancement (4.5%) T2 Mining Foreman Link - Mining Laser Field Enhancement (5%)
with T1 gang links:
Range Link Bonus = 0.045 * 5 * (1 + 5 * 0.10) * (1 + 5 * 0.03) * (1 + 0.50) = 0.5821875
Maximum Laser Range = 15 km * (1 + 0.5821875) = 23.732 km
with T2 gang links:
Range Link Bonus = 0.05 * 5 * (1 + 5 * 0.10) * (1 + 5 * 0.03) * (1 + 0.50) = 0.646875
Maximum Laser Range = 15 km * (1 + 0.646875) = 24.703 km |

Sigras
Conglomo IMPERIAL LEGI0N
51
|
Posted - 2011.11.21 20:25:00 -
[162] - Quote
you guys who are complaining about the T2 gang links only giving you a 5% bonus, you do realize that all hardeners (armor and shield) all of the armor plating etc and most of the rigs only go up +5% from meta 0 to T2 right?
And youre complaining about 5% in applied effectiveness, which is way better than 5% in base stats because thats still cut down by stacking penalty etc.
youre looking at a 25% increase in base stats, and Id say thats plenty. |

Cap Tyrian
Guiding Hand Social Club Dystopia Alliance
4
|
Posted - 2011.11.21 21:15:00 -
[163] - Quote
I would like to see activated Gang Links apply their bonuses only on the grid of the buffing Ship, as long as some gang member is in that system (self buff even when no other member is on grid)
Carefully worded, normal gang bonuses are good as they are, and it would be sad to loose fitting variations on some self boosting "solo" BC/CS fits.
I would much more appreciate it to fly even a combat irrelevant full boosting CS right in the fight and maybe die, then hide my ass and miss all the explosions.
|

Jaigar
Mom 'n' Pop Ammo Shoppe Transmission Lost
4
|
Posted - 2011.11.22 02:46:00 -
[164] - Quote
I think the ganglink increase is dangerous; it makes having a booster more mandatory and smaller groups without any boosters won't stand a chance. I'm sure there are some fellow WH'ers who will attest to how this will affect their pvp in T3s with already overtanked ships.
I think the 2.0 to 2.5% increase is just too drastic. a 2.0 to 2.25% would have been just fine. |

Zarak1 Kenpach1
Aperture Harmonics K162
16
|
Posted - 2011.11.22 03:27:00 -
[165] - Quote
ssshhhhhhh |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
53
|
Posted - 2011.11.22 03:47:00 -
[166] - Quote
Cap Tyrian wrote:I would like to see activated Gang Links apply their bonuses only on the grid of the buffing Ship, as long as some gang member is in that system (self buff even when no other member is on grid)
Carefully worded, normal gang bonuses are good as they are, and it would be sad to loose fitting variations on some self boosting "solo" BC/CS fits.
I would much more appreciate it to fly even a combat irrelevant full boosting CS right in the fight and maybe die, then hide my ass and miss all the explosions.
CCP makes more money if you hide one account and bring the other to the field... |

Scrapyard Bob
EVE University Ivy League
380
|
Posted - 2011.11.22 04:02:00 -
[167] - Quote
Gang link bonuses with a range, maybe with decreased effect as range gets out past optimal would be nice but they might introduce too much lag into large fleet fights.
Basically, let a non-specialized ship only give full boosts out to 30km with falloff to 60km while a level V skilled command ship would have an optimal of 100km (with falloff out to 200km). Maybe with some base level of boosts that you would get anywhere in the system (25% effective?).
Plus modules/rigs that let you extend your falloff or optimal (just like various e-war and logistics). |

Lek Arthie
Federal Navy Academy Gallente Federation
4
|
Posted - 2011.11.22 09:48:00 -
[168] - Quote
Jaigar wrote:I think the ganglink increase is dangerous; it makes having a booster more mandatory and smaller groups without any boosters won't stand a chance. I'm sure there are some fellow WH'ers who will attest to how this will affect their pvp in T3s with already overtanked ships.
I think the 2.0 to 2.5% increase is just too drastic. a 2.0 to 2.25% would have been just fine.
Have you actually done any calculations yourself or you just want to make T2 links useless cause you cant use them and you will have disadvantage? 2,5% is already low, i think it should be around 3%. Asking for nerfs with the excuse that it will become useful and that you will need one are two opposite things. If it becomes useful it means its in a good state. Btw even T1 links are useful and many FCs are using/asking them. Also the smaller the group the less the impact boosters have. Its clear you have never used gang links, its ok, but first use them and then ask for nerf. Having T2 links is also very time intensive and doesn't really benefit your own single character since you cant use it when not in fleet or if you are not flying a CS.
Quote:with already overtanked ships.
Overtanked ships benefit the least from resist link.
Quote:Basically, let a non-specialized ship only give full boosts out to 30km with falloff to 60km while a level V skilled command ship would have an optimal of 100km (with falloff out to 200km). Maybe with some base level of boosts that you would get anywhere in the system (25% effective?).
I think this is a bit too much. Nerfing it so you can give boost only if you are in grid ok, but giving a range and falloff is a bit too much. Btw does anyone use a "non-specialized ship" to give boosts... Even if they want to, they cant, due to CPU req. |

Two step
Aperture Harmonics K162
437
|
Posted - 2011.11.22 19:48:00 -
[169] - Quote
Zarak1 Kenpach1 wrote:Svennig wrote:Zarak1 Kenpach1 wrote:yeah, our average fit is about 12 bil cheaper and still stable. that was our ceo's pimp fit one. Can you link this fit, for science?  meh, i tried to link it for you but, ccp doesnt like hyper links to kbs so much. you can find it on our kb under two steps losses however. not too hard to find it.
Gee, thanks Zaraki....
This is our more normal fit: [Archon, Two step's Archon] Capital Inefficient Armor Repair Unit Capital Inefficient Armor Repair Unit Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Energized Adaptive Nano Membrane Capacitor Power Relay II Capacitor Power Relay II Capacitor Power Relay II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Capital Energy Transfer Array I Capital Coaxial Regenerative Projector Capital Coaxial Regenerative Projector Capital Coaxial Regenerative Projector Triage Module I
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
(though usually with 2x CCC II's in the rig slot) CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |

Zarak1 Kenpach1
Aperture Harmonics K162
16
|
Posted - 2011.11.22 21:32:00 -
[170] - Quote
not throwin you under the bus TS. i know some others have lost some too but, i knew you did for sure and i can not remember who the others were off the top of my head. just was using yours as a reference.
|

Jaigar
Mom 'n' Pop Ammo Shoppe Transmission Lost
5
|
Posted - 2011.11.23 06:15:00 -
[171] - Quote
Lek Arthie wrote:Jaigar wrote:I think the ganglink increase is dangerous; it makes having a booster more mandatory and smaller groups without any boosters won't stand a chance. I'm sure there are some fellow WH'ers who will attest to how this will affect their pvp in T3s with already overtanked ships.
I think the 2.0 to 2.5% increase is just too drastic. a 2.0 to 2.25% would have been just fine. Have you actually done any calculations yourself or you just want to make T2 links useless cause you cant use them and you will have disadvantage? 2,5% is already low, i think it should be around 3%. Asking for nerfs with the excuse that it will become useful and that you will need one are two opposite things. If it becomes useful it means its in a good state. Btw even T1 links are useful and many FCs are using/asking them. Also the smaller the group the less the impact boosters have. Its clear you have never used gang links, its ok, but first use them and then ask for nerf. Having T2 links is also very time intensive and doesn't really benefit your own single character since you cant use it when not in fleet or if you are not flying a CS. Quote:with already overtanked ships. Overtanked ships benefit the least from resist link. You do understand that T2 shares the same leadership requirements as the Mindlink right? There is nothing new to train for for these links and will only need the T2 BPCs to get.
Ok heres some simple numbers for you, using a no-bonus ship, no mind-link, and max Warfare Link Specialist+ Siege Warfare Specialist (say nighthawk) with the shield harmonizing link. With the 2.0% mindlink, it gets a 15% bonus. With a 2.5% mindlink it gets a 18.75% bonus, and with 2.25% it'd get a 16.875% bonus. Without the mindlink you can already see the 2.5% implant running away.
Now, throw in the Mindlink and a Warfare Link Tengu. WIth 2.0% you get 28.125%. With 2.5% you get 35.15%. WIth 2.25% you would get 31.64%, right in the middle ground. The same applies to the armor warfare links on a legion, and thats a pretty huge difference.
I'm going to break down how this affects damage very simply. Saying you are getting hit from a certain damage source for 100 dmg with this 28.125% resistance. Consequently, you would take 71.875 damage. Now switch that to the T2 Ganglink with 35.15% resistance and you will take 64.85 damage. That is a 9.77% reduction over the current T1 Ganglink. That is pretty significant, and counting in the other ganglinks as well, that is also an additional 9.77% reduction in cycle time and cap usage. Consider how this affects logistics ships: not only are they getting an additional 11% reps because of reduced cycle time over the T1 variant ganglinks (meta4 armor reps: 3.59 secs vs. 3.25), they are also getting UP TO 11% stronger reps because of the higher resistances.
And as far as it making overtanked T3s even more overtanked: because of stacking penalties,this bonus will be first or 2nd added in because of its amount (because of resistance specific hardeners or CN Invuls). Max compensation puts a imperial navy EANM at 28.125% (coincidence?) and a T2 EANM at 25%. Since your second resistance gives you a stacking penalty of 87%, you will still gain about 8.5% reduction in damage with the T2 Ganglink vs. the T1. So assuming that you are using an Imp Navy EANM AND and additional resistance mod, you would gain 30.58% from the ganglink and 16.03% from the ENAM, vs 24.47% and 16.03% otherwise. Not counting that highest mod, thats a total 42% dmg reduction vs. a 36.5% dmg reduction. This is basicly showing that even if they are overtanked they are gaining significant damage reduction bonuses. This same effect can be seen on Tengus fitting T2 dmg rigs. If you stuff 4 BCUs in the lows and fit a T1 dmg rig, you gain 6 DPS, whereas the T2 gives you 34 DPS. This is because the 15% from the rig is being counted FIRST now, whereas the 10% from the T1 matches the 10% from the BCU, only giving 10.5% of that 10% (1.05% dmg). This same principle applies to armor like stated above, with the T2 ganglink bonuses acting the same way.
And 3% is just plain silly. In a Legion, thats 3*5*1.25*1.5*1.5=42.1875% ganglink effects. Thats better than the best officer EANM. |

Zarak1 Kenpach1
Aperture Harmonics K162
16
|
Posted - 2011.11.23 17:16:00 -
[172] - Quote
getting really close to patch day and there is no word on the final state of T2 triage... |

Hamatitio
Aperture Harmonics K162
28
|
Posted - 2011.11.23 21:06:00 -
[173] - Quote
Zarak1 Kenpach1 wrote:getting really close to patch day and there is no word on the final state of T2 triage...
We're stuck with this one till the next round of changes me thinks.
|

Zarak1 Kenpach1
Aperture Harmonics K162
17
|
Posted - 2011.11.23 21:11:00 -
[174] - Quote
from what tallest said today on the hybrid thread we are indeed. oh well |

Jaigar
Mom 'n' Pop Ammo Shoppe Transmission Lost
6
|
Posted - 2011.11.23 21:42:00 -
[175] - Quote
Yeah, only useful thing about the T2 Triage is the 75 stront per cycle instead of 125..
And Two Step, Im assuming you are using strong mindflood/exile if the situation turns dire? |

Lek Arthie
Federal Navy Academy Gallente Federation
5
|
Posted - 2011.11.23 23:04:00 -
[176] - Quote
Jaigar wrote:[quote=Lek Arthie][quote=Jaigar] That is a 9.77% reduction over the current T1 Ganglink. That is pretty significant, and counting in the other ganglinks as well, that is also an additional 9.77% reduction in cycle time and cap usage.
I dont understand what your purpose here is. It SHOULD be significant. Have you compared T1 and T2 guns? There is a significant dps change between the two. Saying that a T1 gun cant beat a T2 gun so the T2 gun needs a nerf is just wrong.... I really dont get it. Your goal is to make the T2 module useless?.... If there is no real beenfit of using the T2 module, whats the point of the T2 module to exist? Even with a 2,5% it still is not enough, it needs more. Saying that T2 modules have the same reqs as mindlink is just useless.... So what if they have same reqs. It still needs a lot of time and it still is very time consuming with the charisma req. You need a remap to train effectively. So to conclude, dont ask for nerfs because you cant use the T2 module. If you think your enemy gains too much advantage get a T2 booster pilot. Your whole post and your arguments are completely off and wrong. |

Jaigar
Mom 'n' Pop Ammo Shoppe Transmission Lost
7
|
Posted - 2011.11.24 05:01:00 -
[177] - Quote
Lek Arthie wrote:Jaigar wrote:[quote=Lek Arthie][quote=Jaigar] That is a 9.77% reduction over the current T1 Ganglink. That is pretty significant, and counting in the other ganglinks as well, that is also an additional 9.77% reduction in cycle time and cap usage. I dont understand what your purpose here is. It SHOULD be significant. Have you compared T1 and T2 guns? There is a significant dps change between the two. Saying that a T1 gun cant beat a T2 gun so the T2 gun needs a nerf is just wrong.... I really dont get it. Your goal is to make the T2 module useless?.... If there is no real beenfit of using the T2 module, whats the point of the T2 module to exist? Even with a 2,5% it still is not enough, it needs more. Saying that T2 modules have the same reqs as mindlink is just useless.... So what if they have same reqs. It still needs a lot of time and it still is very time consuming with the charisma req. You need a remap to train effectively. So to conclude, dont ask for nerfs because you cant use the T2 module. If you think your enemy gains too much advantage get a T2 booster pilot. Your whole post and your arguments are completely off and wrong. The point being that when you get the T2 ganglink requirements, all you need is cybernetics 5 to get 50% more effectiveness from the mindlink; there is already more than enough incentive to train those skills.
Ganglinks already make a big enough difference as is. If you make them any stronger, you are making them mandatory.
The current T2 Ganglink for shield resists compared to the T1 is simular to the gap between invulnerability field IIs and Caldari Navy Invuls. Upgrading from T1 to T2 ganglinks is replacing that invul II worth of resists with a CN invul.
The decreased rep cycle+ additional resistance benefit gives up to a 21% tanking benefit for just UPGRADING FROM THE T1. In the end, the T2 Ganglink gives an additional 54% repping power through cycle reduction time alone vs. the current 39% max.
There is a tipping point where ganglinks turn from being something nice to have to being required to be competitive. Combine that with the change in boosters that is comming, and the newer guys/smaller fleets have even a bigger disadvantage.
From here on out I'm going to assume that you are trolling me. |

Carulis
Scarab Technological Industries
1
|
Posted - 2011.11.24 09:48:00 -
[178] - Quote
CCP Are you reading these issues??
Please balance the bonuses on these T2 Gang Link Modules so we can test them out
T1 Information Warfare Link - Sensor Integrity base Bonus of 3% T2 Information Warfare Link - Sensor Integrity base Bonus of 3.75%
T1 Mining Foreman Link - Mining Laser Field Enhancement base Bonus of 4.5% T2 Mining Foreman Link - Mining Laser Field Enhancement base Bonus of 5.625
T1 Skirmish Warfare Link - Interdiction Manuvers base bonus of 3% T2 Skirmish Warfare Link - Interdiction Manuvers base bonus of 3.75%
CCP Please respond |

Crucis Cassiopeiae
EvE-COM
732
|
Posted - 2011.11.24 11:49:00 -
[179] - Quote
CCP??? Anyone?? give us a word here... |

Lek Arthie
Federal Navy Academy Gallente Federation
6
|
Posted - 2011.11.24 16:47:00 -
[180] - Quote
Quote:The point being that when you get the T2 ganglink requirements, all you need is cybernetics 5 to get 50% more effectiveness from the mindlink; there is already more than enough incentive to train those skills.
You think there are many people that have trained all those skills? There are not. Even in alliances there aren't many people. Dont forget that those skills are not enough. Yes they might be enough for small gangs but small gangs is not EVE's only gameplay. To be able to provide bonuses for a large fleet you need wing command/fleet command to train also. It's not so easy as you think. Still if your point is that T2 links have low skilll reqs, personally im fine if they add more skill reqs, like warefare specialist skill etc.
"Mandatory" is a personal opinion. The difference between the T1 and T2 is NOT very big. T1 links were already mandatory if you ask me. And even now any self-respecting fleet/gang should have one, regardless of size. You just realized that links got better and you aare scared. Point is that T1 also give an advantage. Because CCP decided to put T2 links now and not from the start doesn't mean that T2 links are easy to train because link pilots already have the skills. Besides T2 links follow the same skill reqs as most T2 modules. They require level 5 on the skills of the T1 module. T2 link should more likely give resistances of an officer module not a petty CN.....
Tbh im pretty sure you are here because some people ask for link boost and you just want to troll them...
Give more love to T2 links. |
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