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CCP Ytterbium
C C P C C P Alliance
17

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Posted - 2011.11.04 11:16:00 -
[1] - Quote
This is the feedback thread for the new Tech2 module variants, please post comments in here.
Thanks for your time. |
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Junky Juke
Delta Division.
7
|
Posted - 2011.11.04 14:11:00 -
[2] - Quote
First? oh yeah! Ok updating sisi, ready to test new stuff... |

Two step
Aperture Harmonics K162
391
|
Posted - 2011.11.04 14:29:00 -
[3] - Quote
My reply got eaten, here goes again.
T2 triage mod is still underwhelming (as mentioned on the CSM forums...). It needs to either boost local reps or remote rep range, plus it should be 2 more targets than T1. Another option would be less cap use on local/remote reps.
Also, T2 siege/triage mods are too cheap to build. They are only about 10 mil over T1 costs. CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |

Arkady Sadik
Gradient Electus Matari
168
|
Posted - 2011.11.04 14:40:00 -
[4] - Quote
The T2 siege module seems to be kind of excessive, bonus-wise - 20% more dps is harsh. But it gives an incentive to use it.
The T2 triage modules on the other hand is extremely weak. +1 lockable target, 20% more target range, and slightly less LOz consumption - I'm unsure why I'd put money into this. Especially as the Archon is likely the only carrier with sufficient pg to actually fit it with no problem (carriers need a rebalance, btw, see the capital thread).
No opinion on the new warfare links. I'm not sure whether I want them to be boosted while their main application in high-sec seems to be being used on an alt (or on a POS in low-sec), but the values don't seem excessive.
I have not yet been able to check how the MAPC II will affect things in practice. It will make some frigate fits viable that were not possible before, which is both good and bad. It might be necessary to rebalance some frigates with this module.
The Bomb Launcher II is also a bit underwhelming. Maybe give it a larger capacity so you can fit one more bomb into it? Means one more bomb run without resupply if you can fit it, which is much more of an advantage than a few seconds less cycle time.
The probe launcher will make sister launchers useless - maybe give it a slightly lower bonus than Sister ones?
Tractor beam bonus is great. Less annoyance during missions.
Warp Disruption Field Generator II is interesting. 36km disruptor range is a true bonus - not overheatable, but it gets competetive with the Gallente recons for some fleets. Especially as the tank is much better. I'm not sure if this is good or bad.
Drone modules. I'm not sure if this is going to make them used in combat. A true boost to them would be to make them all high-slot modules (lose guns/missiles for better drone efficiency), but that would require some careful thought.
All in all, I liked what I saw. But all implications are difficult to tell, you should really keep an eye on the development. Especially as the availability of some modules tends to have chain reactions to some balance of some ships that were quite balanced before, but suddenly aren't anymore. |

Ampoliros
Aperture Harmonics K162
0
|
Posted - 2011.11.04 15:25:00 -
[5] - Quote
T2 triage is very weak and needs a buff. An extra locked target and a stront reduction is fairly weak and certainly not worth 25-30d of training. Considering carriers have 100km lockranges (and at most a rep range of 57km or so) in most systems, a 20% lockrange bonus is nearly useless, as well.
I'd either recommend -additional local rep bonus (which would help with dread boosts coming in) -keep the lockrange boost and add a 20% rep range boost as well -heat generation reduction/overheat bonus
something along those lines. T2 triage should be worth it in some way; as it stands on Sisi, it's really not. |

Frothgar
V0LTA VOLTA Corp
0
|
Posted - 2011.11.04 15:51:00 -
[6] - Quote
I'm rather pleased with the T2 siege module, Dreads might actually be something worth looking at now.
Still skeptical that it will happen due to the current LOLOL Supercapital blob mechanics, but its a step in the right direction.
A dreadnaught at its optimal with close range guns should have never done less damage than a supercarrier could at 200km.
T2 Triage seems a bit underwhelming. Scan rez was never an issue, nor was stront consumption.
Perhaps rethink the bonuses on this one. |

KrakizBad
Eve Defence Force Fatal Ascension
41
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Posted - 2011.11.04 16:22:00 -
[7] - Quote
+1 For the issues with the triage module. As on sisi currently, it's not worth the train.
For the bomb launcher, if regen time is the only buff for it, Bomb Deployment 4 not 5 would be a better choice imo. I might grind 4, but I sure wouldn't grind 5 for a few seconds faster launch. Perhaps give it a different attribute worth the grind?
With this change to probe launchers, sisters become Meta 4's pretty much. Cool, but maybe in this case add it to the market bar like you did the probes? |

Zarak1 Kenpach1
Aperture Harmonics K162
0
|
Posted - 2011.11.04 16:48:00 -
[8] - Quote
Two step wrote:My reply got eaten, here goes again.
T2 triage mod is still underwhelming (as mentioned on the CSM forums...). It needs to either boost local reps or remote rep range, plus it should be 2 more targets than T1. Another option would be less cap use on local/remote reps.
+1 This is something that needs to be addressed now and not next year please. |

ITTigerClawIK
Galactic Rangers Galactic-Rangers
38
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Posted - 2011.11.04 17:39:00 -
[9] - Quote
Triage needs a cap reduction bonus or rep amount for local/remote reps,
the thing is like putting yourself in a coffin and a lock range bonus is not much help. |

Arkady Sadik
Gradient Electus Matari
168
|
Posted - 2011.11.04 17:43:00 -
[10] - Quote
I'm not sure triage really needs a boost - it is as is already a major unbalancing factor for small- to mid-scale warfare, and difficult to counter. So I'd be against making T2 triage better at RR (which includes cap, the main weakness of triage). Possibly at local rep, though.
Or, well, if you adjust the Archon to be closer to other carrier cap values, I guess giving the T2 triage some cap bonus would work. ;-) |
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Dondoran
Free Masons United Inc. Fidelas Constans
0
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Posted - 2011.11.04 19:25:00 -
[11] - Quote
CCP come on T2 gang links thats just to much
35.2% bonus from a tech3 WIN
FIX off grid boosting its the right thing to do
remember fleet command ships |

Circumstantial Evidence
16
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Posted - 2011.11.04 20:26:00 -
[12] - Quote
Agree with KrakizBad.
Bomb launcher: timing changes don't help fleets; bombing groups have to wait for the slowest member to be repositioned and ready, for a second coordinated bomb run on target(s). Buff capacity, damage, sig rad, area of effect, or some other attribute(s). A buff to bomb resist would allow more to be used in coordinated strikes in a single run. |

Kalot Sakaar
CragCO
14
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Posted - 2011.11.04 21:12:00 -
[13] - Quote
VERY much like the new gang links! Don't have a command ship yet to test them on but singles on the BC's work nicely. Interdiction Maneuvers! Hell yes!
Stop complaining about off grid boosts. Just use some tactics and scan the ship down. He can't keep them on on in warp either so its totally easy to counter off gird boosters. |

Laechyd Eldgorn
draketrain
16
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Posted - 2011.11.05 09:31:00 -
[14] - Quote
Repair range must never get any further than it is with current carriers with t1 triage.
Repair range is essential thing to consider when you fight capital supported fleet with subcaps. Increasing repair range means a great deal in pvp.
Not to mention increasing repair amount or repair cycle speed might be just game breaking change. Capital reps on subcaps are very tricky business especially on smaller scale fights.
It might seem a good idea to boost capital reps when you do sanctums or C6 wh's but in pvp it's different :/ |

Lyria Celeste
Umbrella Chemical Inc. ROMANIAN-LEGION
0
|
Posted - 2011.11.05 11:41:00 -
[15] - Quote
Quote: The probe launcher will make sister launchers useless - maybe give it a slightly lower bonus than Sister ones?
Seconding this.
The only advantage of the Sisters Core Proble Launcher compared to the T2 is less CPU Requirement, would be nice if there would be something else that sets them appart since CPU is seldom a Consideration when fitting Ships for probing.
Edit: I think its fine for the expanded ones, the t2 has a bit more launch time and the difference in CPU Requirements is bigger so taht it actually makes a difference for fits. |

Miquela
Valheru Empire Science and Production Agency V3SPA Community
0
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Posted - 2011.11.05 14:57:00 -
[16] - Quote
is there a list or dev blog about this already? I can't find it. |

Hungry Eyes
Ministry of War Amarr Empire
63
|
Posted - 2011.11.05 14:58:00 -
[17] - Quote
whats the cpu requirement on the omnidirectional tracking link II |

Arkady Sadik
Gradient Electus Matari
174
|
Posted - 2011.11.05 18:30:00 -
[18] - Quote
As I'm currently copying siege module blueprints:
You *probably* want to look at the copy times for some of these modules :-) |

Nevare Wong
Four Horsemen of the Apocalypse
0
|
Posted - 2011.11.05 19:58:00 -
[19] - Quote
Hungry Eyes wrote:whats the cpu requirement on the omnidirectional tracking link II
It's 39 cpu the same as the what the fed navy version is on tq, however currently on sis the fed navy is now at 36 cpu
With such low fitting requirements and the same pre-reqs as the tech 1 version this will make the fed navy version worthless. This needs to be changed. A tech 2 mod should not have the same skill requirements as a tech 1 mod.
I would suggest at the least that it should require drone sharpshooting 5 and possibly sentry 5. Otherwise there is no reason to ever fit the fed navy version except for slightly lower cpu, which really would only be for the ishtar since the domi has plenty of cpu for sentry fits anyways. |

Nevare Wong
Four Horsemen of the Apocalypse
0
|
Posted - 2011.11.05 20:04:00 -
[20] - Quote
Arkady Sadik wrote:As I'm currently copying siege module blueprints:
You *probably* want to look at the copy times for some of these modules :-)
This has been mentioned and there was a dev reply saying that they would be looking at the copy time.
post 4 |
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Lili Lu
17
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Posted - 2011.11.05 23:44:00 -
[21] - Quote
Dondoran wrote:CCP come on T2 gang links thats just to much  35.2% bonus from a tech3 WIN  FIX off grid boosting its the right thing to do  remember fleet command ships 
Agreed. Tech III command subsystem stepped all over command ships. Possibly the increased cpu requirements of tech II links will negate some of the tech III faggotry, but probably not enough of a fitting cost to prevent the tech III idiocy. Tech III should not do command, hac, recon, etc better than tech II. You really ****** this up.
Make links only work on-grid and that will restore command ships to their rightful place at the top of providing buffs. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
57
|
Posted - 2011.11.06 04:12:00 -
[22] - Quote
Last night I used my 4M points to train tactical weapon Reconfiguration to level 5 in a second. We undock a small dread fleet to kill a titan, I used the new T2 Siege module. This is my report:
Differences between t1 and t2:
700 -840 damage multiplier (20% difference) -75% - 70% scan resolution bonus (6,66% difference) locket targets 2-3 (33% difference)
first we can see there is no coherence between the values! The numbers seem to have been given by chance. The locket target needs to be an integer so I understand the 33%, but the scan resolution difference should be in the same percentage than the damage difference -> 20%. 6,66 is a joke, its nothing!
we went to battle:
First I want to report a bug, my weapons where grouped but I got the damage report in the monitor of only one gun:
[ 2011.11.05 01:45:28 ] (combat) Your Rift Citadel Torpedo hits NTT Neverdie [SDG]<SOLAR>(Erebus), doing 4002,2 damage.
I looked in the logs and in there I can see 3 entries separated... should I've the report sum the 3 hits and report me the total when weapons are grouped?
[ 2011.11.05 01:45:28 ] (combat) Your Rift Citadel Torpedo hits NTT Neverdie [SDG]<SOLAR>(Erebus), doing 4002,2 damage. [ 2011.11.05 01:45:28 ] (combat) Your Rift Citadel Torpedo hits NTT Neverdie [SDG]<SOLAR>(Erebus), doing 4002,2 damage. [ 2011.11.05 01:45:28 ] (combat) Your Rift Citadel Torpedo hits NTT Neverdie [SDG]<SOLAR>(Erebus), doing 4002,2 damage.
(I want to say that the logs I copy to here are of armor hits and the titan was stopped.)
now the surprise...The titan starts aligning and I get this:
[ 2011.11.05 01:45:42 ] (combat) Your Rift Citadel Torpedo hits NTT Neverdie [SDG]<SOLAR>(Erebus), doing 2579,2 damage.
I will assume that the there is a bug because I do not want to belive a titan was tanking some damage by going 50m a second! It went from 4002 to 2759! no capital should tank another capital weapon just because its moving!!! please check this because that explosion velocity penalty in siege seems to be causing this!?
(later the titan died in a big of fire)
My final conclusions:
To use weapon Reconfiguration a pilot needs level 5. This means a 32 to 40 days training depending of implants and how the pilots attributes are mapped.
32 days is a long time! the only thing this module offers is a 20% damage bonus from a t1. The scan resolution bonus is a joke! the locked target bonus nobody cares since in a cap fleet we follow the primary and lock the secondary, having 3 targets makes no difference in a dread, the time it takes to kill a capital is big so we have time to lock another target before we kill the current one, no need for more.
So in the end, 32 days just for 20% more damage!
For a ship that we give very few use and wen it comes out normally goes in a fleet were there are other 30 to 40 capitals, that means my 20% more damage capability makes no difference at all in the middle of all the combined fleet DPS.
Sorry but I don't see any reason to train to 5 just to get this module.
Having in mind that only a small % of the eve pilots fly capitals and from these pool only a even smaller %has a dread, and from that pool only a few really use them nowadays, this module is going to be very rarelly used... -> one dead horse
Please review its access conditions. To be used by dread pilots re-thing the level the pilot has to train the Tactical weapon Reconfiguration before it can use it. My recommendation goes to L4. If L5 is to stay them rethink the bonus this module gives in comparation to the t1 module, because like it stands is not worted and its a total waste of training time. |

Gecko O'Bac
Deep Core Mining Inc. Caldari State
2
|
Posted - 2011.11.06 13:43:00 -
[23] - Quote
erm... Just wanted to ask something... Are you saying that a TWENTY PERCENT damage boost is nothing? You do realize that most increments in eve are for 5% or 3% damage per skill level? here with just one more skill level you basically gain what other skills need 4 levels to achieve. 20% damage boost is HUGE. And it's not only that, since there are the locked targets bonus AND the resolution bonus. While the resolution bonus by itself may be small enough to be barely noticeable, it's on top of the other changes and believe me, on ANY ship, if there was a module that could grant a 20% increase in damage, everybody would be fitting it. |

Vilgan Mazran
Aperture Harmonics K162
0
|
Posted - 2011.11.06 14:00:00 -
[24] - Quote
T2 triage module seems really underwhelming. Ohter than that, changes look good. |

Scrapyard Bob
EVE University Ivy League
280
|
Posted - 2011.11.06 14:57:00 -
[25] - Quote
Lyria Celeste wrote: The only advantage of the Sisters Core Proble Launcher compared to the T2 is less CPU Requirement, would be nice if there would be something else that sets them appart since CPU is seldom a Consideration when fitting Ships for probing.
CPU is actually a *huge* issue on certain fits (especially for fits using the expanded launcher, such as recons and covops) and the Sister expanded launcher with the lower CPU is the only one you can possibly use. |

Voith
Republic Military School Minmatar Republic
0
|
Posted - 2011.11.06 15:56:00 -
[26] - Quote
The T2 Drone upgrades really make it clear the Ishtar needs some more CPU. |

Hungry Eyes
Ministry of War Amarr Empire
76
|
Posted - 2011.11.06 19:26:00 -
[27] - Quote
Nevare Wong wrote:Hungry Eyes wrote:whats the cpu requirement on the omnidirectional tracking link II It's 39 cpu the same as the what the fed navy version is on tq, however currently on sis the fed navy is now at 36 cpu With such low fitting requirements and the same pre-reqs as the tech 1 version this will make the fed navy version worthless. This needs to be changed. A tech 2 mod should not have the same skill requirements as a tech 1 mod. I would suggest at the least that it should require drone sharpshooting 5 and possibly sentry 5. Otherwise there is no reason to ever fit the fed navy version except for slightly lower cpu, which really would only be for the ishtar since the domi has plenty of cpu for sentry fits anyways.
i agree with you, and ive no issue with that considering ive both at 5. im happy it doesnt have insane CPU requirements. |

Matuk Grymwal
Firebird Squadron Terra-Incognita
0
|
Posted - 2011.11.07 02:03:00 -
[28] - Quote
T2 gang links seem okay. A nice boost over T1, but not too overpowered. I agree with other posters regarding T3 boosters needing a nerf though. Reducing boost amount and/or on grid boosting all seem reasonable ideas to me.
New siege module looks pretty good, bonus amounts seem fine to me. Totally agree on the underwhelming triage module. |

Yvan Ratamnim
Phoenix Evolved Part Duo
37
|
Posted - 2011.11.07 02:20:00 -
[29] - Quote
How about for triage T2 add cap-regen 15% bonus while in siege mode, that will help more than most other things, hell i'd train for it if it did that lol
and i have to agree with the siege T2... a t2 sieged dread can't hit a barely moving titan?!
havent tested the others yet... |

Zarak1 Kenpach1
Aperture Harmonics K162
0
|
Posted - 2011.11.07 03:59:00 -
[30] - Quote
Lili Lu wrote:Dondoran wrote:CCP come on T2 gang links thats just to much  35.2% bonus from a tech3 WIN  FIX off grid boosting its the right thing to do  remember fleet command ships  Agreed. Tech III command subsystem stepped all over command ships. Possibly the increased cpu requirements of tech II links will negate some of the tech III faggotry, but probably not enough of a fitting cost to prevent the tech III idiocy. Tech III should not do command, hac, recon, etc better than tech II. You really ****** this up. Make links only work on-grid and that will restore command ships to their rightful place at the top of providing buffs.
if you took the time to invest in your skill plan properly you would see that FCS' still are better than t3 booster
|
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Unforgiven Storm
Eternity INC. Goonswarm Federation
57
|
Posted - 2011.11.07 09:20:00 -
[31] - Quote
Gecko O'Bac wrote:erm... Just wanted to ask something... Are you saying that a TWENTY PERCENT damage boost is nothing? You do realize that most increments in eve are for 5% or 3% damage per skill level? here with just one more skill level you basically gain what other skills need 4 levels to achieve. 20% damage boost is HUGE. And it's not only that, since there are the locked targets bonus AND the resolution bonus. While the resolution bonus by itself may be small enough to be barely noticeable, it's on top of the other changes and believe me, on ANY ship, if there was a module that could grant a 20% increase in damage, everybody would be fitting it.
Its all about the context this ship operates and nothing else that makes this module usage a dead horse because nobody will want to use 32-40 days of his training to get it.
20% in any other ship, including a titan, is excellent, and I will train for it on the spot!
But in a Dread its all about the context they operate on and we have to make a decision between the 1 - training time vs 2 - bonus it gives vs 3 - the difference it will make it the end of the day
1 - 32 to 40 days training 2 - 20% more damage 3 - none at all -> because you are in a cap fleet, your dps is a drop of water in a full cup, second you are in siege, so its 5 minutes you are stuck putting damage in the target. Individually putting more 20% and the fleet killing a target 2 seconds before the normal expected time will make no difference because you have to wait the 5m to end!
No alliance cap fleet requirements will make pilots train 32 days for this, so in a fleet 1 or 2 pilots train this will makes no difference at the end of the day for them or the fleet they are in.
Having this context in perspective, this specific module and bonus for a DREAD ship, and only this ship, is a waste of time spending 32 days to get it, sorry, but it is what it is.
So my final conclusions remains, or this module gives something more bonus that compensates an individual pilot going for it having in mind the context of Dreads in Eve/Fleets, or CCP lowers the bar and allows pilots to go for it at L4, because 5-8 days training for L4 is an acceptable training time for 20% more damage and alliances will make dread pilots go for it, 32-40 is not. |

Klingon Admiral
Black Hole Cluster
0
|
Posted - 2011.11.07 10:30:00 -
[32] - Quote
Unforgiven Storm wrote:because 5-8 days training for L4 is an acceptable training time for 20% more damage and alliances will make dread pilots go for it, 32-40 is not.
Nope. For a highly advanced T2 Module like the Siege Module, 30 days are a reasonable amount of time. You have to consider that we are talking about a capital ship, not a simple battleship or battlecruiser. Capitals are, or should be (Ratting carriers go to hell!), not used for your daily activities, but are designed for very specific tasks. And the task of a dreadnought is to kill big things quick. While the tank of a dread seems impressive at first glance, one must consider that most of their targets pack enough punch to break this tank without too much problem. That considered, a tanking bonus would be quite useless, as it would just delay the dead of the dread for a few seconds. A tracking bonus would be great, of course (and the Phoenix would absolutely love [and needs] a reduced explosion velocity), but it could easily break the balance of the dreads, more than any other possible bonus.
Regarding T2 ganglinks, I think that they should only be useable by FCS. T3 were just nerfed a few months ago when the scanning threshold was removed. Buffing them again would be a horrible, horrible decision. And players should of course be rewarded for actually fielding their commandship, instead of having a T3 at a Pos/ warping between safespots.
T2 triage is absolutely worthless. A immobile ship with about 180km locking range und 52km rr-range does not need 20% more target range. |

Unforgiven Storm
Eternity INC. Goonswarm Federation
57
|
Posted - 2011.11.07 11:41:00 -
[33] - Quote
Klingon Admiral wrote:Unforgiven Storm wrote:because 5-8 days training for L4 is an acceptable training time for 20% more damage and alliances will make dread pilots go for it, 32-40 is not. Nope. For a highly advanced T2 Module like the Siege Module, 30 days are a reasonable amount of time. You have to consider that we are talking about a capital ship, not a simple battleship or battlecruiser. Capitals are, or should be (Ratting carriers go to hell!), not used for your daily activities, but are designed for very specific tasks. And the task of a dreadnought is to kill big things quick. While the tank of a dread seems impressive at first glance, one must consider that most of their targets pack enough punch to break this tank without too much problem. That considered, a tanking bonus would be quite useless, as it would just delay the dead of the dread for a few seconds. A tracking bonus would be great, of course (and the Phoenix would absolutely love [and needs] a reduced explosion velocity), but it could easily break the balance of the dreads, more than any other possible bonus. (...)
I agree with you that a capital module like this must deserve some importance and putting it on the top of a training skill (L5) gives it this importance, but I still stand that the bonus it gives Today is not worth the time to get there.
You suggested that the module should give more bonus and that is one of the 2 solutions I propose in my earlier post: -> give more so people want it. But I leave open a second solution, If CCP doesnGÇÖt want to give more bonus, then it has to lower the bar. In the context of Dreads, 32 days for only these bonus will make this module one for item collectors in Eve and nothing more.
I agree with you, an extra bonus that gives a flat % to all resistances, (without accumulation penalties of others already in place) will be a nice step to deserve a training, even so some other bonus are needed, starting by improving the already existent scan resolution bonus to a better value of 20% instead of 6,6% and given a bonus to reduce the explosion velocity also around 20% and at that moment we have a Capital module T2 that I will train for no question about it.
(Side note: The HP/resistance issue bonus for triage dreads is an open issue for some time now. The idea I have, and many people I discuss this with, about Dreads in Siege, is that they behave like a POS during the Siege, they stop moving and starts hammering DPS like a Mother F*, so they should also tank more like a POS and it doesn't !! they are paper, a super kills one in siege in less than a minute with 20 bombers. Since giving them more HP seams a little too much, at least giving them more resistances will be a good start, anyway we are using Stront, isn't this that makes POS became invul after an reinforcement, why can't a Siege module consuming Stront give little more resistances to a dread? it makes all the sense in the world! In conclusion: --> Siege modules should have bonus to resistances, even the T1 ! T1 triage while active should give some flat resistance % to a Dread (without accumulation penalties of others already in place), the T2 should give a more.)
Klingon Admiral wrote: T2 triage is absolutely worthless. A immobile ship with about 180km locking range und 52km rr-range does not need 20% more target range.
Totally agree, couldn't test it in sisi because I have no skills for it, but looking at the stats, nobody will want it.. once again 32 days for range, lol.. Give a couple of bonus related with cap recharge rage and RR range and it might be worth the time to train for it, otherwise... |

Unforgiven Storm
Eternity INC. Goonswarm Federation
57
|
Posted - 2011.11.07 11:57:00 -
[34] - Quote
If the devs responsibles could gives us some feedback on our feedback so we don't fill that we lost time testing and looking to the modules for nothing, thanks...
we are sensitive players, we need hugs and attention -> lets go, group hug between devs and players! -> feedback please.  |

Miriiah
Republic Military School Minmatar Republic
4
|
Posted - 2011.11.07 12:38:00 -
[35] - Quote
Make navy omnidir links 30%, t2 makes these obsolete and drones sorta need abit more love....
Drone Navigation Computer, possibly worth fitting if the t2 version was 35%.... 25% to 30% is just an insult considering it's plain t1 to t2.
As many others said, boost t2 triage module
Nerf t3's down to FC ganglink strength. |

Gecko O'Bac
Deep Core Mining Inc. Caldari State
5
|
Posted - 2011.11.07 13:12:00 -
[36] - Quote
Unforgiven Storm wrote: 3 - none at all -> because you are in a cap fleet, your dps is a drop of water in a full cup, second you are in siege, so its 5 minutes you are stuck putting damage in the target. Individually putting more 20% and the fleet killing a target 2 seconds before the normal expected time will make no difference because you have to wait the 5m to end!
I'm not sure I agree with this. For instance, let's say you're firing at target X for 100 dps. For 5 minutes. Target x has around 33k hp. You have to fire at it for more than 1 cycle, thus commiting for 10 minutes. Enter 20% damage boost. The target now is subject to 120 dps for 5 minutes, totalling 36k damage. Boom. You can now leave after the first cycle.
Another scenario: Fleet x is firing against a supercap. Supercap getting it for 20% more damage than before, with the same tank. Target goes down around 20% faster, meaning you take less casualties as well, since the enemy has less time to fire on you.
Another scenario: Fleet x is firing against a supercap. Usually it'd take around 100 dreads (easy number for example, ofc) to bring it down in time. With the 20% damage boost, you only need 84. It means you can attack or defend yourself more reliably even when momentarily low on numbers.
So, with this... I agree, it's not like having a normal damage mod on another ship. It's the siege mode on a dread... But it's still 20% boost. The 30ish days are kinda the bare minimum, perhaps it won't be a "hard" requirement for corp members, but I can see why it would be advised to train it. Afterall I'm training large autocannons spec for a whopping 2% increase in damage, and the training time is around the same. |

Alberik
Eusebius Corporation
0
|
Posted - 2011.11.07 17:10:00 -
[37] - Quote
With the T2 mining laser field enhancement the range of a T2 Stripminer will be about 24.824km when used with an orca (a bit more with a rorqual) but a survey scanner still has a maximum range of 22.5km. how about increasing the range of the survey scanners, maybe either by skill, boost the module it self or via the mindlink?
|

Fioda Skiza
Exiles of the Stars
0
|
Posted - 2011.11.07 19:55:00 -
[38] - Quote
boost the Sisters' Probe Launcher. you are killing this module.
I think an additional 10% scan deviation bonus and 10% scan time bonus for the Sister's launchers would be nice. |

Reilly Duvolle
Hydra Squadron
92
|
Posted - 2011.11.07 21:05:00 -
[39] - Quote
Lili Lu wrote:Tech III should not do command, hac, recon, etc better than tech II. You really ****** this up.
Basically what you are saying is that we shouldnt have tech 3 ships at all. Lets face it, if a particular ship of any type isnt "the best" for the job at hand, why pick it?
The fleet command ships have the advantage of carrying 3 links without penalty and can generally tank better than command configured T3s - which is precisely WHY you would use the T3s off grid. Ideally u would want it with the fleet, but if ist just gonna die anyway, u need to adjust. Offgrid is not unproblematic, especialy in moving fleets. I think its a fair tradeoff.
As for the T2 links, it increases the difference between the haves and the have-nots of fleets, the organized and the unorganized. Command ships and command links encourages organization, a goal which is at the very foundation of what EVE is about. |

Moonaura
Swedish Aerospace Inc The Kadeshi
9
|
Posted - 2011.11.07 21:48:00 -
[40] - Quote
Bomb Launcher II is... well... I would never train for it. Given the cost of what it will likely be on the market, even when princes are stable, it isn't worth the extra money given the fragile nature of stealth bombers and certainly isn't worth the extra training time to get it.
Sorry CCP. Still love you for the destroyer changes though. |
|

NeoShocker
Interstellar eXodus BricK sQuAD.
23
|
Posted - 2011.11.07 22:55:00 -
[41] - Quote
Hm, I personally think the t2 links should have .5 more to full percent. I mean, I put a ton of effort to help fleet to be better! Max leadership skills. But what bothers me is more when tech3 cruisers is better than a dedicated commandships :-( |

PinkKnife
Garden Of The Gods
12
|
Posted - 2011.11.08 02:18:00 -
[42] - Quote
The t2 bomb launcher is kinda useless, bombers are incredibly tough fits as it is, the extra cpu needed nigh ensures it will never be used for a mere delay reduction. Most bombers only fire one as it is before warping off.
Now, if there were T2 bombs that did more damage or had a higher range, that would make the modules have some value. |

Mioelnir
Cataclysm Enterprises Ev0ke
20
|
Posted - 2011.11.08 06:42:00 -
[43] - Quote
T2 Siege: good. In fact, training for it already :)
T2 Triage: as mentioned, completely worthless. 100km+ base lockrange on a carrier, can't be damped in triage and 57km remote-rr range. +20% lockrange has nil effect whatsoever.
T2 Links: like them. The modest efficiency increase is good, considering how it is multiplied by support skills and items. |

Rip Minner
ARMITAGE Logistics Salvage and Industries
16
|
Posted - 2011.11.08 08:40:00 -
[44] - Quote
Kalot Sakaar wrote:VERY much like the new gang links! Don't have a command ship yet to test them on but singles on the BC's work nicely. Interdiction Maneuvers! Hell yes!
Stop complaining about off grid boosts. Just use some tactics and scan the ship down. He can't keep them on on in warp either so its totally easy to counter off gird boosters.
Not so easy when they sit behind a POS shield and a bit harder to push out of shield with another ship. |

Svennig
Dreddit Test Alliance Please Ignore
20
|
Posted - 2011.11.08 09:33:00 -
[45] - Quote
Joinin the call, T2 triage is worthless as it stands.
Make the bonus something useful: they can rep sieged dreads. That would shake the capital game up a bit. |

Gecko O'Bac
Deep Core Mining Inc. Caldari State
11
|
Posted - 2011.11.08 09:54:00 -
[46] - Quote
Rip Minner wrote:Kalot Sakaar wrote:VERY much like the new gang links! Don't have a command ship yet to test them on but singles on the BC's work nicely. Interdiction Maneuvers! Hell yes!
Stop complaining about off grid boosts. Just use some tactics and scan the ship down. He can't keep them on on in warp either so its totally easy to counter off gird boosters. Not so easy when they sit behind a POS shield and a bit harder to push out of shield with another ship.
Also, there are (unless they changed it recently) unscannable T3 command fits, that can be place in a safespot anywhere and will provide a fleet with bonuses without any fear of retaliation whatsoever. |

Fioda Skiza
Exiles of the Stars
0
|
Posted - 2011.11.08 12:26:00 -
[47] - Quote
Gecko O'Bac wrote: Also, there are (unless they changed it recently) unscannable T3 command fits, that can be place in a safespot anywhere and will provide a fleet with bonuses without any fear of retaliation whatsoever.
they did change it. every ship can be scanned. but the fits that were unscannable before became hard-scannable. you need almost perfect scan skills or an implant set. |

Gripen
125
|
Posted - 2011.11.08 14:15:00 -
[48] - Quote
I agree with those who say new tech 2 warfare links used together with T3 cruisers give pretty much over the top bonuses. And all of this for the same skill requirements as warfare mindlink implants which are "must have" for any gang booster. At least make them require Fleet Command V or Wing Command V. |

Alberik
Eusebius Corporation
0
|
Posted - 2011.11.08 14:54:00 -
[49] - Quote
PinkKnife wrote:The t2 bomb launcher is kinda useless, bombers are incredibly tough fits as it is, the extra cpu needed nigh ensures it will never be used for a mere delay reduction. Most bombers only fire one as it is before warping off.
Now, if there were T2 bombs that did more damage or had a higher range, that would make the modules have some value.
how about a larger ammo-bay in the t2 launcher maybe to hold 2 bombs instead of 1. although i must confess i dont use bombs very often i always was under the impression that it would be nice to carry more bombs.. wich could be done in the launcher itself |

Mioelnir
Cataclysm Enterprises Ev0ke
20
|
Posted - 2011.11.08 18:17:00 -
[50] - Quote
Svennig wrote:Joinin the call, T2 triage is worthless as it stands.
Make the bonus something useful: they can rep sieged dreads. That would shake the capital game up a bit.
Yes, it would kill shield dreads. The one thing that makes shield dreads currently viable in large-ish engagements is that they can not be repped anyway, so it does not matter if you tank on the same HP type as the RR assist on field.
If triage carriers were to receive that buff, dread fleets too would be single tanking type to leverage the RR.
@devs tl;dr: don't do this. |
|

bornaa
GRiD.
14
|
Posted - 2011.11.08 18:19:00 -
[51] - Quote
can you add a little bit more boost to T2 Links??? please??? because now its the lowest gain T2 thing you are putting in... |

Zircon Dasher
Zirconia Trade Group
19
|
Posted - 2011.11.08 18:31:00 -
[52] - Quote
bornaa wrote:can you add a little bit more boost to T2 Links??? please??? because now its the lowest gain T2 thing you are putting in...
Because %gain parity is equivalent to balance amirite?
We need 22-24km scrams after links. 19-20km is not sufficient. |

bornaa
GRiD.
14
|
Posted - 2011.11.08 18:39:00 -
[53] - Quote
Zircon Dasher wrote:bornaa wrote:can you add a little bit more boost to T2 Links??? please??? because now its the lowest gain T2 thing you are putting in... Because %gain parity is equivalent to balance amirite? We need 22-24km scrams after links. 19-20km is not sufficient.
now boost would be 10%... I am talking about boosting it to 15%... that isn't some big difference but make ppl happy and it would be then like 20-21km tops... (but 20km line broken ) |

Captain Alcatraz
Muppet Ninja's Ninja Unicorns with Huge Horns
17
|
Posted - 2011.11.08 19:39:00 -
[54] - Quote
The new T2 links are amazing
T2 triage is underwhelming
Sisters probe launcer needs to be boosted now that we have T2 |

Dro Nee
2
|
Posted - 2011.11.08 21:51:00 -
[55] - Quote
Can somone confirm my math on the t2 link changes (don't have max skill booster alt to test with yet)
Max skill loki now gives 35% boost with Rapid Deployment Max skill loki now gives 49% boost with Interdiction
Cheers. |

Yvan Ratamnim
Phoenix Evolved Part Duo
42
|
Posted - 2011.11.09 02:39:00 -
[56] - Quote
t2 links seem fine
leave the damn command t3's alone there 3x the cost, and no where near the ehp when fit for more than 1 link.... command ships have their purposes so do t3 command ships....
Please say CCP Devs are listening to the failness of t2 triage.... how about give it a cap bonus when in siege that would be nice or something useful range <> useful |

NeoShocker
Interstellar eXodus BricK sQuAD.
23
|
Posted - 2011.11.09 07:32:00 -
[57] - Quote
Yvan Ratamnim wrote:t2 links seem fine
leave the damn command t3's alone there 3x the cost, and no where near the ehp when fit for more than 1 link.... command ships have their purposes so do t3 command ships....
Please say CCP Devs are listening to the failness of t2 triage.... how about give it a cap bonus when in siege that would be nice or something useful range <> useful
True, but I disagree on tech3 cruisers having more bonuses than a dedicated fleet commandships tho'. |

Deviana Sevidon
Jades Falcon Guards
90
|
Posted - 2011.11.09 14:34:00 -
[58] - Quote
I don't like that the T2 Modules have the same primary stats as faction modules. Examples are Probe Launchers and Omni. Tracking Link- Drone Upgrades.
Please nerf the T2 stats a bit or boost the stats of faction modules. |

Willl Adama
Genos Occidere HYDRA RELOADED
37
|
Posted - 2011.11.09 15:36:00 -
[59] - Quote
Leave offgrid T3 command cruisers alone, it'll be bad news for many small roaming gangs if they have to bring ongrid commandships.
I do however think that Command ships should get the same bonus that the T3s do. Latest Video:-á-á Kill Will: Volume 4 |

Altarica
The Pale Eye
0
|
Posted - 2011.11.09 16:18:00 -
[60] - Quote
On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.
Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples
The Vulture gets the 5% to effectiveness of siege warfare links and The Tengu gets the 3% to effectiveness of siege warfare links
This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"
|
|

Zircon Dasher
Zirconia Trade Group
19
|
Posted - 2011.11.09 16:45:00 -
[61] - Quote
Dro Nee wrote:Can somone confirm my math on the t2 link changes (don't have max skill booster alt to test with yet)
Max skill loki now gives 35% boost with Rapid Deployment Max skill loki now gives 49% boost with Interdiction
Cheers.
The links are new, not changed. But yes. |

PinkKnife
Garden Of The Gods
16
|
Posted - 2011.11.09 19:09:00 -
[62] - Quote
Altarica wrote:On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.
Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples
The Vulture gets the 5% to effectiveness of siege warfare links and The Tengu gets the 3% to effectiveness of siege warfare links
This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"
Like/Approve
In what way should a command ship be less viable than a t3 which is designed to be flexible. The cruisers should be good at a lot of things, but excel at nothing, especially when comparing to ships that specialize.
I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator. |

Katy Ling
Crimnson Concept Flame Flaming Nebula
1
|
Posted - 2011.11.09 20:37:00 -
[63] - Quote
Unforgiven Storm wrote: First I want to report a bug, my weapons where grouped but I got the damage report in the monitor of only one gun:
i was having a bug in the test server where i was only loading 1 gun of the group and shooting only that gun.
i had to : ungroup the guns ; load 1 by 1 ; and regroup them ; then fire them all as a group 
|

Bhaal Chinnian
Hedion University Amarr Empire
9
|
Posted - 2011.11.09 21:24:00 -
[64] - Quote
PinkKnife wrote:
I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator.
fyi Generals sit in Command Centers gathering Intel and moving units on a map, while Colonels and lower fight the fight. TESTES..TESTES..1...2..........3? |

Desparo
Roid Ravagers Unitary Enterprises
6
|
Posted - 2011.11.09 22:10:00 -
[65] - Quote
There was a mention that the Micro Auxiliary Power Core II might give a little too much power to frigates. I wanted to post a my dissension to any changes that might be considered.
Seems the poster has forgotten about the existence of the Navy MAPC which already offers a boost of 12 MW and at a price of 10mil on contract they are easily affordable to all but the poorest of frig pilots. I can't see the T2 being that much of a game changer beyond the fact it will probably price out much less then the Navy and actually be found on the market instead of having to be hunted down via contracts.
|

Mioelnir
Cataclysm Enterprises Ev0ke
24
|
Posted - 2011.11.09 23:57:00 -
[66] - Quote
I just had an idea about the Triage II module. Remove the +20% lockrange and give it -20% cap recharge time while active (built in Cap Recharger II).
That would be a useful bonus with a measurable benefit worth 30 days of skilltime, yet not make triage fittings carefree wonderland. |

darius mclever
17
|
Posted - 2011.11.10 02:53:00 -
[67] - Quote
PinkKnife wrote:Altarica wrote:On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.
Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples
The Vulture gets the 5% to effectiveness of siege warfare links and The Tengu gets the 3% to effectiveness of siege warfare links
This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"
Like/Approve In what way should a command ship be less viable than a t3 which is designed to be flexible. The cruisers should be good at a lot of things, but excel at nothing, especially when comparing to ships that specialize. I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator.
something you forget is that fleet commandships actually *can* be on the field with 3 gang links, while t3s with 3 ganglinks are paperthin. if you want to have ongrid t3 boosting you can only have 1 gang link per t3 ship. have fun with that in bigger fleets. imho that still makes fleet commandships superior to t3. |

Sigras
Conglomo IMPERIAL LEGI0N
34
|
Posted - 2011.11.10 09:42:00 -
[68] - Quote
darius mclever wrote:PinkKnife wrote:Altarica wrote:On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.
Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples
The Vulture gets the 5% to effectiveness of siege warfare links and The Tengu gets the 3% to effectiveness of siege warfare links
This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"
Like/Approve In what way should a command ship be less viable than a t3 which is designed to be flexible. The cruisers should be good at a lot of things, but excel at nothing, especially when comparing to ships that specialize. I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator. something you forget is that fleet commandships actually *can* be on the field with 3 gang links, while t3s with 3 ganglinks are paperthin. if you want to have ongrid t3 boosting you can only have 1 gang link per t3 ship. have fun with that in bigger fleets. imho that still makes fleet commandships superior to t3.
I think your fix here is off grid boosting . . . if the only way to get a boost was to bring the ship on grid, the T3s literally would be limited to one mod w/o gimping their fit. This would fit the different but not better than T2 profile. |

darius mclever
18
|
Posted - 2011.11.10 10:16:00 -
[69] - Quote
Sigras wrote:I think your fix here is off grid boosting . . . if the only way to get a boost was to bring the ship on grid, the T3s literally would be limited to one mod w/o gimping their fit. This would fit the different but not better than T2 profile.
As will said ... you mainly nerf small/"solo" pvp with that. checkout his videos e.g. |

Alsyth
Night Warder
0
|
Posted - 2011.11.10 10:59:00 -
[70] - Quote
darius mclever wrote:Sigras wrote:I think your fix here is off grid boosting . . . if the only way to get a boost was to bring the ship on grid, the T3s literally would be limited to one mod w/o gimping their fit. This would fit the different but not better than T2 profile. As will said ... you mainly nerf small/"solo" pvp with that. checkout his videos e.g.
Not really, you nerf alliances/corps holding low sec systems with 2 CSs/T3s full of ganglinks in a POS, or fake solo pvpers who have alts to help them.
Small gangs (5-15), when they roam, can bring their booster with them in a fleet CS or few links in field CS/T3s on the field. Losing a ship or having to bring an alt and park him somewhere in the system off grid is not something small gangs do when they fight in systems with busy locals, lots of probers, big pirate corps...
I agree with darius. |
|

Willl Adama
Genos Occidere HYDRA RELOADED
38
|
Posted - 2011.11.10 11:51:00 -
[71] - Quote
Why would you want command links to be virtually inaccessible for 'solo' pilots? It's already by far the hardest part of the game to be fighting 1vsX even with alts, no need to make it even harder. Latest Video:-á-á Kill Will: Volume 4 |

Maxsim Goratiev
Imperial Tau Syndicate POD-SQUAD
1
|
Posted - 2011.11.10 13:36:00 -
[72] - Quote
I am in complete agreement, there should be no off-grid boosting for combat links.
First of all, greater variation of ships on the field makes combat more interesting.
Second, the command-ship should be a valid target the enemy fleet can kill to get rid of it's boosts, these ships have a massive tank for damn reason(absolution, Eos-lol.). They cannot be killed while sitting at a POS.
Thirdly i don't see why we should be protectiong the abovementioned 'solo' pilots, this should be a valid tactics: the solo can now be a duo if it is actually two players, you are just putting more assets at use and at risk. As for combat Alts, they can be used in other ways, even in pvp (domi works well), I have two accounts, so and i have used both of them in pvp simultaneously, so i know what i am talking about. I will not half balancing effort because some guy wants to bring 3 accounts to a pvp fight, this should not be a valid tactics. If a pilot is to provide a bonus he should be active, fighting and at risk. Being several AU away, AFK and safe is not how I understand combat.
Lastly, we already have massive proliferation of t3, every grandma and her dog flies one. Their cost should be a balancing factor, even if not a very good one. By placing these expensive ships at risk we make both better kill-mails and we will have fewer t3 replacing t2 ships. As mentioned above, t3 with 3 links are paper-thin, so they are not strictly superior to CS if they are actually present of the battlefield. |

Willl Adama
Genos Occidere HYDRA RELOADED
38
|
Posted - 2011.11.10 15:17:00 -
[73] - Quote
Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.
Boost command bonus for CS and nerf it for T3. Latest Video:-á-á Kill Will: Volume 4 |

doombreed52
Neotech Industries Split Infinity.
0
|
Posted - 2011.11.10 15:38:00 -
[74] - Quote
honestly i think the triage 2 needs a remote rep range of like 20% and maybe even a capacitor need bonus of 20% you want the triage to be as useful as possible those bonuses would actually make it useful. |

Ampoliros
Aperture Harmonics K162
2
|
Posted - 2011.11.10 16:39:00 -
[75] - Quote
any more news on changes to the t2 triage module, CCP? |

Alsyth
Night Warder
3
|
Posted - 2011.11.10 18:04:00 -
[76] - Quote
Willl Adama wrote:Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.
Boost command bonus for CS and nerf it for T3.
First : forums are dumb, they keep unlogging me and I have to rewrite my posts, I hate that. CCP, you could do better, every basic forum has a way to prevent that.
Will Adama, as much as I like your, and your alliance mates' videos, I just don't consider pvp with ganglinked alt solo PVP.
And for ganglinked T3, it seems like you never flew them (or a field CS) except in gimped full ganglinks fits.
For instance, a cloaky 100k EHP Loki with 1 disruptor and 3 webs, all of them reaching 50km is not useless for my fleets. Yet it's totally different from a Claymore.
Besides, you can eject and not lose a skill. |

Apollo Gabriel
Mercatoris Etherium Cartel
193
|
Posted - 2011.11.10 20:17:00 -
[77] - Quote
Remote Warp Core Stabilizer Tech 1 and Tech 2 - make it have a high cpu req or only fit on Cruiser + ships, but essentially a ship can assist another ship to engage in warp. Downside the assisting ship can not warp for 2 minutes. Essentially an Anti-point with risks.
Thoughts?
Meta 4 items - I know there is a long history of meta level 4 items being better than Tech 2 in many situations, but given the invention process and its complexity, it seems Tech 2 items should be boosted to at least NOT be inferior to Meta IV.
Examples: Warp Scrambler II vs Faint Epsilon,
1600mm Armored Plates II vs 1600mm Rolled Tungsten.
If the Tech 2 could have 1 strong attribute over the meta 4, that would be really nice, as in the Y-T8 MWD and the 10 MN mwd where there is a capacitor size in which above it you want tech 2, and below you want Meta 4. Imagine playing Donkey Kong where every barrel looks like it hits you. Would you rather I fix the barrels or Kong's shadow?
Welcome to Eve Online where lasers are dumber than barrels! |

darius mclever
18
|
Posted - 2011.11.10 20:59:00 -
[78] - Quote
Alsyth wrote:Willl Adama wrote:Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.
Boost command bonus for CS and nerf it for T3. First : forums are dumb, they keep unlogging me and I have to rewrite my posts, I hate that. CCP, you could do better, every basic forum has a way to prevent that. Will Adama, as much as I like your, and your alliance mates' videos, I just don't consider pvp with ganglinked alt solo PVP. And for ganglinked T3, it seems like you never flew them (or a field CS) except in gimped full ganglinks fits. For instance, a cloaky 100k EHP Loki with 1 disruptor and 3 webs, all of them reaching 50km is not useless for my fleets. Yet it's totally different from a Claymore. Besides, you can eject and not lose a skill.
and you would really fly that in 1-2 vs 5+ situations? without any logistics on the field?
|

Sigras
Conglomo IMPERIAL LEGI0N
35
|
Posted - 2011.11.10 22:01:00 -
[79] - Quote
darius mclever wrote:Alsyth wrote:Willl Adama wrote:Forcing T3 links to be on grid would not just make them inferior to CS, it would make them completely useless... They will die every second fight -> lose skill points -> no one will use them.
Boost command bonus for CS and nerf it for T3. First : forums are dumb, they keep unlogging me and I have to rewrite my posts, I hate that. CCP, you could do better, every basic forum has a way to prevent that. Will Adama, as much as I like your, and your alliance mates' videos, I just don't consider pvp with ganglinked alt solo PVP. And for ganglinked T3, it seems like you never flew them (or a field CS) except in gimped full ganglinks fits. For instance, a cloaky 100k EHP Loki with 1 disruptor and 3 webs, all of them reaching 50km is not useless for my fleets. Yet it's totally different from a Claymore. Besides, you can eject and not lose a skill. and you would really fly that in 1-2 vs 5+ situations? without any logistics on the field?
should you really win in a 1-2 vs 5+ situation without any logistics on the field? . . . its kinda your own fault for getting into that situation.
Hint: its not solo PvP when you have an alt in system giving you boost from a command ship the same way its not solo PvP when you have an alt in a titan giving you boost.
Remember this, your opponents cant have an off grid booster either. Im sorry, but the fleet command ships should have to do something other than sit in a POS completely safe in order to make their entire fleet 25% better, and the same with titans. |

Zircon Dasher
Zirconia Trade Group
22
|
Posted - 2011.11.10 22:27:00 -
[80] - Quote
Roaming gangs/"solo" pilots are at a significant disadvantage if they dont have booster alts because all of those POS'd up gang boosters from local corp/alliances.
Funny part is that making boosters on-grid hurts the roamer but not the locals who have taken the time to cultivate battlegrounds... which is pretty much any local group that is even remotely organized. |
|

ohshitohshitohshit
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.10 22:44:00 -
[81] - Quote
I agree, making command bonusses on grid only will hurt roaming gangs way more than locals, which would be bad |

Sigras
Conglomo IMPERIAL LEGI0N
35
|
Posted - 2011.11.10 22:59:00 -
[82] - Quote
how exactly does making command ships need to be on grid hurt roamers more than locals? As a local I can no longer have all 4 bonuses active from two ships sitting in a POS, they now need to be on grid, whereas if a roamer wants to bring along a command ship, its going to jump the gate with the rest of the fleet anyway . . . |

Amsterdam Conversations
Cheesecake Starshine
50
|
Posted - 2011.11.10 23:43:00 -
[83] - Quote
Sigras wrote:how exactly does making command ships need to be on grid hurt roamers more than locals? As a local I can no longer have all 4 bonuses active from two ships sitting in a POS, they now need to be on grid, whereas if a roamer wants to bring along a command ship, its going to jump the gate with the rest of the fleet anyway . . . Wow.
You realize locals are the ones considered blobbing the hell out of roamers?
I'm part of a little corp that usually gets between 7-12 pilots into a fleet maybe twice a week, one of them being a Loki link alt. Honestly, without this Loki link alt, 90% of our fights would have totally gone down the shitter.
It's virtually impossible to fight 4-5 times outnumbered (or more, we had that) without a Loki link alt, unless you want to get your whole fleet trashed. As good as Cynabals and Vagabonds are, a single Huginn will rip them out of the gang and hold them down for the 30 or so other ships to kill them.
Flying with RF points is hard and expensive enough when countless BS have heavy neuts on, engaging with T2 points without bonuses is virtually impossible. **** will just warp off before you can kill it.
I totally agree though that T3 bonuses are completely broken and out of balance. Cloaky nullified quadruple 5% bonus booster for 450 mil better than a 200m command ship that can't really do anything but be worse at giving bonuses as a T3, it's just wrong. |

Sigras
Conglomo IMPERIAL LEGI0N
35
|
Posted - 2011.11.11 00:21:00 -
[84] - Quote
wow . . . cloak + nulli + warfare link bonuses . . . i never considered that . . . that is totally overpowered . . . which is another reason why bonuses NEED to come from ships on grid, because that is totally overpowered.
Think about it objectively, if all boosting ships needed to be on grid, then you would really have a fair balance between T3 and command ships |

Alsyth
Night Warder
4
|
Posted - 2011.11.11 01:22:00 -
[85] - Quote
Sigras wrote:Think about it objectively, if all boosting ships needed to be on grid, then you would really have a fair balance between T3 and command ships
This. Fleet CS : BIG tank, 3 good links, bad dps. T3 : a single very good link link, many different possible fits (big tank, nano, snipe HML...) Field CS : cheaper than T3, usually more dps and/or tank, a single bad link if it fits. (Nighthawk and Astarte, really bad when compared to their T3 counterpart and can't fit a link properly...)
I don't know how someone could honestly think that off grid booster help roamers (having to bring these ships through every system when you roam ? Be attentive to them because they could get probed in their safespot by a local prober, no bonus when the booster warp....) more than locals with 2 T3s (or a T3 and a CS) at a POS as FC/WC. |

ohshitohshitohshit
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.11 02:10:00 -
[86] - Quote
Alsyth wrote:
I don't know how someone could honestly think that off grid booster help roamers (having to bring these ships through every system when you roam ? Be attentive to them because they could get probed in their safespot by a local prober, no bonus when the booster warp....) more than locals with 2 T3s (or a T3 and a CS) at a POS as FC/WC.
This is just plain stupid. |

Demkaio
NerdHerd Intrepid Crossing
0
|
Posted - 2011.11.11 04:37:00 -
[87] - Quote
What about having offgrid boosting being half as effective, while on grid gives the full bonuses? |

Apollo Gabriel
Mercatoris Etherium Cartel
193
|
Posted - 2011.11.11 04:47:00 -
[88] - Quote
Demkaio wrote:What about having offgrid boosting being half as effective, while on grid gives the full bonuses?
NO.
Look you get a magical bonus already, you gotta be near the gagitabuku generator to get it.
If CCP has a developer in charge of Factional Warfare, please come forward and show yourself.
CCP admiting you don't have a plan for FW would be better then keeping up believing in the FW fairy. |

Sigras
Conglomo IMPERIAL LEGI0N
37
|
Posted - 2011.11.11 05:16:00 -
[89] - Quote
ohshitohshitohshit wrote:Alsyth wrote:I don't know how someone could honestly think that off grid booster help roamers (having to bring these ships through every system when you roam ? Be attentive to them because they could get probed in their safespot by a local prober, no bonus when the booster warp....) more than locals with 2 T3s (or a T3 and a CS) at a POS as FC/WC. This is just plain stupid. I cant believe this needs to be said . . . . QUALIFY YOUR STATEMENTS PLEASE
saying something is wrong or stupid without providing a reason why is both wrong and stupid because it provides no insight into why the idea is either wrong or stupid . . .
(notice i explained why youre stupid) |

Rip Minner
ARMITAGE Logistics Salvage and Industries
17
|
Posted - 2011.11.11 06:49:00 -
[90] - Quote
Deviana Sevidon wrote:I don't like that the T2 Modules have the same primary stats as faction modules. Examples are Probe Launchers and Omni. Tracking Link- Drone Upgrades.
Please nerf the T2 stats a bit or boost the stats of faction modules.
No way. Do Not! I Repeat Don Not reduce the T2 stats. There are alot of T2 modules and Faction modules already in the game with the same primary stats as each other already. One of the primary traits of alot of Faction modules is not to out right preform there T2 counter part but to have Reduced fiting cost and still have T2 effectiveness. Now if that means that CCP needs to go back and lower the fiting cost of Sister Probs and OLT-Drone Upgrades for faction modules thats ok. If you mean to go and inc the faction modules main effect thats even better.
But Do Not reduces the effectiveness of T2 Modules just to make faction modules look better. |
|

Sigras
Conglomo IMPERIAL LEGI0N
37
|
Posted - 2011.11.11 07:53:00 -
[91] - Quote
also the faction mods arent as skill intensive . . . |

freed0m rus
Brotherhood. Death or Glory
0
|
Posted - 2011.11.11 12:28:00 -
[92] - Quote
T2 Triage module is quite useless, compared to its T1 version. Prolly it should receive 5 to 10% rep/remote rep bonuses? |

Psihius
Anarchist Dawn U N K N O W N
5
|
Posted - 2011.11.11 12:43:00 -
[93] - Quote
As on CS ships and T3. Really, a fight-ready bonus T3 ship is a ship carrying one single damn link. Any T3 ship wearing more than 1 gang link is a piece of crap that will be dead in seconds if it warps in - it has nor tank, nor DPS - it's just out of CPU to fit anything useful. Try fitting the Vulture for example. Hell, that machine is a beast - tanks the hell of damage, has some DPS that is actually helpful, gives bonuses of 3 links and in any case is a combat ready ship. T3 was bogus then it was impossible to scan them down. Now you have to choose - make it near unscannable and burn on AB/MWD aligned to some object and hope enemies can't/dont have time/you spot the tacklers in time or fit some tank - but ether was you stay off grid because it is not a combat ship - it's a turkey in a shooting range. And it will be definitively an alt in a second window because no one wan't to fly it and sit on a spot. Well, it could be the scanner, but again - he can't cloak because of the gang links. So, personally, I don't think it's bad.
As on subject of a T3 on a POS - people, please! You came to their home, they live there, it's kind'a their territory. They will and should have advantages when they defend their system! You do the same for your home, aren't you? Be smart, lure them out of the system. Kill the bonus ship when it jumps through the stargate if it dares (it probably will stay on the POS or change ship to a CS). The same way a CS can stay at the POS, give bonuses and never leave the POS. Gank links give bonuses to all pilots in a system and it's perfectly fine. What if your fleet has to split - where the CS should go? Or your wing commander stays at one position and your squad warps off to do some other things - now you have only squad commander bonuses because the link Fleet Commander -> Wing Commander -> Squad Commander is broken. |

Alsyth
Night Warder
4
|
Posted - 2011.11.11 13:21:00 -
[94] - Quote
Psihius [b wrote:As on subject of a T3 on a POS - people, please! You came to their home, they live there, it's kind'a their territory. They will and should have advantages when they defend their system! You do the same for your home, aren't you?[/b]
They already have : - a POS to hide in where we can't go because of guns - the possibility to reship at station each time they lose a ship - the possibility to reship and fly the perfect counter to us, be it capital remote if you want - safespots everywhere it matters - cloaked alts on gates and nearby systems to know where we are immediatly, and choose their ships accordingly - usually they have alts ready to probe us with perfect skills/ship in no time
It's more than enough.
We roamers, on the other side : - don't have any POSes to hide in - can't reship at all when we lose a ship, or when we'd like to change ships because of our opponents - don't have that much safespots in systems we don't roam often (sometimes no safespots at all) - usually in small roaming gangs (5-20) we don't have enough scouts to have a vision on -every- nearby system - when we have a prober (not always the case) his job is more difficult than it is for locals, and if he wants to be useful in the fight, he won't have a Virtued Covops. |

Psihius
Anarchist Dawn U N K N O W N
5
|
Posted - 2011.11.11 16:04:00 -
[95] - Quote
Alsyth wrote:Psihius [b wrote:As on subject of a T3 on a POS - people, please! You came to their home, they live there, it's kind'a their territory. They will and should have advantages when they defend their system! You do the same for your home, aren't you?[/b] They already have : - a POS to hide in where we can't go because of guns - the possibility to reship at station each time they lose a ship - the possibility to reship and fly the perfect counter to us, be it capital remote if you want - safespots everywhere it matters - cloaked alts on gates and nearby systems to know where we are immediatly, and choose their ships accordingly - usually they have alts ready to probe us with perfect skills/ship in no time It's more than enough. We roamers, on the other side : - don't have any POSes to hide in - can't reship at all when we lose a ship, or when we'd like to change ships because of our opponents - don't have that much safespots in systems we don't roam often (sometimes no safespots at all) - usually in small roaming gangs (5-20) we don't have enough scouts to have a vision on -every- nearby system - when we have a prober (not always the case) his job is more difficult than it is for locals, and if he wants to be useful in the fight, he won't have a Virtued Covops. You are, well, roaming. If you find that system inhabitants have fortified their position - move over or risk taking them on. Roaming, as I envision it, takes targets of opportunity or makes hit & run moves. If you think like that - than when your roaming enters the system the game has to remove all POS, stations, ganglink bonuses and so on. WAKE UP!. You are: 1. In hostile space 2. Friends of the inhabitants probably live near by anyway. 3. It's their territory - they have intel and scouts any way. 4. So, they have a pos or station with ships ready - what a surprise for you!
Dammit, I read this ganglink bonus whine and one thing comes to mind: a bunch of space whines who want to PvP on their own terms when they go to hostile space. I have an impression that if it was possible, you would make that when you enter system - stations deny docking to everyone and POS'es bump all pilots out of their force fields.
You are roamers, you chose to have a light, agile and fast gang - use it. Hit fast and go your way. If you want a good battle - bring battleships for gods sake and not that nano-gay-style-fleet that can't break a gang that has a bonus giving ship in the system.
|

Sigras
Conglomo IMPERIAL LEGI0N
37
|
Posted - 2011.11.11 18:53:00 -
[96] - Quote
freed0m rus wrote:T2 Triage module is quite useless, compared to its T1 version. Prolly it should receive 5 to 10% rep/remote rep bonuses? hello? less fuel usage calling . . . . |

Alsyth
Night Warder
4
|
Posted - 2011.11.11 19:01:00 -
[97] - Quote
Psihius wrote: You are, well, roaming. If you find that system inhabitants have fortified their position - move over or risk taking them on. Roaming, as I envision it, takes targets of opportunity or makes hit & run moves. If you think like that - than when your roaming enters the system the game has to remove all POS, stations, ganglink bonuses and so on. WAKE UP!. You are: 1. In hostile space 2. Friends of the inhabitants probably live near by anyway. 3. It's their territory - they have intel and scouts any way. 4. So, they have a pos or station with ships ready - what a surprise for you!
Dammit, I read this ganglink bonus whine and one thing comes to mind: a bunch of space whines who want to PvP on their own terms when they go to hostile space. I have an impression that if it was possible, you would make that when you enter system - stations deny docking to everyone and POS'es bump all pilots out of their force fields.
You are roamers, you chose to have a light, agile and fast gang - use it. Hit fast and go your way. If you want a good battle - bring battleships for gods sake and not that nano-gay-style-fleet that can't break a gang that has a bonus giving ship in the system.
You might want to read my post again. I never asked for removal of POSes, or to nerf the ability of locals to reship or whatever.
I'm just saying that without off grid boosters in a POS, locals wouldn't be "weak" compared to roamers, they still have LOTS of advantages over them, and I'm fine with these advantages, except for the off grid booster which is probably the most unfair one.
Getting rid of it would greatly improve pvp in my opinion, while nerfing god-mode locals. Being able to hide in a POS or reship is not god-mode, it's taking advantage of your environment, which is normal for locals. On the other hand, full ganglinked (and out of sight, unkillable) loki+legion/tengu (or worse : titans) is god-mode and gives unfair advantage in any fight which occurs in this system.
As for your old stereotypes, you can forget them, really, as far as lowsec pvp is concerned, locals are the nano-style-fleets these days, with loki in a POS and everything from dramiels to cynabal to mach to rapier to tengu to lachesis to loki to curses nanoed to hell. This or carriers repping BSs. |

Lili Lu
22
|
Posted - 2011.11.11 20:39:00 -
[98] - Quote
All the wimpy nullifed eccm'd cloaky whatever T3 alts can rest easy. There has not been one CCP response in this thread I think. They probably aren't monitoring it and will remain yet again stupidly unaware of the harm they did to command ships (and HACs, Recons to a lesser extent) with the overdone T3 subsytems, command in particular. They won't even consider nerfing T3 command buff % or implementing on-grid only boosting as a way to restore command ships 
As to the new tech II modules in general I doubt CCP really have any intention to adjust what they already have plopped on sisi and soon these modules will be on tranquility unaltered.
At least the new nebulas are pretty. And will get prettier, because there dev responses there. |

Hamatitio
Aperture Harmonics K162
23
|
Posted - 2011.11.12 00:04:00 -
[99] - Quote
In this post: more T2 triage module whining. :D
It definitely needs a buff. More rep amount isnt the answer, I'd like to see either a -20% capacitor recharge time bonus, less cap required for RR Modules, something crazy like +5 drones allowed (fighters in triage, this is madness!) |

AMXZAKU
Judicio Sine Misericordia
0
|
Posted - 2011.11.12 03:22:00 -
[100] - Quote
restricting command links to ongrid would just be plain ******** and render T3 command ships entirely useless. Switching t3 commad bonusses with the CS bonusse so the CS have an advantage there would be okay though |
|

Rip Minner
ARMITAGE Logistics Salvage and Industries
18
|
Posted - 2011.11.12 10:08:00 -
[101] - Quote
Psihius wrote:Alsyth wrote:Psihius [b wrote:As on subject of a T3 on a POS - people, please! You came to their home, they live there, it's kind'a their territory. They will and should have advantages when they defend their system! You do the same for your home, aren't you?[/b] They already have : - a POS to hide in where we can't go because of guns - the possibility to reship at station each time they lose a ship - the possibility to reship and fly the perfect counter to us, be it capital remote if you want - safespots everywhere it matters - cloaked alts on gates and nearby systems to know where we are immediatly, and choose their ships accordingly - usually they have alts ready to probe us with perfect skills/ship in no time It's more than enough. We roamers, on the other side : - don't have any POSes to hide in - can't reship at all when we lose a ship, or when we'd like to change ships because of our opponents - don't have that much safespots in systems we don't roam often (sometimes no safespots at all) - usually in small roaming gangs (5-20) we don't have enough scouts to have a vision on -every- nearby system - when we have a prober (not always the case) his job is more difficult than it is for locals, and if he wants to be useful in the fight, he won't have a Virtued Covops. You are, well, roaming. If you find that system inhabitants have fortified their position - move over or risk taking them on. Roaming, as I envision it, takes targets of opportunity or makes hit & run moves. If you think like that - than when your roaming enters the system the game has to remove all POS, stations, ganglink bonuses and so on. WAKE UP!. You are: 1. In hostile space 2. Friends of the inhabitants probably live near by anyway. 3. It's their territory - they have intel and scouts any way. 4. So, they have a pos or station with ships ready - what a surprise for you! Dammit, I read this ganglink bonus whine and one thing comes to mind: a bunch of space whines who want to PvP on their own terms when they go to hostile space. I have an impression that if it was possible, you would make that when you enter system - stations deny docking to everyone and POS'es bump all pilots out of their force fields. You are roamers, you chose to have a light, agile and fast gang - use it. Hit fast and go your way. If you want a good battle - bring battleships for gods sake and not that nano-gay-style-fleet that can't break a gang that has a bonus giving ship in the system.
This is to funny. This is the same kind of bs talk that ruined low sec. This kind's of players just could not be happy to grab are mission ships at stations and gates and belts or plantes or moons. They had to cry and cry till tthere was no place to hide at other then the stations and POS's and if they could have gotten them too they would have. Now low sec has no to very few soft targets for there nano gank squads. Well then I say to you blam yourselfs |

Sigras
Conglomo IMPERIAL LEGI0N
37
|
Posted - 2011.11.12 10:41:00 -
[102] - Quote
AMXZAKU wrote:restricting command links to ongrid would just be plain ******** and render T3 command ships entirely useless. Switching t3 commad bonusses with the CS bonusse so the CS have an advantage there would be okay though more unqualified statements . . .
why would T3 command ships not be used to provide bonuses if command links were restricted to on grid? theyre smaller, faster, provide a better bonus, can be used to do other things in addition to provide bonuses, and can have just as stiff a tank.
It would just be deciding if you want one really good bonus or 3 pretty good bonuses |

Lili Lu
23
|
Posted - 2011.11.12 11:51:00 -
[103] - Quote
Sigras wrote:AMXZAKU wrote:restricting command links to ongrid would just be plain ******** and render T3 command ships entirely useless. Switching t3 commad bonusses with the CS bonusse so the CS have an advantage there would be okay though more unqualified statements . . . why would T3 command ships not be used to provide bonuses if command links were restricted to on grid? theyre smaller, faster, provide a better bonus, can be used to do other things in addition to provide bonuses, and can have just as stiff a tank. It would just be deciding if you want one really good bonus or 3 pretty good bonuses
Well, Sigras I think Amxzaku's other solution would be acceptable to me. Either way the command ships would be the ones at the top.
However, I agree that on-grid would be best for the game. Having a command running 3 links as the fleet booster and on-grid with some T3 being wing commanders or squad commanders with a single better boost would be actually pretty good. The command can fit a great tank with 3 at the current level of boost and the T3 can fit a great tank with one at the current level of boost. Both on-grid and fighting. Best of both worlds. No more booster sitting at a pos or trying to be unprobable at a ss idiocy. |

Amsterdam Conversations
Cheesecake Starshine
58
|
Posted - 2011.11.12 13:53:00 -
[104] - Quote
Sigras wrote:AMXZAKU wrote:restricting command links to ongrid would just be plain ******** and render T3 command ships entirely useless. Switching t3 commad bonusses with the CS bonusse so the CS have an advantage there would be okay though more unqualified statements . . . why would T3 command ships not be used to provide bonuses if command links were restricted to on grid? theyre smaller, faster, provide a better bonus, can be used to do other things in addition to provide bonuses, and can have just as stiff a tank. It would just be deciding if you want one really good bonus or 3 pretty good bonuses You just don't get it, do you.
Cloaky bonus lokis are used so they don't need to be commited to a 10vs50. You're talking about things you don't know anything about. How many SP do you have in leadership? Does anyone in your alliance even fly mindlinked commandships/T3s? I bet no.
A triple link loki is unable to fit any sort of tank. It goes maybe the speed of a dual nano hurricane, has worse agility and costs 450m + 100m in implants. They have pretty much the same sig as a Cane, too. They'll just get one/twovolleyed by any artillery BS.
No one needs only one bonus. The skirmish bonuses are all way too good to not have them, just like the siege ones are. |

Willl Adama
Genos Occidere HYDRA RELOADED
38
|
Posted - 2011.11.12 16:10:00 -
[105] - Quote
Amsterdam Conversations wrote:Sigras wrote:AMXZAKU wrote:restricting command links to ongrid would just be plain ******** and render T3 command ships entirely useless. Switching t3 commad bonusses with the CS bonusse so the CS have an advantage there would be okay though more unqualified statements . . . why would T3 command ships not be used to provide bonuses if command links were restricted to on grid? theyre smaller, faster, provide a better bonus, can be used to do other things in addition to provide bonuses, and can have just as stiff a tank. It would just be deciding if you want one really good bonus or 3 pretty good bonuses You just don't get it, do you. Cloaky bonus lokis are used so they don't need to be commited to a 10vs50. You're talking about things you don't know anything about. How many SP do you have in leadership? Does anyone in your alliance even fly mindlinked commandships/T3s? I bet no. A triple link loki is unable to fit any sort of tank. It goes maybe the speed of a dual nano hurricane, has worse agility and costs 450m + 100m in implants. They have pretty much the same sig as a Cane, too. They'll just get one/twovolleyed by any artillery BS. No one needs only one bonus. The skirmish bonuses are all way too good to not have them, just like the siege ones are.
^ This
No one would be using a T3 over a CS ever if it was restricted to ongrid. Basically a Drake would outperform it for this '1 link' thing, for 1/20 of the price and no risk of losing SP
Latest Video:-á-á Kill Will: Volume 4 |

Gramacy
Lazy.
1
|
Posted - 2011.11.12 16:56:00 -
[106] - Quote
Right now there isn't much point in using a CS over cloaky T3 for gang links, and they're also hard to kill so people feel they need to have one just to be able to compete. Swapping the bonuses on CS and T3 will be unlikely to solve the problem as it's much easier to keep the T3 safe.
Make the links only work ongrid, but also boost the link bonus and armor/shield stats for the warfare processor subsystems. That way, they will still be useful in gangs where it's difficult to make a CS work well. Bigger fleets should use CS for the 3 links they have. |

Sigras
Conglomo IMPERIAL LEGI0N
38
|
Posted - 2011.11.12 20:58:00 -
[107] - Quote
Amsterdam Conversations wrote:Sigras wrote:why would T3 command ships not be used to provide bonuses if command links were restricted to on grid? theyre smaller, faster, provide a better bonus, can be used to do other things in addition to provide bonuses, and can have just as stiff a tank.
It would just be deciding if you want one really good bonus or 3 pretty good bonuses You just don't get it, do you. Cloaky bonus lokis are used so they don't need to be commited to a 10vs50. You're talking about things you don't know anything about. How many SP do you have in leadership? Does anyone in your alliance even fly mindlinked commandships/T3s? I bet no. lol im glad you asked about my leadership skills because i have exactly 12,191,400 points in leadership, i have warfare link specialist 5, all of the specializations except siege to 5 and am training fleet command 5 next, I fly the Loki, Proteus, Claymore, Damnation and Eos . . . any other questions about my command abilities?
and yes I fly mindlinked T3s . . . usually sitting in a POS giving boost from 100% safety which is how i KNOW its overpowered.
and yes, if I were forced to be on grid I would still use the loki over the claymore because I can armor tank it and still get the sig radius or speed bonus . . . sig radius bonus is fail on a shield tanking ship with shield rigs 
and really? 10 vs 50 . . . so you really think that you even should win that fight? (hint the answer is no and if you think differently youre the one who needs to be committed.
Amsterdam Conversations wrote:A triple link loki is unable to fit any sort of tank. It goes maybe the speed of a dual nano hurricane, has worse agility and costs 450m + 100m in implants. They have pretty much the same sig as a Cane, too. They'll just get one/twovolleyed by any artillery BS.
No one needs only one bonus. The skirmish bonuses are all way too good to not have them, just like the siege ones are
So bring 3 of them . . . or better yet, if youre too poor bring a command ship instead . . . thats the beauty of eve, you dont HAVE to bring a loki.
The fact that youre not creative enough to make it work does not cause a problem for the rest of us. |

Kraschyn Thek'athor
Marquie-X Corp Ev0ke
0
|
Posted - 2011.11.13 11:47:00 -
[108] - Quote
Could a Dev explain the intended usage of T2 Bomb Launcher?
Solo-Bombing? How many viable targets are out there for solo bombing?
It doesn't matter all too much in a fleet fight if there is a slight delay between fleet members. For Bombers, it is rather irrelvant.
A T2 weapon without T2 ammunition, what kind of improvement is this? |

Carulis
Scarab Technological Industries
0
|
Posted - 2011.11.13 13:25:00 -
[109] - Quote
Hmm, it's nice to see a boost of 0.5% to the T2 Mining Foreman modules, however I do think the Mining Laser Field Enhancement should have a boost of 1.625% from 4.5 to 5.625% to keep it pro-ratered inline with the other modules which increase from 2% to 2.5% |

Patrice Macmahon
The Lost Minmatar Legion
0
|
Posted - 2011.11.14 12:42:00 -
[110] - Quote
PinkKnife wrote:Altarica wrote:On the subject of warfare links and the ship bonus, as some people have mention the Tech 3's are out of line. I beleive that the Tech 3's are designed to be highly flexible vessels but not quite as good as the specialised Tech 2 version of their various roles, ie the Tech 3 recon/EW sections are not as powerful as the Tech 2 recon ships and the Tech 3 logistic's sections are not as good as the Tech 2 logistic hulls.
Only in the command Ship role is the Tech 3 better than the Tech 2 versions, so for an easy fix why not simply swap the two bonus(es) around so using the Vulture and Tengu as examples
The Vulture gets the 5% to effectiveness of siege warfare links and The Tengu gets the 3% to effectiveness of siege warfare links
This would put the warfare link Tech 3's back into their place as "better than Tech 1" but "not quite as good as Tech 2"
Like/Approve In what way should a command ship be less viable than a t3 which is designed to be flexible. The cruisers should be good at a lot of things, but excel at nothing, especially when comparing to ships that specialize. I think the offgrid/possed command boosts are in need of fixing as well, it shouldn't be a valid tactic to sit in a pos and help a fleet. The idea is to command, i.e. be a part of the fleet. Not sit in a hidey hole while helping out your side like some middle eastern dictator.
+1 To both statements.
To better adress off grid boosting, would it be possible to have reduced boosting effectiveness when the CS is not on grid?
I.E. On Grid = Full boost amount Off Grid = 50% boost amount
This would preserve highly protective booster play while encouraging commitment of fleet boosting assets. -á"Much of this is crystallised in our philosophy, or as others call it "the Intaki Faith". We simply call it Ida - the literal translation is "to consider", and is a good description of the Intaki."-á |
|

Vincent Gaines
Macabre Votum Morsus Mihi
58
|
Posted - 2011.11.14 14:01:00 -
[111] - Quote
Please, just for the sake of testing, drop the requirements for these T2 mods from needing the skill at V to IV. Most don't have it trained up and the expansion will be out before we can skill the mirror for it. |
|

CCP Ytterbium
C C P C C P Alliance
41

|
Posted - 2011.11.14 15:59:00 -
[112] - Quote
Sorry for the late reply people, been quite busy with other stuff lately.
Feedback!
Tech 2 triage module: acknowledged it's not really worth the training right now; however we don't really want to give it a repairing bonus. Capacitor reduction is a fair option.
Tech 2 bomb launcher: indeed, is also a bit weak on its own, we are considering some options mentioned in this thread.
Tech 2 probe launchers/drone modules: may very well make some faction variants obsolete indeed, it needs to be looked at further. |
|

Pattern Clarc
Aperture Harmonics
290
|
Posted - 2011.11.14 16:07:00 -
[113] - Quote
Capacitor reduction bonus + 2 or 3 max locked targets and I'll be training for t2 triage today!
Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Yvan Ratamnim
Phoenix Evolved Part Duo
48
|
Posted - 2011.11.14 16:38:00 -
[114] - Quote
CCP Ytterbium wrote:Sorry for the late reply people, been quite busy with other stuff lately.
Feedback!
Tech 2 triage module: acknowledged it's not really worth the training right now; however we don't really want to give it a repairing bonus. Capacitor reduction is a fair option.
Tech 2 bomb launcher: indeed, is also a bit weak on its own, we are considering some options mentioned in this thread.
Tech 2 probe launchers/drone modules: may very well make some faction variants obsolete indeed, it needs to be looked at further.
Have to say you hit nail on the head, all the other t2 modules have nice little bonuses to them...
PLEASE PLEASE consider t2 triage giving a bonus to capacitor to increase survivability against neutralizers or being able to run local and remote reps more reliably...
T2 bomb launchers are gonna be difficult to make people want them, i mean unless there much faster.
T2 probe launchers are fine, but if that sthe case give faction a bit of a buff |

Denidil
The Graduates Morsus Mihi
159
|
Posted - 2011.11.14 17:39:00 -
[115] - Quote
CCP Ytterbium wrote:Sorry for the late reply people, been quite busy with other stuff lately.
Feedback!
Tech 2 triage module: acknowledged it's not really worth the training right now; however we don't really want to give it a repairing bonus. Capacitor reduction is a fair option.
Tech 2 bomb launcher: indeed, is also a bit weak on its own, we are considering some options mentioned in this thread.
Tech 2 probe launchers/drone modules: may very well make some faction variants obsolete indeed, it needs to be looked at further.
with the tech 2 bomb launchers all you need to do i think is create tech 2 bombs to go with
tech 2 bombs:
precision bomb - 50m3 volume, 2x as fast, same range, same damage. rage bomb - 75m3 volume, same speed and range as t1 bombs, 20% more damage
this would make T2 bomb launchers much more attractive. precision bombs would be excellent for anti-frig bombing runs as it gives the frigs less time to GTFO, and rage bombs would be good for hitting heavy targets. obviously these bombs cost somewhat more (but not too much, bombs are already fairly expensive), but you have to train the Bomb Deployment skill to V for access to T2 launchers and bombs. MM Bombers, Best Bombers |

Vmir Gallahasen
Red Federation RvB - RED Federation
8
|
Posted - 2011.11.14 18:23:00 -
[116] - Quote
Why not let command ships have a bonus to links in general? I don't think I've seen an Eos in space in the last 3 years; if we could slap a couple of armor links and a few skirmish links on there that all benefit from the 3% ship bonus (or change it to 5 even?) there would be a clear benefit (other than tank) to bringing an actual command ship to the fight. Or in a safespot next to the fight, anyway. And you wouldn't have to train up specifically to fly a vulture if you wanted a shield link command ship, an Eos or Claymore would be just as good assuming you have the mindlink to go with your chosen links |

Desert Ice78
Gryphon River Industries Bloodbound.
23
|
Posted - 2011.11.14 19:42:00 -
[117] - Quote
As regards to the on-grid/ off-grid discussion regarding gang links, has anyone considered the implications for mining fleets, primarly in low' nul-sec.
There is no way those guys want to have to sit their orca/ rorqual in the belt in order to get bonuses.
I am a pod pilot:
http://dl.eve-files.com/media/corp/DesertIce/POD.jpg |

Helothane
Ascendent. Test Alliance Please Ignore
18
|
Posted - 2011.11.14 20:10:00 -
[118] - Quote
Carulis wrote:Hmm, it's nice to see a boost of 0.5% to the T2 Mining Foreman modules, however I do think the Mining Laser Field Enhancement should have a boost of 1.625% from 4.5 to 5.625% to keep it pro-ratered inline with the other modules which increase from 2% to 2.5%
Similar for the two gang links that the T1 is 3% that go to 3.5% with the present way the T2 links are designed (interdiction Maneuvers and Sensor Integrity).
|

Sigras
Conglomo IMPERIAL LEGI0N
44
|
Posted - 2011.11.14 21:23:00 -
[119] - Quote
Desert Ice78 wrote:As regards to the on-grid/ off-grid discussion regarding gang links, has anyone considered the implications for mining fleets, primarly in low' nul-sec.
There is no way those guys want to have to sit their orca/ rorqual in the belt in order to get bonuses.
yeah I was thinking about that . . . maybe they could make an exception for mining links? |

Dank Man
FinFleet Raiden.
16
|
Posted - 2011.11.15 02:46:00 -
[120] - Quote
I agree with the fact that offgrid boosters should have some reduction to effectiveness, you see it all to often with high sec war dec corps using out of corp boosters that are totally safe, and with e-honorable people who want 1v1s in lowsec but use their booster offgrid to easily gain the upper hand. As for mining bonuses from orca or rorq i think they should absolutely have to be on grid to give the bonuses to the mining ships around them, it seems that was the intended use of the ship, with the tractor beam bonuses and such, so even if the risk is higher, the reward will be worth the risk for those greedy miners. I think t2 bombs are needed with t2 launchers, t2 triage module with added cap recharge would be great, and actually made the new improved Niddy a beastly capital logi platform hopefully, even though they will still be called as primary, nueted, and die first. |
|

Saikron
NME1
0
|
Posted - 2011.11.15 05:17:00 -
[121] - Quote
Dondoran wrote:CCP come on T2 gang links thats just to much  35.2% bonus from a tech3 WIN  FIX off grid boosting its the right thing to do  remember fleet command ships 
Here is an obvious problem that will probably never get fixed, lol. |

keuel
Crimoria Co Vera Cruz Alliance
0
|
Posted - 2011.11.15 06:27:00 -
[122] - Quote
T2 Siege is fine... T2 triage neds a buff: perpahps from 100 to 120% on rep ammount? and less time on cycles? so it can be err...worth?
|

Jaigar
Mom 'n' Pop Ammo Shoppe Transmission Lost
2
|
Posted - 2011.11.15 07:14:00 -
[123] - Quote
First off: the t2 siege module, please understand the math before saying its only a 6.66% scan res bonus. Say you have 100 scan resolution and go siege with a t1 siege module. That leaves you at 25 scan res. Go siege with a t2, you end up with 30. And what percentage increase is that? 20%, not 6.66%.
As far as triage t2 is concerned, adding a cap recharge bonus to t2 triage modules would severely jack up WH space carriers. In systems with either high cap recharge bonus (pulsars) or high resists (wulf-rayets), making their tank even stiffer is just a bad move. Most of the serious WH roaming gangs carry 1-2 (sometimes 3) bhaalgorns for neuts, and dmg comes from t3s which isnt exactly the best. Certain WH fights go on for hours just because of a carrier's impact (see failheap challenge), and buffing them more would just be a bad move. Maybe offer decreased cap usage for remote reps instead?
As far as t3 ganglink bonuses: they really need to be readjusted to give only a slight increase and not a massive one like the t2 changes are showing. Its not uncommon to find tengus, lokis, etc sitting in a pos with 6 warfare links running. HOWEVER, you must remember that you need warfare link specialist to 5 to use the command processors, something command ships don't need to run their 3. |

Sigras
Conglomo IMPERIAL LEGI0N
45
|
Posted - 2011.11.15 09:34:00 -
[124] - Quote
What about instead of the T2 triage module giving a cap recharge bonus, it gives a discount to remote repair/energy transfer? maybe 10-15% to let us do our job better without making our tank any stiffer because, lets face it, our tank is already pretty good.
Also, you forgot to add in T2 cyno generators . . . maybe a shorter cycle time and less fuel usage? just something to think about. |

James Bryant
Dark Shadow Industries. Fidelas Constans
3
|
Posted - 2011.11.15 13:56:00 -
[125] - Quote
Anyone take a look at the T2 bubble yet? I saw it last night, but I didn't have the skills to fit it and try it out on my Onyx. |

Yahrr
The Tuskers
2
|
Posted - 2011.11.15 14:23:00 -
[126] - Quote
Willl Adama wrote:Leave offgrid T3 command cruisers alone, it'll be bad news for many small roaming gangs if they have to bring ongrid commandships. No, it would bring back the Eve experience like it was a few years time ago. Going solo != going solo with a boosting alt. If they really need to stay offgrid to keep you happy, then at least make them appear on killmails. |

Alsyth
Night Warder
6
|
Posted - 2011.11.15 16:19:00 -
[127] - Quote
Yahrr wrote:Willl Adama wrote:Leave offgrid T3 command cruisers alone, it'll be bad news for many small roaming gangs if they have to bring ongrid commandships. No, it would bring back the Eve experience like it was a few years time ago. Going solo != going solo with a boosting alt. If they really need to stay offgrid to keep you happy, then at least make them appear on killmails.
+1 to Yahrr.
Offgrid boosters help locals, not roamers, who have to bring a ship anyway. Doesn't matter to them that much if it's a cloaked nullified T3 or a real CS. |

Maxsim Goratiev
Imperial Tau Syndicate POD-SQUAD
18
|
Posted - 2011.11.15 23:27:00 -
[128] - Quote
replying to the topic: The drone upgrades are very good, but their cpu consumption makes them near-unfittable on ishtar. Drone link augmentor is fine, but the omnidirectional track. link should have it's cpu lowered. Also, their requirements are very high, consider lowering it for things like the navigation computer? they are rarely used and do not provide a massive boost anyway. Omnidirectional tracking link is quite powerfull in it;s t2 iteration, but can we really not have it as an active module that can be scripted? for greater flexibility? |

Tanex Gulder
Scarab Technological Industries
0
|
Posted - 2011.11.16 12:02:00 -
[129] - Quote
Cmon CCP 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 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.
CCP Please readdress these issues.
|

Zarak1 Kenpach1
Aperture Harmonics K162
7
|
Posted - 2011.11.16 19:31:00 -
[130] - Quote
most of the time energy is the number one concern of a triage pilot. the rep bonus would be nice but unnecessary. anything makes it easier to fit tank or increase cap ammount and reduce the ammount of slots dedicated to pure cap recharge is fine by me. |
|

Mitsu Blutz
V0LTA VOLTA Corp
0
|
Posted - 2011.11.16 22:44:00 -
[131] - Quote
I can't read nothing about Interdiction Sphere Launcher II ? |

Scrapyard Bob
EVE University Ivy League
366
|
Posted - 2011.11.17 04:41:00 -
[132] - Quote
Copy times on the T2 command link modules (all 15 of them) have been set to 1 minute per copy. That's very much on the low side when compared to other modules of the same cost tier.
https://forums.eveonline.com/default.aspx?g=posts&m=292244#post292244
They should have been set to something in the 3-8 minute range for a single copy. The Small Tractor Beam I BPO has a copy time of 2 minutes.
Bomb launcher and Warp disruption should probably also have a 2-3 minute copy time. And the copy times on the drone modules and hull repair modules look a bit low. The 1 minute timer is probably fine for the small hull repper, but the med/large should have slightly longer copy times (2 and 3 minutes). |

Sigras
Conglomo IMPERIAL LEGI0N
46
|
Posted - 2011.11.17 06:10:00 -
[133] - Quote
what about a range bonus to the T2 triage module, so our RR goes farther . . . It just seems odd that logistics cruisers can project their remote rep farther than a triage carrier. |

Zarak1 Kenpach1
Aperture Harmonics K162
8
|
Posted - 2011.11.17 07:06:00 -
[134] - Quote
the two platforms are intended to fight in two completely different scenarios. carriers rely on being the focal point on the battle field and logistics ships fly on the out skirts of a fight.
triage carriers create bubbles of control on a battlefield. if you extend their range they become overpowered |

Sigras
Conglomo IMPERIAL LEGI0N
46
|
Posted - 2011.11.17 07:17:00 -
[135] - Quote
and giving it extra cap wouldnt make them overpowered? I think that would be worse than making their sphere of influence larger . . . |

Raven Ether
Republic University Minmatar Republic
31
|
Posted - 2011.11.17 10:50:00 -
[136] - Quote
Bomb Launcher is underwhelming, maybe extra capacity for one more bomb and skill requirement to lvl 4? |

Helothane
Ascendent. Test Alliance Please Ignore
18
|
Posted - 2011.11.17 15:58:00 -
[137] - Quote
The small, medium and large t2 remote hull repair systems all require Remote Hull Repair Systems V. That seems odd, at the very least, and breaks from the pattern for t2 remote armor, shield and cap transfer mods. Why not levels III, IV and IV, respectively? |

Kigar
SOERI Academy Ultima Rati0
0
|
Posted - 2011.11.17 16:07:00 -
[138] - Quote
Bomb Launcher II is underpowered. I think it must have AoE bonus. Or may be +x% bomb speed and -x% explosion timer ( for same flying distance as cuttent ) |

Zhula Guixgrixks
Increasing Success by Lowering Expectations 0ccupational Hazzard
4
|
Posted - 2011.11.17 17:04:00 -
[139] - Quote
Dondoran wrote:FIX off grid boosting its the right thing to do 
Yep fix that,and we all can live with T2 links then. Reminder : risk vs. reward |

Charles Edisson
Isk Incorporated
7
|
Posted - 2011.11.18 16:23:00 -
[140] - Quote
Raven Ether wrote:Bomb Launcher is underwhelming, maybe extra capacity for one more bomb and skill requirement to lvl 4?
Bomb launcher is if anything overpowered. Considering the second most expensive/powerful ship in the game now only has one flight of Bombers/Fighters and one bombing run will kill them all. bombs are too powerfull as it is already. Actually I guess it's not the launcher that's overpowered but the bombs them selves. |
|

Svennig
Dreddit Test Alliance Please Ignore
26
|
Posted - 2011.11.18 21:09:00 -
[141] - Quote
Sigras wrote:and giving it extra cap wouldnt make them overpowered? I think that would be worse than making their sphere of influence larger . . .
This is an interesting point, but I'd rather go up against a ship that can rep a LOT within an area I can get out of (relying on my ability to dictate range) than a ship that can rep a large amount within a huge area I'm going to have more trouble avoiding.
|

Sigras
Conglomo IMPERIAL LEGI0N
49
|
Posted - 2011.11.18 23:12:00 -
[142] - Quote
one bombing run will only kill them all if theyre lucky enough to catch them all traveling between targets . . . when they're not MWDing theyre actually quite small. |

Zarak1 Kenpach1
Aperture Harmonics K162
10
|
Posted - 2011.11.19 04:35:00 -
[143] - Quote
57km radius is a huge volume of space covered by massive reps as it is. decreasing the cap use of RR's in triage would be a significant increase in capability but, it would not be overpowered. the gangs backed up by triage are still fairly limited in their offensive capacity because that rep radius is not changing but once every 6-7 minutes or so ( i say 6-7 minutes because at best a carrier could go in and out of triage in 5 and with webs be moved about the field via warp ins) the gang backed up by logi's however can move around a much larger area on grid and rep a larger area on said grid and never have to worry about moving out of rep range (assuming the logis and dps dealers arent derp)
that being said. range would give the group too many possibilities offensively while cap would simply allow for longer straight up brawl. a couple of dreads or enough sub caps are still going to overwhelm the local tank |

Lek Arthie
Federal Navy Academy Gallente Federation
4
|
Posted - 2011.11.20 05:21:00 -
[144] - Quote
I think a little more bonus for T2 gang links would be nice. Training max leadership is not easy. Maybe 3% instead of 2,5%. Atm its just a 5% difference from the T1 module... Not that much. T2 siege module gets 20% bonus damage... For example speed boosting a vaga with T1 module max skills brings it to around around 3600m/s, with T2 it goes around 3800m/s... |

Crucis Cassiopeiae
EvE-COM
724
|
Posted - 2011.11.20 14:02:00 -
[145] - Quote
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... 
|

Avila Cracko
Federal Navy Academy Gallente Federation
115
|
Posted - 2011.11.20 16:49:00 -
[146] - Quote
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... |

Lek Arthie
Federal Navy Academy Gallente Federation
4
|
Posted - 2011.11.20 18:01:00 -
[147] - Quote
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. |

Zarak1 Kenpach1
Aperture Harmonics K162
11
|
Posted - 2011.11.20 20:42:00 -
[148] - Quote
you contradict yourself. you say t2 is supposed to merely improve upon t1 yet, you still want a range bonus added to a t2 module that does not exist on its t1 counterpart.
that little tidbit aside, we use these ships in triage mode almost daily and if the range was increased, it would be a very bad thing for everyone else in wormhole space against us. we could warp our carrier in at 100 and have mid range vessels with factions points holding you down 70km from that carrier andyou wouldnt be able to do a damn thing about it.
as funny as that sounds. it would get boring very very quickly because it would be very OP.
i dont have a problem with t2 modules having a bonus that t1 does not but rep range is not the answer.
also, most triage carriers used in brawls are being used in wormhole space and i can tell you that most of them are being used in a cap stable form. so, more cap stability is not analogous to rep ammount, we are all already repping the max ammount possible all the time (until the baahlgorns get there)
I respect what you are trying to say but, the practical knowledge AHARM has accumulated on the subject is probably close to the most comprehensive in EvE. Also, if you can figure out how to scrounge up the fitting for the 3rd local you mention for an archon or any other armor carrier, let us know.  |

Svennig
Dreddit Test Alliance Please Ignore
30
|
Posted - 2011.11.20 21:07:00 -
[149] - Quote
Zarak1 Kenpach1 wrote:you contradict yourself. you say t2 is supposed to merely improve upon t1 yet, you still want a range also, most triage carriers used in brawls are being used in wormhole space and i can tell you that most of them are being used in a cap stable form. so, more cap stability is not analogous to rep ammount, we are all already repping the max ammount possible all the time (until the baahlgorns get there)
Well, it's not surprising that you're cap stable when you're spending this much on fits:
[Archon, Robert Hudson's Archon] Capital Inefficient Armor Repair Unit Capital Inefficient Armor Repair Unit Centum A-Type Energized Adaptive Nano Membrane Tairei's Modified Capacitor Power Relay Tairei's Modified Capacitor Power Relay Tairei's Modified Capacitor Power Relay Tairei's Modified Capacitor Power Relay
True Sansha Cap Recharger True Sansha Cap Recharger True Sansha Cap Recharger True Sansha Cap Recharger
Capital Murky Energy Transmitter 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 II Large Capacitor Control Circuit II
+ (presumably, as it's not stable without them as you claim) strong mindflood, cc4+, cr4+.
The T2 triage with cap usage bonus would allow you to get closer to cap stability on T2 fits, or cap-stable on much much much cheaper fits. Fuckit, you could take the fit above and swap a Tairei's for another A-Type EANM, which will give another ~10% boost to all resists. Sure, it's not a third repper, but good luck with that. |

Zarak1 Kenpach1
Aperture Harmonics K162
11
|
Posted - 2011.11.20 21:22:00 -
[150] - Quote
yeah, our average fit is about 12 bil cheaper and still stable. that was our ceo's pimp fit one. |
|

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. |
|

Sigras
Conglomo IMPERIAL LEGI0N
54
|
Posted - 2011.11.24 21:00:00 -
[181] - Quote
they're 25% better . . . what more do you want? As a person who did train all of the leadership skills to 5 I think this T2 bonus is more than enough. |

Crucis Cassiopeiae
EvE-COM
732
|
Posted - 2011.11.24 21:12:00 -
[182] - Quote
Sigras wrote:they're 25% better . . . what more do you want? As a person who did train all of the leadership skills to 5 I think this T2 bonus is more than enough.
That with base bonus of 2% for T1, upgrade on T2 (2,5% bonus) is 14% boost... That with base bonus of 3% for T1, upgrade on T2 (3,5% bonus) is around 10% (didn't calculate this accurate) boost... That with base bonus of 4,5% for T1, upgrade on T2 (5% bonus) is 4% boost...
Math for the last case:
bornaa wrote: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 |

Jaigar
Mom 'n' Pop Ammo Shoppe Transmission Lost
8
|
Posted - 2011.11.25 00:43:00 -
[183] - Quote
Sigras wrote:they're 25% better . . . what more do you want? As a person who did train all of the leadership skills to 5 I think this T2 bonus is more than enough.
What I said in fewer words. |

Sigras
Conglomo IMPERIAL LEGI0N
55
|
Posted - 2011.11.25 01:38:00 -
[184] - Quote
Crucis Cassiopeiae wrote:Sigras wrote:they're 25% better . . . what more do you want? As a person who did train all of the leadership skills to 5 I think this T2 bonus is more than enough. That with base bonus of 2% for T1, upgrade on T2 (2,5% bonus) is 14% boost... That with base bonus of 3% for T1, upgrade on T2 (3,5% bonus) is around 10% (didn't calculate this accurate) boost... That with base bonus of 4,5% for T1, upgrade on T2 (5% bonus) is 4% boost... Math for the last case: bornaa wrote: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
You do realize that youre talking about applied effect vs statistic effect? You do realize that the T2 armor hardener only gets a 10% resist bonus over its T1 variant?
This is why I dislike EFT, because people look at the numbers and not the actual effects in game . . . Allow me to try some math
Armor EM Hardener I - (50%) Armor EM Hardener II - (55%)
with a T1 Hardener on an Omen Base EM Resist = 50% EM hole to be filled = 50% * 50% module bonus Applied effect from the module = 25% Resist net effect = 75%
with a T2 Hardener on an Omen Base EM Resist = 50% EM hole to be filled = 50% * 55% module bonus Applied effect from the module = 27.5% Resist net effect = 77.5%
So a T2 Armor EM Hardener only provides a 2.5% applied effect more than the T1 yet for some reason everyone uses T2 . . . I wonder why that is . . . |

Rip Minner
ARMITAGE Logistics Salvage and Industries
30
|
Posted - 2011.11.25 05:17:00 -
[185] - Quote
Sigras wrote:Crucis Cassiopeiae wrote:Sigras wrote:they're 25% better . . . what more do you want? As a person who did train all of the leadership skills to 5 I think this T2 bonus is more than enough. That with base bonus of 2% for T1, upgrade on T2 (2,5% bonus) is 14% boost... That with base bonus of 3% for T1, upgrade on T2 (3,5% bonus) is around 10% (didn't calculate this accurate) boost... That with base bonus of 4,5% for T1, upgrade on T2 (5% bonus) is 4% boost... Math for the last case: bornaa wrote: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 You do realize that youre talking about applied effect vs statistic effect? You do realize that the T2 armor hardener only gets a 10% resist bonus over its T1 variant? This is why I dislike EFT, because people look at the numbers and not the actual effects in game . . . Allow me to try some math Armor EM Hardener I - (50%) Armor EM Hardener II - (55%) with a T1 Hardener on an OmenBase EM Resist = 50% EM hole to be filled = 50% * 50% module bonus Applied effect from the module = 25% Resist net effect = 75% with a T2 Hardener on an OmenBase EM Resist = 50% EM hole to be filled = 50% * 55% module bonus Applied effect from the module = 27.5% Resist net effect = 77.5% So a T2 Armor EM Hardener only provides a 2.5% applied effect more than the T1 yet for some reason everyone uses T2 . . . I wonder why that is . . .
Becouse Tech 2 armor hardner's are not that costly compard to say Faction that is normaly the same and to the price of Complex and Commander.
So it's a nice cheap piece of gear that do's alittle more then tech 1.
|

Elanor Vega
Native Freshfood Minmatar Republic
57
|
Posted - 2011.11.25 09:15:00 -
[186] - Quote
but if you start from 0% resistance and not from 50% you will get that 55% bonus... only then that calculation you can compare with gang links.
i love when ppl using stacking penalty mechanic to prove something completely different... |

Sigras
Conglomo IMPERIAL LEGI0N
55
|
Posted - 2011.11.26 06:38:00 -
[187] - Quote
Elanor Vega wrote:but if you start from 0% resistance and not from 50% you will get that 55% bonus... only then that calculation you can compare with gang links.
i love when ppl using stacking penalty mechanic to prove something completely different... ok, i admit that I was being a bit reductio ad absurdum but you understand my point.
People kill for 1-2% thats why people train skills like advanced weapon upgrades to level 5 . . . if you dont think its worth it, dont train for it.
Also, it wasnt technically the stacking penalty I was using to skew my numbers but rather the way resists work because a stacking penalty specifically applies to multiple modules effecting the same stat. |

Jaigar
Mom 'n' Pop Ammo Shoppe Transmission Lost
8
|
Posted - 2011.11.26 07:16:00 -
[188] - Quote
Sigras wrote:Elanor Vega wrote:but if you start from 0% resistance and not from 50% you will get that 55% bonus... only then that calculation you can compare with gang links.
i love when ppl using stacking penalty mechanic to prove something completely different... ok, i admit that I was being a bit reductio ad absurdum but you understand my point. People kill for 1-2% thats why people train skills like advanced weapon upgrades to level 5 . . . if you dont think its worth it, dont train for it. Also, it wasnt technically the stacking penalty I was using to skew my numbers but rather the way resists work because a stacking penalty specifically applies to multiple modules effecting the same stat.
Exactly. I don't think there is an understanding on the nature of multiplicative numbers. Even if you were to start with 99% base EM resistance, you will still take 10% less damage with the T2 hardener vs. the meta4.
|

Aessaya
Fairlight Corp Rooks and Kings
14
|
Posted - 2011.11.26 07:28:00 -
[189] - Quote
Sigras wrote:Crucis Cassiopeiae wrote:Sigras wrote:they're 25% better . . . what more do you want? As a person who did train all of the leadership skills to 5 I think this T2 bonus is more than enough. That with base bonus of 2% for T1, upgrade on T2 (2,5% bonus) is 14% boost... That with base bonus of 3% for T1, upgrade on T2 (3,5% bonus) is around 10% (didn't calculate this accurate) boost... That with base bonus of 4,5% for T1, upgrade on T2 (5% bonus) is 4% boost... Math for the last case: bornaa wrote: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 You do realize that youre talking about applied effect vs statistic effect? You do realize that the T2 armor hardener only gets a 10% resist bonus over its T1 variant? This is why I dislike EFT, because people look at the numbers and not the actual effects in game . . . Allow me to try some math Armor EM Hardener I - (50%) Armor EM Hardener II - (55%) with a T1 Hardener on an OmenBase EM Resist = 50% EM hole to be filled = 50% * 50% module bonus Applied effect from the module = 25% Resist net effect = 75% with a T2 Hardener on an OmenBase EM Resist = 50% EM hole to be filled = 50% * 55% module bonus Applied effect from the module = 27.5% Resist net effect = 77.5% So a T2 Armor EM Hardener only provides a 2.5% applied effect more than the T1 yet for some reason everyone uses T2 . . . I wonder why that is . . .
You, sir, fail at maths (at least, at EVE maths). Yes, the net resistance in this case is 77.5% versus 75%, which is increase of 2.5 if you consider numeric values, however, resistance percentages do not work this way. You have to look at them as damage reduction, thus it's 22.5% damage versus 25%, which is (1-0.225/0.25)*100 = 0.1*100 = 10% (oh, suprise!). The other thing is, if you apply a single resistance effect you will always get the same damage reduction in percentages, no matter what base resistance you had there. I will illustrate this by saying, that difference between 95% and 97.5% resistances is the same numeric value of 2.5, while this results in whopping 50% decrease in damage (from 5% to 2.5%).
I hope you understood what i was saying.
This also means that 25% increase in ganglink's base bonus will carry over to 25% increase of link's bonus after all skill, implant and hull bonuses (percentage bonuses are essentially multiplication, and the order in which you make the multiplication does not matter).
On the other hand, difference for t2 links vs t1 links is not 25% per se (well, it is 25% for those links that have 2% base). We're looking at: 2 -> 2.5 = 2,5/2 = +25% 3 -> 3.5 = 3.5/3 = +16.6(6)% 4.5 -> 5 = 5/4.5 = +11.1(1)%
So, for the mining links in question the difference is: 0.646875 / 0.5821875 = 11.1(1)% (suprise?) Ah, you seek meaning?-áThen listen to the music, not the song. |

Naomi Knight
Imperial Academy Amarr Empire
59
|
Posted - 2011.11.26 08:35:00 -
[190] - Quote
Aessaya wrote: You do realize that youre talking about applied effect vs statistic effect? You do realize that the T2 armor hardener only gets a 10% resist bonus over its T1 variant?
This is why I dislike EFT, because people look at the numbers and not the actual effects in game . . . Allow me to try some math
hmm do you rly expect from some high sec miners to use their brains? why are you so cruel to them? they are the console kids of eve, they should not required to think as it hurts them
|
|

Sigras
Conglomo IMPERIAL LEGI0N
55
|
Posted - 2011.11.26 09:31:00 -
[191] - Quote
There was an issue with parsing this post's BBCode |

Sigras
Conglomo IMPERIAL LEGI0N
55
|
Posted - 2011.11.26 09:34:00 -
[192] - Quote
Aessaya wrote:Sigras wrote:Crucis Cassiopeiae wrote:Sigras wrote:they're 25% better . . . what more do you want? As a person who did train all of the leadership skills to 5 I think this T2 bonus is more than enough. That with base bonus of 2% for T1, upgrade on T2 (2,5% bonus) is 14% boost... That with base bonus of 3% for T1, upgrade on T2 (3,5% bonus) is around 10% (didn't calculate this accurate) boost... That with base bonus of 4,5% for T1, upgrade on T2 (5% bonus) is 4% boost... Math for the last case: bornaa wrote: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 You do realize that youre talking about applied effect vs statistic effect? You do realize that the T2 armor hardener only gets a 10% resist bonus over its T1 variant? This is why I dislike EFT, because people look at the numbers and not the actual effects in game . . . Allow me to try some math Armor EM Hardener I - (50%) Armor EM Hardener II - (55%) with a T1 Hardener on an OmenBase EM Resist = 50% EM hole to be filled = 50% * 50% module bonus Applied effect from the module = 25% Resist net effect = 75% with a T2 Hardener on an OmenBase EM Resist = 50% EM hole to be filled = 50% * 55% module bonus Applied effect from the module = 27.5% Resist net effect = 77.5% So a T2 Armor EM Hardener only provides a 2.5% applied effect more than the T1 yet for some reason everyone uses T2 . . . I wonder why that is . . . You, sir, fail at maths (at least, at EVE maths). Yes, the net resistance in this case is 77.5% versus 75%, which is increase of 2.5 if you consider numeric values, however, resistance percentages do not work this way. You have to look at them as damage reduction, thus it's 22.5% damage versus 25%, which is (1-0.225/0.25)*100 = 0.1*100 = 10% (oh, suprise!). The other thing is, if you apply a single resistance effect you will always get the same damage reduction in percentages, no matter what base resistance you had there. I will illustrate this by saying, that difference between 95% and 97.5% resistances is the same numeric value of 2.5, while this results in whopping 50% decrease in damage (from 5% to 2.5%). I hope you understood what i was saying. This also means that 25% increase in ganglink's base bonus will carry over to 25% increase of link's bonus after all skill, implant and hull bonuses (percentage bonuses are essentially multiplication, and the order in which you make the multiplication does not matter). On the other hand, difference for t2 links vs t1 links is not 25% per se (well, it is 25% for those links that have 2% base). We're looking at: 2 -> 2.5 = 2,5/2 = +25% 3 -> 3.5 = 3.5/3 = +16.6(6)% 4.5 -> 5 = 5/4.5 = +11.1(1)% So, for the mining links in question the difference is: 0.646875 / 0.5821875 = 11.1(1)% (suprise?) edit: quick tip: when calculating percent difference we divide the new value by the old value, thus, comparing t2 module to t1 module we do (1 - [t2 mod eff. ] / [t1 mod eff. ]) * 100 #1. the original argument was whether or not the T2 mods got enough of a boost over their T1 counterparts . . . thank you for proving that the modules that got the least boost still got more of a boost than normal hardeners #2 my argument was reductio ad absurdum. . . look it up some time cause the forums wont let me link it; its right on wikipedia, im sure you can find it. |

Marlona Sky
Caldari Provisions Caldari State
80
|
Posted - 2011.11.28 00:23:00 -
[193] - Quote
Switch the gang percentage bonus of the T3 and the fleet command ship.
Don't allow gang links to be turned on while inside a POS shield. |

Freyja Asynjur
Folkvangr
0
|
Posted - 2011.11.28 00:52:00 -
[194] - Quote
I support the *on-grid only* gang links lobby (and add that the modules should not be deactivating at warp in that case :D |

mine mi
Garoun Investment Bank Gallente Federation
1
|
Posted - 2011.11.29 00:05:00 -
[195] - Quote
Triage T2, why not remove the inability to deploy fighters? |

thoth rothschild
First Aid Emergency Service
34
|
Posted - 2011.11.30 09:31:00 -
[196] - Quote
I Support ongrid link and online while warp |

Zarak1 Kenpach1
Aperture Harmonics K162
21
|
Posted - 2011.11.30 16:49:00 -
[197] - Quote
i dont like on grid bonus idea at all. defenders should have the upper hand and what you propose takes some of that advantage away from them.
online while warp would be bad as well. you could appoint one guy in fleet to just sit there and warp from bookmark to bookmark. he could fit then fit a paper thin tank, all nanos in the lows, low friction nozzles in the rigs and 6+ command links just because it will never be caught.
removing the capability to become unscannable in a ECCM fit command or T3 was a good change but these will be unreasonable |

Vanturien
Die Planeten Vereinigung
0
|
Posted - 2011.12.03 12:59:00 -
[198] - Quote
It seems the T2 Expanded Probe Launcher has the same attributes as the T1. Shouldn't it have a shorter cycle time? |

Sigras
Conglomo IMPERIAL LEGI0N
58
|
Posted - 2011.12.04 03:22:00 -
[199] - Quote
it gets a +5% strength bonus . . . |

Vanturien
Die Planeten Vereinigung
0
|
Posted - 2011.12.04 10:25:00 -
[200] - Quote
Sigras wrote:it gets a +5% strength bonus . . .
oops, missed that one. thx.  |
|

mine mi
Garoun Investment Bank Gallente Federation
1
|
Posted - 2011.12.04 12:20:00 -
[201] - Quote
Triage T2
All other races apply their bonus when they are in triage, making the T2 module can deploy the fighters |

Zarak1 Kenpach1
Aperture Harmonics K162
21
|
Posted - 2011.12.06 22:46:00 -
[202] - Quote
fighters really are not all that useful for triage ships though. it would be nice to see the module balanced in a more defensive manner. such as the idea for decreased cap or increased local rep.
fighters would have to be told to engage targets or assigned to people in the fleet. the fighters would be a ***** to monitor while repping folks and switching targets to where the dps is being applied. |

Sigras
Conglomo IMPERIAL LEGI0N
59
|
Posted - 2011.12.07 07:47:00 -
[203] - Quote
I agree; with the increased damage of the dreadnaughts, triage carriers could use some additional tank . . . though you risk trivializing supercarriers . . . . |

Svennig
Dreddit Test Alliance Please Ignore
36
|
Posted - 2011.12.07 09:58:00 -
[204] - Quote
Sigras wrote:I agree; with the increased damage of the dreadnaughts, triage carriers could use some additional tank . . . though you risk trivializing supercarriers . . . .
Irrespective of whether I think carriers need more tank, I don't like the argument that changes shouldn't occur because it might affect the usage of another ship. I'm looking at the arguments around assault frigates in particular. |

Sigras
Conglomo IMPERIAL LEGI0N
60
|
Posted - 2011.12.08 09:17:00 -
[205] - Quote
by that logic, lets make blasters do 30,000 damage per volley and have a 1 second ROF with a range of 200 km and tracking of a frigate autocannon?
all balance changes need to be made with all other ships in mind. |
|

CCP Ytterbium
C C P C C P Alliance
102

|
Posted - 2011.12.08 16:07:00 -
[206] - Quote
Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in.
Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
- Sister core probe launcher and expanded probe launcher: now provide a 10% boost to scan probe strength instead of 5%. That's to keep an appeal for the faction mods despite the arrival of a tech2 version.
- Skirmish Warfare Link GÇô Interdiction Maneuvers II and Skirmish Warfare Link GÇô Sensor Integrity II: boost increased from 3.5 to 3.75% to keep the tech2 boost consistent among all warfare modules.
- Information Warfare Link GÇô Electronic Superiority II: boost for Remote Sensor Dampeners and Tracking Disruptors increased from 1.25 to 1.5%. Previous numbers were erroneous.
- Mining Foreman Link GÇô Mining Laser Field Enhancement II: boost increased from 5 to 5.625%: same reason as above, to keep tech2 boost consistent among all gang links.
- Federation Navy Omnidirectional Tracking Link: tracking and speed multipliers for drones increased from 1.25x to 1.3x, again to keep an interest on the faction variant next to the new tech2 module.
- Bomb Launcher II: capacity increased from 150 to 225m3, allows it to carry 3 bombs instead of 2.
Feedback is welcome. |
|

Fonac
Imperial Academy Amarr Empire
3
|
Posted - 2011.12.08 16:42:00 -
[207] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in.
Here are the iteration changes planned for tech2 mods: [list]
Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
Mining Foreman Link GÇô Mining Laser Field Enhancement II: boost increased from 5 to 5.625%: same reason as above, to keep tech2 boost consistent among all gang links.
Feedback is welcome.
1st - Triage, the 20% cap reduction is awesome, but maybe a little over the top?
Instead of a cap reduction, to your remote abilities, i think it would be better, if it improved your local tank instead. Carriers still get pwned by Supers, and now dreads which does even more damage, are an even greater threat to Carriers.
Of course improving your efficieny on your remote ability, by saving cap, indirectly helps your local tank aswell, because you will have more cap to rep yourself for, but you will still melt to the dps pretty fast.
TLDR; improve local tank... maybe make a 50/50 improvement, with 10% cap reduction to RR, and 10% more armor repped per cycle on your local tank....
2nd point -
No one gives a **** about the range on the mining lasers, i believe you ment Mining Foreman link - Laser optimization instead. that would be helpfull atleast.
|

Zarak1 Kenpach1
Aperture Harmonics K162
21
|
Posted - 2011.12.08 16:43:00 -
[208] - Quote
wow, these changes are incredible! thanks for listening.
do you know what tallest has been up to in regards to his two areas of balancing? |

Gypsio III
Dirty Filthy Perverts
134
|
Posted - 2011.12.08 16:47:00 -
[209] - Quote
CCP Ytterbium wrote:
Skirmish Warfare Link GÇô Interdiction Maneuvers II and Skirmish Warfare Link GÇô Sensor Integrity II: boost increased from 3.5 to 3.75% to keep the tech2 boost consistent among all warfare modules.
Balance >>> consistency.
Interdiction manouevres is already good enough and does not need to be more powerful. Also, wtf is "Skirmish Warfare Link GÇô Sensor Integrity II"? |

Dramaticus
Goonswarm Federation
32
|
Posted - 2011.12.08 16:48:00 -
[210] - Quote
Fonac wrote: 1st - Triage, the 20% cap reduction is awesome, but maybe a little over the top?
Instead of a cap reduction, to your remote abilities, i think it would be better, if it improved your local tank instead. Carriers still get pwned by Supers, and now dreads which does even more damage, are an even greater threat to Carriers.
Of course improving your efficieny on your remote ability, by saving cap, indirectly helps your local tank aswell, because you will have more cap to rep yourself for, but you will still melt to the dps pretty fast.
TLDR; improve local tank... maybe make a 50/50 improvement, with 10% cap reduction to RR, and 10% more armor repped per cycle on your local tank....
You won't really melt, you'll simply disappear and arrive in cloning. There is no local tank for supercapitals on grid with you. |
|

Fonac
Imperial Academy Amarr Empire
3
|
Posted - 2011.12.08 17:01:00 -
[211] - Quote
Dramaticus wrote:Fonac wrote: 1st - Triage, the 20% cap reduction is awesome, but maybe a little over the top?
Instead of a cap reduction, to your remote abilities, i think it would be better, if it improved your local tank instead. Carriers still get pwned by Supers, and now dreads which does even more damage, are an even greater threat to Carriers.
Of course improving your efficieny on your remote ability, by saving cap, indirectly helps your local tank aswell, because you will have more cap to rep yourself for, but you will still melt to the dps pretty fast.
TLDR; improve local tank... maybe make a 50/50 improvement, with 10% cap reduction to RR, and 10% more armor repped per cycle on your local tank....
You won't really melt, you'll simply disappear and arrive in cloning. There is no local tank for supercapitals on grid with you.
Somehow, that just doesn't sounds balanced to me.. ;)
|

Two step
Aperture Harmonics K162
463
|
Posted - 2011.12.08 17:03:00 -
[212] - Quote
I would much rather see T2 triage give a local tanking boost. Especially with the Moros boost, triage carriers are a lot more vulnerable to dreads now, and the long train for T2 triage should reduce that. CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |

Daedalus Arcova
Havoc Violence and Chaos
227
|
Posted - 2011.12.08 17:16:00 -
[213] - Quote
mine mi wrote:Triage T2, why not remove the inability to deploy fighters? Why not just remove the inability to deploy fighters from Triage mode altogether? Carriers need some love, and I'm not sure how the dps of 9 or 10 fighters would really unbalance things.
Agree with others calling for a local rep boost for T2 Triage. |

Mimiru Minahiro
Republic University Minmatar Republic
0
|
Posted - 2011.12.08 17:50:00 -
[214] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
- Sister core probe launcher and expanded probe launcher: now provide a 10% boost to scan probe strength instead of 5%. That's to keep an appeal for the faction mods despite the arrival of a tech2 version.
- Skirmish Warfare Link GÇô Interdiction Maneuvers II and Skirmish Warfare Link GÇô Sensor Integrity II: boost increased from 3.5 to 3.75% to keep the tech2 boost consistent among all warfare modules.
- Information Warfare Link GÇô Electronic Superiority II: boost for Remote Sensor Dampeners and Tracking Disruptors increased from 1.25 to 1.5%. Previous numbers were erroneous.
- Mining Foreman Link GÇô Mining Laser Field Enhancement II: boost increased from 5 to 5.625%: same reason as above, to keep tech2 boost consistent among all gang links.
- Federation Navy Omnidirectional Tracking Link: tracking and speed multipliers for drones increased from 1.25x to 1.3x, again to keep an interest on the faction variant next to the new tech2 module.
- Bomb Launcher II: capacity increased from 150 to 225m3, allows it to carry 3 bombs instead of 2.
Feedback is welcome.
When?
|

Jack Dant
The Gentlemen of Low Moral Fibre
224
|
Posted - 2011.12.08 18:24:00 -
[215] - Quote
I'm inclined to agree with the local tank boost for T2 triage.
If you think about it, there are two ways to break a triage carrier. Enough neuts, or enough dps. Of those, the neut option seems more tactical, and so should be encouraged, not made harder. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Aamrr
HnL Enterprise
175
|
Posted - 2011.12.08 18:29:00 -
[216] - Quote
Triage desperately needs a tanking boost to protect them from the newly buffed dreadnoughts. The added protection against supercapitals is also very welcome.
Massed subcapitals will still kill them by neutralization pressure, so giving them stronger tank shouldn't negatively balance the subcapital-capital interaction. This is a lucky scenario where you can buff something against one opponent without unbalancing them against other predators. Take advantage of it! 
Edit: Perhaps going from a 200% bonus to 235%? That'd be about a 17.5% increase to their tank, exactly equal to the change from T1 siege to T2. Considering that Dreads and Carriers were reasonably well balanced before the change, this should maintain that.
Of course, you also buffed the T1 siege module by 10% relative to the old one, so you might want to take that into consideration while you're at it... |

Sigras
Conglomo IMPERIAL LEGI0N
60
|
Posted - 2011.12.08 19:20:00 -
[217] - Quote
Im also inclined to agree with the need to buff local tanks against the newly buffed dreads, and I think a buff to 235% would do it because the 10% buff to the T1 siege module was just to compensate for the lack of drones.
That being said, this change wouldnt effect its balance against large subcap fleets especially if the buff was in the form of rep speed not rep amount (less cap efficient), or titans; the only thing I would be concerned about is the balance to supercarriers, but I suppose supercarriers arent supposed to be flown without a support fleet anyway, and we can just assume that includes the odd neut bhaalgorn or two. |

FlameGlow
GoonWaffe Goonswarm Federation
21
|
Posted - 2011.12.08 19:35:00 -
[218] - Quote
No boost to local repair amount in triage will save you, say it is boosted well maybe you'll be able to tank 2 SCs or 3 dreadnoughts, so what? These days many corporations, not even alliances, can field that. Capacitor consumption on remote reps is a great bonus on the other hand - you might be able to run 3 reps for the whole triage cycle with that without devoting all slots to cap recharge mods.
|

Two step
Aperture Harmonics K162
465
|
Posted - 2011.12.08 19:46:00 -
[219] - Quote
FlameGlow wrote:No boost to local repair amount in triage will save you, say it is boosted well maybe you'll be able to tank 2 SCs or 3 dreadnoughts, so what? These days many corporations, not even alliances, can field that. Capacitor consumption on remote reps is a great bonus on the other hand - you might be able to run 3 reps for the whole triage cycle with that without devoting all slots to cap recharge mods.
It matters in places like w-space, where people can't drop dreads and supercaps willy-nilly. CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |

Foxlike
Federal Navy Academy Gallente Federation
1
|
Posted - 2011.12.08 19:55:00 -
[220] - Quote
Nice changes! But
CCP Ytterbium wrote:
and Skirmish Warfare Link GÇô Sensor Integrity II: boost increased from 3.5 to 3.75% to keep the tech2 boost consistent among all warfare modules.
There's no such module Did you mean rapid deployment link?
|
|

Realyst
Raging Ducks Goonswarm Federation
5
|
Posted - 2011.12.08 19:58:00 -
[221] - Quote
CCP Ytterbium wrote: Bomb Launcher II: capacity increased from 150 to 225m3, allows it to carry 3 bombs instead of 2.
Still no reason to train Bomb deployment 5. Try to do something more useful like launching 2 bombs at the same time. |

Emmerik
NED-Clan Goonswarm Federation
6
|
Posted - 2011.12.08 20:09:00 -
[222] - Quote
What about Shield Capital shield recharge after bonus? any news on that? My Wyvern has about 50% shield left after the most basic fleet bonus
(btw I love the Triage and Bomb launcher buff ) |

Sarius Deteis
The Legion of Spoon Curatores Veritatis Alliance
0
|
Posted - 2011.12.08 23:37:00 -
[223] - Quote
Realyst wrote:CCP Ytterbium wrote: Bomb Launcher II: capacity increased from 150 to 225m3, allows it to carry 3 bombs instead of 2.
Still no reason to train Bomb deployment 5. Try to do something more useful like launching 2 bombs at the same time.
OCD? |

Sigras
Conglomo IMPERIAL LEGI0N
60
|
Posted - 2011.12.08 23:53:00 -
[224] - Quote
FlameGlow wrote:No boost to local repair amount in triage will save you, say it is boosted well maybe you'll be able to tank 2 SCs or 3 dreadnoughts, so what? These days many corporations, not even alliances, can field that. Capacitor consumption on remote reps is a great bonus on the other hand - you might be able to run 3 reps for the whole triage cycle with that without devoting all slots to cap recharge mods.
Its a matter of commitment; you can never get an archon to tank a whole fleet nor should you, but you've just lowered the commitment that other groups need to make to destroy your single carrier.
With a 3-4 to 1 ratio even though most groups had the ships to bring it down easily, it was a serious commitment; with that being reduced to a 2 to 1 ratio its not nearly as much of a commitment. |

Adeena Torcfist
Dark Underground Forces
11
|
Posted - 2011.12.09 03:06:00 -
[225] - Quote
i must admit, i wont be training for Triage II unless i get a Local Shield Boost bonus. the time,, invested, just wont be worth it. Im not going to be much use Repping if i cant even keep myself alive.
that really is a must.
again, i still see no point in the bomb launcher, i can only carry 2 bombs in my hold anyway, so if i were to reload, id still be missing a bomb.
a damage bonus might be nice i guess... or lower fitting reqs..... |

Alekseyev Karrde
Noir. Noir. Mercenary Group
59
|
Posted - 2011.12.09 05:41:00 -
[226] - Quote
I like the direction of these.
RE: Triage Module II - I think a split between the proposed cap reduction for remote repair and an increase in local tank is the best way to go. The numbers will need some adjustment but instead of 20% cap reduction for remote I'd be happy with something like 10% cap reduction and 10% local rep amount. There's also the argument of reduced cap use would free up slots for tank but not every carrier will be well positioned to take advantage of that with their slot layouts.
Unless 20% remote transfer cap reduction AND 10-20% local rep amount is on the table. Given the dread buff, that's not too unreasonable. www.noirmercs.com Now Recruiting |

Arkady Sadik
Gradient Electus Matari
260
|
Posted - 2011.12.09 08:11:00 -
[227] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
I didn't check the exact numbers, but this seems a bit excessive. The Archon is the only carrier who can fit 3 same-classed RR modules (the Nid can fit 2x armor, 1x shield, but not 3x armor). The Archon also has the best cap already. This will likely make the Archon able to run 3 RR cap stable or at least mostly cap stable, increasing the divide between the Archon and "the other carriers" for pvp even further.
Please consider reducing the Archon's pg so it can't fit 3 armor RR modules and an energy transfer.
(This will still give the Archon a MUCH stronger tank than any other carrier, including the Chimera; carriers are not balanced.) |

Alex Harumichi
Gradient Electus Matari
30
|
Posted - 2011.12.09 08:23:00 -
[228] - Quote
Arkady Sadik wrote:CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
I didn't check the exact numbers, but this seems a bit excessive. The Archon is the only carrier who can fit 3 same-classed RR modules (the Nid can fit 2x armor, 1x shield, but not 3x armor). The Archon also has the best cap already. This will likely make the Archon able to run 3 RR cap stable or at least mostly cap stable, increasing the divide between the Archon and "the other carriers" for pvp even further. Please consider reducing the Archon's pg so it can't fit 3 armor RR modules and an energy transfer. (This will still give the Archon a MUCH stronger tank than any other carrier, including the Chimera; carriers are not balanced.)
Signed. Saying this as an Archon pilot: please either nerf it a bit or boost the other carriers. At the moment, the Archon is so much better than the others it's not even very funny. Vastly more cap, tank and (with this) triage ability.
Naturally enough, I'd prefer to see the others boosted than seeing the Archon nerfed, but I can live with a nerf too. I'd like to see balance here. As someone with Amarr Carrier V trained a nerf would hit me hard. I'd still prefer it to the current situation. We have people who have trained a Chimera, for example, and it's close to being not worth flying with the current numbers.
To the devs: just fit out all four carriers in EFT (with triage setups), compare raw numbers. It's not rocket science. Well, it is, sortof, but not that way ;)
That said: making the t2 triage module worth training for is an excellent move. The 20% cap reduction may be excessive though... how about 10% less cap use, 10% more repper range? Or something like that. |

Svennig
Dreddit Test Alliance Please Ignore
38
|
Posted - 2011.12.09 08:49:00 -
[229] - Quote
Arkady Sadik wrote:CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
I didn't check the exact numbers, but this seems a bit excessive. The Archon is the only carrier who can fit 3 same-classed RR modules (the Nid can fit 2x armor, 1x shield, but not 3x armor). The Archon also has the best cap already. This will likely make the Archon able to run 3 RR cap stable or at least mostly cap stable, increasing the divide between the Archon and "the other carriers" for pvp even further. Please consider reducing the Archon's pg so it can't fit 3 armor RR modules and an energy transfer. (This will still give the Archon a MUCH stronger tank than any other carrier, including the Chimera; carriers are not balanced.)
This is an argument to boost the other carriers, not to nerf the archon. The archon is the only carrier that, currently, comes close to fulfilling its role. |

Svennig
Dreddit Test Alliance Please Ignore
38
|
Posted - 2011.12.09 09:05:00 -
[230] - Quote
Two step wrote:I would much rather see T2 triage give a local tanking boost. Especially with the Moros boost, triage carriers are a lot more vulnerable to dreads now, and the long train for T2 triage should reduce that.
I think I've said this before, but doesn't a cap reduction bonus bonus basically allow for a tanking bonus? I'm not sure what you have in mind, but if you're using 20% less cap, then you can drop a CPR2 for a third EANM, and that brings reps from 13512 to 15760 in triage, a ~17% boost.
Now whether you chose to go for that depends if you're running out of cap before dying, or dying before running out of cap. |
|

Gypsio III
Dirty Filthy Perverts
134
|
Posted - 2011.12.09 09:48:00 -
[231] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
- Sister core probe launcher and expanded probe launcher: now provide a 10% boost to scan probe strength instead of 5%. That's to keep an appeal for the faction mods despite the arrival of a tech2 version.
- Skirmish Warfare Link GÇô Interdiction Maneuvers II and Skirmish Warfare Link GÇô Sensor Integrity II: boost increased from 3.5 to 3.75% to keep the tech2 boost consistent among all warfare modules.
- Information Warfare Link GÇô Electronic Superiority II: boost for Remote Sensor Dampeners and Tracking Disruptors increased from 1.25 to 1.5%. Previous numbers were erroneous.
- Mining Foreman Link GÇô Mining Laser Field Enhancement II: boost increased from 5 to 5.625%: same reason as above, to keep tech2 boost consistent among all gang links.
- Federation Navy Omnidirectional Tracking Link: tracking and speed multipliers for drones increased from 1.25x to 1.3x, again to keep an interest on the faction variant next to the new tech2 module.
- Bomb Launcher II: capacity increased from 150 to 225m3, allows it to carry 3 bombs instead of 2.
Feedback is welcome.
Seriously.This reeks of ill-thought-out power creep. I'm not going to comment on the triage/Siege module changes specifically, but if you want to increase the strength of, say, probes or the Minmatar skirmish links, then you need to demonstrate to the community that the current incarnations are underpowered. You are currently justifying a boost to the Skirmish links not by careful consideration of in-game balance and the powers of the different classes of warfare link, but by "pretty patterns of numbers". Surely you can see that this is not sensible.
The Skirmish links are already probably the most powerful and popular. Long-range tackle is really powerful. The Information warfare links are basically ignored and hopeless, in comparison - likewise for their host Command Ship platforms. And your reaction is to boost the Skirmish links? Is it because they iz Minmatar? 
I can only urge you to properly balance the links that we already have - and their host ships - before worrying about the magnitudes of their bonuses. |

Jack Dant
The Gentlemen of Low Moral Fibre
229
|
Posted - 2011.12.09 09:55:00 -
[232] - Quote
Svennig wrote:Two step wrote:I would much rather see T2 triage give a local tanking boost. Especially with the Moros boost, triage carriers are a lot more vulnerable to dreads now, and the long train for T2 triage should reduce that. I think I've said this before, but doesn't a cap reduction bonus bonus basically allow for a tanking bonus? I'm not sure what you have in mind, but if you're using 20% less cap, then you can drop a CPR2 for a third EANM, and that brings reps from 13512 to 15760 in triage, a ~17% boost. Now whether you chose to go for that depends if you're usually running out of cap before dying, or dying before running out of cap. Note the proposed triage cap reduction bonus only affects RR, not the local reps. With only 2 CPR, an archon can't run its local tank cap stable. It's close, but not enough. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

CynoNet Two
GoonWaffe Goonswarm Federation
276
|
Posted - 2011.12.09 09:58:00 -
[233] - Quote
Aamrr wrote:Triage desperately needs a tanking boost to protect them from the newly buffed dreadnoughts. The added protection against supercapitals is also very welcome...
They got one, albeit indirectly. The reduced cap use bonus means they can get away with fitting less cap mods and more tank mods and provide the same reps as before. I think this also means that most suicide (4-rep cap stable) fits will now be able to fit a damage control and run all their reps, potentially doubling their EHP in some cases.
|

Alex Harumichi
Gradient Electus Matari
30
|
Posted - 2011.12.09 09:59:00 -
[234] - Quote
Gypsio III wrote: Seriously.This reeks of ill-thought-out power creep.
...
The Skirmish links are already probably the most powerful and popular. Long-range tackle is really powerful. The Information warfare links are basically ignored and hopeless, in comparison - likewise for their host Command Ship platforms.
I have to agree here, especially about the links. Skirmish links are already extremely powerful. Information Warfare links, however, are almost a joke. It's very, very rare to see anyone use them -- usually because the other alternatives (armor/shield tanking and skirmish) are much more powerful and universally useful. If anything, the Infowar links need a uniform boost across the board. This also applies to the poor Eos, the red-headed stepchild of fleet command ships :}
|

Svennig
Dreddit Test Alliance Please Ignore
38
|
Posted - 2011.12.09 10:20:00 -
[235] - Quote
Jack Dant wrote:Svennig wrote:Two step wrote:I would much rather see T2 triage give a local tanking boost. Especially with the Moros boost, triage carriers are a lot more vulnerable to dreads now, and the long train for T2 triage should reduce that. I think I've said this before, but doesn't a cap reduction bonus bonus basically allow for a tanking bonus? I'm not sure what you have in mind, but if you're using 20% less cap, then you can drop a CPR2 for a third EANM, and that brings reps from 13512 to 15760 in triage, a ~17% boost. Now whether you chose to go for that depends if you're usually running out of cap before dying, or dying before running out of cap. Note the proposed triage cap reduction bonus only affects RR, not the local reps. With only 2 CPR, an archon can't run its local tank cap stable. It's close, but not enough.
It doesn't have to be cap stable. It has to have enough cap for the triage cycle. |

Jack Dant
The Gentlemen of Low Moral Fibre
230
|
Posted - 2011.12.09 10:26:00 -
[236] - Quote
Svennig wrote:Jack Dant wrote: Note the proposed triage cap reduction bonus only affects RR, not the local reps. With only 2 CPR, an archon can't run its local tank cap stable. It's close, but not enough.
It doesn't have to be cap stable. It has to have enough cap for the triage cycle. From the cap you have at jump in, minus whatever neuts you get on you. It's going to be pretty close. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Nikuno
Atomic Heroes The G0dfathers
17
|
Posted - 2011.12.09 10:38:00 -
[237] - Quote
Gypsio III wrote:CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
- Sister core probe launcher and expanded probe launcher: now provide a 10% boost to scan probe strength instead of 5%. That's to keep an appeal for the faction mods despite the arrival of a tech2 version.
- Skirmish Warfare Link GÇô Interdiction Maneuvers II and Skirmish Warfare Link GÇô Sensor Integrity II: boost increased from 3.5 to 3.75% to keep the tech2 boost consistent among all warfare modules.
- Information Warfare Link GÇô Electronic Superiority II: boost for Remote Sensor Dampeners and Tracking Disruptors increased from 1.25 to 1.5%. Previous numbers were erroneous.
- Mining Foreman Link GÇô Mining Laser Field Enhancement II: boost increased from 5 to 5.625%: same reason as above, to keep tech2 boost consistent among all gang links.
- Federation Navy Omnidirectional Tracking Link: tracking and speed multipliers for drones increased from 1.25x to 1.3x, again to keep an interest on the faction variant next to the new tech2 module.
- Bomb Launcher II: capacity increased from 150 to 225m3, allows it to carry 3 bombs instead of 2.
Feedback is welcome. Seriously.This reeks of ill-thought-out power creep. I'm not going to comment on the triage/Siege module changes specifically, but if you want to increase the strength of, say, probes or the Minmatar skirmish links, then you need to demonstrate to the community that the current incarnations are underpowered. You are currently justifying a boost to the Skirmish links not by careful consideration of in-game balance and the powers of the different classes of warfare link, but by "pretty patterns of numbers". Surely you can see that this is not sensible. The Skirmish links are already probably the most powerful and popular. Long-range tackle is really powerful. The Information warfare links are basically ignored and hopeless, in comparison - likewise for their host Command Ship platforms. And your reaction is to boost the Skirmish links? Is it because they iz Minmatar?  I can only urge you to properly balance the links that we already have - and their host ships - before worrying about the magnitudes of their bonuses.
I agree entirely. Skirmish links are already too powerful. We flew a lachesis fitted with a republic warp disruptor with a claymore booster and were able to get 101km point if we overheated. That's just plain ridiculous. We can now point people at current long range combat distances. Though I suppose it might push fleets further out, you then run into theproblem of the enemy probing-and-warping to you if you're 150km or more away. Whilst I 100% support keeping the faction modules viable (Eve benefits massively from having great variety in it's mods), the extra strength boost means we get found even faster with the improved sister probes.
I think the 'sensor integrity' reference is to the information warfare link, not a skirmish link. Finally, the electronic superiority link was always an error, which i did point out in several threads, and I'm glad to see this addressed. HOWEVER - information warfare links are still the bastard child of fleet links. They are so underwhelming in their current form as to be worthless in terms of function, power, relevance to the game as played and market value. Seriously CCP, please give these a major overhaul as they are currently just clogging up the database. |

Neo Agricola
BLACK-MARK
112
|
Posted - 2011.12.09 10:54:00 -
[238] - Quote
Svennig wrote:Arkady Sadik wrote:CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
I didn't check the exact numbers, but this seems a bit excessive. The Archon is the only carrier who can fit 3 same-classed RR modules (the Nid can fit 2x armor, 1x shield, but not 3x armor). The Archon also has the best cap already. This will likely make the Archon able to run 3 RR cap stable or at least mostly cap stable, increasing the divide between the Archon and "the other carriers" for pvp even further. Please consider reducing the Archon's pg so it can't fit 3 armor RR modules and an energy transfer. (This will still give the Archon a MUCH stronger tank than any other carrier, including the Chimera; carriers are not balanced.) This is an argument to boost the other carriers, not to nerf the archon. The archon is the only carrier that, currently, comes close to fulfilling its role. /THIS! Very much THIS! DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

mkjkgkvk Melkan
Pator Tech School Minmatar Republic
5
|
Posted - 2011.12.09 11:10:00 -
[239] - Quote
Svennig wrote:Arkady Sadik wrote:CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
I didn't check the exact numbers, but this seems a bit excessive. The Archon is the only carrier who can fit 3 same-classed RR modules (the Nid can fit 2x armor, 1x shield, but not 3x armor). The Archon also has the best cap already. This will likely make the Archon able to run 3 RR cap stable or at least mostly cap stable, increasing the divide between the Archon and "the other carriers" for pvp even further. Please consider reducing the Archon's pg so it can't fit 3 armor RR modules and an energy transfer. (This will still give the Archon a MUCH stronger tank than any other carrier, including the Chimera; carriers are not balanced.) This is an argument to boost the other carriers, not to nerf the archon. The archon is the only carrier that, currently, comes close to fulfilling its role. +1 |

Fade Toblack
Per.ly The 20 Minuters
0
|
Posted - 2011.12.09 11:11:00 -
[240] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in.
Here are the iteration changes planned for tech2 mods: [list]
Sister core probe launcher and expanded probe launcher: now provide a 10% boost to scan probe strength instead of 5%. That's to keep an appeal for the faction mods despite the arrival of a tech2 version.
Federation Navy Omnidirectional Tracking Link: tracking and speed multipliers for drones increased from 1.25x to 1.3x, again to keep an interest on the faction variant next to the new tech2 module.
Feedback is welcome.
Why not just further improve the fitting requirements for the faction modules - IIRC they're already slightly lower than the T2 versions?
|
|

Nomad I
University of Caille Gallente Federation
22
|
Posted - 2011.12.09 11:13:00 -
[241] - Quote
Svennig wrote: This is an argument to boost the other carriers, not to nerf the archon. The archon is the only carrier that, currently, comes close to fulfilling its role.
/this
|

Alex Harumichi
Gradient Electus Matari
30
|
Posted - 2011.12.09 11:32:00 -
[242] - Quote
It seem that there is general consensus on a few peripheral issues surrounding the proposed t2 boost.
- the Archon is currently significantly better than the other 3 carriers
- Information Warfare gang links are currently significantly less powerful and useful than the other 3 types, as a group
Without taking sides in the "should these be fixed with boosts or nerfs?" issue, I think both are issues that should go on the devs' "TODO" list.
|

Gypsio III
Dirty Filthy Perverts
134
|
Posted - 2011.12.09 13:21:00 -
[243] - Quote
Alex Harumichi wrote:It seem that there is general consensus on a few peripheral issues surrounding the proposed t2 boost.
- the Archon is currently significantly better than the other 3 carriers
- Information Warfare gang links are currently significantly less powerful and useful than the other 3 types, as a group
Without taking sides in the "should these be fixed with boosts or nerfs?" issue, I think both are issues that should go on the devs' "TODO" list.
Indeed. Personally, I would also add looking at the imbalance of carrier tanking styles to this. Three armour carriers and one shield carrier is not sensible, and is at odds from the two-two split of shield and armour on Dreads, supercarriers and Titans. A simple solution would be to switch two Nidhoggur lowslots to medslots, and rebalance fittings accordingly. |

Nomad I
University of Caille Gallente Federation
22
|
Posted - 2011.12.09 13:42:00 -
[244] - Quote
A speech against fitting communism
The archon is significantly better ... but not when it comes to damage. The Archon has it's role for triage because of PG and cap. That's it.
I don't want equally abilities for all ships, because thats boring. The excitement of EVE is that you have to take what the strategy and situation is demanding. It's about to act wise. So don't demand classes of ships that have the some abilities. We take BS's with smartbombs against frig gangs. We take Abaddons + Archon against mixed setups and Drakes for Roams. Even Gallente ships like the Lachsis have a place in our fleets.
So don't demand boredom, be creative and use what you are able to find. It should be a demand from player side to create more roles for existing ships instead of making them equal. |

Alex Harumichi
Gradient Electus Matari
31
|
Posted - 2011.12.09 13:48:00 -
[245] - Quote
Nomad I wrote: The archon is significantly better ... but not when it comes to damage. The Archon has it's role for triage because of PG and cap. That's it.
Well, and tank. Archon tank is vastly better than the others, and it's no only about the PG and cap. Hint: look at ship bonuses.
But more relevantly: that's like comparing logistics cruisers based on the dps they do. The damage of a carrier isn't an issue. They are not dps platforms. Anyone using them as such is a fool, to be blunt. They are huge logistics ships; any dps they do is strictly a side issue.
...and as you note, the Archon is miles ahead of the other three on all the counts that actually matter. The Thanatos does a small bit more damage? Who cares? And more to the point: what's the point of the Caldari and Minmatar carriers?
Calling a request for power-level balance between the racial ships (or gang links) is not "communism", ffs. Or are the recent hybrid weapon boosts Communist, too? :D |

Alex Harumichi
Gradient Electus Matari
31
|
Posted - 2011.12.09 13:56:00 -
[246] - Quote
Nomad I wrote:We take BS's with smartbombs against frig gangs. We take Abaddons + Archon against mixed setups and Drakes for Roams. Even Gallente ships like the Lachsis have a place in our fleets.
(golf clap)
Hooray for you. Tell me then: when do you guys fly Chimeras, Thanatoses or Nidhoggurs? You do fly them, right, since by your argument they are just fine and just need some creative thinking? So tell us: when and how do you use them.
Or, you know, concede the fact that the Archon is simply better on all levels, and you want to obfuscate that for some reason. Maybe related to fears of Communism, Marxism or Trotskyism :D
|

Alex Harumichi
Gradient Electus Matari
31
|
Posted - 2011.12.09 14:02:00 -
[247] - Quote
Note that I fly a triage Archon myself. I have Amarr Carrier V. I'm quite aware of how ridiculously good it is. And yes, a nerf would hurt me too.
Doesn't stop me from requesting some changes, since the situation is borked at the moment. Everyone knows it is.
I would more prefer a change that boosted the other carriers as opposed to an Archon nerf, of course. |

Nomad I
University of Caille Gallente Federation
22
|
Posted - 2011.12.09 14:06:00 -
[248] - Quote
Alex Harumichi wrote:Nomad I wrote:We take BS's with smartbombs against frig gangs. We take Abaddons + Archon against mixed setups and Drakes for Roams. Even Gallente ships like the Lachsis have a place in our fleets.
(golf clap) Hooray for you. Tell me then: when do you guys fly Chimeras, Thanatoses or Nidhoggurs? You do fly them, right, since by your argument they are just fine and just need some creative thinking? So tell us: when and how do you use them. Or, you know, concede the fact that the Archon is simply better on all levels, and you want to obfuscate that for some reason. Maybe related to fears of Communism, Marxism or Trotskyism :D
Don't make them equal, give them a role. That's a different way to make a better EVE. I didn't mentoned that EVE is perfect, but my demand is, if you want a better game, give more ships a role. |

Cassius Longinus
Stimulus Rote Kapelle
7
|
Posted - 2011.12.09 14:10:00 -
[249] - Quote
Gypsio III wrote:Seriously.This reeks of ill-thought-out power creep.
The people calling for localtank buff in response to dread buff is the same thing: it's just mudflation, not balance.
Frankly, the skirmish links are fine now. Triage is fine now (*). Siege is finally fine now.
If you need to buff something, fix Info links. Or address the relative imablance of scanres/align speed across hull classes. Or re-look at rig calibration costs which just seem random. Or think about whether we REALLY want 3x trimark/CDFE to be the default rig fit for most combat ships.
(Also, note the correctness of people complaining about the Archon's relative OPness, and the Chimera's inherent fitting problems)
(*) Actually I find it rediculously OP in smallgang situations, but w/e. |

Jack Dant
The Gentlemen of Low Moral Fibre
231
|
Posted - 2011.12.09 14:17:00 -
[250] - Quote
Alex Harumichi wrote:Hooray for you. Tell me then: when do you guys fly Chimeras, Thanatoses or Nidhoggurs? You do fly them, right, since by your argument they are just fine and just need some creative thinking? So tell us: when and how do you use them. You see thannies all the time. They may not be the best carrier for any situation except hotdrop ganks, but they are very versatile. Not bad as armor triage and can shield rep towers.
The Nidhoggur has been boosted in crucible. I think it's too early to tell if it will be used more. But with the extra rep bonus, two nid armor RR do 90% of the rep of 3 archon reps. And you can keep the nid running for longer than the archon.
The chimera is in dire need of help. But I'm not sure how carriers fit in shield gangs anyway. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |
|

Alex Harumichi
Gradient Electus Matari
31
|
Posted - 2011.12.09 14:22:00 -
[251] - Quote
Nomad I wrote: Don't make them equal, give them a role. That's a different way to make a better EVE. I didn't mentoned that EVE is perfect, but my demand is, if you want a better game, give more ships a role.
Sure... but the problem is, the other carriers don't have a role in the sense that they could be considered the equal of the Archon in power level, even situationally -- and that balance we do need in the game.
Thanatos: the "role" is that it does a bit more damage than the Archon. As noted, dps is mostly irrelevant for carriers, and in all other respects (the important ones) it loses badly to the Archon. Tell me: if both a Thanatos and Archon are available to an FC, when would he choose a Thanatos over an Archon? What's the role, in actual game reality?
Chimera and Nidhoggur: what's the role here? As shield-based triage platforms, both are much, much worse than the Archon on all numerical terms. Why should shield triage be fundamentally worse than armor triage? No reason... except that Archon does triage much better than these two, making it worse as a side effect. What is the role for these ships?
There's also a side effect: since the shield-based carriers are so weak in comparison, all FCs who do carrier-supported fleets build them around armor, if they have any choice in the matter. That's not because shield triage is worse, in theory. It's because the available triage ships are so weak. Improve them to Archon level, and a triage-supported shield-bs fleet suddenly becomes competitive. That's adding variety to the game (which you seem to be all for).
That's the problem in a nutshell: currently, the other carriers don't have a role (when Archons are available).
Being "something to fly if an Archon is not available" is not a role.
|

Alex Harumichi
Gradient Electus Matari
31
|
Posted - 2011.12.09 14:32:00 -
[252] - Quote
Jack Dant wrote: You see thannies all the time. They may not be the best carrier for any situation except hotdrop ganks, but they are very versatile. Not bad as armor triage and can shield rep towers.
Yeah, I'll give you that: they can rep POS shields, which is something the Archon can't do. Not sure if that's worth the raw logi power diff, though.
Maybe it's a "jack of all trades, master of none" problem, there. I still think the Archon is too good in comparison.
Quote: The Nidhoggur has been boosted in crucible. I think it's too early to tell if it will be used more. But with the extra rep bonus, two nid armor RR do 90% of the rep of 3 archon reps. And you can keep the nid running for longer than the archon.
I don't fly it myself, but I've been told that even after the boosts, it loses significantly in comparison with the Archon. I haven't cruched the numbers myself, so can't comment on specifics here.
I'm hoping that it's at least somewhat competitive now, but... dunno. Maybe someone can provide more info on this?
Quote: The chimera is in dire need of help. But I'm not sure how carriers fit in shield gangs anyway.
Well, we fly shield-based bs gangs (among lots of other things), and those can often find good use for a hotdropped triage carrier. To date, that hasn't been used much because the shield-rep capable carriers have been... well, a bit sad.
In theory, the Chimera should be the shield-tank equivalent to the Archon, a monster logistics platform. We all know it isn't... but in game balance terms, it should be. |

Jack Dant
The Gentlemen of Low Moral Fibre
231
|
Posted - 2011.12.09 14:45:00 -
[253] - Quote
Alex Harumichi wrote:Quote: The Nidhoggur has been boosted in crucible. I think it's too early to tell if it will be used more. But with the extra rep bonus, two nid armor RR do 90% of the rep of 3 archon reps. And you can keep the nid running for longer than the archon.
I don't fly it myself, but I've been told that even after the boosts, it loses significantly in comparison with the Archon. I haven't cruched the numbers myself, so can't comment on specifics here. I'm hoping that it's at least somewhat competitive now, but... dunno. Maybe someone can provide more info on this? Keep in mind, people generally take a while to find the optimal setups. Besides, to fully shine with the RR bonus, it needs minmatar carrier V, and I don't think there are as many people with that as amarr carrier V.
Quote:Quote: The chimera is in dire need of help. But I'm not sure how carriers fit in shield gangs anyway.
Well, we fly shield-based bs gangs (among lots of other things), and those can often find good use for a hotdropped triage carrier. To date, that hasn't been used much because the shield-rep capable carriers have been... well, a bit sad. Shield gangs, including your alpha maelstroms, usually work best at mid-range. So they vulnerable to being chased away from rep range from the carrier. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Alex Harumichi
Gradient Electus Matari
32
|
Posted - 2011.12.09 14:56:00 -
[254] - Quote
Jack Dant wrote:ple generally take a while to find the optimal setups. Besides, to fully shine with the RR bonus, it needs minmatar carrier V, and I don't think there are as many people with that as amarr carrier V.
Sure :).
I guess we just need to wait and see on that one.
Quote:Quote: Well, we fly shield-based bs gangs (among lots of other things), and those can often find good use for a hotdropped triage carrier. To date, that hasn't been used much because the shield-rep capable carriers have been... well, a bit sad.
Shield gangs, including your alpha maelstroms, usually work best at mid-range. So they vulnerable to being chased away from rep range from the carrier.
Well, yes, but the same applies to short-range gang in reverse: the opponents can take range on them, forcing them to either go out of range of their own triage, or lose ability to fight back. There's no reason why a med-range shield gang would absolutely need to keep range, especially with shield triage available. The tracking's good enough, in general, to do decent damage even if the enemy closes. Versus biggers ships, anyway.
I don't see that as a problem for shield triage, in general. And of course, if the Chimera was on the same power level as the Archon, you could do close-range triage-supported shield fleets and other exotic stuff ;)
A shield battleship is still a battleship, it won't zoom around the field. I don't see shield triage as all that problematic in theory, if we just had better carrier options for it. |

Labourer
The Damned Legion
0
|
Posted - 2011.12.09 15:17:00 -
[255] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in. Here are the iteration changes planned for tech2 mods:
- Triage module II: now provides a 20% capacitor reduction to remote capital armor repairers, remote capital hull repairers, capital shield transfers and capital energy transfers while in triage mode. Doesn't provide any bonus to local repairer/boosters however. Previously the module had little interest to train for, should now be worth the time.
- Mining Foreman Link GÇô Mining Laser Field Enhancement II: boost increased from 5 to 5.625%: same reason as above, to keep tech2 boost consistent among all gang links.
Feedback is welcome.
Regarding the Triage Module, I agree with what most people have set regarding the changes to help the local tank of a triage carrier.
Regarding the Mining link, could Hulks's max lock range be increased then. Already with a max skilled Rorqual, on the standard T1 links, Hulks cannot lock at the range of the lasers. Adding a sensor booster just to be able to lock roids is going to seriously affect tanking.
Lab. |

Garnoo
Eternity INC. Goonswarm Federation
7
|
Posted - 2011.12.09 16:14:00 -
[256] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in.
Bomb Launcher II: capacity increased from 150 to 225m3, allows it to carry 3 bombs instead of 2.
[/list]
Feedback is welcome. no worth... make bomb launchers II with 5-15% bonus to bomb damage
People are going to try to ruin your day. Get together with others, ruin their day back - this is EvE |

Dramaticus
Goonswarm Federation
33
|
Posted - 2011.12.09 20:37:00 -
[257] - Quote
Just exactly what and for how long is a carrier supposed to tank |

Gypsio III
Dirty Filthy Perverts
135
|
Posted - 2011.12.09 20:48:00 -
[258] - Quote
Alex Harumichi wrote:
Thanatos: the "role" is that it does a bit more damage than the Archon. As noted, dps is mostly irrelevant for carriers, and in all other respects (the important ones) it loses badly to the Archon. Tell me: if both a Thanatos and Archon are available to an FC, when would he choose a Thanatos over an Archon? What's the role, in actual game reality?
In theory, the Thanatos's damage bonus means that it would be best employed in small fights where the extra DPS is most useful. In reality, in those small-scale fights, the RR ability of triage Archon is arguably more valuable even there... |

Svennig
Dreddit Test Alliance Please Ignore
40
|
Posted - 2011.12.09 21:23:00 -
[259] - Quote
Goddamn there are some ****** up ideas about carriers here.
GENERAL ARMOR SUPREMACY
Why are armor carriers so much more popular? Two reasons. Gang homogeneity, and shield reps suck.
In a capital and supercapital gang, the carriers are fodder. When **** hits the fan, you rep the supers. So you have to rep what the supers need, and that's armor. Avatars and erebuses (the most popular titans) and nyxes and aeons (the most popular supercarriers) all armor tank. Shield tanking supers are a joke, so no one trains for them, so there's no need to support them, so there's no support, so no-one trains for them. It's a vicious cycle. And even if that were changed overnight, the volume of existing supercaps in the game isn't going away. It will take years for shield capitals and supercapitals to become popular, if it's even possible.
The capital battle is much like the subcap. No-one wants to run mixed gangs. Now, considering that armor reps are overwhelmingly demanded by the people that matter (supers), you are going to fit your carriers (and chose what to train for) around that. The archon armor tanks. The thanatos armor tanks. The Nidhoggur armor tanks. The chimera shield tanks. The chimera could be the best carrier in the game, and it would still suck and be the least popular carrier because there's no-one to rep.
The second part is that shield reps suck. You might think I mean they're a little bit more tricky. No, they SUCK. Their fitting restrictions are insane, their CPU usage is way way way too ******* high. And this affects all the "multi-doctrine" carriers (the thanatos, the nid) but the nid and the chimera are most affected.
To those of you advocating that the nidhoggur switches to a shield tank: can I have some of what you're smoking? What do you think this is going to achieve? Apart from the abandonment of the nidhoggur, is that what you want?
TRIAGE:
The archon is the best triage carrier because it has the a 5% per level resist bonus (which makes local rep more effective), it has enough powergrid to make fitting not a massive headache, and it's got enough cap that it can run the local and remote reps well (as you can't recieve remote in triage).
The shield counterpart to this armor behemoth should be the chimera. It's got the same 5% bonus to resist, and it's got bonuses to shield transfers. The trouble is, it doesn't have anything like enough CPU to do this well. Whereas the archon can easily fit 4 remote reps, triage, and two local reps, a similar setup on a chimera is already at 135% CPU without any other modules fitted.
So no, on triage they are not equal.
General Archon supremacy
Archons can rep armor, which means they can act as support for avatars and erebuses (the most popular titans) and nyxes and aeons (the most popular supercarriers). Because they can transfer cap, they can also help cap up supers after a jump in. This, coupled with their heavy tank, makes them excellent capital support.
The thanatos has a bonus to armor rep, but loses out on the cap transfer and tank bonus But they're still a very popular carrier (due to people using the fighters for ratting, or looking to utilise the larger drone bay, or progressing onto a Nyx). So, while they're not objectively as good, they're still popular.
The nidhoggur, with its rep bonus, should be more popular than it is. The main downside is that it's the least tanky of the armor carriers. It's recent boost to cap and rep/level bonus are most welcome, but the bonus to powergrid was just bizarre and unnecessary. It didn't have much of a problem with powergrid. It's CPU, however, like all shield repping caps, is ******* BATSHIT ******** because the CPU requirements of the shield reps are ******* BATSHIT ********.
Then there's the chimera. Has to shield tank. Fitting issues abound. Just lol. |

Svennig
Dreddit Test Alliance Please Ignore
40
|
Posted - 2011.12.09 21:33:00 -
[260] - Quote
Gypsio III wrote:
In theory, the Thanatos's damage bonus means that it would be best employed in small fights where the extra DPS is most useful. In reality, in those small-scale fights, the RR ability of triage Archon is arguably more valuable even there...
There is no argument here. It's not arguably more valuable, it is objectively more valuable.
An archon can put out 1000 DPS, max skilled. That's nothing. A decent BS gets close to that.
An archon WITHOUT TRIAGE can rep around 5k (assuming the target has a good resist profile) with all four reps running. With triage, it can rep over 20k.
|
|

Labourer
The Damned Legion
0
|
Posted - 2011.12.09 22:16:00 -
[261] - Quote
Svennig wrote:Goddamn there are some ****** up ideas about carriers here.
GENERAL ARMOR SUPREMACY
Why are armor carriers so much more popular? Two reasons. Gang homogeneity, and shield reps suck.
In a capital and supercapital gang, the carriers are fodder. When **** hits the fan, you rep the supers. So you have to rep what the supers need, and that's armor. Avatars and erebuses (the most popular titans) and nyxes and aeons (the most popular supercarriers) all armor tank. Shield tanking supers are a joke, so no one trains for them, so there's no need to support them, so there's no support, so no-one trains for them. It's a vicious cycle. And even if that were changed overnight, the volume of existing supercaps in the game isn't going away. It will take years for shield capitals and supercapitals to become popular, if it's even possible.
The capital battle is much like the subcap. No-one wants to run mixed gangs. Now, considering that armor reps are overwhelmingly demanded by the people that matter (supers), you are going to fit your carriers (and chose what to train for) around that. The archon armor tanks. The thanatos armor tanks. The Nidhoggur armor tanks. The chimera shield tanks. The chimera could be the best carrier in the game, and it would still suck and be the least popular carrier because there's no-one to rep.
The second part is that shield reps suck. You might think I mean they're a little bit more tricky. No, they SUCK. Their fitting restrictions are insane, their CPU usage is way way way too ******* high. And this affects all the "multi-doctrine" carriers (the thanatos, the nid) but the nid and the chimera are most affected.
To those of you advocating that the nidhoggur switches to a shield tank: can I have some of what you're smoking? What do you think this is going to achieve? Apart from the abandonment of the nidhoggur, is that what you want?
TRIAGE:
The archon is the best triage carrier because it has the a 5% per level resist bonus (which makes local rep more effective), it has enough powergrid to make fitting not a massive headache, and it's got enough cap that it can run the local and remote reps well (as you can't recieve remote in triage).
The shield counterpart to this armor behemoth should be the chimera. It's got the same 5% bonus to resist, and it's got bonuses to shield transfers. The trouble is, it doesn't have anything like enough CPU to do this well. Whereas the archon can easily fit 4 remote reps, triage, and two local reps, a similar setup on a chimera is already at 135% CPU without any other modules fitted.
So no, on triage they are not equal.
General Archon supremacy
Archons can rep armor, which means they can act as support for avatars and erebuses (the most popular titans) and nyxes and aeons (the most popular supercarriers). Because they can transfer cap, they can also help cap up supers after a jump in. This, coupled with their heavy tank, makes them excellent capital support.
The thanatos has a bonus to armor rep, but loses out on the cap transfer and tank bonus But they're still a very popular carrier (due to people using the fighters for ratting, or looking to utilise the larger drone bay, or progressing onto a Nyx). So, while they're not objectively as good, they're still popular.
The nidhoggur, with its rep bonus, should be more popular than it is. The main downside is that it's the least tanky of the armor carriers. It's recent boost to cap and rep/level bonus are most welcome, but the bonus to powergrid was just bizarre and unnecessary. It didn't have much of a problem with powergrid. It's CPU, however, like all shield repping caps, is ******* BATSHIT ******** because the CPU requirements of the shield reps are ******* BATSHIT ********.
Then there's the chimera. Has to shield tank. Fitting issues abound. Just lol.
To solve this shield/armor balancing issue. For the love of all that is good and holy, will CCP please just fix the bloddy shield bonus! When I join a shield fleet with a max skilled Leviathan titan. I have to repp up 37.5% of my shield each time there is a session change. This is compounded even more when there is someone with a Siege Warfare Mindlink with an additional 15% bonus to shield.
For super capital this in most cases needs to be passively recharged. For carriers and dreads it is mostly locally repped. Still makes and form of shield extention bonus useless.
Maybe instead of increased shield make it recharge faster.
CCP has had this flaw as long as I can remember and have done nothing to correct it. If you correct this I am sure they will balance out. I for one stopped using shield based ships purely for this reason. |

Svennig
Dreddit Test Alliance Please Ignore
40
|
Posted - 2011.12.09 22:30:00 -
[262] - Quote
Labourer wrote:
To solve this shield/armor balancing issue. For the love of all that is good and holy, will CCP please just fix the bloddy shield bonus! When I join a shield fleet with a max skilled Leviathan titan. I have to repp up 37.5% of my shield each time there is a session change. This is compounded even more when there is someone with a Siege Warfare Mindlink with an additional 15% bonus to shield.
For super capital this in most cases needs to be passively recharged. For carriers and dreads it is mostly locally repped. Still makes and form of shield extention bonus useless.
Maybe instead of increased shield make it recharge faster.
CCP has had this flaw as long as I can remember and have done nothing to correct it. If you correct this I am sure they will balance out. I for one stopped using shield based ships purely for this reason.
I think that a fix for the shield bonus is in the works, as is some consideration of the idea of a "shield slave" implant set.
But it still won't do any ******* good. If you're training into a super, everyone else is armor. Everyone can rep armor right now. You can't dock up and switch supers. Even if you could, few could afford it. And the training time for both armor and shield tank skills to capital (or supercapital standard) is a PITA. So moving doctrines at a capital and supercapital level is going to take a LONG time because the skills needed are long trains, the amount of money required is large, and the ships themselves take a long time to build. And there's no incentive: even if you balance shield, it's as good as what you have now.
So people are going to go with inertia, and that's armor.
|

Rek Esket
GoonWaffe Goonswarm Federation
12
|
Posted - 2011.12.09 23:30:00 -
[263] - Quote
Labourer wrote:Regarding the Triage Module, I agree with what most people have set regarding the changes to help the local tank of a triage carrier.
The role of a triage carrier is remote reps, so a bonus to remote reps from T2 triage is fitting and justified. There is huge potential in being able to extend the duration that a rack of reppers can run before capping out, and the difference can potentially save a fleet.
Alternatively - A local rep bonus isn't going to help you survive a doomsday, dreads, supercarriers, or any of the other things that people would have reason to field triage carriers against. The carrier's HP buffer is small enough that it isn't going to pull much healing out of a capital shield booster before it pops. |

Headerman
Quovis Shadow of xXDEATHXx
380
|
Posted - 2011.12.09 23:38:00 -
[264] - Quote
Svennig wrote:Labourer wrote:
To solve this shield/armor balancing issue. For the love of all that is good and holy, will CCP please just fix the bloddy shield bonus! When I join a shield fleet with a max skilled Leviathan titan. I have to repp up 37.5% of my shield each time there is a session change. This is compounded even more when there is someone with a Siege Warfare Mindlink with an additional 15% bonus to shield.
For super capital this in most cases needs to be passively recharged. For carriers and dreads it is mostly locally repped. Still makes and form of shield extention bonus useless.
Maybe instead of increased shield make it recharge faster.
CCP has had this flaw as long as I can remember and have done nothing to correct it. If you correct this I am sure they will balance out. I for one stopped using shield based ships purely for this reason.
I think that a fix for the shield bonus is in the works, as is some consideration of the idea of a "shield slave" implant set. But it still won't do any ******* good. If you're training into a super, everyone else is armor. Everyone can rep armor right now. You can't dock up and switch supers. Even if you could, few could afford it. And the training time for both armor and shield tank skills to capital (or supercapital standard) is a PITA. So moving doctrines at a capital and supercapital level is going to take a LONG time because the skills needed are long trains, the amount of money required is large, and the ships themselves take a long time to build. And there's no incentive: even if you balance shield, it's as good as what you have now. So people are going to go with inertia, and that's armor.
^^^ That and training cap shield boosters takes quite a bit longer than cap armour reppersas well.
The alterations to the Minmatar carriers are a start, but they are far from adequate, let alone good (and i say good when compared to the Archon which does a better job than it). The Nidhoggue should be the best RR capital there is, PERIOD. It needs more PG and capacitor. The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |

mine mi
Garoun Investment Bank Gallente Federation
1
|
Posted - 2011.12.09 23:49:00 -
[265] - Quote
funny, of all Gallente ships with repair bonus and the carrier which is what most would use it, do not have it |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
55
|
Posted - 2011.12.10 01:23:00 -
[266] - Quote
T2 Triage should provide a bonus similar to t2 siege.
T2 Siege grants: 50% more targets 17.5% more DPS 16% locking time reduction
T2 Triage gets 25 less stront consumption 10% more targets 20% cap use reduction on remote modules only
Seems like not quite as much of a bonus...
Suggestion: 20% bonus to all (remote and self) reps.
Chimera would be fine if it had, like, 20% more CPU. |

Jack Dant
The Gentlemen of Low Moral Fibre
237
|
Posted - 2011.12.10 01:33:00 -
[267] - Quote
mine mi wrote:funny, of all Gallente ships with repair bonus and the carrier which is what most would use it, do not have it What's funny is how well giving the thanatos and nidhoggur repair amount bonuses would match the tier 3 BS bonuses.
Not saying it's balanced, but it does have a nice symmetry to it. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Vizvig
Alternative Innovations Unknown and Beyond
0
|
Posted - 2011.12.10 15:45:00 -
[268] - Quote
Tech 1 interdiction links and triage is enough overpowered, boost tech 2 is bad idea i think.
Offgrid links is great mistake too, they kill role of comand ships and they kill pvp. |

Merritoff
Zod's Minions
1
|
Posted - 2011.12.11 11:24:00 -
[269] - Quote
Helothane wrote:The small, medium and large t2 remote hull repair systems all require Remote Hull Repair Systems V. That seems odd, at the very least, and breaks from the pattern for t2 remote armor, shield and cap transfer mods. Why not levels III, IV and IV, respectively?
I will echo on this as well. I did ask about this elsewhere - but maybe here is more appropiate. I would even accept IV - but putting in the same par as Capital Remote?
As a personal note, maybe give the Onerios bonus for Remote Hull, instead of a little utilised Tracking Link. |

Sigras
Conglomo IMPERIAL LEGI0N
60
|
Posted - 2011.12.11 23:49:00 -
[270] - Quote
so switching the little used tracking link bonus to the never used remote hull repairer bonus? |
|

Mona X
Missions Mining and Mayhem Northern Coalition.
5
|
Posted - 2011.12.13 16:24:00 -
[271] - Quote
CCP Ytterbium wrote:Hey in there, you are not forgotten, just a bit busy with multiple stuff coming in.
Here are the iteration changes planned for tech2 mods:
When those changes will hit TQ? I need new signature. |

Xeron Rich
Oberon Incorporated
0
|
Posted - 2011.12.13 18:02:00 -
[272] - Quote
SoonGäó Duh  |

Dark Stryke
Terrulian Exo Arcologies
0
|
Posted - 2011.12.14 00:00:00 -
[273] - Quote
Carriers don't deserve a further local tank boost while triaged, not unless that Archon gets it's resist bonus replaced with something like an armor hp bonus, and the tanks aren't so grossly out of line between the races. Anyone that says things aren't unbalanced as hell is either clueless or a liar, the Archon is a multitude of leagues better then any other carrier for actual battle use. |

Arele
Valar Morghulis. Get Off My Lawn
1
|
Posted - 2011.12.14 00:10:00 -
[274] - Quote
Jack Dant wrote:Alex Harumichi wrote:Quote: The Nidhoggur has been boosted in crucible. I think it's too early to tell if it will be used more. But with the extra rep bonus, two nid armor RR do 90% of the rep of 3 archon reps. And you can keep the nid running for longer than the archon.
I don't fly it myself, but I've been told that even after the boosts, it loses significantly in comparison with the Archon. I haven't cruched the numbers myself, so can't comment on specifics here. I'm hoping that it's at least somewhat competitive now, but... dunno. Maybe someone can provide more info on this? Keep in mind, people generally take a while to find the optimal setups. Besides, to fully shine with the RR bonus, it needs minmatar carrier V, and I don't think there are as many people with that as amarr carrier V. Quote:Quote: The chimera is in dire need of help. But I'm not sure how carriers fit in shield gangs anyway.
Well, we fly shield-based bs gangs (among lots of other things), and those can often find good use for a hotdropped triage carrier. To date, that hasn't been used much because the shield-rep capable carriers have been... well, a bit sad. Shield gangs, including your alpha maelstroms, usually work best at mid-range. So they vulnerable to being chased away from rep range from the carrier.
Here's the thoughts of a Minmatar Carrier V skilled pilot: Oh boy I can triage rep pos shields with paper cap fits, that sure was better use of 3.6mil SP instead of an Archon! |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
25
|
Posted - 2011.12.14 14:08:00 -
[275] - Quote
Dark Stryke wrote:Carriers don't deserve a further local tank boost while triaged, not unless that Archon gets it's resist bonus replaced with something like an armor hp bonus, and the tanks aren't so grossly out of line between the races. Anyone that says things aren't unbalanced as hell is either clueless or a liar, the Archon is a multitude of leagues better then any other carrier for actual battle use.
I agree, Archon is massively overpowered. I'm surprised CCP doesnt realize this. |

Neo Agricola
BLACK-MARK
114
|
Posted - 2011.12.14 14:11:00 -
[276] - Quote
Dream Five wrote:Dark Stryke wrote:Carriers don't deserve a further local tank boost while triaged, not unless that Archon gets it's resist bonus replaced with something like an armor hp bonus, and the tanks aren't so grossly out of line between the races. Anyone that says things aren't unbalanced as hell is either clueless or a liar, the Archon is a multitude of leagues better then any other carrier for actual battle use. I agree, Archon is massively overpowered. I'm surprised CCP doesnt realize this. you are wrong. Archon is the only carrier which can do his Job. Ever other carrier is underpowered... (and btw: i can't fly an Archon, i use a Thani, and i whish i could fit it the same as an archon, even without those 5% ressistens Bonus) DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
25
|
Posted - 2011.12.14 15:24:00 -
[277] - Quote
Neo Agricola wrote:Dream Five wrote:Dark Stryke wrote:Carriers don't deserve a further local tank boost while triaged, not unless that Archon gets it's resist bonus replaced with something like an armor hp bonus, and the tanks aren't so grossly out of line between the races. Anyone that says things aren't unbalanced as hell is either clueless or a liar, the Archon is a multitude of leagues better then any other carrier for actual battle use. I agree, Archon is massively overpowered. I'm surprised CCP doesnt realize this. you are wrong. Archon is the only carrier which can do his Job. Ever other carrier is underpowered... (and btw: i can't fly an Archon, i use a Thani, and i whish i could fit it the same as an archon, even without those 5% ressistens Bonus)
20-25k dps local reps is not overpowered? OK. (compare that to 10k on other carriers). But i agree, it's either one or the other, the potential local rep capability on other carriers needs to be on par with Archon or Archon needs a nerf. |

Jack Dant
The Gentlemen of Low Moral Fibre
248
|
Posted - 2011.12.14 15:51:00 -
[278] - Quote
Dream Five wrote:20-25k dps local reps is not overpowered? OK. (compare that to 10k on other carriers). But i agree, it's either one or the other, the potential local rep capability on other carriers needs to be on par with Archon or Archon needs a nerf. You are either comparing command boosted archons to unboosted carriers, or you are terrible at fitting. Max skilled local tanks in triage, with relevant command ship bonuses (not T3):
- Archon: 21949
- Thanatos: 16462
- Nid (shield tanked, CPR in lows): 18208
- Nid (armor tanked): 16462
- Chimera: 15000-24000 depending on fittings. Fitting RR on a triage chimera is so hard it's not funny.
Both the nidhoggur fits are for armor RR. The local shield/armor RR one is fairly good, but only for single triage setups.
So, yes, the archon is superior in local tank. But only by 30-40%, not 100% as you were saying. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Aoa Lux
North Eastern Swat Pandemic Legion
1
|
Posted - 2011.12.14 17:54:00 -
[279] - Quote
Alex Harumichi wrote:
(golf clap)
Hooray for you. Tell me then: when do you guys fly Chimeras, Thanatoses or Nidhoggurs? You do fly them, right, since by your argument they are just fine and just need some creative thinking? So tell us: when and how do you use them.
Or, you know, concede the fact that the Archon is simply better on all levels, and you want to obfuscate that for some reason. Maybe related to fears of Communism, Marxism or Trotskyism :D
The majority of my kills in the last year are with a thanatos, and I have flown a triage chimera on at least a dozen occasions. The archon does not need a nerf. The other carriers need to be brought to par and given more potential to fill their role.
Also no local tank buff to triage. That is just a blatant and stupid demand for power creep. |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
26
|
Posted - 2011.12.15 00:15:00 -
[280] - Quote
Jack Dant wrote:Dream Five wrote:20-25k dps local reps is not overpowered? OK. (compare that to 10k on other carriers). But i agree, it's either one or the other, the potential local rep capability on other carriers needs to be on par with Archon or Archon needs a nerf. You are either comparing command boosted archons to unboosted carriers, or you are terrible at fitting. Max skilled local tanks in triage, with relevant command ship bonuses (not T3):
- Archon: 21949
- Thanatos: 16462
- Nid (shield tanked, CPR in lows): 18208
- Nid (armor tanked): 16462
- Chimera: 15000-24000 depending on fittings. Fitting RR on a triage chimera is so hard it's not funny.
Both the nidhoggur fits are for armor RR. The local shield/armor RR one is fairly good, but only for single triage setups. So, yes, the archon is superior in local tank. But only by 30-40%, not 100% as you were saying.
And whats the cost of these shield fittings? How do you pull 16k on an armor Nid? Archon can do that with triple local reps and 3 SMC I or 2 SMC + 1 CCC. You can't fit the same on a Nid with 3 remote reps and even with two you have to use a PG implant instead of capacitor implant and triage lasts 4:29, so it's not comparable. Also capacitor amount is lower so it's easier to drain. Not 40% dude.. Not to mention that your local reps vs explosive damage is only 12324 (Archon: 18480) and the ratio of 5m/4m30s is 1.11 so another 11%. Not to mention you can have all kinds of other uber setups on Archon with dual reppers and quad remote reppers. And you lose 2.75/3 remote rep amount.. Add all this up and you'll realize that they just don't compare...
Nidhoggur still isn't the best at any niche. Well maaaybe triageless spider tank with lots of them. I don't think there's enough reason to fly Nidhoggur still.
I don't know about Chimera, it seems strictly solo and useless for triage like you said or any remote reps for that matter (since it can't fit enough CPRs) |
|

Svennig
Dreddit Test Alliance Please Ignore
44
|
Posted - 2011.12.15 06:40:00 -
[281] - Quote
A massive part of the problem with triage tanking on shield is that the CPR IIs (which are vital to your cap) nerf shield boost amount.
This is staggeringly unfair, and this penalty needs to be removed.
Remove the penalty, reduce the CPU need of CSTs by about 25%, reduce the CPU need of CSB by 60% (I'm not even kidding, that's how unbalanced they are) and you're getting close to making a useful shield for for chimeras and nids. |

Baki Yuku
Nordgoetter Viking Empire
6
|
Posted - 2011.12.15 06:49:00 -
[282] - Quote
Aoa Lux wrote:NO to the local tank increase for T2 triage. That will discourage small gang combat, have no effect on fleet warfare, and is not the intended role of triage. Currently stated cap reduction bonus for remote reps fits the role of triage perfectly. Do not make the nidhoggur a shield tank plaform unless you intend to fix the inherent problems with capital shields. Examples being:
- shield gang bonus reset upon session change
- Lack of slave equivalent for shield supercaps (adding subcap shield-slave implants would unbalance countless ships. Notably Tengu)
- Original design/existence of shield hardeners. T2 invuln, DG invuln, or officer invuln. No in between. No passive omni.
- Unbalanced cpu requirement for shield xfer
etc
Alex Harumichi wrote:
(golf clap)
Hooray for you. Tell me then: when do you guys fly Chimeras, Thanatoses or Nidhoggurs? You do fly them, right, since by your argument they are just fine and just need some creative thinking? So tell us: when and how do you use them.
Or, you know, concede the fact that the Archon is simply better on all levels, and you want to obfuscate that for some reason. Maybe related to fears of Communism, Marxism or Trotskyism :D
The majority of my kills in the last year are with a thanatos, and I have flown a triage chimera on at least a dozen occasions. The archon does not need a nerf. The other carriers need to be brought to par and given more potential to fill their role.
So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey? |

Svennig
Dreddit Test Alliance Please Ignore
44
|
Posted - 2011.12.15 07:06:00 -
[283] - Quote
Baki Yuku wrote: So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey?
As I understand it, the tengu is the only t3 that gets a double DPS bonus. So in that sense, yes it would unbalance the tengu if it also had a tank in a similar range to the legion or proteus. |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
26
|
Posted - 2011.12.15 08:10:00 -
[284] - Quote
Svennig wrote:A massive part of the problem with triage tanking on shield is that the CPR IIs (which are vital to your cap) nerf shield boost amount.
This is staggeringly unfair, and this penalty needs to be removed.
Remove the penalty, reduce the CPU need of CSTs by about 25%, reduce the CPU need of CSB by 60% (I'm not even kidding, that's how unbalanced they are) and you're getting close to making a useful shield for for chimeras and nids.
There's a number of factors that contribute. I think CCP's idea is that SBA and Invulns should balance out the lack of other things but its not how it works. Entirely removing the penalty might be a bit extreme but reducing to 4-5% might be a good way to deal with shields. But considering that CCP nerfed shields multiple times I really have no idea what they must be thinking. |

Baki Yuku
Nordgoetter Viking Empire
6
|
Posted - 2011.12.15 09:15:00 -
[285] - Quote
Svennig wrote:Baki Yuku wrote: So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey?
As I understand it, the tengu is the only t3 that gets a double DPS bonus. So in that sense, yes it would unbalance the tengu if it also had a tank in a similar range to the legion or proteus.
While that maybe true the dps output overall is still fairly even among the T3's.. well expect when it comes to long range setups but thats a different story... |

Baki Yuku
Nordgoetter Viking Empire
6
|
Posted - 2011.12.15 09:20:00 -
[286] - Quote
Jack Dant wrote:Dream Five wrote:20-25k dps local reps is not overpowered? OK. (compare that to 10k on other carriers). But i agree, it's either one or the other, the potential local rep capability on other carriers needs to be on par with Archon or Archon needs a nerf. You are either comparing command boosted archons to unboosted carriers, or you are terrible at fitting. Max skilled local tanks in triage, with relevant command ship bonuses (not T3):
- Archon: 21949
- Thanatos: 16462
- Nid (shield tanked, CPR in lows): 18208
- Nid (armor tanked): 16462
- Chimera: 15000-24000 depending on fittings. Fitting RR on a triage chimera is so hard it's not funny.
Both the nidhoggur fits are for armor RR. The local shield/armor RR one is fairly good, but only for single triage setups. So, yes, the archon is superior in local tank. But only by 30-40%, not 100% as you were saying.
dude I don't know how you fit your Nidhoggur but I sure as hell would like to see it because with dual rep standard tech2 fit there is no way in hell you get 16k dps tank in triage not to mention that if you fit 2 capreps you will run into PG problems.. And if you build up a shield support nidhoggur with local tank being shield you will run into extreme CPU issues so just how is the Archon not far superior to the rest of the pack. And your Chierma example wtf are you stoned or something I'd like to see that kind of tank without blowing out 5b on a carrier which only stupid wormhole fucks would do since they feel safe in wh.. besides that you will never be able to fit any kind of decent RR on that due to CPU issues.. |

Neo Agricola
BLACK-MARK
117
|
Posted - 2011.12.15 09:26:00 -
[287] - Quote
Baki Yuku wrote:Svennig wrote:Baki Yuku wrote: So shield-slaves would unbalance tangu? But having 350k ehp legions and 500k ehp proteus's due to armor-slaves is okey?
As I understand it, the tengu is the only t3 that gets a double DPS bonus. So in that sense, yes it would unbalance the tengu if it also had a tank in a similar range to the legion or proteus. While that maybe true the dps output overall is still fairly even among the T3's.. well expect when it comes to long range setups but thats a different story... I think it is good, that we have differnet Types of T3's and not every T3 is the same except the colour. And I also dont have a problem if the Archon can tank 20 or 50% more than others. The Thani has Shield and Armor remote repping bonus so we are even. BUT: I want to fitt 3 remote reppers, 1 Cap transfer, 1 Triage and 2 local reppers and have enough PG/CPU spare to fitt tank/ Cap recharge a.s.o. Perhapt the thani can get more cap to even the better tanking ability of the Archon. I don't care. I don't want to make them the same, I want them to be on the "same" level... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Jack Dant
The Gentlemen of Low Moral Fibre
250
|
Posted - 2011.12.15 10:32:00 -
[288] - Quote
Dream Five wrote:And whats the cost of these shield fittings? How do you pull 16k on an armor Nid? Archon can do that with triple local reps and 3 SMC I or 2 SMC + 1 CCC. You can't fit the same on a Nid with 3 remote reps and even with two you have to use a PG implant instead of capacitor implant and triage lasts 4:29, so it's not comparable. Also capacitor amount is lower so it's easier to drain. Not 40% dude.. Not to mention that your local reps vs explosive damage is only 12324 (Archon: 18480) and the ratio of 5m/4m30s is 1.11 so another 11%. Not to mention you can have all kinds of other uber setups on Archon with dual reppers and quad remote reppers. And you lose 2.75/3 remote rep amount.. Add all this up and you'll realize that they just don't compare... All fittings were T2, but I won't spam the forum with copy/paste (not to mention we are actually derailing the thread).
Back to the nid, the numbers were with a damnation with t2 links and implant, but that's quite realistic. You can fit 2 local reps, 2 eanms, 2 armor RR, 1 shield RR and triage to a nid, with the rest of the slots for CPR, rechargers and CCCs. Local tank is 8.6k without command ship, 16k with it. It remote reps 8250 armor/cycle for 6m10s. For comparison, an archon can do either 6000/cycle for 8:57m or 9000/cycle for 2:38m. The thanatos can run 2 reps for as long as the nid, but its reps are inferior. So, for armor triage carriers I'd say archon > nidhoggur > thanatos.
The carrier fitting numbers are, however, out of whack. They are probably based on their racial standards, ignoring the fact that all carriers fit essentially the same modules. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |

Neo Agricola
BLACK-MARK
118
|
Posted - 2011.12.15 14:27:00 -
[289] - Quote
Can we discuss Carrier there: https://forums.eveonline.com/default.aspx?g=posts&t=46814&find=unread and keep this thread for T2? :-) DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Svennig
Dreddit Test Alliance Please Ignore
44
|
Posted - 2011.12.15 17:42:00 -
[290] - Quote
No. Unfortunately, for some modules that are tied specifically to a ship class (such as bubbles for hictors and dictors, bombs for bombers, siege for dreads and traige for carriers) you can't entirely seperate them out. |
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Zarak1 Kenpach1
Aperture Harmonics K162
21
|
Posted - 2011.12.16 04:14:00 -
[291] - Quote
the tengu may get a double damage bonus however, asides from it's superior range, it is merely competitive with the others in terms of damage output. shield slaves would not imbalance this paradigm. it would more or less even out the playing field. |

Psihius
Anarchist Dawn U N K N O W N
6
|
Posted - 2011.12.16 15:13:00 -
[292] - Quote
Zarak1 Kenpach1 wrote:the tengu may get a double damage bonus however, asides from it's superior range, it is merely competitive with the others in terms of damage output. shield slaves would not imbalance this paradigm. it would more or less even out the playing field. Have to agree, yesterday we made some testing: Loki, Tengu (me), 2 oracles. That loki, if he was an enemy, would blow us all to hell. The loki couldn't hit me from far, but I was unable to make any serious damage to the loki with Scource Precision Heavy Missiles (made 350 damage per hit) with 4 faction damage mods, perfect skills and 3 T2 rigs on explosion radius and explosion velocity. The loki just burned into range and blew my shields to hell when I was able to scratch only ~1/3. Oh, and I had a painter on that loki all the time.
Ok, this is one setup, no webs. But anyway - due to missiles damage formula loki will do more real DPS than tengu at any moment. |

Zarak1 Kenpach1
Aperture Harmonics K162
21
|
Posted - 2011.12.16 15:36:00 -
[293] - Quote
In regards to all this carrier discussion going on here. Trip local rep archon is not what I would call an ideal setup. Triage carriers primary function is to keep the fleet alive. If that means keep the fleet alive at the risk of dying so be it. It typically is being used to support ships that cost nearly as much as the carrier itself and in some cases even more.
As far as the other carriers go and using them. The only one that we have labeled with a big AVOID is the thanatos. For a triage platform it has a bonus that does not complement the role very well. All of the other carriers get a useful fourth bonus whether it be extra resistances or more RR amount per cycle in the case of the nid. But, yes, the nid and chimmy are not going to be able to take withering fire from multiple dreadnaughts like an archon can. Unless of course your using a chimera with an officer fit or in a pulsar.
They sure as **** are fun in a pulsar though. Allow me to direct you to these vids. Ash alliance pulsar Strag3s pulsar |

Tenga Halaris
Rubicon Legion
1
|
Posted - 2011.12.19 12:53:00 -
[294] - Quote
"Federation Navy Omnidirectional Tracking Link: tracking and speed multipliers for drones increased from 1.25x to 1.3x, again to keep an interest on the faction variant next to the new tech2 module."
You mean "Max Range" I guess.
When does this hit TQ? My Domi is very sad and doesn't want to go out and play... |

Illectroculus Defined
GoonWaffe Goonswarm Federation
28
|
Posted - 2011.12.24 19:24:00 -
[295] - Quote
Svennig wrote:A massive part of the problem with triage tanking on shield is that the CPR IIs (which are vital to your cap) nerf shield boost amount.
This is staggeringly unfair, and this penalty needs to be removed.
Remove the penalty, reduce the CPU need of CSTs by about 25%, reduce the CPU need of CSB by 60% (I'm not even kidding, that's how unbalanced they are) and you're getting close to making a useful shield for for chimeras and nids.
CPRs used to be without the shield boost penalty, years ago, CCP added the penalty because everyone was running multiple shield boosters on ships designed to armor tank. |

Soon Shin
Abyssal Heavy Industries Narwhals Ate My Duck
32
|
Posted - 2011.12.30 08:55:00 -
[296] - Quote
An update on changes to Tech 2 Triage? I realized that CCP is looking at a 20% reduction in cap cost of RR, but no word on whether it will be implemented or not.
In the age of super carriers, titans, and now buffed dreads the carrier really has been left out in the cold. I believe the carriers deserve any little buff they can get, the Archon less so than the other carriers.
The Tech 2 Siege modules has some really nice pluses of more locked targets, faster locking, and much more damage.
The Tech 2 triage has lower fuel consumption, more locks, slightly faster lock and longer targeting range.
In my personal opinion the Tech 2 triage doesn't really offer much over the tech 2 triage. The tech 2 siege which gives a significant 20% damage boost over the Tech 1 siege. That alone makes it worth training for. |

Lee Dalton
Sniggerdly Pandemic Legion
0
|
Posted - 2012.01.11 19:46:00 -
[297] - Quote
Triage Chimeras are used, and are good.
I would however remove the shield boosting penalty from CPRs on capital ships, or boost CFCs to make them a viable alternative. |

Takeshi Yamato
eXceed Inc. No Holes Barred
129
|
Posted - 2012.01.16 12:01:00 -
[298] - Quote
For the "CPR's should not penalize shield boosting" crowd:
Capital Armor Rep Amount repaired: 9600 Cycle time: 22.5 seconds Activation cost: 2400 capacitor Amount repaired per second: 426 Amount repaired per cap: 4
Capital Shield Booster Shield boost amount: 7200 Cycle time: 10 seconds Activation cost: 2160 capacitor Amount repaired per second: 720 Amount repaired per cap: 3.33
Capital Armor Rep x 2 Amount repaired: 19200 Cycle time: 22.5 seconds Activation cost: 4800 capacitor Amount repaired per second: 853 Amount repaired per cap: 4
Capital Shield Booster + Boost Amp II Shield boost amount: 9792 Cycle time: 10 seconds Activation cost: 2160 capacitor Amount repaired per second: 979 Amount repaired per cap: 4.53
Shield tanks are superior in efficiency and speed (and scale better when pimped out). On the other hand, armor tanks can use cap rechargers and cap relays without penalty. If a shield tank wants good cap regen, he must sacrifice boost efficiency. Without the boost penalty on CPR's, shield tanks would be overpowered.
That Chimeras are underused has almost certainly more to do with CPU constraints, neuting and other things. The boost penalty on CPR's has nothing to do with it however and changing it would only create more problems. |

Mariner6
EVE University Ivy League
42
|
Posted - 2012.01.16 16:24:00 -
[299] - Quote
I've been reading this post with great interest and here are my thoughts, if anyone cares. I do have max leadership skills (well, 9 days from FC5) and normally utilize 1 to 2 links in my Myrm supporting our fleet actions, normally interdiction maneuvers and rapid deployment. I find the Myrm to be a fairly good fc/support boat and the bonus from the 1 -2 mods more than sufficient and doesn't break the bank. I get on grid in the fight normally and don't sit at a pos or such. But for those who do, who cares? Though if this really cause people a lot of ass pain then just have CCP make it so you can't activate those mods inside a force field. DONE. But if I was defending a POS, I frankly think I rate to be able to sit in it and boost my fleet defending it so....I just say leave it alone. I do have a problem with the whole idea of having to be on grid. That would suck, for the following reasons:
1) This whole forcing the booster to be on grid does not make any sense at all as things are already difficult when coordinating fleet fights as you need the whole chain of command to be in system to pass bonuses down to squad members. A) Are you going to have to do that for "on grid" also? That would be a real pain especially when engaged in multiple tasks and efforts around a system. Having to get the whole chain of command on grid, especially when baiting would screw this up. Or other such tactics. This would kill sending in your tacklers first to lock down targets as they would not be boosted. This would make a defensively postured boosted fleet way over powered over the incoming fleet especially if they are kiting. Shield fleets would really be sucking if they didn't get their bonus until on grid and don't have time to charge up. B) What is on grid really? I mean how are you going to manage that because all you have to do is grid fu a gate or a spot in space then off grid/on grid starts to get a bit grey. ie, your off grid but actually very close. The grid fu mechanics will just make this a pain and frankly annoying. Easy to set up a battle to grid fu the attacking fleets boosters off grid if desired. So why bother? c) kiting and catching targets is a real pain, especially with these teir 3 BC's and other ships. Often even with a perfect warp in/punt, by the time you land the ship is so far away you can't get a scram/web even with high sensor strength, and sometimes not even a long point on it. Interdiction maneuvers helps immensely to counter this constant tactic. Having to be on grid to catch targets would mean that right as I land, with my whole chain of command, and my tacklers, I have to get my mods on and hope he hasn't already warped off since he's aligned. This is sometimes more achievable with me being off grid and getting a warp in with our tacklers. Then once the target/targets are locked down I warp in (and shutting off my mods due to warp) and then I can call the fight once I land and turn the mods back on. But bottom line interdiction maneuvers is a god send and a real help against the nano canes/nano drakes, etc. Also, if I'm forced to land on grid with a target, and my chain of command, the target may not engage and just GTFO. But if just my tackler lands, the target will often think "ah, I can win this and stay and fight." But being forced to be on grid just frankly hurts too many tactical situations and only benefits speedy annoying fleets. Which is what seems to be seen 90% of the time at least where we tend to fly.
2) For those who say interdiction maneuvers is overpowered, I disagree. Its exactly what is needed to deal with these crazy fast ships and the only way anyone who fly's gallente has even a remote chance. And frankly, a long point is only some what useful as most ships will just burn out of range anyways since their MWD is still on. Scram range is still only ~ 12.5 km or so, which is still basically nothing. What is really needed is the Brutix to get a range boost to SCRAM only and Mryms to Web range and then things would be interesting, but that's a different subject.
So in summary: Love the improved T2 gang links, (even better with the even greater buff to interdiction maneuvers) Leave the grid thing alone, Being in system is fair and reasonable. Being on grid negates so many tactics it would be just be painful and only further unbalance the game in favor of the kiting fleets (which already uber dominate.)
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