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Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.11 08:37:00 -
[1] - Quote
Currently, command ships seem to have no counters other than probing down and driving them off. So how about a module that neutralizes command links?
Command Link Jammer I
Prerequisites: Electronic Warfare V, Warfare Link Specialist V (maybe others?)
Fitting cost: 125 MW, 75 TF
Description: This module detects broadcasts from other command modules in the system, and broadcasts a phase-inverted signal that renders other warfare links unusable. May only be mounted on command ships. Only one module may be mounted and active.
This would provide a counter in which one command ship may neutralize all others in the system, but if two such modules are activated, ALL command links in the system are rendered unusable.
What does the community think about this? |

Anhenka
Daktaklakpak. Red Coat Conspiracy
337
|
Posted - 2014.03.11 08:48:00 -
[2] - Quote
No. Many reasons why not. Go read the bajillion and one threads about boosting to get all the nitty gritty details, cause someone proposes this every thread.
TLDR: Toys are cool, using cool toys is cool and should be rewarded, and having an "I CBA to bring my own toys so you can't use your anywhere in here" mod is both bad game design and anti-fun. It rewards having more people that the other group near exclusively since the universal jamming of links means specialized fleets for fighting outnumbered are much more difficult to fly in large combat. |

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.11 08:56:00 -
[3] - Quote
You make a good point (which is pretty rare on this subforum from what I see). I was just throwing the idea to the wind since I had it and haven't seen it before... |

Kenrailae
Mind Games. Suddenly Spaceships.
256
|
Posted - 2014.03.11 10:23:00 -
[4] - Quote
Maybe playing devils advocate, maybe serious discussion point, not 100% sure myself:
What about a deployable structure with a limited range, calculated based on the the ship using x module's location, not where the target is?
Example: Structure has 100k range. Attacker is 140k away from structure, defender is 90. Attacker could still benefit from links but defender could not.
Where this might be used? Gate camp defense, tower defense? An over-arching 'I block the whole system' module, no, don' t like it at all. But a limited module.... IDK. The Law is a point of View |

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.11 10:33:00 -
[5] - Quote
Kenrailae wrote:Maybe playing devils advocate, maybe serious discussion point, not 100% sure myself:
What about a deployable structure with a limited range, calculated based on the the ship using x module's location, not where the target is?
Example: Structure has 100k range. Attacker is 140k away from structure, defender is 90. Attacker could still benefit from links but defender could not.
Where this might be used? Gate camp defense, tower defense? An over-arching 'I block the whole system' module, no, don' t like it at all. But a limited module.... IDK.
That could work, I guess. It would make for an interesting turn of a battle when one party drops such a module during a brawl and starts burning for range... |

Lephia DeGrande
Luxembourg Space Union
282
|
Posted - 2014.03.11 11:50:00 -
[6] - Quote
Why not make a module/script dictors and/or Hics (or another Ship) that negates or decrease boosts instead of prevent targets from warping.
Like a Anti-Warefare-Link-BubbleGäó.
|

Corraidhin Farsaidh
Hello-There
273
|
Posted - 2014.03.11 11:56:00 -
[7] - Quote
Lephia DeGrande wrote:Why not make a module/script dictors and/or Hics (or another Ship) that negates or decrease boosts instead of prevent targets from warping.
Like a Anti-Warefare-Link-BubbleGäó.
escort destroyer use number 342...jamming platform..using a module that reduces effective warfare link range to be on grid. Easier than rewriting all the warfare link code too :D (and maybe I can get my tech II algos out of it...) |

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.11 11:57:00 -
[8] - Quote
Lephia DeGrande wrote:Why not make a module/script dictors and/or Hics (or another Ship) that negates or decrease boosts instead of prevent targets from warping.
Like a Anti-Warefare-Link-BubbleGäó.
With DICs/HICs, it would probably be even less acceptable. I was going along the line of thinking "If it's warfare link, it should be command ships". |

Lephia DeGrande
Luxembourg Space Union
282
|
Posted - 2014.03.11 13:12:00 -
[9] - Quote
Corraidhin Farsaidh wrote:Lephia DeGrande wrote:Why not make a module/script dictors and/or Hics (or another Ship) that negates or decrease boosts instead of prevent targets from warping.
Like a Anti-Warefare-Link-BubbleGäó.
escort destroyer use number 342...jamming platform..using a module that reduces effective warfare link range to be on grid. Easier than rewriting all the warfare link code too :D (and maybe I can get my tech II algos out of it...)
Jason Itiner wrote:Lephia DeGrande wrote:Why not make a module/script dictors and/or Hics (or another Ship) that negates or decrease boosts instead of prevent targets from warping.
Like a Anti-Warefare-Link-BubbleGäó.
With DICs/HICs, it would probably be even less acceptable. I was going along the line of thinking "If it's warfare link, it should be command ships".
Ok NP, i can satisfy both of you.
We introduce a new Ship Line with Command Ship Destroyer that use the Hulls from the new Destroyer (Algos, Corax,...) and give Warefare links Scripts which generate Bubbles to Counter the same kind of Links as fitted but reduces the own Fleet Bonus by 50%.
|

Agondray
Avenger Mercenaries VOID Intergalactic Forces
71
|
Posted - 2014.03.11 14:40:00 -
[10] - Quote
Any thing along the system line would become heavy abused in empire against many groups. Specs would need to be developed to only work against those that are hostile against you otherwise there's nothing keeping someone rolling their alt in to system and shutting mining boost or all boosters in an incursion system. "Sarcasm is the Recourse of a weak mine" -Dr. Smith |

Kenrailae
Mind Games. Suddenly Spaceships.
256
|
Posted - 2014.03.11 15:17:00 -
[11] - Quote
Agondray wrote:Any thing along the system line would become heavy abused in empire against many groups. Specs would need to be developed to only work against those that are hostile against you otherwise there's nothing keeping someone rolling their alt in to system and shutting mining boost or all boosters in an incursion system.
This could be answered by making a structure only anchorable in sec below .X The Law is a point of View |

Lephia DeGrande
Luxembourg Space Union
283
|
Posted - 2014.03.11 15:34:00 -
[12] - Quote
Agondray wrote:Any thing along the system line would become heavy abused in empire against many groups. Specs would need to be developed to only work against those that are hostile against you otherwise there's nothing keeping someone rolling their alt in to system and shutting mining boost or all boosters in an incursion system.
Using Anti-Warefare-Link-BubbleGäó in highsec gives you suspect flag. Only downside is when wardeccing but what ever it would be a nice Tool in all other cases, ofc you have to combine that with onGrid Boosting only. |

Buhhdust Princess
Mind Games. Suddenly Spaceships.
8254
|
Posted - 2014.03.11 15:37:00 -
[13] - Quote
No. Just no. Links have been shat on enough already... |

Gizznitt Malikite
Agony Unleashed Agony Empire
3650
|
Posted - 2014.03.11 15:39:00 -
[14] - Quote
Jason Itiner wrote:Currently, command ships seem to have no counters other than probing down and driving them off. So how about a module that neutralizes command links?
Command Link Jammer I
Prerequisites: Electronic Warfare V, Warfare Link Specialist V (maybe others?)
Fitting cost: 125 MW, 75 TF
Description: This module detects broadcasts from other command modules in the system, and broadcasts a phase-inverted signal that renders other warfare links unusable. May only be mounted on command ships. Only one module may be mounted and active.
This would provide a counter in which one command ship may neutralize all others in the system, but if two such modules are activated, ALL command links in the system are rendered unusable.
What does the community think about this?
I would prefer a deployable structure that disables all links in a system, or all links on a grid.
|

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2562
|
Posted - 2014.03.11 22:27:00 -
[15] - Quote
Every single one of these suggestions leaves links completely and totally unusable... |

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.11 22:34:00 -
[16] - Quote
Danika Princip wrote:Every single one of these suggestions leaves links completely and totally unusable...
The original one would only leave them fully negated if two or more jammers were active in the system. It could be argued that you'd only use it to turn the tide if you were sure the enemy couldn't counter-jam your links, but on second thought, a grid-limited link jammer would be more appropriate. |

Zan Shiro
Alternative Enterprises
398
|
Posted - 2014.03.11 22:59:00 -
[17] - Quote
Kenrailae wrote:Maybe playing devils advocate, maybe serious discussion point, not 100% sure myself:
What about a deployable structure with a limited range, calculated based on the the ship using x module's location, not where the target is?
Example: Structure has 100k range. Attacker is 140k away from structure, defender is 90. Attacker could still benefit from links but defender could not.
Where this might be used? Gate camp defense, tower defense? An over-arching 'I block the whole system' module, no, don' t like it at all. But a limited module.... IDK.
you are hitting the issue that is, iirc, hindering ccps' attempts to get even off grid boosting off the server. They want links on grid. It's just its a complex problem that the calculation spam is bit much to handle. The calculation spam being constant updating of spatial relationship of ships to boost in relation to position of the link boat.
edit: this structure would have this same issue. Granted the problem gets easier as the structure won't move like a CS. BUt...its still a complex problem. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2563
|
Posted - 2014.03.11 23:17:00 -
[18] - Quote
Jason Itiner wrote:Danika Princip wrote:Every single one of these suggestions leaves links completely and totally unusable... The original one would only leave them fully negated if two or more jammers were active in the system. It could be argued that you'd only use it to turn the tide if you were sure the enemy couldn't counter-jam your links, but on second thought, a grid-limited link jammer would be more appropriate.
But there would always be a minimum of two in system. Always. Regardless of weather or not either side actually brought one.
And a grid limited one would also make links worthless. If you can't actually apply the bonuses to the ships in the fight, why bother bringing them? |

Lephia DeGrande
Luxembourg Space Union
283
|
Posted - 2014.03.11 23:28:00 -
[19] - Quote
Danika Princip wrote:Every single one of these suggestions leaves links completely and totally unusable...
What? Do you believe a Ship with a 10km bubble would make all links useless at once? lol
On the other hand, in every other Thread there are so many whiny players who think Links are sooooo super strong and now they are to weak to get any counter?
Whats the deal now? Are Links to strong, to weak or simply fine? |

Mike Voidstar
Voidstar Free Flight Foundation
451
|
Posted - 2014.03.12 00:00:00 -
[20] - Quote
I would imagine that a module or deployable as described would run into the same technical hurdle keeping links off-grid. There is probably no way to make a decent AE to cut links without killing them in the whole system.
However, a Communications Disruptor directed at a single ship as a targeted effect might do the job. |

Kenrailae
Mind Games. Suddenly Spaceships.
257
|
Posted - 2014.03.12 00:45:00 -
[21] - Quote
Zan Shiro wrote:Kenrailae wrote:Maybe playing devils advocate, maybe serious discussion point, not 100% sure myself:
What about a deployable structure with a limited range, calculated based on the the ship using x module's location, not where the target is?
Example: Structure has 100k range. Attacker is 140k away from structure, defender is 90. Attacker could still benefit from links but defender could not.
Where this might be used? Gate camp defense, tower defense? An over-arching 'I block the whole system' module, no, don' t like it at all. But a limited module.... IDK. you are hitting the issue that is, iirc, hindering ccps' attempts to get even off grid boosting off the server. They want links on grid. It's just its a complex problem that the calculation spam is bit much to handle. The calculation spam being constant updating of spatial relationship of ships to boost in relation to position of the link boat. edit: this structure would have this same issue. Granted the problem gets easier as the structure won't move like a CS. BUt...its still a complex problem.
You're quite right, it would be a very challenging hurdle to overcome. Another part of the On-grid problem though, is grid-FU and other grid stretching. Grids don't have a finite range. A set distance module would. It only alleviates part of the problem true.
*Note I have 1 char with max Leadership SP and another that is only missing fleet 4 and 5, and max skills on command ship hulls on both toons, one also can fly every cloaky T3 links in-game. I've invested ALOT of time and SP into Links. I'm not complaining links are too strong or too weak. I realize this module would directly negate that time/effort if I ran into it. But, I tend to like anything that allows more strategic choice and deviation without breaking the game.* The Law is a point of View |

Milton Middleson
Rifterlings Point Blank Alliance
470
|
Posted - 2014.03.12 01:05:00 -
[22] - Quote
Buhhdust Princess wrote:No. Just no. Links have been shat on enough already...
You're a very sensitive soul if you think links have been severely mistreated recently.
Quote:Every single one of these suggestions leaves links completely and totally unusable...
Op success. Eve doesn't really need terrible, pants-on-head ******** buff mechanics. Maybe CCP should try to come up with some non-**** ones. |

Kenrailae
Mind Games. Suddenly Spaceships.
257
|
Posted - 2014.03.12 01:40:00 -
[23] - Quote
Milton Middleson wrote:Buhhdust Princess wrote:No. Just no. Links have been shat on enough already... You're a very sensitive soul if you think links have been severely mistreated recently. Quote:Every single one of these suggestions leaves links completely and totally unusable... Op success. Eve doesn't really need terrible, pants-on-head ******** buff mechanics. Maybe CCP should try to come up with some non-**** ones.
It could also be said you must be a very sensitive soul if you feel links are so 'pants-on-head ****** buff mechanics.' They're certainly not. Links have been nerfed a fair bit recently. That is factual. They've been reduced in effectiveness. They've been forced into open space. And 'unprobable' isn't a thing anymore. Very hard to probe still is, but not unprobable. All these things have directly nerfed links. Several of these changes, while not thrilling from the perspective of a command ship pilot were, even if only in hindsight, necessary. Some of them not really. But links HAVE been nerfed a fair bit recently. That's part of why this idea in the form of a 'disrupt ALL the links' is horrid, but in a small, deliberate, controlled scale, has some interesting discussion points to it. The Law is a point of View |

Milton Middleson
Rifterlings Point Blank Alliance
471
|
Posted - 2014.03.12 03:50:00 -
[24] - Quote
Quote:It could also be said you must be a very sensitive soul if you feel links are so 'pants-on-head ****** buff mechanics.' Only if you don't actually stop and think about the actual mechanics of warfare links. 'Passive buff aura dispenser' - and that is exactly what link ships are - is not, and is unlikely to become, a useful combat role. Which is why it is almost always palmed off on a semi-AFK alt, especially in small gang warfare where they are most contentious. Especially when the function is actually done better by an alt that doesn't need to worry about flying a combat-capable while the ship being actively flown by a human being isn't gimped by the need to fit 3+ warfare links.
Quote:Links have been nerfed a fair bit recently.
They've also been buffed with the addition of Faction mindlinks and multi-bonused CS that eliminated what little need there was for choice in link selection. You no longer even need two link alts to get the full benefits of skirmish + your favorite flavor of tank links. And the effectiveness nerf was a joke; it ranged from minor to insignificant and the sheer magnitude of the bonuses is still utterly ridiculous (pretty much equivalent to running multiple sets of HG pirate implants concurrently and nearly doubling the effectiveness of RR). |

Corraidhin Farsaidh
Hello-There
274
|
Posted - 2014.03.12 03:51:00 -
[25] - Quote
Kenrailae wrote:Milton Middleson wrote:Buhhdust Princess wrote:No. Just no. Links have been shat on enough already... You're a very sensitive soul if you think links have been severely mistreated recently. Quote:Every single one of these suggestions leaves links completely and totally unusable... Op success. Eve doesn't really need terrible, pants-on-head ******** buff mechanics. Maybe CCP should try to come up with some non-**** ones. It could also be said you must be a very sensitive soul if you feel links are so 'pants-on-head ****** buff mechanics.' They're certainly not. Links have been nerfed a fair bit recently. That is factual. They've been reduced in effectiveness. They've been forced into open space. And 'unprobable' isn't a thing anymore. Very hard to probe still is, but not unprobable. All these things have directly nerfed links. Several of these changes, while not thrilling from the perspective of a command ship pilot were, even if only in hindsight, necessary. Some of them not really. But links HAVE been nerfed a fair bit recently. That's part of why this idea in the form of a 'disrupt ALL the links' is horrid, but in a small, deliberate, controlled scale, has some interesting discussion points to it.
This is why I favour a dessie platform for this kind f disruption. It would be relatively fragile ( though not as fragile as a t1 dessie as I would prefer these to be t2) and as such would require protection. They would also be dangerous to the natural ships to send after them in frigates which could make for some interesting tactical choices. At least with this implementation the links are forced on grid along with the jamming ship so both sides get a chance to do something about it. |

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.12 06:07:00 -
[26] - Quote
Danika Princip wrote:Jason Itiner wrote:Danika Princip wrote:Every single one of these suggestions leaves links completely and totally unusable... The original one would only leave them fully negated if two or more jammers were active in the system. It could be argued that you'd only use it to turn the tide if you were sure the enemy couldn't counter-jam your links, but on second thought, a grid-limited link jammer would be more appropriate. But there would always be a minimum of two in system. Always. Regardless of weather or not either side actually brought one. And a grid limited one would also make links worthless. If you can't actually apply the bonuses to the ships in the fight, why bother bringing them?
Having two in the system doesn't mean anything unless both are active. Turning the jammer on is a tactical choice, and even if the second ship counter-jams in a battle, the few minutes of upper hand the first jammer can buy their fleet some much-needed upper hand.
As for the structure, the point would be to drop it mid-fight, then burn out of its range before the enemy does (or notices), and hit their unbonused ships from afar with your bonused ones. Or just warp in a bunch of snipers. So links aren't worthless until they get countered. And when they do ... isn't the point of a counter to make the thing it's countering worthless? |

Lephia DeGrande
Luxembourg Space Union
283
|
Posted - 2014.03.12 06:47:00 -
[27] - Quote
My only problem with this whole idea is that we want ongrid command ships but offgrid jammers that makes no sense, there should no kind of "System Jammer" besides maybe for Cynos but anything else should be ON GRID no exceptions!
|

Kenrailae
Mind Games. Suddenly Spaceships.
257
|
Posted - 2014.03.12 07:30:00 -
[28] - Quote
Milton, you're clearly doing it wrong, and have only a base understanding of command ships. Show me where the bad links pilots touched you?
All the diversification of bonuses did was make it so some Command ships were actually used, and made more sense. Why Gallente were bonusing Ewar is beyond me.
The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.
Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.
'Semi-afk alts?' No. Some times yeah, but certainly not the status quo. Why? Because command ships aren't cloaky, and a links T3 has 0 tank. Smaller gangs may use those T3's, but proper fleets will still bring their command ships, as they do now.
The 'Buff' you're talking about was not a buff, but a diversification, as opposed to the direct reduction in links effectiveness. And that diversification, as said earlier, has only brought some hangar dust balls back onto the battlefield, instead of only ever seeing Damnation's and vultures as links platforms.
@ rest of thread: No, we don't want off grid jammers. A deployable module would need to operate on the basis of dropping on top your targets to deprive them of links, while having sufficient force of your own to either not need them or survive without them long enough to inflict the important blows.
The Law is a point of View |

Lephia DeGrande
Luxembourg Space Union
283
|
Posted - 2014.03.12 08:59:00 -
[29] - Quote
Sry i hate deployable ****, i want my moduls installed and used with a real human behind the keyboard.
This whole deployable stuff is only a cheese move to bump solo gameplay for the sake of more member... |

Liafcipe9000
Critically Preposterous
18229
|
Posted - 2014.03.12 09:11:00 -
[30] - Quote
suddenly all warfare links stop working.
everywhere. Frostys Virpio > CCP: Continously Crying Playerbase
I like to gank it, gank it!
|

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.12 09:27:00 -
[31] - Quote
Lephia DeGrande wrote:Sry i hate deployable ****, i want my moduls installed and used with a real human behind the keyboard.
This whole deployable stuff is only a cheese move to bump solo gameplay for the sake of more member...
One thing that would sound good to me is a T3-only module, or a specific subsystem.
If it's a subsystem, it could be a "Warfare link reverser", which injects garbage data into enemy datastreams, reversing the bonuses given by the installed links. Thus, it would only be able to neutralize the same links that the T3 has installed. I'd go along with a similar Command Ship-only module, but I'm not sure how feasible that is, coding-wise (reversing the effects of ship-board module, and mapping it onto enemies), or play-style-wise. |

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.12 09:29:00 -
[32] - Quote
Lephia DeGrande wrote:My only problem with this whole idea is that we want ongrid command ships but offgrid jammers that makes no sense, there should no kind of "System Jammer" besides maybe for Cynos but anything else should be ON GRID no exceptions!
I didn't say off-grid jammers with on-grid CS-es. If one has to come on grid, so does the other, that's the only way to balance the two.
Maybe the only exception is off-grid CS with an on-grid jammer, like we said before. 100 klick range, inside that bubble, no bonuses are applied. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
2568
|
Posted - 2014.03.12 10:52:00 -
[33] - Quote
Jason Itiner wrote:
Having two in the system doesn't mean anything unless both are active. Turning the jammer on is a tactical choice, and even if the second ship counter-jams in a battle, the few minutes of upper hand the first jammer can buy their fleet some much-needed upper hand.
As for the structure, the point would be to drop it mid-fight, then burn out of its range before the enemy does (or notices), and hit their unbonused ships from afar with your bonused ones. Or just warp in a bunch of snipers. So links aren't worthless until they get countered. And when they do ... isn't the point of a counter to make the thing it's countering worthless?
But they would be active. And if neither side had one along with them, then a third party probably would. And even if, by some miracle, no-one had jammers, no-one would have links either as they'd be assuming everyone had jammers. Why risk a link T3 when it's not going to be able to do anything, at all, 90% of the time?
It wouldn't be a thing to drop mid fight. It would be a thing to drop the second you get into system. |

Jason Itiner
Fleet of Fog
52
|
Posted - 2014.03.12 12:10:00 -
[34] - Quote
Danika Princip wrote:Jason Itiner wrote:
Having two in the system doesn't mean anything unless both are active. Turning the jammer on is a tactical choice, and even if the second ship counter-jams in a battle, the few minutes of upper hand the first jammer can buy their fleet some much-needed upper hand.
As for the structure, the point would be to drop it mid-fight, then burn out of its range before the enemy does (or notices), and hit their unbonused ships from afar with your bonused ones. Or just warp in a bunch of snipers. So links aren't worthless until they get countered. And when they do ... isn't the point of a counter to make the thing it's countering worthless?
But they would be active. And if neither side had one along with them, then a third party probably would. And even if, by some miracle, no-one had jammers, no-one would have links either as they'd be assuming everyone had jammers. Why risk a link T3 when it's not going to be able to do anything, at all, 90% of the time? It wouldn't be a thing to drop mid fight. It would be a thing to drop the second you get into system.
You might have a point in the first half, regarding the "I think you have one, and I know you think I have one, blahblahblah". Yes, people might jump to conclusions, and they might err on the side of caution. Anyway, for now, let's assume these modules are CS-only, no T3s.
In the second case, however, I'm not 100% certain you're right. Yes, you might drop one on the gate straight away, like a bubble. So what, you blocked command links around the gate. I'm not sure what the point of links here is, in the first place, given that the deployable is not system-wide, it has a limited range of 100 km, or maybe even less. |

Milton Middleson
Rifterlings Point Blank Alliance
471
|
Posted - 2014.03.12 17:48:00 -
[35] - Quote
Quote:The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.
Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.
The in-universe justification for warfare links is totally irrelevant. A CS could have advanced command and control systems or a staff of wizards casting spells on the fleet. "Passive aoe buff machine" would still be an unengaging and conceptually weak mechanic befitting an ancillary role at best. Anything which can be done semi-afk will be a significant portion of the time (see: mining. They're about on the same level in terms of mechanics).
Quote:'Semi-afk alts?' No. Some times yeah, but certainly not the status quo. Why? Because command ships aren't cloaky, and a links T3 has 0 tank.
It's absolutely the status quo. It's the most likely scenario in which you're likely to encounter links in small gang warfare. It's trivial to park a CS or T3 on a gate or station or in a safe or 3 inches outside a POS shield, which is why you can see it everywhere you go in lowsec.
Quote:The 'Buff' you're talking about was not a buff, but a diversification
A (fleet) CS formerly had a bonus to one kind of links, and mindlinks only existed for one set of links at a time. Receiving maximum bonuses from two different sets of links was impossible without multiple characters. Now a CS gets a bonus to two sets of links and can use a navy mindlink that gives a bonus to both varieties of links it is fitting. |

Daichi Yamato
Xero Security and Technologies
1162
|
Posted - 2014.03.12 18:35:00 -
[36] - Quote
Kenrailae wrote: The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.
Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.
if the boosting pilot actually did this, links would be amazing. buts hes actually correct when he says its just a passive aura boost...thats all it does...nothing else. at all. How about removing the link bonus and adding a ship scanner bonus, then they can start doing something closer to what ur saying they should be doing.
and i agree, semi-afk alts is def the status quo for command ships outside of tournaments. every boosting T3 ive seen is not even remotely combat viable. and command ships without links, would still be decent ships. their entire existence does not revolve around links, just like the entire existence of BC's does not revolve around links. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Kenrailae
Mind Games. Suddenly Spaceships.
259
|
Posted - 2014.03.12 18:45:00 -
[37] - Quote
Which again, Milton, wasn't a buff. A Buff makes things stronger. It was a diversification. Fit a slave set... you can use that for ANY armor ship. Fit a crystal set... ANY shield boosting ship.... every other implant set could be used across multiple ships and still be used to their full effect. A mind link could only be to their max effect in 3 hulls before the change. And of those hulls, most of them were pretty useless. The changes made to implants and command ships have only made them so you can use them across a few more hulls without needing a specific set for every single command ship.
Since you fly so many command ships, based on your KB, you should be very experienced in them right?
Let me set you straight: Command ships are not a problem. Links are NOT a problem. Command ships serve very useful, real roles in fleets.... You choose not to see this, or base your opinion on a few bad experiences.
CCP has already stated they are trying to move Links on Grid. Until then, yep, as per standard Eve tradition, there are those who will abuse them to their extreme. Good. That's a large part of what makes Eve, Eve.
The fact that they can generate so much butt hurt and whining from an individual like yourself is enough in and of itself. The Law is a point of View |

Kenrailae
Mind Games. Suddenly Spaceships.
259
|
Posted - 2014.03.12 18:53:00 -
[38] - Quote
Daichi Yamato wrote:Kenrailae wrote: The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.
Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.
if the boosting pilot actually did this, links would be amazing. buts hes actually correct when he says its just a passive aura boost...thats all it does...nothing else. at all. How about removing the link bonus and adding a ship scanner bonus, then they can start doing something closer to what ur saying they should be doing. and i agree, semi-afk alts is def the status quo for command ships outside of tournaments. every boosting T3 ive seen is not even remotely combat viable. and command ships without links, would still be decent ships. their entire existence does not revolve around links, just like the entire existence of BC's does not revolve around links.
You don't have an interface that appears on your screen that forces you to mess with a target's warp solutions when you activate a warp disruptor. You don't have an interface that makes you calculate advanced firing solutions when using a tracking computer.... some things you can't program in.
This is also a game... some provisions have to be made for that. Just because the mechanic itself can't be fully coded without being stupidly out of balance doesn't mean the intent isn't the same. Now, if you'd like every single module to go into every single detail of it's usage to balance your desire for links to have to.... sure.
Links aren't a problem. Not sure how many times that needs be said. The Law is a point of View |

Daichi Yamato
Xero Security and Technologies
1162
|
Posted - 2014.03.12 19:21:00 -
[39] - Quote
hey, it was u that said the command ship gathered data and relayed it to friendly ships not me. but truly, they do nothing of the sort. they make a passive boost to all fleet mates in system, nothing more. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Milton Middleson
Rifterlings Point Blank Alliance
472
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Posted - 2014.03.12 19:45:00 -
[40] - Quote
"Warp disruptor" isn't a combat role. It's a module. Tackle is a combat role, and one which places a fair amount of demand on the pilot in many cases.
Quote:Which again, Milton, wasn't a buff... A mind link could only be to their max effect in 3 hulls before the change.
A mindlink's effect is not tied to the hull: it gives a bonus to a set of modules, whether they're on a Damnation or a Hurricane. This is equivalent to saying that slaves can only be used to their max effect on hulls with armor tanking bonuses or talismans on neut-bonused hulls.
Quote:The fact that they can generate so much butt hurt and whining from an individual like yourself is enough in and of itself.
Thank you. You clearly can't think of any substantive response, so you just repeat the assertion that everything is fine. The ad hominem and personal attacks are just icing on the cake. |

Kenrailae
Mind Games. Suddenly Spaceships.
263
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Posted - 2014.03.12 20:21:00 -
[41] - Quote
I've already made a substantive response.
Several of them, actually.
A 'Warfare Link' is also a Module. Grats.
A Booster is a role, which requires a lot of Pilot SP and ability to fly...
GG again.
And you're skimming over posts.
A slave set can give it's maximum effect to any ship. It doesn't matter. It will maximize the armor on every ship. All a ship has to do is fit some armor buffer and it'll notice a huge boost in it's armor value as compared to nonslaves.
A mindlink can only achieve it's maximum effect on a very specific set of ships. You can't just fit links on any ship. And within the ones that can even fit them, only a few can maximize those bonuses.
And yeah... Links are fine. GG. You don't appear to fly anything larger than cruisers. You have a problem with links because other people bring them, you do not. This is the equivalent of freighters complaining about getting ganked while taking nothing in the way of precautions to avoid it.
CCP is already working on bringing links on grid. Sit tight, or whine some more.
Hint: A personal attack would be me calling you an ignorant noob, not merely commenting on the amount of complaining you're doing.
@Daichi:
I didn't say booster pilots should have to do all that. I was commenting on the concept behind what or how a command ship might work.
The Law is a point of View |

Daichi Yamato
Xero Security and Technologies
1166
|
Posted - 2014.03.12 20:58:00 -
[42] - Quote
id agree a booster requires a degree of SP, but ability?
as a commander, he does not necessarily need to be the one making commands at all. He doesnt need to be able to see the enemy or even know they exist. hes 100% effective afk or alt tabbed. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Kenrailae
Mind Games. Suddenly Spaceships.
265
|
Posted - 2014.03.13 07:38:00 -
[43] - Quote
Daichi Yamato wrote:id agree a booster requires a degree of SP, but ability?
as a commander, he does not necessarily need to be the one making commands at all. He doesnt need to be able to see the enemy or even know they exist. hes 100% effective afk or alt tabbed.
The AFK/Alt tabbed/safed up/orbitting a POS bit CCP has already spoken on, made their intentions clear and given some explanation as to why it's not been done already: It's a mess to code.
The AFK/Alt tabbed bit is in the process of being fixed.... in the Soon*TM way of CCP. We don't need to keep coming back to that, it's been addressed. It's in the process of being fixed. That should not be the focus of links discussion anymore. It's a bit of old code we just have to live with until it's fixed, kinda like POS code(another nightmare), as links have been stated they will be. Once this is fixed, command ships will have to be 'on field' as it were, and cloaky T3 boosters will be.... significantly reduced in effectiveness. The Current T3 cloaky booster is very silly ship, though I do have a few as necessity dictates. I personally don't like them. But they are not links.... they are T3's. And they have been targeted for a future nerf bat in the moving Links on grid bit CCP has expressed desire to see done. This change is already on the way *TM. On field command ships don't get the luxury of being 100% alt+tab-able. Like every other ship, they are vulnerable, and must be flown accordingly. Having such a ship just be a links and links only boat is a waste of a ship. But flying them in that fashion is not dissimilar from dual boxing any two other ships. As an example, dual boxing Moros. Activate Siege and lock target x2, F1 x2, kill POS x2. After you hit that F1 button, unless either ship is attacked, or the target changes, they require the same ability to fly as pure links command ship, which doesn't require too much less than standard fleet ' Orbit anchor, Lock target+Press F1, repeat.' And as any other dual boxing, once that command ship is attacked, you respond accordingly, whether that be OH hardeners, OH AB/MWD, Cap boost, w/e.
The 'Links' discussion is going to continue to be skewed as long as people continue to treat the current state as the way links will remain. CCP has stated that this is not their intention, and are working on it, again *TM. I spend the greater sum of my fleet time in a logistics ship or command ship. A properly combat+links fit command ship, with specific support roles in fleets is not a 100% afk-able ship, and requires as much attention as a standard combat ship, though you rarely see what it's actually doing because it's support role isn't really DPS. This is the direction CCP is pushing links into, on field support ships(or on field DPS), though you can be sure there will be ways around it which will be used. But that is Eve. 425 Rail guns as material transfer is a thing to get around moving bulk minerals. Eve always finds ways around things.
I'm NOT saying there isn't a way to improve on the current system. I AM saying that it is functional, and does work, and the biggest complaints have been addressed, with fixes 'Being worked on.' Should a better system appear that doesn't inordinately punish leadership skills and links(which are, for the most part, a sensible part of Eve strategic choice and availability, though admittedly the capacitor reduction links are a bit odd and the sig rad one to an extent), that makes them a more active system but doesn't spite them for the sake of soothing a few whines and groans, I'd probably be very interested in it, though I'd have to see it first.
Going back to the OP and idea in this thread, a system wide 'Negate all the Links!' is bad for the same reason off grid boosting isn't ideal, plus a few more. A limited range, deployable structure is closer, but shares the same problems that CCP are having in 'what defines a grid, and what is an ideal range for links to function, given grid stretching, and large battles.' A targeted 'Links Disruptor of sorts' could be an interesting concept, but it would have to require a similar amount of restriction that links themselves require, in terms of ship classes and SP. But any and all of these can't just be thought about in the current state of boosting(which again, has been marked for correction), but also has to be considered in the 'short/mid term' when CCP is able to sort the mess of re-coding links/boosts. A targeted module is kinda useless with Cloaky T3's.... where a deployable structure is great. But remove cloaky, safed T3's from the equation and add in on field command ships, a targeted module becomes ideal so as to not negate your own fleets links. This idea, while it has the potential to really screw over people like myself heavily invested in Leadership SP, also has the potential to add alot of strategic choice. THIS is why I like the idea. But it can't really see the light of day, nor can the real 'Nature' of links be determined, until CCP takes a step with links, by either pushing them on grid or giving a time frame for when they think they'll be done. Kinda frustrating like that....
I'm not on a 'Defend my Hax!' Crusade.... that's saved for Vindicators ;)
But a Command ship, fleet bonuses/boosts, is a viable mechanic, and has a fair bit of sense behind it. AWACS, GPS targeting systems, and battlefield information systems found in today's modern army's are the basis on which these in game systems build. They gather, analyze, and distribute battlefield information to optimize an military force's performance. What is in Eve is not too far a stretch, certainly not when you start considering nano-tech, warp drives, and spaceships.
The Law is a point of View |

Rhatar Khurin
Happy Asteroid Ltd
552
|
Posted - 2014.03.13 09:26:00 -
[44] - Quote
I think a single module that could be fitted to any ship that works pretty much like an ECM would be ok, but single target command link disruption not an AOE effect. |

Corraidhin Farsaidh
Hello-There
279
|
Posted - 2014.03.13 09:56:00 -
[45] - Quote
How about a T2 destroyer hull that acts as a support interdictor. The ship role would negate the effect of enemy warfare links for those ships on grip based upon the jamming pilots warfare skills. In this way an equally skilled leader could negate the enemy booster. Since they are on grid they can be hunted and would need protection, but this could introduce an interesting tactical choice between concentrating fire or splitting your force to chase down the jamming ship.
In this solution a pilot of equal skills (therefore equal time investment) would be required to negate an enemy fleets boosts. They would also need to be on grid in a relatively fragile ship (though tougher than tech I dessie) |

Jane Shapperd
Coffee And Apathy Limited Liability The Obsidian Front
66
|
Posted - 2014.03.13 11:00:00 -
[46] - Quote
why not a module that prevents the link from getting to the targeted ship for example
if ships A & B are getting boosts from ship C .
and ship D has that module fitted and using it on ship A , it will prevent ship A from getting the boosts while ship B is still getting boosts |
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