| Pages: 1 2 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Denrace
|
Posted - 2006.05.17 13:18:00 -
[1]
Edited by: Denrace on 17/05/2006 13:18:59 Is it me or is the Bonus to warfare links on Fleet COmmand Ships pretty useless?
3% per level? Its a joke.
Look at this:
Lets assume Siege Warfare V, Siege Warfare Spec 4, Squad Command 4, COmmand Ships 4. Not insane skills, but still pretty decent.
If I fit a Siege Warfare link on my Damnation, it registers around 11% bonus or something with NO bonus applied through the ship. Damnation, of course, being armour links specialised.
If I fit one on my Vulture, its around 12.5%.
Thats right, the ships SPECIFIC bonus gives me a whopping 1.5% increase.
Just why is it so ludicrously low and pathetic?
Feel free to argue or add to this post, centered around FLEET command ships.
Den
________________________________________
|

Joshua Foiritain
|
Posted - 2006.05.17 13:27:00 -
[2]
Who cares, theyre ULTRA HEAVY ASSAULT SHIPS BABAH 
On a more serious note, yeah a bit of a boost to the command part of these ships wouldnt hurt. -----
[Coreli Corporation Mainframe] |

KilROCK
|
Posted - 2006.05.17 13:28:00 -
[3]
They should increase that 3 to 10! omg 10!
Petwraith ♥ me. I make sigs |

Stamm
|
Posted - 2006.05.17 13:29:00 -
[4]
Only one of each type of bonus can apply to any fleet. The ability to get an extra 15% out of that bonus is not to be sniffed at.
|

Gronsak
|
Posted - 2006.05.17 13:37:00 -
[5]
what is wrong with 3% i think they are pretty good atm, and remember that bonous applies to 3 links and u can even add more links, i think upto 7
and that 11% to 12.5% isnt a 1.5% increase and you know it!
incrasing ur shields exp res from base of 60% to 80% isnt a 20% incrase its a 50% incrase!!!!!! and thats how those work!
-------------------Sig-----------------------
welcome to eve, a game for the unemployed, the t2 bpo winners, GTC sellers, macro miners and agent *****s |

Reatu Krentor
|
Posted - 2006.05.17 13:39:00 -
[6]
Edited by: Reatu Krentor on 17/05/2006 13:42:19
Originally by: Gronsak what is wrong with 3% i think they are pretty good atm, and remember that bonous applies to 3 links and u can even add more links, i think upto 7
and that 11% to 12.5% isnt a 1.5% increase and you know it!
incrasing ur shields exp res from base of 60% to 80% isnt a 20% incrase its a 50% incrase!!!!!! and thats how those work!
but the warfare link bonus can only apply to at most 3 of those links
it's a 12% increase you get with command ships lvl 4, but that's not really much, I can use a cyclone and only have about 10% less effect than a claymore has for skirmish links.
and my understanding of the bonuses the resist modules gives is that it's the same as a resist mod including stacking penalty(unless this has changed recently) - phew! dodged the mods on this sig!
|

Rodj Blake
|
Posted - 2006.05.17 13:44:00 -
[7]
Remember that they get to use up to two extra links for free as well as the 3% bonus.
Dulce et decorum est, pro imperator mori |

Exavier Macbeth
|
Posted - 2006.05.17 13:47:00 -
[8]
Also keep in mind that the bonus applys not just to you but every ship in your gang thats near you. It may be a small bonus but in a big fleet its enough to make the Command Ship a primary target :P
|

Cadman Weyland
|
Posted - 2006.05.17 13:51:00 -
[9]
Edited by: Cadman Weyland on 17/05/2006 13:53:25
Originally by: Reatu Krentor
it's a 12% increase you get with command ships lvl 4, but that's not really much, I can use a cyclone and only have about 10% less effect than a claymore has for skirmish links.
Biggest diff really is the ability to fit 3 gang mods without gimping your setup. To fit 2 mods on my BCs i need to fit a Command processor in a med, forget trying for 3. The Command Proc plays havoc with setup and the best outcome is to use Frig guns in your highs, not really ideal is it.

Director of Empire Ops and Chief Carebear
|

Reatu Krentor
|
Posted - 2006.05.17 13:57:00 -
[10]
Originally by: Cadman Weyland Edited by: Cadman Weyland on 17/05/2006 13:53:25
Originally by: Reatu Krentor
it's a 12% increase you get with command ships lvl 4, but that's not really much, I can use a cyclone and only have about 10% less effect than a claymore has for skirmish links.
Biggest diff really is the ability to fit 3 gang mods without gimping your setup. To fit 2 mods on my BCs i need to fit a Command processor in a med, forget trying for 3. The Command Proc plays havoc with setup and the best outcome is to use Frig guns in your highs, not really ideal is it.

doesn't change the fact really that i can have practically the same effect from a cyclone as I can from a claymore, using 3 warfare links is a serious drain on cap as well so using 3 on a claymore is also a risk if you are going to be in combat(which prolly you won't in that case, yet cyclone is much cheaper) - phew! dodged the mods on this sig!
|

KilROCK
|
Posted - 2006.05.17 13:59:00 -
[11]
Originally by: Cadman Weyland
Biggest diff really is the ability to fit 3 gang mods without gimping your setup. To fit 2 mods on my BCs i need to fit a Command processor in a med, forget trying for 3. The Command Proc plays havoc with setup and the best outcome is to use Frig guns in your highs, not really ideal is it.

The cap usage pretty much gimps your setup...
Petwraith ♥ me. I make sigs |

Exavier Macbeth
|
Posted - 2006.05.17 14:02:00 -
[12]
Originally by: Reatu Krentor Edited by: Reatu Krentor on 17/05/2006 13:58:27
Originally by: Cadman Weyland Edited by: Cadman Weyland on 17/05/2006 13:53:25
Originally by: Reatu Krentor
it's a 12% increase you get with command ships lvl 4, but that's not really much, I can use a cyclone and only have about 10% less effect than a claymore has for skirmish links.
Biggest diff really is the ability to fit 3 gang mods without gimping your setup. To fit 2 mods on my BCs i need to fit a Command processor in a med, forget trying for 3. The Command Proc plays havoc with setup and the best outcome is to use Frig guns in your highs, not really ideal is it.

doesn't change the fact really that i can have practically the same effect from a cyclone as I can from a claymore, using 3 warfare links is a serious drain on cap(aka gimping setup) as well so using 3 on a claymore is also a risk if you are going to be in combat(which prolly you won't in that case, yet cyclone is much cheaper)
(edit: just some minor addendums , should finish before posting )
Well if your looking at just the links then yes a Cyclone can be about the same. The resistances on the Command Ships though make them last longer in combat than your cyclone and also frees up slots for either a better tank or other uses.
Like i said Command Ships are usually primaried on the battlefield due to thsoe links effecting every ship in the fleet. Focus Fire from enemy gangs is not pretty when it comes to a Cyclone (or any ship for that matter) but a Command ship will last longer than a Cyclone in those situations. (not by much if its a big fleet but you get the idea)
|

Punktious
|
Posted - 2006.05.17 14:26:00 -
[13]
Originally by: Gronsak
incrasing ur shields exp res from base of 60% to 80% isnt a 20% incrase its a 50% incrase!!!!!! and thats how those work!
yµs... please be my math teacher!!!
---------------------------- Bathing in cold water is, just like hitting yourself in the head.... nice when you stop doing it. |

Hllaxiu
|
Posted - 2006.05.17 14:43:00 -
[14]
Originally by: Exavier Macbeth Also keep in mind that the bonus applys not just to you but every ship in your gang thats near you. It may be a small bonus but in a big fleet its enough to make the Command Ship a primary target :P
Uh, thats not much consolation when the modules don't do much in the first place. Some of them in fact do nothing at all! --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

dalman
|
Posted - 2006.05.17 14:52:00 -
[15]
Quite obviously the use of them is, that one single specialized pilot with a mindlink implant can run all 3 command links from one 'race' with a great bonus.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |

Angus Torg
|
Posted - 2006.05.17 14:55:00 -
[16]
Fleet Command Ships can fit 5 Warfare Links with a good capacitor to runs all of them non-stop. And no, Fleet Command Ships will not be primary, as they will not fly with the main fleet. The will hide at a safe spot and support the fighting fleet. These ships are not meant to kill. They are meant to prevent losses and help killing. Right?
|

Pointless Vengence
|
Posted - 2006.05.17 15:08:00 -
[17]
Wasn't the Wing Commander Skill (or something like that) supposed to increase the effectiveness of all gang mod bonuses? Maybe it was a skill that was "supposed" to be part of the mix but was left out for some reason. I haven't seen it being sold anywhere, and without that skill's bonuses some would consider fitting some of the gang mods . . .
-Pointless
|

LWMaverick
|
Posted - 2006.05.17 17:23:00 -
[18]
I defiantly agree... its damn useless tbh
Spirits in the night! ALLLLL NIGHT!!! |

Hllaxiu
|
Posted - 2006.05.17 17:26:00 -
[19]
Originally by: Angus Torg Fleet Command Ships can fit 5 Warfare Links with a good capacitor to runs all of them non-stop. And no, Fleet Command Ships will not be primary, as they will not fly with the main fleet. The will hide at a safe spot and support the fighting fleet.
That takes 550cpu and 25 cap/sec to run - that requires cap mods and cpu mods to fit all slots on any of the fleet command ships. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Garia666
|
Posted - 2006.05.18 10:26:00 -
[20]
I have posted the same problems weeks ago.. however you can get your stats pretty high .. . check em out
http://www.garia.net/g6/resists.JPG
If your honorable brother tells you to cut your leg, you cut your leg. |

Jin Entres
|
Posted - 2006.05.18 10:56:00 -
[21]
Originally by: Angus Torg The will hide at a safe spot and support the fighting fleet. These ships are not meant to kill. They are meant to prevent losses and help killing. Right?
Making a ship that is supposed to sit at a safe is absurd, and not the intended use of Command Ships or any other. They have defensive bonuses for a reason. If those bonuses (or the base stats) are insufficient for them to fill their role, then that's an issue which should be looked at, but saying you should sit at a safespot after specializing in a ship for several months is just plain ridiculous (no offense intended).
As for the issues, in my opinion the biggest one related to tanking is signature radius which should be brought close to cruiser level because the ships use cruiser sized boosters and reppers.
And to the original post: I agree, the bonus is so little that flying a Fleet Command Ship (for warfare link purposes) over a T1 BC is sometimes hardly justified. Add to that the fact that the 4 types of links are quite unbalanced (not to mention Information Warfare Links don't even work as it is, as far as I know) between eachother while the ships are tied to only one type.
The bonus is 11.2% btw, so the increase is 1.3% in practice. With a 10% per level bonus (at level 4) the increase would be 4.48% which sounds more like what it should be. The mindlink makes a huge difference, though because the bonuses stack and with maxed skills w/ mindlink that bonus would almost double which might be a bit too much. Not that someone with all those skills and the link wouldn't deserve good effects.
---
|

FireFoxx80
|
Posted - 2006.05.18 12:45:00 -
[22]
The difference between the fleet and field command ships ahoulf be more pronounced:
Field command should be similar to a HAC, but with a gang mod; basically how they are now.
Fleet command ships should be physically (shield/armour) to their T1 counterparts, but with vastly increased gang mod bonuses per level (the 10% people talk about).
The general riding with the troops was something that stopped historically at the turn of the century; leaders of armies now sit miles away.
|

Exavier Macbeth
|
Posted - 2006.05.18 13:52:00 -
[23]
Originally by: Garia666 I have posted the same problems weeks ago.. however you can get your stats pretty high .. . check em out
http://www.garia.net/g6/resists.JPG
Yes but what mods do you have installed to get that :P
|

Yaman
|
Posted - 2006.05.21 13:18:00 -
[24]
Originally by: FireFoxx80 The difference between the fleet and field command ships ahoulf be more pronounced:
Field command should be similar to a HAC, but with a gang mod; basically how they are now.
Fleet command ships should be physically (shield/armour) to their T1 counterparts, but with vastly increased gang mod bonuses per level (the 10% people talk about).
The general riding with the troops was something that stopped historically at the turn of the century; leaders of armies now sit miles away.
No flippin' way. If the field command ships were as strong as the fleet command and the fleet command were nerfed - no one would ever get the fleet command ships....
hell no one gets them now as is . (though I did get a damnation - and to answer the previous post's question, there is no special mods to get that 90/90/90/86 ... I actually got 91/91/91/87 with normal tech2 mods AND room for expansion because my compensation skills are only lvl4...and we havn't even added any gang bonuses/warfare links)
Essentially, no one is interested in helping out their fleet. AND the field command still can with one module. Take the Absolution for instance, sure it can fit one launcher but most amarr pilots will say "pass" on it as they are more trained for gunnery - and use the one module it can use for something. Then ANOTHER field command ship will use a different one.
It's not hard. BUT when you have a fleet command ship, then it becomes interesting as they can hold 3 base AND don't forget the bonus to effectiveness. Now - that makes them useful, though I don't know how useful, like everyone else posting in this thread I'm speculating it's not a whole lot - but probably also like many others in this thread I havn't tried it out yet.
If anything - they should boost the fleet commmand ship's bonuses. Though I'm pretty happy as it is now. There are distinct differences actually.
|

Pottsey
|
Posted - 2006.05.22 12:13:00 -
[25]
Edited by: Pottsey on 22/05/2006 12:13:29 ôLike i said Command Ships are usually primaried on the battlefield due to thsoe links effecting every ship in the fleet.ö Use that to your advantage and tank the fleet. You know your command ship is going be primary so take 95% or higher all around resistance. Then get some repair drones and Logistical support ships sitting at max range fixing your command ship. It should take a while for the enemy fleet to realise your Command ship is not dieing and every second longer they take to kill or switch targets is your advantage.
Passive shield tanking guide, click here. |

Cinnander
|
Posted - 2006.05.22 13:34:00 -
[26]
Could one of our resident number crunchers please run the stats on tanking a 'typical' 130km fleet (so tempests & throns) of say 20 people with the 90% resists like in that screenshot?
Just want to see what would be required (fitted to the FCBC ship) to tank that, or if it's possible... and how long you'd last (eg dependant on cap charges)
I don't think 95% resists will save you from a dedicated enough blob, but at the same time, if they're spending that long shooting at a single target, that gives your fleet a LOT of time to kill theirs .... so interesting compromise, perhaps the FCBC's ability will turn out to be tanking the other fleet for so long that yours can kill it >.<
Cheers. |

Merin Ryskin
|
Posted - 2006.05.22 17:58:00 -
[27]
Originally by: FireFoxx80 Fleet command ships should be physically (shield/armour) to their T1 counterparts, but with vastly increased gang mod bonuses per level (the 10% people talk about).
The general riding with the troops was something that stopped historically at the turn of the century; leaders of armies now sit miles away.
Sure, leading from the front might not be the most realistic idea ever, but a ship that's only good for sitting at a safespot is going to be a boring ship that nobody will use. Especially when the ship is a skill-demanding elite ship requiring months of training and 150 million+ ISK.
==================================
Anyway, the reason the bonus is a joke:
THIS SKILL
That 3%/level bonus gets overshadowed too completely by the skill bonus. Any half-decent command ship pilot will have that skill, so 400% changing to 412% is a pretty underwhelming reward for a ship bonus.
|

SengH
|
Posted - 2006.05.22 18:30:00 -
[28]
its only useful if you have the mindlink. If you cant / dont have a mindlink just go with a t1 bc and fit com procs. Your wallet will be alot happier and your doing pretty much the same thing. Also you can afford to have like 5/6 BCs scattered around at all your jump clones.
|

Hllaxiu
|
Posted - 2006.05.22 18:53:00 -
[29]
Originally by: Pottsey Edited by: Pottsey on 22/05/2006 12:13:29 ôLike i said Command Ships are usually primaried on the battlefield due to thsoe links effecting every ship in the fleet.ö Use that to your advantage and tank the fleet. You know your command ship is going be primary so take 95% or higher all around resistance. Then get some repair drones and Logistical support ships sitting at max range fixing your command ship. It should take a while for the enemy fleet to realise your Command ship is not dieing and every second longer they take to kill or switch targets is your advantage.
If we're talking about a group of say 40 long range damage battleships, your ship will go pop after two volleys. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

SengH
|
Posted - 2006.05.22 18:55:00 -
[30]
Originally by: Hllaxiu
Originally by: Pottsey Edited by: Pottsey on 22/05/2006 12:13:29 ôLike i said Command Ships are usually primaried on the battlefield due to thsoe links effecting every ship in the fleet.ö Use that to your advantage and tank the fleet. You know your command ship is going be primary so take 95% or higher all around resistance. Then get some repair drones and Logistical support ships sitting at max range fixing your command ship. It should take a while for the enemy fleet to realise your Command ship is not dieing and every second longer they take to kill or switch targets is your advantage.
If we're talking about a group of say 40 long range damage battleships, your ship will go pop after two volleys.
Most likely 1 if their using t2 ammo.
|

Hllaxiu
|
Posted - 2006.05.22 19:03:00 -
[31]
Originally by: SengH
Originally by: Hllaxiu
Originally by: Pottsey Edited by: Pottsey on 22/05/2006 12:13:29 ôLike i said Command Ships are usually primaried on the battlefield due to thsoe links effecting every ship in the fleet.ö Use that to your advantage and tank the fleet. You know your command ship is going be primary so take 95% or higher all around resistance. Then get some repair drones and Logistical support ships sitting at max range fixing your command ship. It should take a while for the enemy fleet to realise your Command ship is not dieing and every second longer they take to kill or switch targets is your advantage.
If we're talking about a group of say 40 long range damage battleships, your ship will go pop after two volleys.
Most likely 1 if their using t2 ammo.
Either way - not enough time to get out. And since your command links don't work while in warp... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

SengH
|
Posted - 2006.05.22 19:05:00 -
[32]
Originally by: Hllaxiu
Originally by: SengH
Originally by: Hllaxiu
Originally by: Pottsey Edited by: Pottsey on 22/05/2006 12:13:29 ôLike i said Command Ships are usually primaried on the battlefield due to thsoe links effecting every ship in the fleet.ö Use that to your advantage and tank the fleet. You know your command ship is going be primary so take 95% or higher all around resistance. Then get some repair drones and Logistical support ships sitting at max range fixing your command ship. It should take a while for the enemy fleet to realise your Command ship is not dieing and every second longer they take to kill or switch targets is your advantage.
If we're talking about a group of say 40 long range damage battleships, your ship will go pop after two volleys.
Most likely 1 if their using t2 ammo.
Either way - not enough time to get out. And since your command links don't work while in warp...
Moral of the story.. dont be on the battlefield in the first place if you can avoid it 
|

Loki Caldaris
|
Posted - 2006.05.22 19:45:00 -
[33]
Originally by: Hllaxiu
Originally by: Pottsey Edited by: Pottsey on 22/05/2006 12:13:29 ôLike i said Command Ships are usually primaried on the battlefield due to thsoe links effecting every ship in the fleet.ö Use that to your advantage and tank the fleet. You know your command ship is going be primary so take 95% or higher all around resistance. Then get some repair drones and Logistical support ships sitting at max range fixing your command ship. It should take a while for the enemy fleet to realise your Command ship is not dieing and every second longer they take to kill or switch targets is your advantage.
If we're talking about a group of say 40 long range damage battleships, your ship will go pop after two volleys.
40 damage bships = ~40,000 structure dps. With 95% resist thats 2000 dps. The natural front loading of damage on all weapons puts each volley at about 10,000 damage with an average 5 second wait. I would be very intrested to see 50 repair drones and a few logistics ships going at it to keep the command ship alive.
Anything beyond 60 man will only be multi volley tankable by tier 3 bs imo.
|

Kai Lae
|
Posted - 2006.05.22 23:44:00 -
[34]
I'll reiterate here that with these skills:
Command ships 4 Information Warfare 4 Squadron Command 5
That the difference when using a 2% warfare link (most common type) between a command ship and a T1 battlecruiser is a whopping 1.44%.
Oh yeah that's worth it...seriously, did CCP do some of this math before introducing these ships? Because the difference of 12% to 13.44% from a ship costing 25m (fully insurable) to 140m (not) feels like a ripoff. Plus, of course, to add injury to insult, only 2 of the 3 modules work currently for information warfare (and seem to be of somewhat dubious usefulness in some instances).
Raptor and Ares Fix |

j0sephine
|
Posted - 2006.05.22 23:57:00 -
[35]
Edited by: j0sephine on 23/05/2006 00:01:21
"Oh yeah that's worth it...seriously, did CCP do some of this math before introducing these ships? Because the difference of 12% to 13.44% from a ship costing 25m (fully insurable) to 140m (not) feels like a ripoff."
Nope, don't think they did. 15% is actually pretty good boost, especially with the other boosts from skills, implants etc adding up.
You could probably make a case how the bonus should be really more like 5% per level, to match how other skills typically affects relevant modules and such... but guess CCP wants to keep it in check to avoid excessive power creep that normally happens in MMO once multiple boosts gathered over x game expansions start to accumulate. o.O;
|

Maya Rkell
|
Posted - 2006.05.23 00:09:00 -
[36]
Edited by: Maya Rkell on 23/05/2006 00:09:45 How about giving CBC's a -75% cap usage on command mod cap usage, or similar?
That way you can use them without having to comprimise your setup as much...
|

Daddy's Princess
|
Posted - 2006.05.23 00:11:00 -
[37]
Many items/ships have been introduced to us pre-nerfed in the past. Maybe this is just another one of those things.
|

Hllaxiu
|
Posted - 2006.05.23 00:27:00 -
[38]
Originally by: j0sephine You could probably make a case how the bonus should be really more like 5% per level, to match how other skills typically affects relevant modules and such... but guess CCP wants to keep it in check to avoid excessive power creep that normally happens in MMO once multiple boosts gathered over x game expansions start to accumulate. o.O;
Doesn't explain why some of them just don't work... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Parallax Error
|
Posted - 2006.05.23 01:18:00 -
[39]
Oh my where to start! My concern list to do with Fleet Commands in no particular order.
1) Gang assist module cap usage. When combined with everything else you need to have a reasonable fit that extra 5 cap/sec drain per module really hurts.
2) Agility and Sig Radius. This ties in with Battlecruisers in general, but it needs a serious looking at. It makes using plates suicide as any benefit in increased HP's is nullified by the extra time needed to go to warp. The Brutix sig radius is less than 10% smaller than that of a typhoon, so to all intents and purposes you get hit pretty much the same as a BS.
3) The racial warfare links bonus. Its a waste of time, with my skills I can give a 22.5% bonus to armour warfare links, that goes up to a whopping 25.2% (a whole 2.7% increase) if I use a Damnation. Having flown both a Damnation and an Eos, I know which ship I'd rather get caught in a PvP situation with, and it's not the fat black turkey. In my opinion, the only viable Fleet Command at the moment is the Eos. It is the only ship that can carry a decent defence whilst using 3 Warfare links and the rest are left pretty gimped if you remove 3 highslots. Theres no point to using a racial Fleet Command for its bonus.
4) Bugged modules. There are several modules that are bugged including the resitance modules which are affected by stacking penalties, why when Damage Controls aren't?
5) Questionable module bonuses. I'd say theres a good proportion of the warfare links which provide very limited situation bonuses.
6) General survivability. Linked with Sig Res etc, but why on earth would most sane people fly a ship thats best left at a safespot? Although I feel this very much goes right to the heart of some problems with the current EVE combat model: ie focused fire and limited scope for utilising remote assistance modules.
Can't think of anything else right now.
Don't get me wrong, I love my Eos and for small scale combat it is really handy but overall I feel underwhelmed with the current state of play. I've had to train firstly for the Fleet Comamnds themselves, then buy the ship, then buy an implant requiring Cybernetics 5, train a rank 5 Char primary and then a rank 6 char primary skill to level 5 to finally get a half decent bonus. It's a hell of a path!
I sincerely hope that CCP do take the time to look closely at the whole combat logistics area, theres so much scope for providing the much needed rework of massed combat.
|

Jagaroth
|
Posted - 2006.05.23 08:57:00 -
[40]
Originally by: Parallax Error Stuff that I agree with
QFT. I can't help but feel the maths for the [fleet] command ship bonus is wrong - I hadn't realised it worked that way and it doesn't make sense. For resistances the command bonus confers less than 1% absolute with good skills (unless the ship has 0% to start with in which case the bonus might give you an additional 2%).  ------
|

Talmssar
|
Posted - 2006.05.23 09:32:00 -
[41]
Originally by: Gronsak what is wrong with 3% i think they are pretty good atm, and remember that bonous applies to 3 links and u can even add more links, i think upto 7
and that 11% to 12.5% isnt a 1.5% increase and you know it!
incrasing ur shields exp res from base of 60% to 80% isnt a 20% incrase its a 50% incrase!!!!!! and thats how those work!
You are wrong abit, if you use vulture with max skills with siege warfare mods and midlink installed you get 25,75% % boost to shield resistances for exsample. Now with resistance say like 40% (kinetic) it ads up (60% /100 * 25,75) = 15,45% boost. So total 55,45% kinetic resistance. IF you use any shieldhardener benefit of that module goes ever smaller with stacking penalties.
So to get 20% increase to exp dmg resistance needs (40% / 100 * 50) and there is no mod wich can achieve that. So again (40% / 100 * 25,75 ) = 10,3% wich means total 70,3% wich is roughly 25% increasement NOT 50%
I just prefer that all have good time here. |

James Lyrus
|
Posted - 2006.05.23 09:55:00 -
[42]
Edited by: James Lyrus on 23/05/2006 09:57:30 So, on the vulture:
Bit more gang bonus = good. More gang assists = good. Ship that's comparable with eagle with Heavy Assault Ships 5 = good. Price tag of 120mil (ish) = good.
Er... what's not to like? It loses a bit of speed/agility/signature to the Eagle, but otherwise does a similar dps, at a similar range, but with more shield, cap, and another mid slot.
It's got gunnery bonuses, where the nighthawk has missiles.
Can't really comment on the others mind. -- We are recruiting |

Juan Andalusian
|
Posted - 2006.05.23 09:55:00 -
[43]
Quote: 4) Bugged modules. There are several modules that are bugged including the resitance modules which are affected by stacking penalties, why when Damage Controls aren't?
Resistance modules didn't get the stacking penalty when they first came in... but i guess in the grand plan of CCP to extend and prolong combat they decided that adding them to the stack penalty list was the right move.
**Pain is meant to be felt** |

FireFoxx80
|
Posted - 2006.05.23 10:13:00 -
[44]
Edited by: FireFoxx80 on 23/05/2006 10:14:06
Originally by: Parallax Error 1) Gang assist module cap usage. When combined with everything else you need to have a reasonable fit that extra 5 cap/sec drain per module really hurts.
2) Agility and Sig Radius. This ties in with Battlecruisers in general, but it needs a serious looking at. It makes using plates suicide as any benefit in increased HP's is nullified by the extra time needed to go to warp. The Brutix sig radius is less than 10% smaller than that of a typhoon, so to all intents and purposes you get hit pretty much the same as a BS.
3) The racial warfare links bonus. Its a waste of time, with my skills I can give a 22.5% bonus to armour warfare links, that goes up to a whopping 25.2% (a whole 2.7% increase) if I use a Damnation. Having flown both a Damnation and an Eos, I know which ship I'd rather get caught in a PvP situation with, and it's not the fat black turkey. In my opinion, the only viable Fleet Command at the moment is the Eos. It is the only ship that can carry a decent defence whilst using 3 Warfare links and the rest are left pretty gimped if you remove 3 highslots. Theres no point to using a racial Fleet Command for its bonus.
4) Bugged modules. There are several modules that are bugged including the resitance modules which are affected by stacking penalties, why when Damage Controls aren't?
5) Questionable module bonuses. I'd say theres a good proportion of the warfare links which provide very limited situation bonuses.
6) General survivability. Linked with Sig Res etc, but why on earth would most sane people fly a ship thats best left at a safespot? Although I feel this very much goes right to the heart of some problems with the current EVE combat model: ie focused fire and limited scope for utilising remote assistance modules.
1) Yeah even using a T1 Ferox version, I'm finding myself having to load a few cap mods in order to keep the thing running (Even using missiles and other low-cap drawing weapons).
2) I'll agree there, all BCs need a sig/agility boost.
3) I'd only just read that. Makes no sense at all. I'm currently training all leadership specialisations as there is really only one useful mod in each set, but to only have the bonus affect the racial mods is just plain wrong. I'd be much happier to see a 5% bost to racial mod, and 3% boost to non-racial.
4) Fair point. Even with providing a 9% bonus to gang, I only end up with a 0.4% (or so) boost to thermal as I'm already heavily tanked.
5) Yeah, see point (3).
6) I don't mind sitting at a safespot; I can remove some guns, instead mount remote armour reppers, and generally help the fleet. Compare that to flying a 120m ship, 40m insurance (?), 75m skills, 175m mindlink to get any decent bonus; and being called primary in every engagement you enter. I might as well stick where I am with a Ferox; fly a 25m ship, 6m insurance, and get 2/3 of the bonuses.
A) Boosting point 6 a little; I wouldn't mind seeing a BC with both gang mod and logistics boost.
|

Rodj Blake
|
Posted - 2006.05.23 10:25:00 -
[45]
How about changing the 3% bonus to a 5% cap use bonus on the gang mods?
Dulce et decorum est, pro imperator mori |

smallgreenblur
|
Posted - 2006.05.23 10:34:00 -
[46]
I've trained for about 4 months in leadership skills over the last 6 or so, and I've watched my mates train to fly capital ships, recon ships and interdictors in that time. I told myself it would be worth it once i got into my command ships, my sleipnir and my claymore.
Well my sleipnir works pretty well. No real complaints there apart from the borked t2 ammo, the agility and the fact that minmatar autocannons are generally gimped.
Right, the claymore is pointless. With maxed skills and an expensive implant Igive a 35% bonus to web and warp range, same to mwd speed and 23% less sig radius. I can, however, fit the tank from hell on it, at which point the cap needed to run 3 hardners and 3 gang mods is greater than my cap recharge with 3/4DU IIs on. So much for sitting at a gate with modules running constantly.
The bonuses are nice. Except I get 12% less using a fully insurable cyclone with 3 command processors on it. Perhaps it will last a little less but who takes a cyclone as primary in small or large fleet battles? I sure as hell don't.
Fleet command ships need a boost, gang modules need an overhaul, and for the love of god please change the gang system. I want some actual benifit to being gang leader. There is no point creating a new class of specialist ships with uber requirements when you can do exactly the same with a ****e t1 ship.
sgb
C6 is recruiting ... visit www.c6-eve.com or join channel c-6 for details. |

TheKiller8
|
Posted - 2006.05.23 10:41:00 -
[47]
Who cares about crappy gang assist mods when you can push 800dps and have an insane tank.
.: Click 2 See My Flash Animations :. |

FireFoxx80
|
Posted - 2006.05.23 10:50:00 -
[48]
Originally by: TheKiller8 when you can push 800dps
Only if you're not Caldari 
|

Parallax Error
|
Posted - 2006.05.24 00:11:00 -
[49]
Edited by: Parallax Error on 24/05/2006 00:13:14 Resistance modules did not stack when first released. They seemed to change after the patch which introduced the new stacking rules, hence why I think its a bug and I really can't be arsed to write up *another* bug report on the subject.
My point about the racial warfare bonus on Fleet Commands was (and sorry I didn't word it better). Due to the highly limited effect to gang assist effectiveness, the only Fleet Command worth flying imho is the Eos. This is purely because its the only Fleet Command that can tank, run some ECM and still have a half decent damage output even with 3 Gang assist modules fitted.
Still, the whole fleet command and logistics area needs a big look at. The system is very impractical and has so much potential.
[Edited for a myriad of typo's]
|

Denrace
Amarr Psykotic Dreams
|
Posted - 2006.10.24 16:03:00 -
[50]
Bump.
Fix this. ________________________________________
|
| |
|
| Pages: 1 2 :: [one page] |