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Reatu Krentor
Minmatar
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Posted - 2006.08.01 20:40:00 -
[1]
Each warfare link currently has a 50 cap need every 10s(5cap/s). On my Claymore my cap stabilized at 50% just running 3 gang mods, only other things that would need cap in this case would be the shield tank(having the resist mods of that active my cap drained completely after a short time). Gallente and Amarr fleet command ships would be in an even worse position also needing cap for the guns. The gangmod cap use just promotes safespotting the command ships. It's not even realistic to have them in the field in smaller skirmishes because of the ganglink cap use. That's not even taking into account nosferatu. Could at least command ships get some hefty cap reduction to the gang links so they *could* get use on the front(as a primary that can tank quite a bit of fire ).
PS. Just a quick post cause a few mins. ago I was sitting in claymore and just noticed that little fact and it annoyed me.  - "I wish CONCORD would scream "No-one expects the Spanish Inquisition" when they turn up to blob you. " -_ Twilight Moon |

Mr Trade
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Posted - 2006.08.02 00:43:00 -
[2]
Aye. With 3 gangmods on the Eos in fleetbattles, I was so low on cap I couldn't maintain gun fire for very long at all.
So now I just stick 6 gangmods on it and sit in a deep safe, checking scanner every couple mins and listening to everyone else on TS/Vent.
I don't see a reason for it to be so high...
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Gorlish
Minmatar
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Posted - 2006.08.02 03:27:00 -
[3]
I have to agree with this.
I'm not sure reducing the cap usage is going to happen as a direct change from CCP's part, but I suppose we could hope for 1 of 2 (or both) of the following skills:
1. Gang warfare mod cap reduction: say a rank 3 and each level reduces cap usage by 10% per level 2. Gang warfare mod increased activation time: say a rank 3 again and each level boosts activation time by 10% each level
With both skills trained to level 4 this would change cap usage on 3 mods from 15 per second to just under 6.5, which would allow FC pilots to actually be something more than a cool gang member at a safe spot 
As the cool kids here sometimes say: /signed
-Gorlish
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Wat0721
GalacTECH Unlimited
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Posted - 2006.08.02 03:32:00 -
[4]
/signed
I'm a bit confused about why gangmods use cap at all -- the benefit, though extreme, is balanced by sacrificing a high-slot and a lot of time for training to be proficient.
Or, if they have to remain active, why not make them take a minute amount of cap, like Damage Controls? ---
ECM Fix |

Rigsta
Gallente
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Posted - 2006.08.02 04:07:00 -
[5]
I'd guess they use cap deliberately to balance out the effect they can have on a gang.
Results of a play with Quick Fit:
==============================
Eos
Information Warfare Link - Electronic Superiority Information Warfare Link - Recon Operation Information Warfare Link - Sensor Integrity 250mm Railgun II [40xSpike M] 250mm Railgun II [40xSpike M] 250mm Railgun II [40xSpike M] 250mm Railgun II [40xSpike M]
Omnidirectional Tracking Link I Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Medium Armor Repairer II Damage Control II Energized Reactive Membrane II Energized Reactive Membrane II Energized Adaptive Nano Membrane II
Drones:
Praetor EV-900 Praetor EV-900 Praetor EV-900 Praetor EV-900 Praetor EV-900
(5x NOS drones)
Berserker II Berserker II Praetor II Praetor II Praetor II
(2x EX, 3x EMP)
Berserker SW-900 Berserker SW-900
(2x webifier)
3450 shield, 10.15/s, E/T/K/Ex=12/65/86/65 4218 armor, E/T/K/Ex=74/79/89/77 2700.0 cap, +40.37/s, -38.34/s 174.0 m/s 236.5 DPS
==============================
Not intended to be realistic, more of an experiment. Cap holds at about 40% running all modules, the drones are there for utility purposes and you could easily swap out some of them for repair bots.
My aims when creating this setup were to A) see if I could run a repairer indefinitely, B) make the tank as hard as possible and C) fit some light DPS usable from a decent distance. It's a large fleet support setup designed to let others do the hurting.
Now if you'll excuse me I need to go and water my ISK tree before I can go and set that up  ----------------------------------------------- CRY HAVOC! And let slip the combat drones! To meander aimlessly towards your target... Perhaps stopping for a picnic along the way... And then turn |

Jocca Quinn
Matari BackBone
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Posted - 2006.08.04 17:14:00 -
[6]
Couldn't agree more with the OP. Unless the Fleet commands are really supposed to be safe spot ships (in which case remove any offensive bonus's and replace with more support oriented ones) then they need a little help to run the gang mods, perhaps a reduction due to Command Ship skill level ?
JQ
none of us are free as long as one of us is chained none of us are free |

SengH
Black Omega Security E.R.A
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Posted - 2006.08.04 17:27:00 -
[7]
Well this will be one of my last posts before my sub expires. But CCP will not be buffing fleet commands anymore for 2 reasons. First they lowered the skill requirements from squad command 5 -> 4, so their not really going to be improved more. Second as gang mods occupy hi slots, your combat effectiveness is already going to be gimed (see pre patch phoon/nightmare). Its proven already that split weapon systems ships(ie. ships not totally devoted to their main weapons are crippled.
Anyways, in pure fleet mode I can sustain 6 gang mods indefinitely with the claymore. Given minnies ****ty cap, thats saying something. I dont think it really needs anymore bonuses.
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