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Tikktokk Tokkzikk
Alekhine's Gun The Periphery
194
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Posted - 2015.03.21 18:06:37 -
[1] - Quote
The goal is to make warfare links fun, skill intensive and balanced for fleets of any size in a way that's viable right now and doesn't require new technology:
- Remove Command Processors
- Command ships and strategic cruisers with the Warfare Processor subsystem can fit two links
- Warfare links trigger a weapon timer
- Replace all current warfare links with the following:
Skirmish Warfare Link I: 0.6% bonus to speed of fleet's afterburner and microwarpdrive modules 0.6% bonus to range of fleet's propulsion jamming modules 0.6% reduction to fleet's signature radius
Siege Warfare Link I: 0.6% bonus to fleet's shield resistances 0.6% reduction to capacitor usage of fleet's shield booster and shield transporters 0.6% reduction to cycle time of shield boosters and shield transporters
Armor Warfare Link I: 0.6% bonus to fleet's armor resistances 0.6% reduction to capacitor usage of fleet's armor repair and remote armor repair 0.6% reduction to cycle time of fleet's armor repair and remote armor repair
Information Warfare Link I: 0.6% bonus to fleet's lock range and sensor strength 0.6% bonus to range of fleet's electronic warfare modules 0.6% bonus to strength of fleet's electronic warfare modules
T2 warfare links get a 0.75% bonus instead 0.6%
Each of the warfare links have three scripts that boost one bonus by 200% at the expense of the other two.
After bonuses from perfect skills, command ships and mindlinks, T2 links provide a ~3.23% bonus unscripted or a ~9.7% bonus scripted.
While this doesn't remove off-grid boosting, being vulnerable off-grid due to the weapon timer, being able to fit tank and weapons with only two links, and having to be active to change scripts makes on-grid links optimal.
Disclaimer: I've got an alt with 12m SP in leadership and command ships 5. |

Tikktokk Tokkzikk
Alekhine's Gun The Periphery
202
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Posted - 2015.03.21 22:47:01 -
[2] - Quote
Baali Tekitsu wrote:Argueing with skill time and accessability in general is going to get us nowhere, thats why we have the Supercarrier and Titan problem. Also snake sets are becoming cheaper as we speak, with mid grades already being cheaper than some of the more advanced boosting setups. I think the strength itself is balanced by the fact that you dedicate a whole character (theoretically a second person) to do that job, certain links are already on the verge of barely useful (Im looking at you sensor strength link).
The sensor integrity link (sensor strength and lock range) is one of my most used links. That extra lock range is amazing for kiting and sensor strength never hurts. |

Tikktokk Tokkzikk
Alekhine's Gun The Periphery
206
|
Posted - 2015.03.22 12:06:29 -
[3] - Quote
elitatwo wrote:Bubbles is the answer!
We all know a hictor can fit a bubble for the use in nullsec or w-space, so why not make links have larger 'link-bubble' of let's say its 150 or 200km (range is debatable and just an example)?
Would fix the ongrid thing and all of a sudden you see more command ships that are not the sleignir on gates being hugged by their fleet buddies.
CCP have said they'd like to remove off-grid boosting, but currently don't have the technology. Yesterday I saw three Claymores and a Cyclone boosting for the 28 people in local. A bunch of solo and small gang PVPers are quitting the game because links are becoming a minimum requirement to PVP. Sure, a few of the people in this thread will most likely say "stop being lazy and get your own link alt", but for many that's not an option for various reasons. I'd prefer to keep those people playing so I have more people to shoot at, which is why I want a fix that can be deployed right now instead of some new mechanic that will take time to figure out. |

Tikktokk Tokkzikk
Alekhine's Gun The Periphery
206
|
Posted - 2015.03.23 10:30:21 -
[4] - Quote
The information warfare link could also be split up even further with a specific scripts for the specific E-wars. |

Tikktokk Tokkzikk
Alekhine's Gun The Periphery
207
|
Posted - 2015.03.23 19:53:58 -
[5] - Quote
Phoenix Jones wrote:Not a bad concept, but I would add in a few other items.
1) inactive links need to boost your sig radius (meaning your easier to lock and shoot while they are turned off)
2) Active links need to reduce your sensor strength by 80 to 90% (basically your sig returns to normal, but you are much easier to probe out). basically kills the eccm deal.
3) Active links penalize the velocity bonus of afterburner and microwarp drive modules (similar to what what a warp disruption field generator does). (no more 2 to 4kM speeding link boosters).
The rest is fine.
It's impossible to be unprobeable anymore and I don't like the idea of penalizing signature radius, sensor strength or speed as this would equally much punish on-grid links. |

Tikktokk Tokkzikk
Alekhine's Gun The Periphery
207
|
Posted - 2015.03.27 15:08:24 -
[6] - Quote
Saede Riordan wrote:Links themselves are nice, very nice. I use them regularly.
Where they become imbalanced is when I'm boosting safely from the edge of a tower shield or safed up and decloaking at just the right time.
If ongrid boosting was all that you could do, it would be perfect, it would be balanced just right and you could maybe even at that point look at adding links to ships like destroyers and such. Links are a big SP investment and they should be worth it. Links should be fun to have, and lead to engaging roles, not to sitting in a safespot.
You really think a 30% speed increase and 34% signature reduction is balanced? The entire fleet gets high grade Snakes and Halos for basically free. Let's not forget about the tanking links which are similar to Slaves and Crystals.
Off-grid links are only a problem because of their massive boost and near invulnerabilty at gates or stations. The nerf to link strength will fix the first and the weapon timer will fix the second. |

Tikktokk Tokkzikk
Alekhine's Gun The Periphery
207
|
Posted - 2015.04.19 02:19:07 -
[7] - Quote
Nevyn Auscent wrote:Reina Xyaer wrote: CCP has previously been wrong, lied, and/or pulled excuses out of their a*ses.
Someone pointed out in a thread recently...
Watchlist shows HP bars when a fleet member is On-grid....
And Watchlist does NOT show HP bars when a fleet member is Off-grid...
So... the code is there, no excuses.
Except Watchlist code is not the same as fleet boosting code. And is highly limited in the number it can apply to. Also watch list works over 5000km with Grid Fu creating a mega grid. So.... when you are a CCP coder working on Fleet boost coding, I'll believe you if you claim the code exists. Till such a time, quit talking out of... well, the same orifice you accuse CCP of using in fact.
The watchlist code would be perfect for this. Too bad there's a limit to how many you can have on your watchlist. |
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