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Thread Statistics | Show CCP posts - 24 post(s) |

Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.07 14:52:00 -
[1]
I think you have made this overly complicated.
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Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.07 15:10:00 -
[2]
I think you just made the gang system crappier tomb.
The way bonuses are getting applied is stupid.
KISS (keep it simple stupid) Rule applies here.
You seem to have addressed what people where asking for kind of. Give the ability to assign roles in a gang. EX other people can gang warp other people can gang invite. Then you gimped it So now if a squad command warps his squad the FC gets left out and has to warp on his own etc. No reason to be the FC it seems like you need a **** load of skills and then you dont get and gang bonuses.
Most people wanted this. Form gang everyone gets bonuses from the command ships and the FC can assign limited roles to other players with in the gang to gang warp and gang invite so he can focus more on strategy and tactics.
The broad cast stuff thats all fine if it actually works.
All the wings and squad crap is just useless 
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Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.07 15:27:00 -
[3]
Originally by: Alex Harumichi
Originally by: Mr Ninjaface
All the wings and squad crap is just useless 
Speak for yourself. I think the fleet organization it gives you is a big bonus. I've been in too many fleets which have been total chaos due to confusing FC and poor organization. Sure, a good FC can overcome all that, but you don't always have the luxury of a good FC.
Having the game enable you to organize scout wings, sniper wings, etc in a clear fashion is a big help, especially with the style of smaller gangs we tend to use in pirate hunts and empire warfare in general.
This wont do crap for small gangs you might have 15 people or something so you have got 10 in squad 1, 1 fc 1 wing commander than you got 2 guys in squad 2 who dont get bonues from the guy in squad 1 because they got the short stick.
Gang bonuses should affect the entire gang other wise you have to call them limited hierarchical bonuses of crap .
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Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.07 15:48:00 -
[4]
TomB you added all the board cast stuff etc (i need cap armor/shield) The current targeting system makes cap transfers sheild transfers hard during battle if you have say a cap transfer on your apoc but you also have 7 turrets. You then have to lock you friend and cap transfer him then in the heat of the battle remember not to start shooting the crap out of him because hes locked. Can we have a sperate locking system for gang mates on that you cant activate hostile modules on unless you specify that you want to do so or something.
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Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.07 16:00:00 -
[5]
Originally by: Alex Harumichi
Originally by: Mr Ninjaface TomB you added all the board cast stuff etc (i need cap armor/shield) The current targeting system makes cap transfers sheild transfers hard during battle if you have say a cap transfer on your apoc but you also have 7 turrets. You then have to lock you friend and cap transfer him then in the heat of the battle remember not to start shooting the crap out of him because hes locked. Can we have a sperate locking system for gang mates on that you cant activate hostile modules on unless you specify that you want to do so or something.
Agreed. How about just a blanket much-faster locktime on your squadron mates, for instance? We all agree that Logistics still needs some help in order for it to become useful in fleets, and one of the major gripes is the slow locktime on gangmates. If being in the same squadron gave a locktime bonus on each other, that imho would help logistics nicely.
hardly worried about lock time but for example.
you ask for cap your gang mate locks you and starts cap transfers while fighting some other guy.
FC calls a new target say a BC. The guy locks it and activates his guns (f1-7 (8 is cap transfer)) But then before he gets his guns off guy in squad 2 in his maelstrom gets a wreaking hit from 3 of his guns and the BC insta pops. Your guns then cycle to the guy your cap transfering because suddenly as you activated your weapons your target was gone.
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Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.07 22:28:00 -
[6]
ccp should relize we dont want skills for something we could do before with out skills. What next Need to train docking 4 just to dock at a amarr station. Maybe stargate operation 5. Its bad enough you put in a skill for contracts but this new gang system is silly
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Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.07 23:43:00 -
[7]
Originally by: Jet Collins It just seems silly to me that in a gang to 2 people who are both flying BC's that if they both activate there gang moduals only one of the bonuses will be affective.
Kinda seems retarded, but I guess thats just me. So whats the point of BC haveing gang mod bonuses?
its IS retarded and its not just you
Gang mod = entire gang, otherwise they are limited hierarchical mods of crap
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Mr Ninjaface
Minmatar Shurekin INC
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Posted - 2006.11.08 18:08:00 -
[8]
Originally by: Elve Sorrow Edited by: Elve Sorrow on 08/11/2006 18:04:49 Odd question, maybe, but:
Quote: Amarr Titan Skill Bonuses: 10% reduction in Capital Energy Turret capacitor use per level 5% bonus to Capital Energy Turret damage per level 7.5% bonus to gang membersĘ capacitor recharge rate per level 99% reduction in CPU need for Capital Jump Bridge Array 99% reduction in CPU need for Judgment 99% reduction in CPU need for Clone Vat Bay 99% reduction in CPU need for Warfare Link modules Can fit 1 additional Warfare Link module per level Immune to all forms of Electronic Warfare
Is that bonus affected by these changes? Or does it remain for the entire gang, as the description says.
well gang mods are said to effect the entire gang but now they are limited hierarchical bonus of crap, you can expect the same for the titian 
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