Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.05.02 12:34:00 -
[1]
Well before we ask for gang mods working when in warp, we need to first get ccp to fix the capacitor issue. Running 3 gang links on my claymore with 2 capacitor rigs is still struggling to run any active modules other than the gang mods, and when you go to turn your shield booster on well thats not going to be on for long...
So before we use even more capacitor in warping with them on. Can we please get a bonus to fleet command ships in reducing capacitor use for the gang modules. Or perhaps a skill that reduces the capacitor use 10%/level. It realy does hurt.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.05.02 12:55:00 -
[2]
Edited by: Nian Banks on 02/05/2007 12:51:11 Well I think we need to get someone to do a little math for us and give the peak cap regen that is left over with 3 gang links fitted. We need a thread I guess and statistics.
Anyway I sign for warp if the cap issue is fixed first.
I have an active tank bonus and no cap to use it. ;)
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.05.02 17:11:00 -
[3]
Originally by: Talani Fynolds The ratio for cap/recharge time for all command ships is the same: 4,5 without skills or 7,5 with maxed skills.
With a factor of 2,5 for peak recharge rate, you can assume a peak recharge rate of 7,5 * 2,5 = 18,75. A warefare link module needs 5 cap/s, so if you run 3 of them, 3,75 cap/s is left for other stuff.
With 3 PDU IIs, the peak recharge rate is already about 28 cap/s.
Doesn't sound like much cap/s left to run the mandatory other modules on the fleet command ships. Your also pretty much screwed if you want to use a MWD too. Your definitely never going to get a good active tank setup going from it. So what do we have left for when we need to repair? Hrm.
As I understood it, the fleet command ships were meant to be mediocre damage dealers but the real tanks with their modules running. So what sort of tank do you have when you have a lack of capacitor to run it.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.05.02 18:44:00 -
[4]
Originally by: Josh Reitliz
Originally by: Nian Banks Well before we ask for gang mods working when in warp, we need to first get ccp to fix the capacitor issue. Running 3 gang links on my claymore with 2 capacitor rigs is still struggling to run any active modules other than the gang mods, and when you go to turn your shield booster on well thats not going to be on for long...
So before we use even more capacitor in warping with them on. Can we please get a bonus to fleet command ships in reducing capacitor use for the gang modules. Or perhaps a skill that reduces the capacitor use 10%/level. It realy does hurt.
I agree. If no one raises a thread about this in a few days time then I will. Hope you don't mind me nicking your idea but this is very much required.
Yes well read my sig and you will know that I say "Yarr!! To forum Piracy" Lol. ;) Yeah we need a petiton on this subject, its irked me for too long.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2007.05.03 21:38:00 -
[5]
Originally by: Heikki
Originally by: Meriatalantra Isupport for a fleet .. stay static
I reckon thats good for balance (gives something to do for the cov op pilots of the enemy fleet). So gang modules not working during warp seems fine.
Not so sure about cap usage; kind of feel that Fleet ships are supposed to be able to run gang mods and semi-passive (==hardeners) tank well (and fail if you also like to do other things like MWD or tackle).
To a point on warping, tho all of us who pilot command ships would like this, I guess it could be seen as a smidgin overpowered.
What is underpowered for sure is the capacitor. There are two things a command ship should have, That's the gang modules and a strong tank. To have both you need more capacitor. Now if you compare their tier1 battlecruisers capacitor and the command ships, you will see that their capacitor is identical, no change what so ever. Basically this means that at the very least the fleet command ships need more capacitor, or gang assist modules need a capacitor reduction skill.
Now heres the thing, if you are so inclined to fit ewar and a mwd then so be it, in the end the aimt of a command ship is to survive. If someone wants to use it in close combat and risk loosing it and taking the blame for possibly causing your corp/alliance to loose in that battle. Then so be it.
Still I don't want a drastic increase in capacitor, A small increase to all command ships capacitors and then also a skill for gang mod cap reduction would be the best option.
Back to the warping, This may sound strange but I feel that gang warfare bonuses even if the module is running, shouldn't be given to fleet members outside of 1000Km or so. I don't like the way that command ships and even carriers, sit out of the battle and still give great boosts to the battle. Its not very exciting either for the pilots. BTW, Do gang module bonuses work if your sitting in a pos shield? I have not bothered to check!?!? lol.
|
|
|