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Meriatalantra
TerraDyne Syndicate
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Posted - 2007.05.02 11:20:00 -
[1]
I have been experimenting with these devices and they seem pretty cool. The problem is that if you want to run support for a fleet or rgang effectively, you pretty much have to stay static. If you are running a command ship you have a turning circle like that of a small moon which means you are usually last in on a fight, arriving just in time to see the target pop but not fast enough to lock and fire.
Seeing as the world revolves around killmails is there any way that CCP could look at command modules and make them operate whilst in warp? Saves having to sit like a muppet in a safe spot all day. |

Gawain Hill
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Posted - 2007.05.02 11:36:00 -
[2]
that's why if you're in a gang you all aligne and get to max speed before clicking warp gang that way everyone warps at the same time and at the same speed and then you don't have a problem
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.05.02 11:41:00 -
[3]
Edited by: smallgreenblur on 02/05/2007 11:37:28 Bear in mind that 'command ships can turn the tide of a small battle', not 'command ships are there to help you gank a poor defenceless ship'.
If you're flying with gang mods on there's not really much point worrying about killmails, since hopefully you are intelligent enough to realise that the world revolves around having fun and winning, not who shot who.
I would like to have gang mods work in warp, but that would allow you to warp around the system randomly, being entirely safe whilst in warp, and giving your bonuses to the rest of your gang. The way it is now, the other side has a chance to either blow you up on the battlefield, or find where you are hiding in space and kill you there.
sgb
(Edit: Don't get me wrong, I'm all for poor defenceless ship ganking)
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Tassill
Minmatar GREY COUNCIL Sparta Alliance
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Posted - 2007.05.02 11:43:00 -
[4]
I aggree, they should work in warp.
Situation
your scout finds 3 hostiles sitting on a gate in the system next in your route. The gate is on the other side of the system from when u jump in. Your scout dropes a bubble on them and gets aggro. Your gang jumps in and is ordered to warp to the enemys position and engage.
Here are you in your slowwww ass command ship, alligining, alligining... still alligning
mean while the intys in your gang the hacs and even some of the bs have probbly already arived at the target (perhaps slightly exagurated).
Now you are in warp and you can here the fight going on in your voice chat... when you finaly get there and can activate your modules the fight is probbly half over.
Your other allternitive is of course to jump in activate mods and sit at the gate while the rest of the gang does the fighting but surley this sint what command ships are ment for.
Perhaps command ships could get an extra bonus "can operate command modules in warp" allowing them to be use full whilst other ships like bc's, carriers, ms's etc can only have them active whilst in normal space.
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.05.02 11:50:00 -
[5]
But in that situation it's not like you need the damn modules anyway. They are there to improve your chances of taking on equal or larger size fleets. It even says so in the description!
Furthermore, my claymore warps almost as fast as a cruiser with a couple of i-stabs on. With the recent agility boost, BCs are much more in line with their abilities, and warp considerably faster than BS and considerably slower than cruisers / frigates.
sgb
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Xthril Ranger
hirr Morsus Mihi
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Posted - 2007.05.02 11:54:00 -
[6]
wouldnt allowing them to work in warp help to reduce server lag? Every time you initiate warp they turn off and you need to recalculate stats on the affectet gang members. Then you turn it on when you arrive and the calculations needs to be done again.
It is annoying though , it feels like command ships and carriers are designed to be static safespotships. you'll never jump alone
Your signature is inappropriate. Please read the forum rules before reposting- Tirg |

Nemek Kawalsky
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Posted - 2007.05.02 11:56:00 -
[7]
I agree with Tassill, I think CS should be able to use gang mods in warp while other ships can not, it gives people more reason to spend the months of training needed to fly CS. plus if you are up against a large number of ships you need every advantage you can get and if your mods donĘt activate until you come out of warp the larger number of enemy ships have already ripped your few ships apart.
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.05.02 12:08:00 -
[8]
Originally by: Nemek Kawalsky I agree with Tassill, I think CS should be able to use gang mods in warp while other ships can not, it gives people more reason to spend the months of training needed to fly CS. plus if you are up against a large number of ships you need every advantage you can get and if your mods donĘt activate until you come out of warp the larger number of enemy ships have already ripped your few ships apart.
Make sure they come to you, or you all come out of warp at the same time then.
sgb
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.05.02 12:34:00 -
[9]
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.
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VaderDSL
Caldari Incoherent Inc
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Posted - 2007.05.02 12:35:00 -
[10]
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.
Definitely!!! BIG Lottery |

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.05.02 12:37:00 -
[11]
Now that I will sign!
The cap on the claymore is horrendous - with 3 PDUIIs I still can't permarun the 3 gang mods and 2 hardners I use.
sgb
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.05.02 12:55:00 -
[12]
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. ;)
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Scordite
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Posted - 2007.05.02 13:44:00 -
[13]
Originally by: smallgreenblur The cap on the claymore is horrendous - with 3 PDUIIs I still can't permarun the 3 gang mods and 2 hardners I use.
You can with 3 PDUIIs and a CCC though, or 4 PDUIIs. I think the trick is to not try and make the ship do too much at the same time. If you fit 3 warfare links, don't try to tackle and do decent damage as well, you're there to give bonuses mainly.
----------------------------------------------- The only legitimate use of the BLINK tag: Schr÷dinger's cat is [BLINK] not [/BLINK] dead. |

Talani Fynolds
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Posted - 2007.05.02 16:46:00 -
[14]
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.
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Karash Amerius
Amarr O.E.C Legionnaire Services Ltd.
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Posted - 2007.05.02 16:52:00 -
[15]
I would definately love to have these on during warp.
Merc Blog |

smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.05.02 17:09:00 -
[16]
Originally by: Scordite
Originally by: smallgreenblur The cap on the claymore is horrendous - with 3 PDUIIs I still can't permarun the 3 gang mods and 2 hardners I use.
You can with 3 PDUIIs and a CCC though, or 4 PDUIIs. I think the trick is to not try and make the ship do too much at the same time. If you fit 3 warfare links, don't try to tackle and do decent damage as well, you're there to give bonuses mainly.
I'm sorry at which point do I state I want to run tackle or damage? The claymore has the dps of a wet paper towel and I treat it as such.
All I would like to do is be able to run 3 gang modules and 2 active hardners (as I said above) whilst waiting on a gate or wherever. The ship is not capable of this, even with perfect skills and 3 cap modules used.
sgb
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.05.02 17:11:00 -
[17]
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.
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Josh Reitliz
Minmatar Chefs For Freedom
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Posted - 2007.05.02 18:29:00 -
[18]
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.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.05.02 18:44:00 -
[19]
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.
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Cherab
Minmatar Swedish Academy
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Posted - 2007.05.02 21:45:00 -
[20]
Originally by: Nian Banks
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.
That sig is the best ever, but regarding the topic i feel that gang modules cap usage is a bigger issue since the whole warping in to late problem is more of a problem for someone trying to use gang modules for a small wolf pack. --------------------------------------------------- Regarding nerfs & boosts:
Nerf rocks, paper is fine /Scissors |

Ferocious FeAr
Eternity INC. Mercenary Coalition
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Posted - 2007.05.02 21:51:00 -
[21]
I fully support this thread.
Don't hate me, learn to love me |

Phelan Lore
Sniggerdly Pandemic Legion
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Posted - 2007.05.02 22:17:00 -
[22]
I think shamis would agree with you...
Gang- Shamis hold on, don't warp yet we need the bonuses to hold this guy down. Hold on, not yet... ok you can warp now.
Shamis - Where is he?
Gang - oh.. he's already dead. -
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Mitchman
Captain Morgan Society Privateer Alliance
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Posted - 2007.05.02 22:27:00 -
[23]
Sounds like a reasonable request to be able to run gang modules while warping.
New video: All Aboard The Pain Train
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Vladimir Norkoff
The Black Rabbits Fatal Persuasion
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Posted - 2007.05.02 23:25:00 -
[24]
I think the whole point of command modules not working in warp is so that the ship MUST stay relatively stationary.. Thus giving the opposition the chance to locate and destroy the command group while the "main" combat occurrs elsewhere.. Just my guess..
Granted, EVE play does not really work that way.. You usually can't afford to send out a gank squad to hunt down one CS.. By the time you locate him, the fight is already over and your side lost because it was missing the firepower from the ganksquad..
But if command mods did work in warp, you'd have no chance to lock the CS down.. It'd just continuously warp around giving bonuses.. Not very sporting..
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Scordite
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Posted - 2007.05.03 01:55:00 -
[25]
Originally by: smallgreenblur All I would like to do is be able to run 3 gang modules and 2 active hardners (as I said above) whilst waiting on a gate or wherever. The ship is not capable of this, even with perfect skills and 3 cap modules used.
What setup are you using that prevents you from fitting 4 cap mods then?
----------------------------------------------- The only legitimate use of the BLINK tag: Schr÷dinger's cat is [BLINK] not [/BLINK] dead. |

Angus McLean
Gallente Divinity Trials
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Posted - 2007.05.03 03:06:00 -
[26]
If Command modules worked in warp, you would never catch a CS gang boosting. They would constantly move from SS to SS. As for the warping problem, thats between you and your sucky fleet commander.
If he didnt give the order to align first, then I believe someone needs to go back to basic training . (For those that dont know, if you gang warp everyone at the same time, the whole gang will warp as fast as the slowest person, meaning Everyone gets there at the same time.)
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NIkis
Minmatar W33D Corp. O X I D E
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Posted - 2007.05.03 03:25:00 -
[27]
Originally by: Angus McLean If Command modules worked in warp, you would never catch a CS gang boosting. They would constantly move from SS to SS. As for the warping problem, thats between you and your sucky fleet commander.
If he didnt give the order to align first, then I believe someone needs to go back to basic training . (For those that dont know, if you gang warp everyone at the same time, the whole gang will warp as fast as the slowest person, meaning Everyone gets there at the same time.)
Well you can look it from the other side too, if the CS isnt there on the battlefield, the gang lacks its dps (low as it may be) and the enemy has one less target to worry about, so I don't really think the CS warping around with the links active is such a big issue. After all, the other gang can have a CS too. And everyone getting 'there' at the same time is not always a good thing (only think lag for example).
/signed
Also signed for something to decrease cap use of modules (lowered or a skill).
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.05.03 06:49:00 -
[28]
Good op post.
I fully support this. ___ P.S. Post with your main. Mind control and tin hats |

Heikki
Gallente Wreckless Abandon Triumvirate.
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Posted - 2007.05.03 07:57:00 -
[29]
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).
-Lasse finally playing with Claymores/Vultures
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smallgreenblur
Minmatar Wreckless Abandon Triumvirate.
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Posted - 2007.05.03 09:30:00 -
[30]
Originally by: Scordite
Originally by: smallgreenblur All I would like to do is be able to run 3 gang modules and 2 active hardners (as I said above) whilst waiting on a gate or wherever. The ship is not capable of this, even with perfect skills and 3 cap modules used.
What setup are you using that prevents you from fitting 4 cap mods then?
DCII?
And listen to Heikki, he knows his stuff :)
sgb
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