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Jack Target
Eve University Ivy League
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Posted - 2007.07.01 06:50:00 -
[1]
Edited by: Jack Target on 01/07/2007 06:56:03 I am new to Eve Online and training to be a Stabber/Vagabond pilot. How useful would the skills Skirmish Warfare and Skirmish Warfare Specialist be to me?
Are they used often? How are they used? Do they make a difference to group or fleet battles?
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Mudkest
MetaForge Ekliptika
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Posted - 2007.07.01 10:59:00 -
[2]
Edited by: Mudkest on 01/07/2007 10:58:49 for starters, teh specialist skills are utterly pointless for stabber/vagabon pilots. Those skills are needed(and affect) gang modules only, and seeing you cant fit those therre's no point training them(gang modules only fit on battlecruisers, command cruisers, carriers and titans).
the normal warare skills(the ones that add armor/speed and so on) are usefull in gangs, but only 1 person needs to have them in small gangs(in fleet warfare it's safe to assume there's some people around that have them) if you're flying with a fixed group most of the time it'd be a good idear to decide who'll train those skills(and probably fly a battlecruiser with gang mod as well)
if you're grouping with random people from corp/alliance it might be a good idear to trian them to 3 or 4 as you'll never know if someone else has the skills or not.
If you're flying solo most of the time, dont bother as the skills only work for fleet-converted gangs
-FIX LP store please small change, big difference |

6Bagheera9
Shadows of the Dead Aftermath Alliance
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Posted - 2007.07.01 12:32:00 -
[3]
Skirmish Warfare will add up to 10% to your squad/wing/fleet maximum velocity if are a commander. In small, fast moving gangs this is awesome. Skirmish Warfare Specialist allows you to use gang warfare mods on BCs, CSs, and Carriers and affects the bonuses given by those mods. With good skills, these gang warfare mods can give a huge advantage to a gang.
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Jack Target
Eve University Ivy League
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Posted - 2007.07.01 13:33:00 -
[4]
Thanks for the advice!
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Olivin
Gallente Aquarium
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Posted - 2007.07.01 18:44:00 -
[5]
Originally by: Mudkest Edited by: Mudkest on 01/07/2007 10:58:49 for starters, teh specialist skills are utterly pointless for stabber/vagabon pilots. Those skills are needed(and affect) gang modules only, and seeing you cant fit those therre's no point training them(gang modules only fit on battlecruisers, command cruisers, carriers and titans).
Specialist skills allow you to use Mindlink imlpants which also improve basic leadrship skill effectiveness by 50%. So, no pointless at all. ----------------------------
WeŚre not lost. WeŚre locationally challenged. |

Mudkest
MetaForge Ekliptika
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Posted - 2007.07.01 20:04:00 -
[6]
Originally by: Olivin
Originally by: Mudkest Edited by: Mudkest on 01/07/2007 10:58:49 for starters, teh specialist skills are utterly pointless for stabber/vagabon pilots. Those skills are needed(and affect) gang modules only, and seeing you cant fit those therre's no point training them(gang modules only fit on battlecruisers, command cruisers, carriers and titans).
Specialist skills allow you to use Mindlink imlpants which also improve basic leadrship skill effectiveness by 50%. So, no pointless at all.
right, forgot about those but still, if you do decide to get those skills at 5 it seems kind of a waste too me not to fly a ship that can use gang modules 8)
-FIX LP store please small change, big difference |

Jack Target
Eve University Ivy League
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Posted - 2007.07.01 20:43:00 -
[7]
Eventually, I'll probably fly a Sleipnir. I would think a command ship would enable me to use all those extra abilities...
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William Diseased
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Posted - 2007.07.02 03:56:00 -
[8]
Err Cyclone is better for the use of mods if you want to be able to use more then 1 that is
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Cilppiz
Minmatar FinFleet
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Posted - 2007.07.02 10:22:00 -
[9]
Quote: Are they used often?
As often as theres pilots with skills and equipment to use em and pilots who cant have enough speed or tacking abilities.
Quote: How are they used?
You setup the gang right, activate modules and watch how gangchat starts to flood with "whoa, nice bonuses" lines. Notice that you cant run these mods during warps. This makes using gangmods on roaming gang bit more harder to use as you might not want to warp around when your bonuses are needed.
Quote: Do they make a difference to group or fleet battles?
Well if +15% more base speed and around +35% Web/Scramble/MWD efficiency and smaller signature radiuses makes any difference, I think its up to pilots if they can take advantage of your bonuses.
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Nocturnal Avenger
The Ankou The Reckoning.
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Posted - 2007.07.02 20:23:00 -
[10]
Originally by: William Diseased Err Cyclone is better for the use of mods if you want to be able to use more then 1 that is
And the Claymore if you're going to get nber :D
- Carebear Pirate - |

Hannobaal
Gallente Dragonfire Intergalactic Crusaders of Krom Dark Matter Coalition
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Posted - 2007.07.06 20:53:00 -
[11]
If you're really new and you're mainly interested in Minmatar ships, it might be useful to start over with a Minmatar character instead of the Caldari one. ------------------
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Mudkest
MetaForge Ekliptika
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Posted - 2007.07.07 10:42:00 -
[12]
Originally by: Hannobaal If you're really new and you're mainly interested in Minmatar ships, it might be useful to start over with a Minmatar character instead of the Caldari one.
why, just so he can start with minmatar frigate and projectile turrets skill instead of caldari frigate and(probably) missile skills?
yeah I suppose those 800k skillpoints will help more if you can use most of them at start, but if he chose a path where those 800k sp ar emostly supposrt skills then theye'll help for minmatar ships as well. Even if most went to missile skills theye are still uesfull for minmatar.
-FIX LP store please small change, big difference |

Vyktor Abyss
The Abyss Corporation
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Posted - 2007.07.08 12:17:00 -
[13]
Sorry if this is duplicate, but does the bonus apply to the commander with the skill too?
And what is the minimum 'fleet' for it to apply - 2?
- Ideas are my business...maybe thats why I'm always skint! Please read my ideas |

Mudkest
MetaForge Ekliptika
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Posted - 2007.07.08 13:05:00 -
[14]
Originally by: Vyktor Abyss Sorry if this is duplicate, but does the bonus apply to the commander with the skill too?
And what is the minimum 'fleet' for it to apply - 2?
not sure if theye apply to the commander that's running them, but they definetly dont "go up"(squad commander with gang mod wont help fleet commander for exaple)
minimum fleet needed for it to apply is 2 yes. Form gang with someone, convert to fleet(in the overview gang menu) then make person with gang module/skills squad leader and put the other person ans his squad.(there's been some changes to that with kali2 but no epxerience with that yet so cant comment on that, but the squad leader can assign someone else for the skill/modles bonus apearantly)
there can be 2 people in the squad per level of the squd commanders leadership skill. this includes the cmmander himself so a squad leader with lvl1 leadership can only have 1 other person in his squad. Someone with lvl5 can have 9 others under him.
-Huzzah for punctuation in LP store! |

Marine HK4861
Caldari Seoltachd
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Posted - 2007.07.08 14:21:00 -
[15]
Originally by: Mudkest Form gang with someone, convert to fleet(in the overview gang menu) then make person with gang module/skills squad leader and put the other person ans his squad.(there's been some changes to that with kali2 but no epxerience with that yet so cant comment on that, but the squad leader can assign someone else for the skill/modles bonus apearantly)
The boss or a leader can take and assign booster roles to different people. The booster roles can be squad, fleet or wing levels.
I haven't been able to play around with it much yet though, like whether a single person can be set to have all 3 booster roles, or how a wing commander's bonuses filter down if they're not the wing booster.
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Aramendel
Amarr Coreli Corporation Corelum Syndicate
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Posted - 2007.07.08 16:35:00 -
[16]
Originally by: Olivin Specialist skills allow you to use Mindlink imlpants which also improve basic leadrship skill effectiveness by 50%. So, no pointless at all.
Yes, however you can alternatively just use the 5% MWD speed implant in your slot 10 which has pretty much the same effect, exept that you do not need a gang (with gangmates in local!) to get the bonus.
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