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Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2007.08.02 16:38:00 -
[1]
The old one I have saved: http://oldforums.eveonline.com/?a=topic&threadID=209094 is no longer current, we dont have squad command skill anymore.
Anyone know of an accurate guide? ---------------------------------------- Friends Forever
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Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2007.08.02 17:15:00 -
[2]
Figured it out myself:
Start with the Percentage the module gives, for Armored Warfare link - Passive, 2%
Multiply that base by your Warfare Link Specialist skill level (10% per level)
Then multiply that by your level in the Spec Skill (100% per level)
If the ship you're flying specializes in that kind of Gang Assist Mod, give youself another 3% per command ship level (Only fleet commands can)
If you can wear a mindlink implant, multiply an additional 1.5
So, for a pilot that has the Armor Gang Assist Module (2%), with level 4 in Warfare Link Specialist (1.4), and level 3 in the Armor Spec Skill (3)
2% x 1.4 x 3 = 8.4% boost, subject to stacking penalties
For someone with 5's in everything + a mindlink + they're flying the right fleet command.
2% x 1.5 (Warfare Link Spec) x 5 (Armored Warfare Link Spec) x 1.5 (CS bonus) x 1.5 = 25.875% BONUS TO EVERYONE
With ---------------------------------------- Friends Forever
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Contralto
Gallente RECON 5
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Posted - 2007.08.11 13:06:00 -
[3]
I am currently skilling an alt as a gang booster, his currently has lvl 3 warfare links specialist and armored warfare specialist, he is giving 7.8% bonus so this confirms your figures.
I had planned to take him onto command ships when he has maxed these skills and has the mindlink fitted.
But I discovered that with all the lows full of co processors and 3 Command processors I can squeeze 4 warfare links on a Brutix. With 3 CCC rigs and 4 T2 cap chargers in mid can run them indefinitely. Admittedly this is only using Quickfit atm.
Currently I have 3 Links fitted (and on line) and can actively swap between them but of course cannot activate more than one at a timeuntil I can fit the CP's
The CP's use 150 Tf each so that precludes fitting more than 4 Links.
so now I can drop all the uber faction tank and park my alt at a safespot (Hi sec) or Pos (lo sec) while I run missions.
Until he has the CP skills he has tractors and salvager's in the other slots, so he can warp in and clean up after me at the moment.
I feel like I just rediscovered the wheel I love Eve! you never cease being a noob! ---------- Gallente and Minmater Faction standings transfer service, fast and efficient service, Eve-mail for info, |

Josiah Caledon
The Coalition Of Buccaneers Mercenary Services
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Posted - 2007.08.11 13:12:00 -
[4]
I've found that unless your roaming (and even then its questionable), the command ship is useful only if you intend to be on the KM's and have a better tank. In my case my Prophecy can run 3 Armored Warfare Links at 22% and if I really want to get that 3% extra I guess I'll put out the extra 50 mill for a damnation.
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SengH
Black Omega Security Pandemic Legion
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Posted - 2007.08.11 14:12:00 -
[5]
Edited by: SengH on 11/08/2007 14:12:45 gang mods are about to be nerfed to work only on grid.. so i wouldnt really bother at this stage.
Thanks CCP 6mil SP down the drain. Nerfing it with the fleet system wasnt enuff.
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VaderDSL
Caldari Incoherent Inc Otaku Invasion
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Posted - 2007.08.11 15:01:00 -
[6]
Originally by: SengH Edited by: SengH on 11/08/2007 14:12:45 gang mods are about to be nerfed to work only on grid.. so i wouldnt really bother at this stage.
Thanks CCP 6mil SP down the drain. Nerfing it with the fleet system wasnt enuff.
FFS!!!! If they simply bodge the current system simply making command ships needing to be in the same grid, then I'll be seriously annoyed!
They NEED to remove the weapon bonuses from the fleet command ships andgive them cap reduction bonus and a gang warfare link increase bonus of a large %.
5% hit points bonus per battlecruiser level // and the current 5% per level resistance bonus
10% per command ship level for cap reduction on warfare links on fleet command ships in place of the weapon bonus // and 5% to bonus on the warfare links per level.
The mindlink also needs increasing to 20% rather than 15%
CCP also need to introduce more varied modules, i.e weapon damage, optimal/falloff, tracking warfare links ... which can only be used on field command ships, at the moment command ships are useless in PvP.
Fleet command ships should have big tanks, no offense, and provide massive bonuses to a large fleet, but they need to be slow and sluggish.
Field command ships should be faster, less hitpoints, faster warping, less tank, more firepower and ability to provide firepower leadership bonuses.
CCP also need to change models
Vulture = Ferox Nighthawk - Drake
Eos = Myrmidon Astarte = Brutix
Absolution = Harbinger Damnation = Prophecy
Sleipnir = Hurricane Claymore = Cyclcone
imo of course, many people will disagree with me, but after quite a while flying Caldari and Galente CS they work really well, until you actually put warfare links on them, where as primarily the Fleet command ships should be built around the warfare links.
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Josiah Caledon
The Coalition Of Buccaneers Mercenary Services
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Posted - 2007.08.12 16:58:00 -
[7]
I completely agree with you Vader, I wont go as far as saying I wasted 6 mill sp in leadership. But it sure as hell feels like a hit to the groin if they decide to do this change. Build our Fleet Command ships around the Warfare Links please!
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Leon Fox
hirr
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Posted - 2007.08.12 20:54:00 -
[8]
Originally by: Josiah Caledon I completely agree with you Vader, I wont go as far as saying I wasted 6 mill sp in leadership. But it sure as hell feels like a hit to the groin if they decide to do this change. Build our Fleet Command ships around the Warfare Links please!
They /seem/ to have no general plan for the mods, and change their effect all the time. Even though the requirement of a lot of gang leading skills was added, they seem to think that some uses (ie, carbear mods while sitting in a pos), are still not balanced, and that ships should be on grid.
That's nice, all in all, however, it disqualifies the armored/siege warfare mods for fleet battles, which was a area they used to excel in (up to 33,something% extra effective hp from just the mods). ____________________
hirr today, gone tomorrow |
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