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Space Mindhunter
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Posted - 2008.04.28 23:19:00 -
[1]
While flying a command ship for suport porpous only, in gang ofcours, i wonder if all those modules affects (give bonuses) to Capital ships too?
i know that it works just well for any ship from frigate to Battleship, but here ends my experience... never was in gang with a cap ship..., and i heared that cap ships dont get bonuses from a commander in gang, is that true? I talk about those modules: Armored Warfare Link: Damage Control, Passive Defence, Rapid Repair
can some one explane this game mecaniks to me please?
Thx...
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Alex Shurk
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Posted - 2008.04.29 00:08:00 -
[2]
The attributes of the capital ship will be altered, but not the capital modules. So it'll get the +15% resist bonus, but not the rep time/cap use bonuses.
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Loree
Mining Bytes Inc. Insurgency
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Posted - 2008.04.29 05:16:00 -
[3]
warfare links do effect capital modules.
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Bloody Rabbit
Jita Miners
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Posted - 2008.04.29 05:51:00 -
[4]
So do fleet/alliance battles use command ships?
I was thinking of training up an alt to fly one and cloak up in the fleet for the bonuses, is that commonly done? or is that over kill?
Originally by: Radcjk PvP in eve can be sort of rough. It's closer to bad sex. Usually an hour of two of foreplay followed by 5 minutes of disappointment. And the surprise at the end.
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agrajag119
Sev3rance
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Posted - 2008.04.29 06:23:00 -
[5]
Edited by: agrajag119 on 29/04/2008 06:23:33 The gang bonus is not applied if the ship is cloaked or docked.
*edit* You can sit inside a POS' shields and give out the bonus. This is how most field command ships have been used in my experiences.
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Emperor D'Hoffryn
No Quarter. Vae Victis.
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Posted - 2008.04.29 08:05:00 -
[6]
Originally by: agrajag119 Edited by: agrajag119 on 29/04/2008 06:23:33 The gang bonus is not applied if the ship is cloaked or docked.
*edit* You can sit inside a POS' shields and give out the bonus. This is how most field command ships have been used in my experiences.
the gang mods also turn off if you warp
Originally by: Meridius Dex I could actually fit a Thorax WITH LASERS and get better DPS, better speed, better tank and - wait for it - better cap stability
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Space Mindhunter
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Posted - 2008.04.29 08:18:00 -
[7]
Originally by: Alex Shurk The attributes of the capital ship will be altered, but not the capital modules. So it'll get the +15% resist bonus, but not the rep time/cap use bonuses.
oki... i am a bit qonfused then... why should cap ships get only bonus from 1 gang modul, in this case it's a resist modul, but leave 2 modules for rep time/cap use useless? it looks not logic for me ... why dont just remove all bonuses? or let them use all bonuses instead like any ship in gang does?... or i just simply miss something or this part of game is broken??? or it is intended to be in this way? if so, then why???
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xttz
GoonFleet GoonSwarm
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Posted - 2008.04.29 09:43:00 -
[8]
Originally by: Space Mindhunter oki... i am a bit qonfused then... why should cap ships get only bonus from 1 gang modul, in this case it's a resist modul, but leave 2 modules for rep time/cap use useless? it looks not logic for me ... why dont just remove all bonuses? or let them use all bonuses instead like any ship in gang does?... or i just simply miss something or this part of game is broken??? or it is intended to be in this way? if so, then why???
Gang mods that give a bonus to a specific module are based on skill requirement - i.e. they affect modules that have Repair Systems as their primary skill. Capital modules need another skill and so aren't included in this.
Most capital modules gain no benefit from implants, rigs or gang bonuses because they're already extremely powerful. Capitals don't suffer the same fitting issues as smaller vessels, and so packing them with repair bonuses makes for an extremely tough ship with little compromise. Boosters do affect capital modules because they have potentially strong penalties. There is also the fact that capital ships are not intended to be used as solo pwn-mobiles, but rather CCP intend for them to be ships that require a support fleet to help protect them. Giving capitals immense bonuses to their already significant tanking abilities, remote rep support and huge base hitpoints would nullify this.
Capitals do benefit from the following gang bonuses: Armor Warfare: Armour hitpoint bonus and passive resists gang mod. Siege Warfare: Shield hitpoint bonus and passive resists gang mod. Skirmish Warfare: Base speed, and all three gang mods (although sig radius and MWD bonus aren't exactly useful to caps) Information Warfare: Targeting range, and all three gang mods (and again, bonuses to e-war modules shouldn't be needed, but ECCM strength could help carriers)
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Loree
Caldari Provisions
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Posted - 2008.04.30 02:22:00 -
[9]
all capital modules are effected by warefare links.
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