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Liang Nuren
No Salvation
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Posted - 2008.10.05 00:14:00 -
[1]
What are the 5 best gang mods for a roaming gang both before and after the speed patch. The reason I would like only 5 is because I can't find a decent T2 fit for a T1 BC that can fit more than 5 gang mods.
IMO: Before speed patch Skirmish - Interdiction Maneuvers Skirmish - Rapid Deployment Info - Sensor Integrity Siege - Shield Harmonizing Armor - Passive Defense
After speed patch Info - Sensor Integrity Siege - Shield Harmonizing Armor - Passive Defense Armor - Damage Control Skirmish - Interdiction Maneuvers
Hmm. Well, I think, anyway. Comments?
-Liang --
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DubanFP
Caldari Kylia Inc.
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Posted - 2008.10.05 00:16:00 -
[2]
Edited by: DubanFP on 05/10/2008 00:17:22 You know CCP hasn't even mentioned the speed nerf since the original dev blog got flamed to hell and back right? If it's not dead it's probebly at least been put on the shelf for a while. _______________
"Cheap" and "Lame" are words created by people who refuse to admit they have been completely and utterly outclassed. |
Merin Ryskin
Peregrine Industries
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Posted - 2008.10.05 00:17:00 -
[3]
The speed nerf won't change anything. Speed will still be good to have for mobility/range control, even if you can't tank with it as much. And nothing is ever going to make the active tanking armor/shield mods worth using, so it should be pretty easy to figure out the ideal 5 mods.
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Clansworth
Burning Sky Labs
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Posted - 2008.10.05 07:36:00 -
[4]
Originally by: Merin Ryskin The speed nerf won't change anything. Speed will still be good to have for mobility/range control, even if you can't tank with it as much. And nothing is ever going to make the active tanking armor/shield mods worth using, so it should be pretty easy to figure out the ideal 5 mods.
Why do you say that? They provide quite a boost to tank, when fit on the proper command ship, with skills. Throw in the appropriate implant and you're looking at a huge boost in tank for the entire fleet.
I agree that if you are looking at using only a single link, the resistance link is more effective, because it helps all, as opposed to just the active tanks... however, if you are already using the resist link, adding the other two make shields/armor pretty damn extensive, for little cost, and no trade-off.
New Prospector Class |
Merin Ryskin
Peregrine Industries
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Posted - 2008.10.05 07:41:00 -
[5]
It's simple: active tanking sucks in PvP, and none of the ships in your fleet should even be fitting a booster/rep. Adding two gang mods that improve a module you don't have fitted seems kind of silly, doesn't it?
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Adril Alatar
Minmatar Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2008.10.05 07:55:00 -
[6]
Originally by: Merin Ryskin It's simple: active tanking sucks in PvP, and none of the ships in your fleet should even be fitting a booster/rep. Adding two gang mods that improve a module you don't have fitted seems kind of silly, doesn't it?
maybe in a 100+ vs 100+ fleet battle.... in small gang warfare there are always active tanks... or remote rep.... or sponge tanks that could use a few percent extra resists... and 15% more armor from a mindlinked damnation pilot...
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Malcanis
RuffRyders Axiom Empire
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Posted - 2008.10.05 08:05:00 -
[7]
Originally by: Liang Nuren What are the 5 best gang mods for a roaming gang both before and after the speed patch. The reason I would like only 5 is because I can't find a decent T2 fit for a T1 BC that can fit more than 5 gang mods.
IMO: Before speed patch Skirmish - Interdiction Maneuvers Skirmish - Rapid Deployment Info - Sensor Integrity Siege - Shield Harmonizing Armor - Passive Defense
After speed patch Info - Sensor Integrity Siege - Shield Harmonizing Armor - Passive Defense Armor - Damage Control Skirmish - Interdiction Maneuvers
Hmm. Well, I think, anyway. Comments?
-Liang
Haven't thought about "post speed patch" because we don't know what will change, but the "before" set is exactly what I use.
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Malcanis
RuffRyders Axiom Empire
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Posted - 2008.10.05 08:11:00 -
[8]
Originally by: Merin Ryskin The speed nerf won't change anything. Speed will still be good to have for mobility/range control, even if you can't tank with it as much. And nothing is ever going to make the active tanking armor/shield mods worth using, so it should be pretty easy to figure out the ideal 5 mods.
Exception: plexing. The active tanking mods are awesome for that.
Plexing setup: (Shield mindlink) Shield Resists Shield rep rate shield booster cap use Armour resists Sig radius
The increase in sustained tank is huge, and the extra hp buffer can literally be a lifesaver in laggy or "wtf I'm scrambled?" situations. Put 2 tractors and a salvager in the other high slot and the gang booster can follow 1 room behind scooping up loot.
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Merin Ryskin
Peregrine Industries
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Posted - 2008.10.05 08:42:00 -
[9]
Originally by: Adril Alatar maybe in a 100+ vs 100+ fleet battle....
Well, if you're talking about a small gang fight, you aren't going to have a dedicated gang mod alt running nothing but 5x gang mods. And even then, you're better off with the resist gang mod(s) and then speed/info/other-resist as you like to fill the extra slots.
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.10.05 08:46:00 -
[10]
Edited by: BiggestT on 05/10/2008 08:47:11
Originally by: Merin Ryskin The speed nerf won't change anything. Speed will still be good to have for mobility/range control, even if you can't tank with it as much. And nothing is ever going to make the active tanking armor/shield mods worth using, so it should be pretty easy to figure out the ideal 5 mods.
I reckon the shield mods are excellent for fleets, (not the active tank ones of course), resists etc are great for ehp.
Love being in an onyx with siege warfare links in gang :D
Ohh read your post..nvm, thought u meant siege mods in general were not worth using.. Awesome EVE history
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Myra2007
24th Imperial Crusade
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Posted - 2008.10.05 09:38:00 -
[11]
I don't see how to warrant a drop from second best to last with the interdiction maneuvers. (unless that was just randomly put there)
I just recently trained up for the mindlink and while the obnoxious and unneeded nerf of the rapid deployment (and whats even worse of the mindlinks special ability and the basic skirmish warfare bonus) was really uncalled for i still <3 my interdiction maneuvers.
If anything i see more range on tackling gear even more useful after the speed patch.
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Myra2007
24th Imperial Crusade
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Posted - 2008.10.05 09:43:00 -
[12]
As for the "active" tanking mods: they do work on remote reps to afaik (at least the description would imply that) so whats the problem? Anyone wanna tell me remote repping in pvp doesn not and should not happen?
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Merin Ryskin
Peregrine Industries
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Posted - 2008.10.05 09:45:00 -
[13]
Originally by: Myra2007 As for the "active" tanking mods: they do work on remote reps to afaik (at least the description would imply that) so whats the problem? Anyone wanna tell me remote repping in pvp doesn not and should not happen?
They apparently do. However, the question was about a dedicated 5x gang mod ship, and that's something you can only really afford to use when gang sizes are big enough that sub-capital active repair of any kind is useless. If the bonus applied to capital reps, it would be awesome, but sadly it doesn't.
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Myra2007
24th Imperial Crusade
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Posted - 2008.10.05 09:48:00 -
[14]
Originally by: Merin Ryskin If the bonus applied to capital reps, it would be awesome, but sadly it doesn't.
Oh, thx didn't know that. Thats quite a let down indeed.
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Clansworth
Burning Sky Labs
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Posted - 2008.10.05 12:37:00 -
[15]
A vulture piloted by a siege mindlinked pilot is VERY effective, even in small gangs. Before the nano-craze, spider tanked roaming gangs were very popular and successful, and perhaps after the nano's get nerfed, they will become so again. Put that vulture in the gang, and all ships gain a HUGE increase in tank. 25.875% better resists and 25.875% faster repping, with no extra cap use.
New Prospector Class |
Mutabae
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Posted - 2008.10.05 15:31:00 -
[16]
It's simply common sense that as speeds drop, active repping will be more advantageous than it is now. When engagements are slower, you get hit more often. You'll take more damage getting into position to apply your own dps, moving way from the other gang's dps dealers or trying to flee.
Being hit a lot more? Well, you'll need to rep if you don't want to simply warp out. Resists only help if either you can short term tank or you have a RR setup. Truncating speed will extend time to apply dps and/or expose individual ships to more dps over a given length of time. As such, you'll need to rely more on repping.
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Cpt Branko
Surge.
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Posted - 2008.10.05 16:40:00 -
[17]
Edited by: Cpt Branko on 05/10/2008 16:44:16 Easy.
For armour-based gangs: Info- Sensor integrity Armor - passive defense OR rapid repair Armor - damage control Skirmish - interdiction maneuvers Skrimish - Rapid deployment (as Merin says, always useful, will boost speed+agility post patch afaik)
Shield based gangs: see above, but with shield-based links
Anyone claiming rapid repair / passive defence is useless needs to read the damn description.
Originally by: Mutabae It's simply common sense that as speeds drop, active repping will be more advantageous than it is now. When engagements are slower, you get hit more often. You'll take more damage getting into position to apply your own dps, moving way from the other gang's dps dealers or trying to flee.
Rubbish. You'll just use buffered setups (with RRs / logistics, if applicable) just like now. Active tanking is not fail because of speed, it's fail because of its inability to deal with focus fire and the fact it eats up slots like there's no tommorow. Outside of a 1v1 scenario (which does happen, admittedly, but is not that common) active repping is problematic at best on all but the best tanked (generally tank bonused) BS. As you reach 4-5 people, active tanking starts to fail very badly in comparison.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
fivetide humidyear
Gallente EXCESS10N
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Posted - 2008.10.05 16:44:00 -
[18]
Edited by: fivetide humidyear on 05/10/2008 16:44:35 probably right liang.
skirmish warfare link will still be nice though,especially if you have only one BC/field command in gang.
if the changes go ahead as previously released (which i am starting to doubt, in it's current form rebalancing will be too much effort for CCP) the battlefield will be getting larger.
information links if your gang is loaded with ECM, which it probably will be and remote repping will probably rule so expect lots of seige / armour warfare links on fleet commands, the other skirmish ones are going to be less useful in the future
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Lubomir Penev
Section XIII Tau Ceti Federation
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Posted - 2008.10.06 15:33:00 -
[19]
Originally by: Merin Ryskin It's simple: active tanking sucks in PvP, and none of the ships in your fleet should even be fitting a booster/rep. Adding two gang mods that improve a module you don't have fitted seems kind of silly, doesn't it?
lol you know they work for remote reps right? -- I'm done whining about AFs, it looks like they are making them right \o/ |
Malcanis
RuffRyders Axiom Empire
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Posted - 2008.10.06 15:42:00 -
[20]
Originally by: Lubomir Penev
Originally by: Merin Ryskin It's simple: active tanking sucks in PvP, and none of the ships in your fleet should even be fitting a booster/rep. Adding two gang mods that improve a module you don't have fitted seems kind of silly, doesn't it?
lol you know they work for remote reps right?
Hmm I've heard people say that they and that they don't.
Can anyone give a definitive (ie: game experience, not EFT) answer?
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Merin Ryskin
Peregrine Industries
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Posted - 2008.10.06 15:48:00 -
[21]
Originally by: Lubomir Penev
Originally by: Merin Ryskin It's simple: active tanking sucks in PvP, and none of the ships in your fleet should even be fitting a booster/rep. Adding two gang mods that improve a module you don't have fitted seems kind of silly, doesn't it?
lol you know they work for remote reps right?
The problem is once you get to the point where you have dedicated command ship pilots running 5x gang mods at a POS, your gang size is enough to insta-pop anything without capital active tanking (whether personal or remote). And since the gang mods do not work on capital modules, there's no reason to fit them.
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Vathar
The Wings of Maak
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Posted - 2008.10.06 18:02:00 -
[22]
... Or you just happen to have a pilot with a second account that happens to have a few alts, including a gang mod specialist, which is useful even on small gang.
If you have him, why not using him?
Be it as it may, active tanking mods have a very narrow window of usefulness, no matter if you dedicate a pilot to this role or not. If the gang's too big, RR won't have time to be effective, if it's too small, there will not be enough remote reppers to make it worth it. If it's a tiny engagement where active tanking still has some measure of usefulness (let's say with a hyperion involved in a 3v3 fight, where dps is significatn but not staggering, even a command ship by itself might tip the scales of the combat).
Be it as it may, If you mention a roaming gang, it's still possible to assume that fittings of pilots are known and that you can adjust the mods to the needs of the gang.
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Liang Nuren
No Salvation
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Posted - 2008.10.06 18:10:00 -
[23]
Originally by: Vathar ... Or you just happen to have a pilot with a second account that happens to have a few alts, including a gang mod specialist, which is useful even on small gang.
If you have him, why not using him?
Taking it one step further, you could see that he may be too much for you to micromanage in PVP, but you definitely can use him anyway [in the afk sense] and derive the bonuses from him.
-Liang --
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Vathar
The Wings of Maak
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Posted - 2008.10.06 18:13:00 -
[24]
Woops, I was merely referring to meryn's post saying about dedicated command ship pilots and pointing out that they can be alts.
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Liang Nuren
No Salvation
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Posted - 2008.10.06 18:21:00 -
[25]
Originally by: Vathar Woops, I was merely referring to meryn's post saying about dedicated command ship pilots and pointing out that they can be alts.
Yeah, I know what you were doing.. but my reason for asking is because I have a character that I can't micromanage in PVP but is just wiling the days away not helping me. :)
-Liang --
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Lubomir Penev
Section XIII Tau Ceti Federation
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Posted - 2008.10.07 21:14:00 -
[26]
Originally by: Malcanis
Originally by: Lubomir Penev
Originally by: Merin Ryskin It's simple: active tanking sucks in PvP, and none of the ships in your fleet should even be fitting a booster/rep. Adding two gang mods that improve a module you don't have fitted seems kind of silly, doesn't it?
lol you know they work for remote reps right?
Hmm I've heard people say that they and that they don't.
Can anyone give a definitive (ie: game experience, not EFT) answer?
Flew with a 3 gang links damnation and cap use and cycle time of remote rep were indeed improved. -- I'm done whining about AFs, it looks like they are making them right \o/ |
Oktavious Oblivion
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Posted - 2008.10.07 21:37:00 -
[27]
Originally by: Malcanis
Originally by: Lubomir Penev
Originally by: Merin Ryskin It's simple: active tanking sucks in PvP, and none of the ships in your fleet should even be fitting a booster/rep. Adding two gang mods that improve a module you don't have fitted seems kind of silly, doesn't it?
lol you know they work for remote reps right?
Hmm I've heard people say that they and that they don't.
Can anyone give a definitive (ie: game experience, not EFT) answer?
Yes they work, and you can use a 5 gang mod damnation to much effect in small gangs.
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EnslaverOfMinmatar
Yarsk Hunters DeaDSpace Coalition
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Posted - 2008.10.08 03:16:00 -
[28]
This is offtopic... :P
If I'm flying a command ship with links in a fleet solo (I'm alone in the fleet), will I get the bonuses from the links?
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Coros
Sebiestor tribe
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Posted - 2008.10.08 04:48:00 -
[29]
I'll bet so many pilots doesn't even remember what it was before nanocrap started. So big portion of mods aren't used at all since you just stick some polycarps and overdrives and hit the mwd on while drinking cool Quafe and hope there isn't Huginn or Rapier around..
Slowboating fleetfights FTW!
No really, I would love to see fleet fights where you don't just jump on enemy fleet or warp on it. You would warp to planet or belt where the hostile fleet is and then both fleet would start approaching each other slowly with 170 ms and both holding guns untill the optimal range and then.....the hell would break loose
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Liang Nuren
No Salvation
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Posted - 2008.10.08 04:54:00 -
[30]
Originally by: Coros I'll bet so many pilots doesn't even remember what it was before nanocrap started. So big portion of mods aren't used at all since you just stick some polycarps and overdrives and hit the mwd on while drinking cool Quafe and hope there isn't Huginn or Rapier around..
Slowboating fleetfights FTW!
No really, I would love to see fleet fights where you don't just jump on enemy fleet or warp on it. You would warp to planet or belt where the hostile fleet is and then both fleet would start approaching each other slowly with 170 ms and both holding guns untill the optimal range and then.....the hell would break loose
This kind of fight doesn't work now for many reasons. Nano is only one of them, and removing nano from the game entirely will not bring that time back.
-Liang --
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