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Issue with Proposed Fleet Booster Dynamics

Author
Marcus Binchiette
Federal Vanguard
#1 - 2016-10-27 15:46:19 UTC  |  Edited by: Marcus Binchiette
Hi,

I was reviewing CCP's proposed changes to the fleet boosting command system. As my character is currently training into the fleet command role, but, still at a low skill level. I have trained:

- Armoured Warfare III
- Skirmish Warfare III
- Information Warfare III
- and, Siege Warfare III

With the current method being to act as fleet booster, fighting on grid, in a small gang, while piloting a regular combat ship. I do not have the skills trained to pilot a command destroyer/ship - and considering the small fleet size it would not be advantageous to do so.

The problem with removing the bonuses for the above skills is that is it a big nerf to small gang warfare. Where the limited number of players does not allow to have one character "off-grid" or piloting a sub-optimal combat vessel. So if those tier one leadership skills do not provide any immediate benefits there is no longer any incentive to train them.

Another problem which I see with the system is that the range of the command bursts is extremely limited (considering the scale of the universe which we are operating in). Because the range is limited to a few mere kilometres (which is peanuts in astronomical terms) it encourages and reinforces "blob warfare". Where it is forcing all elements of a fleet to operate within a very confined area. This takes away all notion of manoeuvring warfare and IMO is far too drastic.

My recommendation for the command burst AoE would be anywhere within 1 or 2 AU. Possibly with the caveat being that such bursts generate a signature (anomaly) which is detectable on Probe Scanner, cannot function when cloaked, and can be locked onto quite easily with a combat probe scanner.... Or at the very least be extended to something like 50,000 km (and of course not function when cloaked).

But there definitely needs to be some benefit to the 4 tier 1 leadership skills. Otherwise there is no point training them.
Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2016-10-28 18:49:19 UTC
Can you pilot a battlecruiser?
Do Little
Bluenose Trading
#3 - 2016-10-28 20:43:20 UTC
The skills you have will let you fit a T1 burst module to a T1 battlecruiser. Each level of leadership will increase the range and each level of the warfare skill will increase duration. This is a dramatic reduction from the current requirements where you would need leadership 5 and the warfare specialist skill to fit a link module.

If you fly a battlecruiser fleet - every ship can be a booster.
Marcus Binchiette
Federal Vanguard
#4 - 2016-10-28 21:08:41 UTC
Do Little wrote:
The skills you have will let you fit a T1 burst module to a T1 battlecruiser. Each level of leadership will increase the range and each level of the warfare skill will increase duration. This is a dramatic reduction from the current requirements where you would need leadership 5 and the warfare specialist skill to fit a link module.

If you fly a battlecruiser fleet - every ship can be a booster.


Thank you, and yes I'm trained into Battlecruisers. Though, generally prefer to fly destroyers and cruiser for PvP. Mainly because they are more cost effective and less painful to loose. It shouldn't be too long before I'm sufficiently skilled to take a BC into PvP combat, and will fly them then.
Mara Rinn
Cosmic Goo Convertor
#5 - 2016-10-28 21:23:44 UTC
There are also Command Destroyers, so you can bring command bursts into battle using destroyer-sized ships.
Do Little
Bluenose Trading
#6 - 2016-10-29 09:41:13 UTC  |  Edited by: Do Little
Battlecruisers don't seem to get a lot of love but I expect that to change when relatively low skill pilots can fit useful boosts. The idea is to distribute functionality throughout the fleet so there is no indispensable "linchpin". Jester wrote a "fit of the week" a few years ago which illustrates the principal http://jestertrek.blogspot.ca/2013/04/fit-of-week-techno-chicken-prophecy.html

It's true they're not as disposable as a T1 cruiser but the Prophecy, in particular, has a massive armor tank - add boosts and it is very difficult to kill. Using drones as your principal weapon also simplifies the multi-tasking workload for a multi-purpose ship.

Command destroyers are very nice ships, they also cost as much as battlecruisers and are skill intensive - the leadership skill requirements may change when Ascension launches.
Marcus Binchiette
Federal Vanguard
#7 - 2016-10-29 19:34:58 UTC  |  Edited by: Marcus Binchiette
Though, having reviewed the Battlecruiser. I can only fit one booster module, and so will only be effective in that one aspect. If I chose armoured warfare (the most useful for my faction) then the skirmish, info, and siege training would be redundant.

The advantage of the current system is that when acting as squad booster, I'm boosting everyone a little bit in all 4 of those areas. I may as well specialise my training from this point.
Kelon Darklight
The Tuskers
The Tuskers Co.
#8 - 2016-10-29 23:14:19 UTC  |  Edited by: Kelon Darklight
Something I have used in the past, but with the upcoming changes you will swap the command procs for rigs instead, which should let you drop the CPU lows so you can fit the tank you loose with -2 rigs. You can have any set of links you want as the ship is unbonused.

[Prophecy, INFPC Bait]

Damage Control II
1600mm Steel Plates II
Dark Blood Energized Kinetic Membrane
'Refuge' Adaptive Nano Plating I
Co-Processor II
True Sansha Energized Explosive Membrane
Co-Processor II

Command Processor I
Small Electrochemical Capacitor Booster I, Navy Cap Booster 400
Command Processor I
50MN Y-T8 Compact Microwarpdrive

Armored Warfare Link - Passive Defense II
Armored Warfare Link - Rapid Repair II
Armored Warfare Link - Damage Control II
[Empty High slot]
[Empty High slot]

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Anti-Thermal Pump I


Berserker II x2
Vespa EC-600 x5
Hammerhead II x2
Valkyrie II x5
Hobgoblin II x1
Warrior II x5
Light Hull Maintenance Bot I x5

Navy Cap Booster 400 x20

After insurance should only be 40 to 50mil out of pocket.
Marcus Binchiette
Federal Vanguard
#9 - 2016-10-30 02:39:41 UTC
Thanks Kelon,

That is helpful. I will need to experiment with this.