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Why use T3's as fleet boosters?

Author
Derath Ellecon
University of Caille
Gallente Federation
#1 - 2011-10-17 20:58:48 UTC
I'm guessing just because of the easier training time? If you already have a Tengu trained you can use the boosters without having to then also train command ships?
Goose99
#2 - 2011-10-17 21:02:52 UTC
Derath Ellecon wrote:
I'm guessing just because of the easier training time? If you already have a Tengu trained you can use the boosters without having to then also train command ships?


5% instead of 3% bonus. It can't fit as many links as CS (5 instead of 7), but it's usually not a big issue for fleets that aren't large or mixed/diverse.
Gavin DeVries
JDI Industries
#3 - 2011-10-17 21:03:01 UTC
The T3s also give a bigger boost than the corresponding command ships do.

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Headerman
Native Freshfood
Minmatar Republic
#4 - 2011-10-17 21:06:13 UTC
I believe also it's because they give a 5% bonus instead of 3%

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Aamrr
#5 - 2011-10-17 21:08:09 UTC
I certainly wouldn't call it combat-capable, but a T2-fitted Tengu can fit 6-links. The rest are stuck with 5, unless you want to break out the officer co-processors on a paper-tanked ship.
mxzf
Shovel Bros
#6 - 2011-10-17 21:26:35 UTC
Also, keep in mind that it's much easier to max out the T3's defensive skill (a tier 1 skill) rather than maxing Command Ships to max their bonus (a tier 8 skill). It's another month longer to train CS 5 than Defensive Sub 5 to max out the potential bonus of the ship (besides the fact that T3s max out at 25% bonus and CSes max out at 15% bonus).
Lili Lu
#7 - 2011-10-18 03:24:32 UTC
Yeah this is one where CCP really fuckedup. T III was supposed to be about having a hull that was adaptable to various uses, but not necessarilly better and obsoleting other ship classes. CSs, HACs, Recons, all lost a lot of utility to Tech IIIs doing all their jobs essentially better and at less sp investment. The relevant tech III subsytem bonuses should all be nerfed, or the corresponding tech II ships buffed.

The best fix, however, for the CS situation would be to force warfare link effects to only operate on-gridTwisted
King Rothgar
Deadly Solutions
#8 - 2011-10-18 03:47:58 UTC
That's not really true, I've yet to see someone claim the legion was superior to the pilgrim or curse. Ditto when talking about a loki vs rapier or a tengu vs falcon. The issue pops up in the HAC configuration, in that case they really are better as a rule (ignoring cost effectiveness).

As for links, they are better at off grid boosting due to a variety of reasons. The small increase in boost amount is one but isn't the main draw. There are three things that make t3's the ideal off grid boosting ship and they work together in tandem. These are: cov ops cloak, bonused expanded prob launcher and bubble immunity. With the cov ops cloak and bubble immunity, they can travel freely between systems. The probe launcher allows the booster alt to also take the role of prober alt without making any sacrifices in the effectiveness of either role.

All this said, off grid boosting does have some very serious limitations. It maybe great when operating in just one or two systems but the instant we start talking about a roaming fleet or even one fighting on two sides of a gate, the t3's fall seriously short. They have absolutely no tank and cannot be tanked while still providing links. As such, they have to be off grid which means they have to know where the fight will be in advance so they can get in and get to a SS or a friendly POS. The training side isn't a big issue. Ignoring the BC5 requirement (since everyone has that anyways), it takes about the same amount of time to max a CS as it does to max a t3.

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Goose99
#9 - 2011-10-18 03:55:58 UTC
Lili Lu wrote:
Yeah this is one where CCP really fuckedup. T III was supposed to be about having a hull that was adaptable to various uses, but not necessarilly better and obsoleting other ship classes. CSs, HACs, Recons, all lost a lot of utility to Tech IIIs doing all their jobs essentially better and at less sp investment. The relevant tech III subsytem bonuses should all be nerfed, or the corresponding tech II ships buffed.

The best fix, however, for the CS situation would be to force warfare link effects to only operate on-gridTwisted


Just CS. For HACs, it comes at too big a price increase and SP loss. For Recon, it's only Minmatar and webs. You don't see ECM tengu, neut Legion fit. Logi T3 is a complete joke.

T3 balance is pretty badly done, but mostly against t3s, with command sub being one of the rare exceptions.

In any case, field CS like Slipneir are beastly ships on their own, links aside.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#10 - 2011-10-18 05:58:24 UTC
Goose99 wrote:

Just CS. For HACs, it comes at too big a price increase and SP loss. For Recon, it's only Minmatar and webs. You don't see ECM tengu, neut Legion fit. Logi T3 is a complete joke.


Yeah, in my own distinguished spacing club we used to fly a fair number of Lokis in our standard Mewninn gangs, until we realized that the lack of a RoF bonus on the arty sub meant that it was a net loss of killing power to take Lokis over Mewninns. 1K scan res was cool for blapping dictors instantly though, I miss that. And for shield webs, you still take a Huginn, because it can more easily fit web(s) plus tank equal or better than the Loki.

There are armor Prots used to pointing, mostly because getting a good (100K EHP) armor tank out of the Lach or Arazu is pretty much impossible. But logi T3s do suck incredible amounts of penis, need a range and cap reduction bonus to do their job effectively.
Suleiman Shouaa
The Tuskers
The Tuskers Co.
#11 - 2011-10-18 10:37:38 UTC
Trust me when I say that Logi T3 are devastating when fitted and used correctly - they are however incredibly expensive to fit in order to work at all.

The Armor Loki/Proteus are seen often as "super heavy" tacklers, however they are still not as effective in terms of tackling as their Recon counterparts, just have massively better DPS & tank.

Also, another benefit of T3 boosting alts over bringing dedicated Command Ships is the cost. Whilst a T3 boosting alt comes in around twice as expensive as a CS, they should not actually die except when you are incredibly unlucky (spawn within 2000m of something when jumping through a gate etc.) or not paying attention to probes, thus meaning that you get more "mileage" out of them than a CS.
Tippia
Sunshine and Lollipops
#12 - 2011-10-18 11:10:19 UTC
T3s also let you go for the “uncatchable” setup (which, admittedly, is slightly more catchable these days) that was all the rage up until recently.

Load the T3 up with interdiction nullifiers, covops cloak, and slap it full of ECCM to make it (near) impossible to probe down. It used to be possible to make it entirely impossible to probe, but they fixed that a while ago. Still, set up properly, the enemy prober needs to have pretty much every last toy at his disposal, including specialised ship, probes, launchers and implants, to find you. You will be absolutely useless in the field if enemies are present, but you also have absolutely no reason — and no excuse — to ever be in the field with enemies present.

What you end up with is a ship that provides the maybe 3 bonuses at higher-than-CS levels (since you need to sacrifice some fitting space for the whole nigh-unprobeable setup), that slips through bubbles and less alert camps, that warps cloaked, that will take a little while to find (if you can find it at all) during which you can just cloak up and/or warp off to a new safe. It's basically the classic POS-parked fleet CS without the POS. Just keep the scanner up and checking for probes, and you'll be fine.
Goose99
#13 - 2011-10-18 15:17:06 UTC
More people have full head of Sisters implants than you may think. The difference between probeable and unprobeable is that of night and day. The nerf is quite real.
Dorian Wylde
Imperial Academy
Amarr Empire
#14 - 2011-10-18 22:12:10 UTC
Goose99 wrote:
Derath Ellecon wrote:
I'm guessing just because of the easier training time? If you already have a Tengu trained you can use the boosters without having to then also train command ships?


5% instead of 3% bonus. It can't fit as many links as CS (5 instead of 7), but it's usually not a big issue for fleets that aren't large or mixed/diverse.



5% plus when they could be made unprobable, you could usually run maxed out links off grid, risk free. Not sure how it's changed since the probing change.
Tamiya Sarossa
Resistance is Character Forming
#15 - 2011-10-18 22:25:42 UTC
Really really wish they'd revert the unprobeable nerf.

Killing t3 alts that thought they were safe via being unprobeable was one of the best sources of tears in EVE.
Derath Ellecon
University of Caille
Gallente Federation
#16 - 2011-10-18 22:27:50 UTC
Tamiya Sarossa wrote:
Really really wish they'd revert the unprobeable nerf.

Killing t3 alts that thought they were safe via being unprobeable was one of the best sources of tears in EVE.



has it changed that much? It seemed post patch that people said you still basically needed a maxed out player with implants to get a 100% hit on an unprobable ship. So while it could be probed it was still exceedingly hard.
Lugalzagezi666
#17 - 2011-10-19 08:03:34 UTC
Minor change. I always uncloaked and activated links just before the engagement anyway. And after fight - cloak and warp to another ss.

Mostly because fleet members were warping on my booster and were locking it randomly. What?