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EVE New Citizens Q&A

 
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Fleet boosting requirements

Author
Indiana Grumpycooter
Doomheim
#1 - 2014-03-28 01:45:32 UTC
I've been reading many articles on fleet boosting, but there is something I'm still not quite clear on.

I understand that one can only be a fleet booster when in a command position, and with Leadership 5. But is a fleet boosting ship with appropriate modules required in order for your boosting skills to take effect?

Say I train up Leadership 5, and the leadership skills relevant for each boost category. If I'm a squad commander in a proper fleet setup, flying a hurricane with no links -- just fit for pvp -- will people in my squad receive boosts from me? Or do I need a ship setup specifically for boosting as well?

thx
Khanh'rhh
Sparkle Motion.
#2 - 2014-03-28 01:52:23 UTC
In your scenario your leadership skills would apply to the squad. Note, that you can be a squad booster without necessarily being the squad commander.

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Indiana Grumpycooter
Doomheim
#3 - 2014-03-28 02:05:23 UTC
Got it, thanks
J'Poll
School of Applied Knowledge
Caldari State
#4 - 2014-03-28 02:36:05 UTC  |  Edited by: J'Poll
Leadership skill gives you the ability to squad boost
Wing command skill for wing boosting.
Fleet command skill for fleet boosting.


A non commander can be set as the booster BUT the commander itself must have the appropriate skill to pass down the boosts itself. So say you as a squad member are set as the squad booster but the commander only has leadership trained to 2, your boosts will only be active if the squad is 4 or less people big.

Also, a wing boost doesnt go down to a squad if the wing command and squad command positions arent taken and held by people with sufficient skills. They other way around also applies. When a squad commander is in position above an empty squad, he will not receive the fleet and wing boosts.

Best boost applies and they do not stack.

So if:

FC has Information warfare 3 and skirmish warfare 5.
WC has info at 5 and skirmish at 2
SC has skirmish at 4 and siege at 5.
And all have their appropriate leadership skills for the position a squad member will receive the follosing boosts:

Information 5, Skirmish 5 and Siege 5.


Also keep in mind thst you do NOT need any module to pass on boosts but the skill related boosts are not that much and when people talk about boosters they usually mean dedicated booster ships running gang links.

Also. The specialization skills are only useful to have when hsing gang links as they do not give any "passive" bonuses.

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Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2014-03-28 10:09:17 UTC  |  Edited by: Tau Cabalander
Major Trant
Brutor Tribe
Minmatar Republic
#6 - 2014-03-28 16:59:58 UTC  |  Edited by: Major Trant
Ok some useful information here, but I think the OP is looking for a simpler answer.

If you are in a Hurricane with no links, you will pass the 'basic' boosts down. The basic boosts are:

Shield HP - Siege Warfare
Targeting Range - Information Warfare
Armor HP - Armor Warfare
Agility - Skirmish Warfare

You will pass a 2% improvement per level of your relevent Warfare skill level. Eg Armor Warfare IV = +8% Armor HP. Thus you can pass a maximum boost of 10% for each one (without a dedicated implant).

There are a group of implants (all slot 10) that can increase 1 or 2 of these to 15%.

___________________

That answers the OPs question, but I'm going to extend this because here is where the confusion comes in. There are four additional skills that can only be trained after the basic ones.

Siege Warfare Specialist
Information Warfare Specialist
Armor Warfare Specialist
Skirmish Warfare Specialist

These skills do not effect the basic boosts mentioned above. They allow and effect Warfare Link modules that can be fitted to specialised ships. Namely, BCs, Command Ships, T3s and some Capitals. Each skill allows the fitting of three different link modules (12 links in total), each link module confer a different advantage. For example the Skirmish links are:

1. AB/MWD Speed Boost
2. Reduced Signature Radius
3. Increased Tackle Range

___________________

Now lets put this altogether with an example of how the leet would employ a boosting alt. Assumption, maxed out skills, flying a T3 Loki (which can fit 4 links) and a Republican Fleet Warfare Mindlink implant (+5% to both Siege and Skirmish Warfare basic skill). He fits his Loki with all 3 Skirmish Warfare Links and a Siege Warfare link which increase Shield Resistances.

These are the boosts this ship/pilot combination will pass down, I can't remember the exact % for the links but here are ballpark figures:

+30% AB/MWD Speed
-30% Signature Radius
+30% Disruptor/Scramble Range
+30% Shield Resistances

+15% Shield HP
+10% Targeting Range
+10% Armor HP
+15% Agility

That is how he would fit his Loki to boost Kity Shield ships. However, he might then want to change to boost Armor brawling ships.

Thus he would dock up and clone jump into a clone with a Federation Navy Warfare Mindlink which gives a +5 bonus to the Armor HP and Agility basic bonus'. Then he would typically fit his Loki with 2 Armor and 2 Skirmish Links to give the following boosts:

+30% Armor Resistances
+30% Speed boost to Armor and Remote Armor Reppers
+30% AB/MW Speed
+30% Disruptor/Scrambler range

+10% Shield HP
+10% Targetting Range
+15% Armor HP
+15% Agility
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#7 - 2014-03-28 17:16:50 UTC  |  Edited by: Nerath Naaris
Fleet boosting can be a bit hard to understand if you have to deal with it for the first time

Here is a link to a page that explains how exactly the skills work in a fleet:

http://wiki.eveuniversity.org/Fleet_Leadership

This link goes further and explains the Warfare Links - special modules for special ships - including their math:

http://wiki.eveuniversity.org/Warfare_links

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