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CS and T3 boost bonus's

Author
saltrock0000
State War Academy
Caldari State
#1 - 2012-02-06 19:41:43 UTC
CCP please swap the 2 bonus's around, it takes far longer to get into a CS then a T3 the CS should have a far better boosting ability then a t3

\'''\<(o_O)>/'''/

rodyas
Tie Fighters Inc
#2 - 2012-02-06 19:46:03 UTC
Yeah but lose SP in the T3 and cost some money for one as well.

Signature removed for inappropriate language - CCP Eterne

Roll Sizzle Beef
Space Mutiny
#3 - 2012-02-06 19:46:27 UTC  |  Edited by: Roll Sizzle Beef
CS should be 5% between two groups of boosts. like Eos would be armor and intel.
And T3 should be 3% to any boost group.
Vertisce Soritenshi
The Scope
Gallente Federation
#4 - 2012-02-06 19:48:23 UTC
Yes...let's just ignore every other factor and difference between the two...just like American politics!

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Jamaican Herbsman
I Love You Mary Jane
#5 - 2012-02-06 19:50:01 UTC
Roll Sizzle Beef wrote:
CS should be 5% between two groups of boosts. like Eos would be armor and intel.
And T3 should be 3% to any boost group.


This
Solstice Project
Sebiestor Tribe
Minmatar Republic
#6 - 2012-02-06 21:14:58 UTC
I'm all for it, (don't even fly them), as long as they are made more expensive, accordingly. :)
Mariner6
The Scope
Gallente Federation
#7 - 2012-02-06 22:03:10 UTC
Actually, I think the most beneficial boost for the EOS would be for both skirmish and info command modules. To me the ideal is the Fleet booster that is pushing both skirmish and info boosts to the whole fleet as most ships will all benefit from those mods. Certainly all ships boosted for info (particularly for sensor integrity) will make them all much harder to jam. Then your wings can be split into armor and shield, ewar distributed for combined arms within the squads. To encourage more use of the EOS I would make it the only one that gets the dual bonus and capable of pushing all six command mods simultaneously. Further, to make this effective, there would have to be a mind link implant that boosts both the info and the skirmish simultaneously. Lets face it, without the mind link, the bonus is meh.

A fleet supported by info links doesn't really have to worry that much any more about ECM drones, which all kinds of people whine endlessly about. Even more so, throw a ECCM on your ship, and boosted by full info boosts and even scorpions will struggle to jam you. But people only want to fly their winmatar and drakes and tengu's so they are loath to put the ECCM on. Well fine, use the info links and all of a sudden, jamming is far less of an issue. All the complaining that people do about ECM is just because they don't use the tools available. Part of the problem though is that when having to choose what your going to fleet/wing boost, info just isn't as important as skirmish/armor/shield. While yes you could have info leaders at the squad level, that's fairly unrealistic except in very highly skilled fleets and frankly, having that many worthless EOS's would be silly. (even if thrown on T1 Battle cruisers doesn't really pay off.)

So my recommendation would be skirmish and info. Not that anyone cares.
Large Collidable Object
morons.
#8 - 2012-02-06 22:13:54 UTC  |  Edited by: Large Collidable Object
rodyas wrote:
Yeah but lose SP in the T3 and cost some money for one as well.



You don't lose a boosting T3 - just keep warping between safes.

Maybe removing off-grid boosting would help - especially now that the issues with siege warfare boosting are fixed.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Lili Lu
#9 - 2012-02-06 22:24:56 UTC  |  Edited by: Lili Lu
Not to worry.Cool Already being addressed.Attention Can't be arsed to find the dev post.Oops Got to make dinner.Straight Maybe someone else will link it for you. Smile I think it was in the CSM minutes or the thread on them.Idea
E man Industries
SeaChell Productions
#10 - 2012-02-06 23:16:20 UTC
Remove off grid boosters!

will see more command ships...supper tanked command ships.
Large Collidable Object
morons.
#11 - 2012-02-06 23:31:29 UTC
E man Industries wrote:
Remove off grid boosters!

will see more command ships...supper tanked command ships.



Yep - the more I think about it, I think the time has come.

The only justification to keep off grid boosting was shield boosts as they would always reset each time a booster went of gid and would leave the fleet with less EHP which would have to recharge once he's back.

The better warfare link efficiency bonus on T3's would be fine as it stands since paper tank off-grid 3 warfare link T3's wouldn't be viable anymore.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Mariner6
The Scope
Gallente Federation
#12 - 2012-02-07 00:07:16 UTC  |  Edited by: Mariner6
I think removing off grid boosting will hurt more than it will help and puts too much advantage in the fleet that is already on grid. I know that an off grid booster upsets people but its the only way to insure level playing field. If he's sitting in a pos, oh well, take the pos down. If he's in space scan him down and find him. Even if you don't point him, he must warp and as command mods turn off in warp so the boosters are off also. So task organize your attack and neutralize his boosters. Bring your own boosters to help too, whatever. Everyone has the same ability to boost in a system, but having to be on grid gives ridiculous advantage to the first on grid (defense) and especially to the already too prevalent kiting fleets.

Example, my fleet is trying to catch one or multiple targets in system. Perhaps baiting, perhaps utilizing a warp in from a cloaky. Once the scan is achieved the tackler goes in. I have interdiction manuevers and rapid deployment on. When the tackler arrives we might get the point and lock him down, but only if, and only if, he's not already aligned. If he stays and is kiting still, the rapid deployment and interdiction maneuvers might give the extra boost needed to get the scram and web in what would otherwise fail to reach as they burn out of range. I cannot accompany him into the fight until the target is locked because I cannot boost while in warp. If I have to wait until I pop on grid, target is probably gone as my warp speed is slower. if we fleet warp, then its the slowest warp speed ship to the fleet and that negates the warp in to a large extent due to the target having already moved too far already. Part of the power of the interceptor isn't just mwd speed but warp speed to. If he's tied to my warp speed that scan lock is now worthless as the targets now too far. If we do it right, once the target is locked down then I bring my Mrym in and help with the kill, and turn boosts back on, but I only do this once I know the target/ targets are fully locked down.

If I couldn't do this, then even more targets would just endless warp off/burn away and get away/win. Often a target will stay on grid and not warp away thinking he can win with just some little tackler on grid with him. What do you think will happen if I bring in my BC, or a T3 or a command ship. Instant running like 90% of people do already. Plus, often we are trying to do multiple things in the system, like block more than one gate at a time. Now I can't boost system wide. Why bother flying it then? Instead of seeing more command ships/command modules etc, you'll see less.

In other applications, the fleet already on grid will have their boosts running and when the attacking fleet arrives, they may not show up all at once (sure preferred but when warping in at optimals, different ships will arrive due to different warp speeds.) You'll have to wait for boosting ships to arrive and then some of the key boosts such as info and skirmish might already be too late - as certain ships have already been jammed or escaped due to boosts/lack there of.

Finally, on grid is too squishy. I mean you can play grid fu all day long and exploit the grid to your favor to isolate boosters from the combat fleet if your clever. Again, favoring the defense.

The best way to keep it relatively fair is system wide. Sure, they can have a pos, but you know what? You rate some advantage for having a POS. Burn it down, bring your own boosts, whatever. Them being in a pos doesn't negate you bringing your boosts. Being on grid only denies the attacker too many options.
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#13 - 2012-02-07 00:09:35 UTC
Valid until you factor in grid-fu.

Grid a few spots a few 1000km off the gate with non-continuous space between them and they will be still be relatively immune, it'll just take more effort to prepare.
E man Industries
SeaChell Productions
#14 - 2012-02-07 16:24:08 UTC
IHaveCandyGetInTheVan69 wrote:
Valid until you factor in grid-fu.

Grid a few spots a few 1000km off the gate with non-continuous space between them and they will be still be relatively immune, it'll just take more effort to prepare.

A lot more effort.
Mr Bigwinky
The Scope
Gallente Federation
#15 - 2012-02-07 17:57:49 UTC
There is talk of doing this in the most recently released CSM minutes.

CCP have already taken this idea on board, no further need for this thread.
Welcome to EVE online, here's your rubix cube, go F*** yourself ♥
Petrus Blackshell
Rifterlings
#16 - 2012-02-07 18:26:43 UTC
Mr Bigwinky wrote:
There is talk of doing this in the most recently released CSM minutes.

CCP have already taken this idea on board, no further need for this thread.

Sure there is. The more people ***** about it, the more likely it is someone will do something.

CCP cares... right?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liang Nuren
No Salvation
Divine Damnation
#17 - 2012-02-07 18:27:31 UTC
Lili Lu wrote:
Not to worry.Cool Already being addressed.Attention Can't be arsed to find the dev post.Oops Got to make dinner.Straight Maybe someone else will link it for you. Smile I think it was in the CSM minutes or the thread on them.Idea


Its in the CSM minutes.

-Liang

I'm an idiot, don't mind me.

Angsty Teenager
Broski North
#18 - 2012-02-07 18:46:03 UTC
I'm down for anything if they let me use more than one mindlink at a time.

(Pretty please?)
Soon Shin
Scarlet Weather Rhapsody
#19 - 2012-02-07 19:26:06 UTC
Tech 3 ships can only use ONE WARFARE LINK without command processors, while the commands ships can use THREE WARFARE LINK.

This means that command ships are able to fit more Warfare Links while still being about to manage tank, T3's cannot tank if you attempt to put more than 1-2 Links.

Also T3's don't gain any defense bonus from the warfare processor subsystem, while command ships receive a defense bonus.

Let me list it for you:

T3:
+5% Command bonus
-Unprobable fit no longer exist
-Can Only use One link
-Receives no defense bonus
-Becomes fragile when trying to fit more than one with command processors

Command ships:
+3% Command Bonus
+Can use 3 Warfare links
+Receives Defense bonus
+Has the potential to fit more processors than T3's
+Massive Tank giving it survivability
-Lower bonus than T3

Petrus Blackshell
Rifterlings
#20 - 2012-02-07 19:34:00 UTC
Soon Shin wrote:

-Unprobable fit no longer exist


Yet they are harder to probe than CS's (smaller sig radius, higher sensor strength). Also, if you put ECCM on them, they become virtually unprobable for anyone without a faction/t2 probe launcher, faction probes and max (or near max) probing skills.

The problem with T3s is that, due to offgrid boosting, and their being really agile and hard to probe, they encourage use in conjunction with small fleets / solo setups, which leads to weird, gimmicky setups using the single bonus. Ever tried to fight a Thrasher or Vagabond that's receiving a Loki speed bonus?

Swapping CS and T3 bonuses won't do much. Changing boosting to only work on grid would do a lot more. Fewer people would risk T3s, preferring tanky CSs instead, and leading to far more easily-counterable boosting ships (and a nerf to gimmicky boosting setups, particularly in lowsec).

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

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