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[Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses

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Cade Windstalker
#901 - 2013-08-28 23:31:52 UTC  |  Edited by: Cade Windstalker
Mournful Conciousness wrote:

I think it shows that the gang link changes are in the correct direction. I also think it hints that even a 2% bonus per level on a T3 is on the high side.


I don't think I'd say that. Because of the way the bonuses stack they're a full 1/3rd lower than the Command Ships at maxed level which is pretty significant. Especially given the "must maximize output" tendencies of Eve decision making.

Everything else about the T3 vs Command Ship trade-offs is spot on though. Love your posts in general, very level headed and logical :)
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#902 - 2013-08-28 23:36:49 UTC
Cade Windstalker wrote:
Mournful Conciousness wrote:

I think it shows that the gang link changes are in the correct direction. I also think it hints that even a 2% bonus per level on a T3 is on the high side.


I don't think I'd say that. Because of the way the bonuses stack they're a full 1/3rd lower than the Command Ships at maxed level which is pretty significant. Especially given the "must maximize output" tendencies of Eve decision making.

Everything else about the T3 vs Command Ship trade-offs is spot on though. Love your posts in general, very level headed and logical :)


Aww [blush] Smile

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Zeus Maximo
Mentally Assured Destruction
#903 - 2013-08-28 23:51:05 UTC  |  Edited by: ISD Ezwal
Mournful Conciousness wrote:

I think it shows that the gang link changes are in the correct direction. I also think it hints that even a 2% bonus per level on a T3 is on the high side.



I wouldnt say on the high side considering how long it takes to train for max t3 skills along with the millions of skill points in leadership.

Logically Command ships should be more commanding since they literally have command in their name. They are meant to give a morale like boost to a fleet like any leader. The part I still struggle with is ,figuratively speaking, why put a commander on the front lines with his troops? I understand the squad commander but the fleet or wing commander? The last time we put people of that importance up front was medieval days.... If ever.

I guess another thing Im struggling with is the actual purpose of a t3. Is its ultimate purpose to not be good at one thing but decent at everything? Kind of like a Decathlete?

Why make boosts this much weaker considering they are one of the hardest things in the game to specialize? Should there not be a bonus for accomplishing such a task that only a handful of ships can properly handle?

I'm going back to the outer level of this conversation to get the foundation again..... Kind of got off the path.

---will have to agree. You are easy to communicate with.

Edit: fixed quote. ISD Ezwal.

"It is not possible either to trick or escape the mind of Zeus."

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Cade Windstalker
#904 - 2013-08-29 00:30:09 UTC
The point of bringing command ships on-grid is that you should be risking something for such useful boosts. At present an off-grid booster risks relatively little, especially if baby-sat correctly.

Skill-Point requirements and ship cost are barriers to entry, they are not the primary metrics of a ships power. That line of thinking got us AOE doomsday Titans and we all saw how that went. Hell, it's still being cleaned up after.

If the only thing your T3 pilot is good for is boosting in your eyes then well, you've already outlined the trade-offs that make that worth using for you, even in light of the nerf. You've also gotten a good year+ out of that T3 boosting pilot and with everyone being fairly sure this was going to change since at least Winter if not before.

What's going to happen to T3s in the future I honestly don't know, we'll have to see. The fact that they're at the end of Ytterbium's balance list says that CCP are going to take a lot of time to figure out where they fit into things and balance them against the state of the game at that point.
Nevyn Auscent
Broke Sauce
#905 - 2013-08-29 00:45:52 UTC
I'd have to disagree about your reasoning regarding wing/fleet commanders.
Given even land armies typically have a General in the field with them commanding. And certainly have company commanders.

When you go to Naval however which is the actual closest analogy to EVE, the Fleet Commander is right out there in the middle of the fleet.
Where it changes however is that in EVE, you can't control an area of space in quite the same way as you can on the sea. In part due to flight controls, in part due to probe mechanics and in part due to the lack of LoS effects, meaning that you can hit the 'fleet booster' right off the gate.

Of course, they are also discussing changing boosts before they come on grid, making it much more likely boosters will not have to have the assigned positions like they currently do and will instead work in some other fashion on every fleeted member on the field.
Goldensaver
Maraque Enterprises
Just let it happen
#906 - 2013-08-29 01:53:25 UTC
Zeus Maximo wrote:


I'm under the assumption that you are describing a 100mn gang that is easily countered by sensor dampening ships paired with web bonused ships. Killing a ship in eve is easy no matter what boost or mods they have on. You just have to bring the proper counter to fight. Would you bring a bs fleet to fight a 100mn gang? Would you bring Amarr to fight a neut heavy fleet? Would you bring a frigate gang against a destroyer gang? Eve is easy if you use your head. Excuses that someone used boosts to beat you won't get you far in the pvp community.

Have you ever fought solo against a dual damp kiting Hookbill/Condor? Now have you ever done it with a Loki boosted one? I assure you that it's not simply bringing the proper counter to the fight, there is no fight. Literally the only way to deal with it is to have a clone with more speed implants and an even faster Loki boosted ship that can actually get in range to first of all lock, then apply tackle.


Zeus Maximo wrote:

Now if most understood what the tank bonus actually was then we wouldn't even discuss this part. When you add resists to your ship it takes into account what is not covered. If you have 60% resists that means 40% is not covered. Lets say your boost is applying 40% more resists. 40(not covered) x .4(your boost) is 16%. Your resist will now be 76%. If we did it your way(60% * .4) then the resists would be 84%. Huge EHP difference between 76% and 84%. In the grand scheme of things this all narrows down to 2,000-5,000 more damage taken on a killmail.

So first up, lets take the mindlink into account. 15% more (shield/armour) HP, giving 15% more EHP there. Now for the resist mod. I'll admit this is before stacking penalties, so the amount isn't as large. But at current a T3 gives 35% higher resists. 35% higher resists means you're taking 35% less damage. So now you divide your EHP by 1-0.35.

This increases EHP by approximately 53%. That's like having a Slave set, by the way. Now you put that together with the mindlink bonus and you have 1*1.15*1.53=76.9% more EHP.

In all fairness the resists are stacking penalized, but I just wanted to point out how big of a difference that actually is. Buy a Merlin. Do it. Fit it up. Now fit up another one, exactly the same. Now have one of them have a perfect Siege booster, and the other nothing. Now what happens? The one with ~77% more EHP wins hands down.

I'd have no problem with this if it were an isolated incident. But it's to the point that half the fights go like this. Hell, even I use and abuse this ****, I have a perfect Damnation booster (I was training the leadership for a while, then when it came time to pick a ship to train I saw the dev blog announcing changes back in winter and picked CS... took a little longer than they said it would) that I use relatively frequently. Also worth noting is the reduction in duration of repper modules also increases the EHP/s repaired by them, which is also amplified by the higher resists granting more EHP for each actual hitpoint repaired. My armour tanking ships are tanking more than twice as strong as an unboosted one. I feel dirty using them in solo PvP.


Zeus Maximo wrote:

When someone loses to a ship they believed to be inferior their first reaction tends to be "how?" A lot of the blame falls under the assumption that a person only beat them because they had boosts. I have yet to hear a valid response to this statement over the years.

If boosts were so good how come entities during the alliance tournament don't use them every match? If they were effective how come they don't win every match when using them? History has shown that they don't make a difference as many would like you to think. Boosts don't win fights.

So many people accuse CCP of using AT to balance... this guy's explaining why AT shows that links are balanced.


Zeus Maximo wrote:

I'm getting the impression that you are talking in a blob sense. Boosters are the most effective in a small gang/solo scenario. Who cares how much you tank when you have 10 people shooting you? Who cares if you can point farther when the enemy fleet has more tacklers than you have mods on your ship. People that use boosters apply them against small gangs where a logi or falcon would also be extremely effective. If anything the top 50 pilots on the killboards that I have flown with just use them for point range. You know why? Because people bite off more they than can chew and try to run away. Longer point prevents that :)

What...?

In essence an OGB gives a free module/rig/slot to each and every ship it's boosting. If it's boosting 250 ships, it's giving (assuming 3 links) 250 ships 3 free modules/slots/etc. (in the case of webs, points and props with Loki, it's like giving everyone free faction mods). All this for one ship/toon that between the two probably costs less than the combined cost of all the "mods" it's giving people.

Also, I care if I can point farther when the enemy fleet has more tacklers than I have mods. If I can point/web farther than them I can slow down any tacklers that run the risk of getting close (you know, because I'm outrunning everything thanks to Loki boosts, so I only care about things in my potential paths) before they can apply tackle to me and kill them before they become a threat. Eventually if I get sloppy they might catch me, but I'll certainly take a lot out with me if I'm even semi-competent.

Of course, if my enemies were semi-competent, they'd have their own boosts. It's not like it's hard to get the alts.
Zeus Maximo
Mentally Assured Destruction
#907 - 2013-08-29 03:21:47 UTC
In a perfect world logi's, falcon's, maulus's, and t3 booster's would be seen as a game changer to most if we all went off paper statistics. BUT, news flash, we are in eve and no two situations will ever be the same. When people test major changes in real life they do sample groups or run advanced computer simulators to predict future results. The beauty of eve is that there are so many different factors involved in a fight that a guaranteed way to win isn't feasible.

Factors of a fight:
who fires first
velocity
transversal
mwd/ab
boosts
sig radius
scan res
logi
ecm
skills
damage type used
cap available
sentry guns
skill points
Player Skill
Intelligence

My point is that its impossible to declare boosts as game changers. I used the AT as an example because the whole world watched it and the only thing that stood out was domi sentry's. PL had a 10mn frigate burn perpendicular at 3,000+ m/s 50k away and the drones still hit it. That is an example of game changing.

Boosts are just another variable in the equation. No reason to touch them. If you want boosts, train 6 months for them.

"It is not possible either to trick or escape the mind of Zeus."

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Cade Windstalker
#908 - 2013-08-29 03:32:10 UTC
Zeus Maximo wrote:
My point is that its impossible to declare boosts as game changers. I used the AT as an example because the whole world watched it and the only thing that stood out was domi sentry's. PL had a 10mn frigate burn perpendicular at 3,000+ m/s 50k away and the drones still hit it. That is an example of game changing.

Boosts are just another variable in the equation. No reason to touch them. If you want boosts, train 6 months for them.


Boosts are not the end-all be-all of the game, this is true, however I disagree with your conclusion that there is "no reason to touch them"

There have been a number of reasons to bring boosts on-grid presented by the player base and CCP, and CCP have stated their intent to bring boosts on-grid. If you disagree with these reasons then by all means find an argument against those reasons. Don't just respond with "boosts are fine, leave mine alone".
Harry Juana
Caldari Provisions
Caldari State
#909 - 2013-08-29 04:29:55 UTC
CCP Fozzie wrote:
Lexar Mundi wrote:
Mining links should not be given special treatment...

Give them an ORE battlecruiser size ship to run links on or something but to let them run links inside shield is pretty lame.


We do intend to move mining links out of forcefields someday, but we'll want to rebalance the Orca and Rorqual first to make putting them on grid more viable first.


Can you please explain what is wrong with mining boost from a pos?

I don't think you will find anyone crazy enough to deploy a rorq on grid.
Cade Windstalker
#910 - 2013-08-29 04:39:01 UTC
Harry Juana wrote:
CCP Fozzie wrote:
Lexar Mundi wrote:
Mining links should not be given special treatment...

Give them an ORE battlecruiser size ship to run links on or something but to let them run links inside shield is pretty lame.


We do intend to move mining links out of forcefields someday, but we'll want to rebalance the Orca and Rorqual first to make putting them on grid more viable first.


Can you please explain what is wrong with mining boost from a pos?

I don't think you will find anyone crazy enough to deploy a rorq on grid.


Unless they balance the Roqual so that it's either survivable enough, cheap enough, or gives a big enough bonus to make that worth it...

Or hell, maybe all three? Big smile
Veshta Yoshida
PIE Inc.
Khimi Harar
#911 - 2013-08-29 07:35:28 UTC
Zeus Maximo wrote:
...My point is that its impossible to declare boosts as game changers. I used the AT as an example because the whole world watched it and the only thing that stood out was domi sentry's. PL had a 10mn frigate burn perpendicular at 3,000+ m/s 50k away and the drones still hit it. That is an example of game changing.

Boosts are just another variable in the equation. No reason to touch them. If you want boosts, train 6 months for them.

Are you really that naive, can any one be?

All those factors can already be manipulated by fitting faction and just being better, links are not even in the ballpark as they change the numbers to a staggeringly massive degree - so much so that hulls would need 10/10/10 slot layouts and Goddess knows how much ISK to do the same through fittings or the people be actual Gods (as opposed to Demi-Gods) of reaction time and conscious thought.

Few of the boosters were probably trained by users, they were buddy accounts purchased by crafty individuals and sold on to maximize the $/ISK conversion rate.
Officially saying that paying more to CCP will give you an edge in Eve is part of what caused the Jita debacle a few years back (gold ammo).
Prior to links the "Buy your own .. for hope" dogma that you apparently represent, suffered losses in the form of NOS, Nano, ECM, Angel etc. so simply repeating the oh so very tired party line will not cut it as CCP has already shown willingness to ignore those crocodile tears.

Either do as Mr. Windstalker suggest and come up with reasons/counter-arguments not to give them the axe or provide alternatives that solves the issues involved.

I am as staggeringly massively against links as they are game changing, to a point where I have on several occasions dropped a fleet because it had a safed T3, yet I know the value of them and want them in game in a useable format .. there are compromises available to make the blow trivial for most uses but the initial sacrifice (off-grid) must be made for Eve to make it through its teenage years.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#912 - 2013-08-29 08:51:33 UTC
Zeus Maximo wrote:

I guess another thing Im struggling with is the actual purpose of a t3. Is its ultimate purpose to not be good at one thing but decent at everything? Kind of like a Decathlete?

Why make boosts this much weaker considering they are one of the hardest things in the game to specialize? Should there not be a bonus for accomplishing such a task that only a handful of ships can properly handle?



I think I agree that a T3 should be like a decathlete, able to do every job but not as well as a specialised ship. This was probably the original intention, although I would find it very understandable if the devs wanted to give them 'something extra' to make them desirable at the time of inception.

This was at the same time as wormholes I think? They were a new thing at the time and there was no way to know whether players would make the effort to explore wormholes and build T3s. One tempting way to ensure that was to give them oversized bonuses.

This is something I understand very well, having spent the first 10 years of my career designing video and gambling games. You always want to introduce something awesome, but over time you realise that less is more. I think the devs unwittingly broke the game with 10%/level repair bonuses, armour amounts, power grid and damage application. Particularly when they all stacked together on the same ship!

As has been mentioned, 5% per level gang link bonuses on T3 actually translates to 5% per level per link (often 3) times the number of ships in fleet. That's such an outrageously high level of effectiveness. Out of line even with the other OP bonuses on a T3.

Another major flaw with T3s (in my view) was not being able to reconfigure them in a POS. Of course at the time, no-one would have predicted that people would set up home in wormholes. The Eve devs were, by all accounts, fascinated and shocked that people would do such a thing.

I think the right place for the T3 is as an advanced multi-role combat ship, able to be reconfigured at a battlefield outpost (POS) in order to bring the right abilities to the field quickly, but not quite as effectively as the real deal. They would still be heavily used because of the convenience, but they would be outclassed by a perfectly crafted specialist fleet. This would give both classes of ship a sensible place in the game. In order to properly take advantage of this, CCP might also be so kind as to allow T3s to decommission rigs without destroying them, or perhaps craft the bonuses in such a way that rigs are not necessary or possible on them.

I think that would make them perfect.


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Lephia DeGrande
Luxembourg Space Union
#913 - 2013-08-29 10:31:40 UTC
The Problem with links is that they are Overpowered, but only at the moment, no one knows what CCP is doing with these links, besides the fact that they want them to bring it on the grid.

As long we dont know the facts and the future plans, repeating over and over to remove them for "Free" SP is kinda pointless.
Sexy Cakes
Have A Seat
#914 - 2013-08-29 13:42:40 UTC
Dug up the flow chart from when this whole ship rebalancing thing began:

http://cdn1.eveonline.com/www/newssystem/media/8742/1/Shiptech_1920.jpg

T2 Mindlinks need to give a slightly higher bonus to 1 discipline than Navy IMO.

Not going to happen in 1.1 but maybe down the road.

Not today spaghetti.

Kuklinski
Blunderbuss.
#915 - 2013-08-29 14:00:40 UTC
Zeus Maximo wrote:
I'm doing it for everyone else's sake to be honest. I can always put my booster in a guardian or falcon. You see these changes come about because it's the sore losers that make the loudest complainers. If they didn't die so much then they wouldn't have anything to talk about.

Just wait, after boosts get nerfed people will be calling for logi and falcon nerfs again.



+1...especially the last lineWhat?
Zeus Maximo
Mentally Assured Destruction
#916 - 2013-08-29 15:59:20 UTC
@Mournful Conciousness

I do see where your coming from because that ship does project that 5% per level to everyone in the fleet. However, everybody and their mom has access to these skills so it would only make sense for them to train leadership too if that is what their fleet is lacking. This is almost like a fleet complaining that they can't remotely repair their ships like everyone else. Well damn, train up remote repair and logistics. I believe the main reason why boosters are being singled out is because people don't want to wait for 12 million skill points in their que to be completed.

If CCP made leadership x1 skills then we would see a booster in every single fleet.

When on the topic of skill training you then begin to see why titan pilots don't want jump bridges to be nerfed. Why train an entire year for something so special that can be taken away so easily? All it takes is a bunch of 20-30 mil skill pilots spamming the forms saying "this isn't fair". Eve is about wealth and power if you really want to get somewhere. I'll admit, instead of training characters I just buy a new one. Making isk is what I'm good. You look at most of the things people are good at that complain? It boils down to losing ships and complaining.

This is like a CEO choosing an interns opinion over a 30 year vet.


@Veshta Yoshida

Fitting faction and deadspace does not all of a sudden make someone good. Garmon is a great example when it comes to the best fittings mods, ships, and boosts in the game. Look at his killboard, he still died a lot..... Nobody is perfect in Eve because nobody is perfect in life. No two scenario's can ever be repeated so it is flawed logic to nerf something that hasn't been proven to be unbalanced. Proving that something looks good on paper is not a reason to make it an outcast. Everyday underdogs prove that statistics are just that, compiled information that are easier to read. In relation to Mournful on this I too deal with gambling and racing for a living. Statistics can say all day that a specific horse will win but the realistic people know that isn't always the case. The "fastest horse on paper" doesn't always win.


@Everyone else

Boosts are not overpowered; they are extremely specialized skills that CCP made available to us. If you also crave boosts then do what everyone else did that has them. Train up 12 million+ skill points or pay 10 billion isk for a new toon along with another account subscription! Welcome to eve where only the rich, powerful, and the intelligent prevail.

"It is not possible either to trick or escape the mind of Zeus."

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Cade Windstalker
#917 - 2013-08-29 17:22:58 UTC  |  Edited by: Cade Windstalker
Zeus Maximo wrote:
@Mournful Conciousness

I do see where your coming from because that ship does project that 5% per level to everyone in the fleet. However, everybody and their mom has access to these skills so it would only make sense for them to train leadership too if that is what their fleet is lacking. This is almost like a fleet complaining that they can't remotely repair their ships like everyone else. Well damn, train up remote repair and logistics. I believe the main reason why boosters are being singled out is because people don't want to wait for 12 million skill points in their que to be completed.

......

@Everyone else

Boosts are not overpowered; they are extremely specialized skills that CCP made available to us. If you also crave boosts then do what everyone else did that has them. Train up 12 million+ skill points or pay 10 billion isk for a new toon along with another account subscription! Welcome to eve where only the rich, powerful, and the intelligent prevail.


No one is claiming that boosts are inherently over-powered, especially not CCP.

But the risk/reward for off-grid boosts is extremely out of proportion right now, hence why boosts are being pushed out of the POS now, and on-grid eventually and other changes are being considered to make bringing boosts to a fight involve actually risking something as opposed to just having them sitting in a safe-spot and assuming everyone has them.

Assuming everyone has boosts is a stupid assumption, not everyone has the real or in-game money to buy a boosting alt or the ability to support or run the second account. Some of us actually want to be able to fly command ships and boost on our main while participating in fights Shocked

Zeus Maximo wrote:
Just wait, after boosts get nerfed people will be calling for logi and falcon nerfs again.


Get over the scare tactics, unless someone can make a good and well-reasoned argument for why these ships desperately need a nerf I don't expect CCP to do anything. They have kind of a good history of ignoring pointless complaining. Points at Features and Ideas Discussion

If someone can find a good, well reasoned, and well supported argument why these ships are well out of line then by all means, nerf away. I'm not going to hold my breath though. Roll
Zeus Maximo
Mentally Assured Destruction
#918 - 2013-08-29 17:50:51 UTC
I do understand the idea of bringing boosts on-grid so they can "see what is going on". But, that still doesn't explain why they are nerfing the links all together.

A few pages back a gentlemen explained that a good FC would alpha the booster off the field ASAP. Boosts don't really make a difference during a blob fest but they help magnify a good players skills to be 1 step ahead. If you have been following since yesterday on what I have been saying then you will also notice that many other ships in this game can provide that 1 step ahead too.

I can settle for boosts being moved on-grid

Anyways my original point on this topic still stands. Boosts should be left alone when it comes to their bonus %'s. If they are put on grid, in their current fragile EHP state, that is enough risk vs reward.

Possible idea: Switch the command subsystem from defensive to offensive. This way booster t3's can't cloak but can fit better defensive mods. Better defense would allow them on grid :)

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Mournful Conciousness
Federal Navy Academy
Gallente Federation
#919 - 2013-08-29 18:08:30 UTC
Zeus Maximo wrote:
@Mournful Conciousness

I do see where your coming from because that ship does project that 5% per level to everyone in the fleet. However, everybody and their mom has access to these skills so it would only make sense for them to train leadership too if that is what their fleet is lacking. This is almost like a fleet complaining that they can't remotely repair their ships like everyone else. Well damn, train up remote repair and logistics. I believe the main reason why boosters are being singled out is because people don't want to wait for 12 million skill points in their que to be completed.



I think CCP is primarily concerned with ensuring that the various ships built for given roles are actually used, and not obsolete.

Command ships were being obsoleted by T3s which was clearly wrong (we've mentioned this before), so CCP wanted to redress that. There are now reasons you'd choose a command ship over a T3 which once again makes them viable. I'm not saying that they are reasons you'd *always* choose a command ship over a T3, but at least now they seem (at least on paper, and on sisi) to have a battlefield role.

The 6-link lolfit booster ships were I am sure, also of concern to ccp because they are, let's face it, lolfits. Good for nothing except sitting in a safe spot or a POS. Whether these are lokis, tengus, claymores, feroxes or cyclone 6-link lolfits (which I admit I do use), they are actually bordering on pay-to-win because they cost a redundant subscription to use. In fact, I'm going to come out and say it - they are actually pay-to-win. GBP15 a month buys you 30% harder shields, better logistics and skirmish superiority. If CCP marketed this as a pay-for implant there would be a f*cking riot, and rightly so!

When on-grid boosting hits, there are going to be hurdles and things will be different (for me too!). New doctrines will be developed to cope though, and we'll get through it.

Whatever the difficulty though, I will be happier, because one more brick in the pay-to-win wall will have been removed. I won't feel that Goody Twoshoes Virpio's huge investment in command will have been wasted - I'll still use him as a fleet booster when circumstances dictate. May main (this character) will remain specialised in DPS and brawling. He'll never boost a fleet, but he'll certainly lead one.

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Cade Windstalker
#920 - 2013-08-29 18:26:36 UTC
Zeus Maximo wrote:
I do understand the idea of bringing boosts on-grid so they can "see what is going on". But, that still doesn't explain why they are nerfing the links all together.

A few pages back a gentlemen explained that a good FC would alpha the booster off the field ASAP. Boosts don't really make a difference during a blob fest but they help magnify a good players skills to be 1 step ahead. If you have been following since yesterday on what I have been saying then you will also notice that many other ships in this game can provide that 1 step ahead too.

I can settle for boosts being moved on-grid

Anyways my original point on this topic still stands. Boosts should be left alone when it comes to their bonus %'s. If they are put on grid, in their current fragile EHP state, that is enough risk vs reward.

Possible idea: Switch the command subsystem from defensive to offensive. This way booster t3's can't cloak but can fit better defensive mods. Better defense would allow them on grid :)


I direct your attention to this post by CCP Fozzie on their plans for moving Command Ships on-grid.

He's essentially talking about distributed boosts, where you have to lose all your ships with a given link in order for that bonus to disappear, rather than having things relegated to one booster for fleet, wing, and squad.

This means that in any fleet where you have or are facing enough DPS to alpha the boosting ship off the field you also have enough pilots to bring multiple redundant boosting ships. Since these tend to be tankier and harder to hit than most battleships there's a decent chance that unless you possess absolutely overwhelming firepower you're going to kill one boosting ship for every two DPS ships you could have killed, either by splitting your Alpha or DPSing through their weaker tank faster.

In smaller fleets the same trade-off applies since the Command Ship is likely to be the tankiest ship on grid if you go for it as your primary then you had better be 100% sure it's worth it since the Logi are going to have an easier time keeping it up and it'll take longer to burn through even if there are no logi pilots.

Beyond that we've all agreed that T3s need a second look but I don't think you're going to get your way on the boost %s. Maybe when T3s get overhauled and boosts are moved on-grid they'll get buffed to have an easier time fitting more links.

Beyond that, pretty much everything Mournful Conciousness said.