Difference between revisions of "Item Database:Ship Equipment:Gang Assist Modules"
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− | [[ | + | [[Gang]] assist modules can be broken down into 3 general categories: |
− | + | ==Warfare Links.== | |
+ | |||
+ | *These active modules can be used by the [[Gang]] Booster to give a passive buff to all ships in the [[Gang]]. | ||
+ | |||
+ | *These modules can only be used by the following ships due to the CPU mitigating buff these ships have. [http://wiki.eveonline.com/wiki/Item_Database:Ships:Battlecruisers Battlecruisers], [http://wiki.eveonline.com/wiki/Item_Database:Ships:Command_Ships Command ships], [http://wiki.eveonline.com/wiki/Item_Database:Ships:Capital_Industrial_Ships:ORE Capital industrial ships], [http://wiki.eveonline.com/wiki/Item_Database:Ships:Carriers Carriers] and [http://wiki.eveonline.com/wiki/Item_Database:Ships:Titans Titans]. It is worth noting that in the case of [http://wiki.eveonline.com/wiki/Item_Database:Ships:Command_Ships Command ships] and [http://wiki.eveonline.com/wiki/Item_Database:Ships:Capital_Industrial_Ships:ORE Capital industrial ships] a buff to a certain type of warfare link is received. | ||
+ | |||
+ | *[http://wiki.eveonline.com/wiki/Item_Database:Ships:Battlecruisers Battlecruisers], [http://wiki.eveonline.com/wiki/Item_Database:Ships:Carriers Carriers] and Field command ships can only fit 1 module. Fleet command ships and [http://wiki.eveonline.com/wiki/Item_Database:Ships:Capital_Industrial_Ships:ORE Capital industrial ships] can fit 3. A [http://wiki.eveonline.com/wiki/Item_Database:Ships:Titans Titan] depending on level can fit upto 5. You can however fit one additional module per [[Command Processor I]] you have fitted. | ||
+ | |||
+ | *Warfare links can be broken down into 5 different types each having an asociated skill and ship: | ||
+ | **Armored. These modules buff armour [[Tanking|tanking]] they are affected by the [[Armored warfare specialist]] skill. The [[Damnation]] is best used with these modules. | ||
+ | **Information. These modules buff targeting and EW they are affected by the [[Information warfare specialist]] skill. The [[EOS]] is best used with these modules. | ||
+ | **Siege. These modules buff shield [[Tanking|tanking]] they are affected by the [[Siege warfare specialist]] skill. The [[Vulture]] is best used with these modules. | ||
+ | **Skirmish. These modules buff [[Tackling|Tackling]] they are affected by the [[Skirmish warfare specialist]] skill. The [[Claymore]] is best used with these modules. | ||
+ | **[[Mining|Mining]]. These modules buff [[Mining|mining]] they are affected by the [[Mining Director]] skill. The both [http://wiki.eveonline.com/wiki/Item_Database:Ships:Capital_Industrial_Ships:ORE Capital industrial ships] are best used with these modules. | ||
+ | |||
+ | *The formula for working out the % buff you will receive from a module is: Skill bonus X Ship bonus X Implant bonus. | ||
+ | **Command Bonus of Module ''can be found in the description'' X Warfare specialist skill level ''i.e. [[Skirmish warfare specialist]] for a skirmish module'' X (( [[Warfare link specialist]] skill level X 0.1) +1 ) | ||
+ | **A [http://wiki.eveonline.com/wiki/Item_Database:Ships:Command_Ships Command ships] or [http://wiki.eveonline.com/wiki/Item_Database:Ships:Capital_Industrial_Ships:ORE Capital industrial ships] give additional bonuses to certain warfare link types. If you are using the right module type for the ship then use this calculation if not just ignore it: (Ship skill level ''i.e. [[command ships]] for a [http://wiki.eveonline.com/wiki/Item_Database:Ships:Command_Ships Command ship]'' X 0.03 ''0.05 for a [[Rorqual]]'') + 1) | ||
+ | **Additionaly a Warfare mindlink can be pluged into [http://wiki.eveonline.com/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_10 Implant slot 10] giving a buff to a perticular warfare link type. If you have one then multiply by 1.5 if not just ignore it. | ||
+ | |||
+ | ==[[Capital_ship|Capital ship]] modules.== | ||
+ | |||
+ | *[[Cynosural Field generator I]] used to create a Cyno beacon for capital ships in your [[Gang|gang]] to use as a destination for there [[Jump_drive|jump drive]]. | ||
+ | *[[Clone vat bay I]] when active players who have installed a jump clone in the bay may jump clone to the [[Capital_ship|capital ship]] as if it was a station. | ||
+ | *[[Jump portal generator I]] used by a [http://wiki.eveonline.com/wiki/Item_Database:Ships:Titans Titan] to allow nearby [[Gang|gang]] members to follow the [[Titan]] as it uses it [[Jump_drive|jump drive]]. | ||
+ | |||
+ | ==Covert ship modules.== | ||
+ | |||
+ | *[[Covert Cynosural field generator I]] used to create a covert Cyno beacon for [http://wiki.eveonline.com/wiki/Item_Database:Ships:Black_Ops Black Ops] ships in your [[Gang|gang]] to use as a destination for there jump drives. | ||
+ | *[[Covet jump portal generator I]] used by a [http://wiki.eveonline.com/wiki/Item_Database:Ships:Black_Ops Black Ops] to allow nearby [[Gang|gang]] members (Covert ships only [http://wiki.eveonline.com/wiki/Item_Database:Ships:Black_Ops Black ops], [http://wiki.eveonline.com/wiki/Item_Database:Ships:Covert_Ops Covert ops] and [http://wiki.eveonline.com/wiki/Item_Database:Ships:Recon_Ships Recon ships]) to follow the [http://wiki.eveonline.com/wiki/Item_Database:Ships:Black_Ops Black ops] as it uses it [[Jump_drive|jump drive]]. |
Revision as of 05:16, 14 March 2009
Gang assist modules can be broken down into 3 general categories:
Warfare Links.
- These active modules can be used by the Gang Booster to give a passive buff to all ships in the Gang.
- These modules can only be used by the following ships due to the CPU mitigating buff these ships have. Battlecruisers, Command ships, Capital industrial ships, Carriers and Titans. It is worth noting that in the case of Command ships and Capital industrial ships a buff to a certain type of warfare link is received.
- Battlecruisers, Carriers and Field command ships can only fit 1 module. Fleet command ships and Capital industrial ships can fit 3. A Titan depending on level can fit upto 5. You can however fit one additional module per Command Processor I you have fitted.
- Warfare links can be broken down into 5 different types each having an asociated skill and ship:
- Armored. These modules buff armour tanking they are affected by the Armored warfare specialist skill. The Damnation is best used with these modules.
- Information. These modules buff targeting and EW they are affected by the Information warfare specialist skill. The EOS is best used with these modules.
- Siege. These modules buff shield tanking they are affected by the Siege warfare specialist skill. The Vulture is best used with these modules.
- Skirmish. These modules buff Tackling they are affected by the Skirmish warfare specialist skill. The Claymore is best used with these modules.
- Mining. These modules buff mining they are affected by the Mining Director skill. The both Capital industrial ships are best used with these modules.
- The formula for working out the % buff you will receive from a module is: Skill bonus X Ship bonus X Implant bonus.
- Command Bonus of Module can be found in the description X Warfare specialist skill level i.e. Skirmish warfare specialist for a skirmish module X (( Warfare link specialist skill level X 0.1) +1 )
- A Command ships or Capital industrial ships give additional bonuses to certain warfare link types. If you are using the right module type for the ship then use this calculation if not just ignore it: (Ship skill level i.e. command ships for a Command ship X 0.03 0.05 for a Rorqual) + 1)
- Additionaly a Warfare mindlink can be pluged into Implant slot 10 giving a buff to a perticular warfare link type. If you have one then multiply by 1.5 if not just ignore it.
Capital ship modules.
- Cynosural Field generator I used to create a Cyno beacon for capital ships in your gang to use as a destination for there jump drive.
- Clone vat bay I when active players who have installed a jump clone in the bay may jump clone to the capital ship as if it was a station.
- Jump portal generator I used by a Titan to allow nearby gang members to follow the Titan as it uses it jump drive.
Covert ship modules.
- Covert Cynosural field generator I used to create a covert Cyno beacon for Black Ops ships in your gang to use as a destination for there jump drives.
- Covet jump portal generator I used by a Black Ops to allow nearby gang members (Covert ships only Black ops, Covert ops and Recon ships) to follow the Black ops as it uses it jump drive.