Difference between revisions of "Item Database:Ship Equipment:Gang Assist Modules"

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[[Gang|Gang]] assist modules vary a great deal, but are there to support a [[Fleet|fleet]] in combat or in logistics.
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[[Gang]] assist modules can be broken down into 3 general categories:
  
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==Warfare Links.==
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*These active modules can be used by the [[Gang]] Booster to give a passive buff to all ships in the [[Gang]]. 
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*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.
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*[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.
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*Warfare links can be broken down into 5 different types each having an asociated skill and ship:
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**Armored. These modules buff armour [[Tanking|tanking]] they are affected by the [[Armored warfare specialist]] skill. The [[Damnation]] is best used with these modules.
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**Information. These modules buff targeting and EW they are affected by the [[Information warfare specialist]] skill. The [[EOS]] is best used with these modules.
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**Siege. These modules buff shield [[Tanking|tanking]] they are affected by the [[Siege warfare specialist]] skill. The [[Vulture]] is best used with these modules.
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**Skirmish. These modules buff [[Tackling|Tackling]] they are affected by the [[Skirmish warfare specialist]] skill. The [[Claymore]] is best used with these modules.
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**[[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.
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*The formula for working out the % buff you will receive from a module is: Skill bonus X Ship bonus X Implant bonus.
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**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 )
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**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)
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**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.
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==[[Capital_ship|Capital ship]] modules.==
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*[[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]].
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*[[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.
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*[[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]].
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==Covert ship modules.==
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*[[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.
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*[[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.
  • The formula for working out the % buff you will receive from a module is: Skill bonus X Ship bonus X Implant bonus.

Capital ship modules.

Covert ship modules.

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