Difference between revisions of "Command Bursts"

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(First add -- Jen Loo delivers a nice summary of leadership and warfare links from the forums.)
 
(→‎Command Bursts: Fixed swapped sensor strength and wear resistance bonus listed for hardening)
 
(219 intermediate revisions by 33 users not shown)
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'''All credit to Jen Loo, who put this info on the forums.'''
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{|
 +
| [[File:Warfare-links.png|64px|link=]]
 +
| '''Command Bursts''' are modules that increase the effectiveness of one or several aspects of a ship. They can only be fitted to certain ships but are extremely potent as they will give their bonuses to every single member of the fleet (up to 256 people) as long as they are within the area of effect of the burst.
 +
|}
  
=Warfare Links and Leadership Skill Bonuses=
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Prior to the Ascension expansion of November 2016, Command Bursts existed as a set of modules called Warfare Links (or just 'Links'), which provided similar effects but with less flexibility.
  
''see also [[Fleet Leadership]].''
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== Command Bursts ==
 +
The command burst modules come in five different variants, each with three different type of charges giving different effects, as well as a tech one and a tech two version of the command burst modules. Compared to the {{co|coral|Command Burst I}}, the {{co|coral|Command Burst II}} consumes slightly more CPU and Powergrid to fit, and requires training in the burst's Specialization skill, but in exchange fires bursts which are '''25% stronger''' than the bursts of a tech I module.
  
This is the way it should work on paper.
+
Upon activation of a {{co|coral|Command Burst}} module you will get a [[File:icon_timer_weapons.png|16px|link=]] [[Timers#Weapon Timer|weapon timer]] for 60 seconds (equal to the module's 60 second cycle time) and the bonuses will spread amongst any and all fleet members within your area of effect range. Both the duration and area of effect range are highly influenced by your skills and if you're using any of the special [[#Command Mindlink implants|command mindlink implants]] or [[#Industrial core|industrial cores]].
  
1. Introduction [INTRO]
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Command Bursts are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements. See [[Remote assistance#Command Bursts|remote assistance]] for more details.
  
This is a guide to the Leadership skill category, gang modules, and fleet
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All Command Burst modules require the [[Omega clone]] state to be used. However, any character can benefit from bursts fired by fleet members.
structure, and the first guide I've ever written. I hope you find some of this
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{| class="wikitable" style="font-size:90%;"
information helpful. For the sake of being thorough I will state some very
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|- style="background-color:#222222;"
basic information, it is as much so you can reference everything in one place
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! Command Burst modules
as anything else. I'll often put the rank of a skill in brackets after it's
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! Command Burst charges
name, mostly a habit from EVEMon, but it is good to see at a glance.
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! Effect
 +
! Base
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! Max <small><ref>This assumes that all relevant '''skills are maxed''', use the '''tech two variant''' of the command burst module, a '''ship with the strongest bonuses''' and the best '''command mindlink'''.</ref></small>
 +
|-
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| rowspan="3" | [[File:icon armor command burst.png|32px|link=]] {{co|coral|Armor Command Burst}}
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| [[File:Icon armor energizing.png|24px|link=]] Armor Energizing Charge
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| Armor Resistance Bonus
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| +8%
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| +22.50%
 +
|-
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| [[File:Icon armor reinforcement.png|24px|link=]] Armor Reinforcement Charge
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| Armor HP Bonus
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| +8%
 +
| +22.50%
 +
|-
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| [[File:Icon rapid repair.png|24px|link=]] Rapid Repair Charge
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| Armor Repair Modules: Duration & capacitor-use bonus
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| -8%
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| -22.50%
 +
|-
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| rowspan="3" | [[File:icon information command burst.png|32px|link=]] {{co|coral|Information Command Burst}}
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| [[File:Icon electronic hardening.png|24px|link=]] Electronic Hardening Charge
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| Sensor Strength bonus<br>Remote Sensor Dampener / Remote Weapon Disruption Resistance Bonus
 +
| +18%<br>+9%
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| +50.63%<br>+25.31%
 +
|-
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| [[File:Icon electronic superiority.png|24px|link=]] Electronic Superiority Charge
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| Electronic Warfare modules: Range and Strength bonus
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| +9%
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| +25.31%
 +
|-
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| [[File:Icon sensor optimization.png|24px|link=]] Sensor Optimization Charge
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| Scan Resolution bonus<br>Targeting Range bonus
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| +9%<br>+18%
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| +25.31%<br>+50.63%
 +
|-
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| rowspan="3" | [[File:icon mining command burst.png|32px|link=]] {{co|coral|Mining Foreman Burst}}
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| [[File:Icon mining equipment preservation.png|24px|link=]] Mining Equipment Preservation Charge
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| Mining crystal volatility bonus
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| -15%
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| -61.52%
 +
|-
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| [[File:Icon mining laser field enhancement.png|24px|link=]] Mining Laser Field Enhancement Charge
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| Mining/Survey module range bonus
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| +40%
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| +164.06%
 +
|-
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| [[File:Icon mining laser optimization.png|24px|link=]] Mining Laser Optimization Charge
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| Mining Modules: Duration & Capacitor-use bonus
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| -15%
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| -61.52%
 +
|-
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| rowspan="3" | [[File:icon shield command burst.png|32px|link=]] {{co|coral|Shield Command Burst}}
 +
| [[File:Icon active shielding.png|24px|link=]] Active Shielding Charge
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| Shield Repair Modules: Duration & Capacitor-use bonus
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| -8%
 +
| -22.50%
 +
|-
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| [[File:Icon shield extension.png|24px|link=]] Shield Extension Charge
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| Shield HP Bonus
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| +8%
 +
| +22.50%
 +
|-
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| [[File:Icon shield harmonizing.png|24px|link=]] Shield Harmonizing Charge
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| Shield Resistance Bonus
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| +8%
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| +22.50%
 +
|-
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| rowspan="3" | [[File:icon skirmish command burst.png|32px|link=]] {{co|coral|Skirmish Command Burst}}
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| [[File:Icon evasive maneuvers.png|24px|link=]] Evasive Maneuvers Charge
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| Signature Radius bonus<br>Agility bonus
 +
| -6%
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| -16.88%
 +
|-
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| [[File:Icon interdiction maneuvers.png|24px|link=]] Interdiction Maneuvers Charge
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| Tackle module range bonus
 +
| +12%
 +
| +33.75%
 +
|-
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| [[File:Icon rapid deployment.png|24px|link=]] Rapid Deployment Charge
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| AB/MWD module speed increase bonus
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| +12%
 +
| +33.75%
 +
|}
 +
<small><references/></small>
 +
You can find the modules on the market under the [[File:icon_gunnery_turret.png|16px|link=]] {{co|coral|Ship Equipment}} and [[File:Warfare-links.png|16px|link=]] {{co|coral|Fleet Assistance Modules}}, whereas the charges are under the [[File:icon_market_ammo.png|16px|link=]] {{co|coral|Ammunition & Charges}} and [[File:Warfare-links.png|16px|link=]] {{co|coral|Command Burst Charges}}.
  
2. Leadership Skills Category [SKILL]
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== Skills ==
 +
There are several skills influencing the effect of command bursts, be that their '''strength''', '''duration''', '''area of effect range''' or '''reload speed'''. These skills are all under the Fleet Support skill family, and thus require the Charisma attribute to be trained quickly.
  
It contains 14 skills total. Five of them I refer to as 'Tier 1' are Armoured
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{{sk|Leadership|icon= yes}} (+7% range per level, +35% max)<br>
Warfare(2), Information Warfare(2), Siege Warfare(2), Skirmish Warfare(2), and
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{{sk|Wing Command|icon= yes}} (+6% range per level, +30% max)<br>
Mining Foreman(2). Another five I refer to as 'Tier 2' are Armoured Warfare
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{{sk|Fleet Command|icon= yes}} (+5% range per level, +25% max)<br>
Specialist(5), Information Warfare Specialist(5), Siege Warfare Specialist(5),
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{{sk|Command Burst Specialist|icon= yes}} (-10% reload speed per level, -50% max)<br>
Skirmish Warfare Specialist(5), and Mining Director(5). Three of the skills
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{{sk|Armored Command|icon= yes}} (+10% duration of armor bursts, +50% max)<br>
are related to the fleet command structure, they are Leadership(1), Wing
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{{sk|Armored Command Specialist|icon= yes}} (+10% strength of armor bursts, +50% max)<br>
Command(8), and Fleet Command(12). The last skill is Warfare Link
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{{sk|Shield Command|icon= yes}} (+10% duration of shield bursts, +50% max)<br>
Specialist(6) and is solely for increasing the bonuses of all gang modules.
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{{sk|Shield Command Specialist|icon= yes}} (+10% strength of shield bursts, +50% max)<br>
Note: the Leadership skill could also belong with tier 1 skills, as it has a
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{{sk|Information Command|icon= yes}} (+10% duration of information bursts, +50% max)<br>
similar bonus attached to it, but I feel it's place is with the fleet
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{{sk|Information Command Specialist|icon= yes}} (+10% strength of information bursts, +50% max)<br>
structure skills. Descriptions are quoted from actual game text.
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{{sk|Skirmish Command|icon= yes}} (+10% duration of skirmish bursts, +50% max)<br>
 +
{{sk|Skirmish Command Specialist|icon= yes}} (+10% strength of skirmish bursts, +50% max)<br>
 +
{{sk|Mining Foreman|icon= yes}} (+10% duration of mining bursts, +50% max)<br>
 +
{{sk|Mining Director|icon= yes}} (+10% strength of mining bursts, +50% max)
 +
<!-- Decided not to use this big chart
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{| class="wikitable" style="font-size:90%;"
 +
|- style="background-color:#222222;"
 +
! rowspan="2" | Group
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! rowspan="2" | Skill
 +
! colspan="4" | Skill effect per level
 +
! rowspan="2" | Max
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|- style="background-color:#111111;"
 +
! Strength
 +
! Duration
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! Range
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! Reload
 +
|-
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| rowspan="4" | [[image:Warfare-links.png|48px|link=]] || {{sk|Leadership}} || || || +7% || || +35% range
 +
|-
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| {{sk|Wing Command}} || || || +6% || || +30% range
 +
|-
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| {{sk|Fleet Command}} || || || +5% || || +25% range
 +
|-
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| {{sk|Command Burst Specialist}} || || || || -10% || -50% reload speed
 +
|-
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| rowspan="2" | [[image:icon armor command burst.png|48px|link=]] || {{sk|Armored Command}} || || +10% || || || +50% duration
 +
|-
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| {{sk|Armored Command Specialist}} || +10% || || || || +50% strength
 +
|-
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| rowspan="2" | [[image:icon shield command burst.png|48px|link=]] || {{sk|Shield Command|icon= yes}} || || +10% || || || +50% duration
 +
|-
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| {{sk|Shield Command Specialist}} || +10% || || || || +50% strength
 +
|-
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| rowspan="2" | [[image:icon information command burst.png|48px|link=]] || {{sk|Information Command|icon= yes}} || || +10% || || || +50% duration
 +
|-
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| {{sk|Information Command Specialist}} || +10% || || || || +50% strength
 +
|-
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| rowspan="2" | [[image:icon skirmish command burst.png|48px|link=]] || {{sk|Skirmish Command}} || || +10% || || || +50% duration
 +
|-
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| {{sk|Skirmish Command Specialist}} || +10% || || || || +50% strength
 +
|-
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| rowspan="2" | [[image:icon mining command burst.png|48px|link=]] || {{sk|Mining Foreman}} || || +10% || || || +50% duration
 +
|-
 +
| {{sk|Mining Director}} || +10% || || || || +50% strength
 +
|}
 +
-->
  
I. Tier 1 [T1]
+
== Command Mindlink implants ==
 +
Various command mindlink implants boost the '''strength''' and '''duration''' effect of Command Burst modules. These implants all take up Slot 10.
 +
{| class="wikitable" style="font-size:90%;"
 +
|- style="background-color:#222222;"
 +
! Implant
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! Requirement
 +
! Effect
 +
|-
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| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Armored Command Mindlink}}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Armored Command Specialist|V}}
 +
| +25% bonus to [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' strength and duration
 +
|-
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| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Information Command Mindlink}}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Information Command Specialist|V}}
 +
| +25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration
 +
|-
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| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Mining Foreman Mindlink }}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Mining Director|V}}
 +
| +25% bonus to [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' strength and duration
 +
|-
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| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Shield Command Mindlink}}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Shield Command Specialist|V}}
 +
| +25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration
 +
|-
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| [[File:icon implant mindlink.png|32px|link=]] {{co|coral|Skirmish Command Mindlink}}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Skirmish Command Specialist|V}}
 +
| +25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration
 +
|-
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| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Caldari Navy Command Mindlink}}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Shield Command Specialist|V}}<br>{{sk|Information Command Specialist|V}}
 +
| +25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration.<br>+25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration.
 +
|-
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| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Federation Navy Mindlink}}
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| {{sk|Cybernetics|V}}<br>{{sk|Armored Command Specialist|V}}<br>{{sk|Skirmish Command Specialist|V}}
 +
| +25% bonus to [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' strength and duration.<br>+25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration.
 +
|-
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| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Imperial Navy Mindlink}}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Armored Command Specialist|V}}<br>{{sk|Information Command Specialist|V}}
 +
| +25% bonus to [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' strength and duration.<br>+25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration.
 +
|-
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| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|ORE Mining Director Mindlink}}
 +
| {{sk|Cybernetics|V}}<br>{{sk|Mining Director|V}}<br>{{sk|Shield Command Specialist|V}}
 +
| +25% bonus to [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman''' strength and duration.<br>+25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration.
 +
|-
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| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Republic Fleet Command Mindlink}}
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| {{sk|Cybernetics|V}}<br>{{sk|Shield Command Specialist|V}}<br>{{sk|Skirmish Command Specialist|V}}
 +
| +25% bonus to [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' strength and duration.<br>+25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration.
 +
|-
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| [[File:icon implant mindlink faction.png|32px|link=]] {{co|coral|Guri Malakim Command Mindlink}}
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| {{sk|Cybernetics|V}}<br>{{sk|Information Command Specialist|V}}<br>{{sk|Skirmish Command Specialist|V}}
 +
| +25% bonus to [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' strength and duration.<br>+25% bonus to [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' strength and duration.
 +
|}
  
Grant immediate, tangible benefits to those in your fleet. These bonuses are
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== Ship & module restrictions ==
only active in a fleet, and only if you have the role of Booster.
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Command burst modules can only be fitted to ships of the following categories: '''Capital Industrial Ships''', '''Carriers''', '''Combat Battlecruisers''', '''Command Destroyers''', '''Command Ships''', '''Force Auxiliaries''', '''Industrial Command Ships''', '''Strategic Cruisers''', '''Supercarriers''' and '''Titans'''.
 +
{| class="wikitable" style="font-size:90%;"
 +
|- style="background-color:#222222;"
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! Ships
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! Strength & duration bonus
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! Range bonus
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! Command burst modules allowed
 +
|-
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| [[Titans]]<br>[[Capital Ship#Capital Industrial Ships|Capital Industrial Command Ships]] - [[Rorqual]]<br>[[ORE Basic Ship and Skill Guide#Industrial command ship|Industrial Command Ships]] - [[Orca]]
 +
| No bonuses<br>{{co|lightgreen|+5%}} and {{co|lightgreen|+3%}} to two racial types<br>{{co|lightgreen|+3%}} and {{co|lightgreen|+1%}} to two racial types
 +
| {{co|lightgreen|+200%}} range<br>{{co|lightgreen|+50%}} range<br>{{co|lightgreen|+50%}} range
 +
| Can fit {{co|lightgreen|three}} command burst modules
 +
|-
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| [[Attack Command Ships]]<br>[[Fleet Command Ships]]<br>[[Carriers]]<br>[[Supercarriers]]<br>[[Force Auxiliaries]]<br>[[ORE Basic Ship and Skill Guide#Industrial command ship|Industrial Command Ships]] - [[Porpoise]]
 +
| {{co|lightgreen|+4%}} to two racial types<br>{{co|lightgreen|+3%}} to two racial types<br>{{co|lightgreen|+1%}} to two racial types<br>{{co|lightgreen|+2%}} to two racial types<br>{{co|lightgreen|+1%}} to two racial types<br>{{co|lightgreen|+2%}} to one racial type
 +
| {{co|lightgreen|+50%}} bonus<br>{{co|lightgreen|+100%}} range<br>{{co|lightgreen|+200%}} range<br>{{co|lightgreen|+200%}} range<br>{{co|lightgreen|+200%}} range<br>No bonus
 +
| Can fit {{co|lightgreen|two}} command burst modules
 +
|-
 +
| [[Command Destroyer]]s<br>[[Battlecruiser#Combat Battlecruisers|Combat Battlecruisers]]<br>[[Strategic Cruisers]] <small><ref>Requires the '''Support Processor''' subsystem.</ref></small>
 +
| {{co|lightgreen|+2%}} to two racial types<br>No bonus<br>{{co|lightgreen|+2%}} to three racial types
 +
| No bonus<br>{{co|lightgreen|+50%}} bonus<br>{{co|lightgreen|+50%}} bonus
 +
| Can fit {{co|lightgreen|one}} command burst module
 +
|}
 +
<small><references/></small>
  
Armoured Warfare(2)
+
=== Racial types ===
- Grants a 2% bonus to gang members' armour hit points per skill level.
+
Several ships get multiple bonuses to Command Burst modules.
Information Warfare(2)
+
{| class="wikitable" style="font-size:90%;"
- Grants a 2% bonus to gang members' targeting range per skill level.
+
|- style="background-color:#222222;"
Siege Warfare(2)
+
! Race
- Grants a 2% bonus to gang members' shield capacity per skill level.
+
! Primary
Skirmish Warfare(2)
+
! Secondary
- Grants a 2% bonus to gang members' maximum velocity per skill level.
+
! Tertiary <small><ref>Ships like [[Strategic Cruisers]] get three racial bonuses.</ref></small>
Mining Foreman(2)
+
|-
- Grants a 2% bonus to gang members' mining yield per level.
+
| [[File:logo_faction_amarr_empire_clean.png|24px|link=]] {{co|gold|Amarr ships}} || [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst'''
*Leadership(1)
+
|-
- Grants a 2% bonus to gang members' targeting speed per skill level.
+
| [[File:Logo_faction_caldari_state_clean.png|24px|link=]] {{co|skyblue|Caldari ships}} || [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst'''
 +
|-
 +
| [[File:Logo_faction_gallente_federation_clean.png|24px|link=]] {{co|Turquoise|Gallente ships}} || [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst'''
 +
|-
 +
| [[File:Logo_faction_minmatar_republic_clean.png|24px|link=]] {{co|orangered|Minmatar ships}} || [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst''' || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' || [[File:icon armor command burst.png|24px|link=]] '''Armor Command Burst'''
 +
|-
 +
| [[File:Logo_faction_triglavian_collective.png|24px|link=]] {{co|red|Triglavian ships}} || [[File:icon skirmish command burst.png|24px|link=]] '''Skirmish Command Burst''' || [[File:icon information command burst.png|24px|link=]] '''Information Command Burst''' ||
 +
|-
 +
| [[File:logo_faction_outer_ring_excavations.png|24px|link=]] '''O.R.E. ships''' || [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' || [[File:icon shield command burst.png|24px|link=]] '''Shield Command Burst'''<small><ref>With the exception of the [[Porpoise]], who only gets the mining bonus.</ref></small> ||
 +
|}
 +
<small><references/></small>
  
II. Tier 2 [T2]
+
=== Command Processor rigs ===
 +
There's a rig called {{co|coral|Command Processor I}} that will allow your ship to fit an additional command burst module. The rig uses [[File:icon calibration.png|16px|link=]] '''150 calibration''' so ships are limited to +2 more command burst modules due to the high calibration cost (as ships cannot have more than 350 - 400 calibration available). This will allows an Orca to fit up to 5 command burst modules, command ships to get 4 command burst modules, command destroyers to fit 3 command burst modules etc. The balance comes with the fact that you'll be giving up precious rig slots, which often drastically lowers the tank potential of the ship.
  
Increase the bonus output of active gang modules. Again, bonuses only apply in
+
For the armor and shield command burst using the [[File:Icon armor reinforcement.png|16px|link=]] {{co|coral|Armor Reinforcement Charge}} or the [[File:Icon shield extension.png|16px|link=]] {{co|coral|Shield Extension Charge}} it usually pays off to have one person run it, as the maximum bonus (+22.5% hit points) will give you a higher boost compared to a [[File:Module icon armor rig tech2.png|16px|link=]] {{co|coral|Trimark Armor Pump II}} or [[File:Module icon shield rig tech2.png|16px|link=]] {{co|coral|Core Defense Field Extender II}} rig (+20% hit points), not to mention the fact it gives this bonus to anyone within range.
a fleet if you have the Booster role.
 
  
Armoured Warfare Specialist(5)
+
=== Industrial core ===
- 100% bonus to effectiveness of armoured warfare link modules per level.
+
The industrial core is a module that the [[Rorqual]], [[Orca]], and [[Porpoise]] can fit that gives additional bonuses to the strength of [[File:icon mining command burst.png|24px|link=]] {{co|coral|Mining Foreman Burst}} modules and to the range of all command burst modules, but only when activated. Activating the core locks the ship down in a similar manner to how a [[Dreadnought]]'s Siege Module works (immobilizing the ship and blocking remote assistance, but significantly amplifying the ship's defenses and other abilities). The industrial core come in three flavors, {{co|coral|Medium Industrial Core}}, {{co|coral|Large Industrial Core}}, and {{co|coral|Capital Industrial Core}}, and are fit on different ships. The Porpoise can fit the {{co|coral|Medium Industrial Core}}, the Orca can fit the {{co|coral|Large Industrial Core}}, and the Rorqual can fit the {{co|coral|Capital Industrial Core}}.  
Information Warfare Specialist(5)
 
- 100% bonus to effectiveness of information warfare link modules per level.
 
Siege Warfare Specialist(5)
 
- 100% bonus to effectiveness of siege warfare link modules per level.
 
Skirmish Warfare Specialist(5)
 
- 100% bonus to effectiveness of skirmish warfare link modules per level.
 
Mining Director(5)
 
- 100% bonus to effectiveness of Mining Foreman link modules per level.
 
  
III. Fleet [FLT]
+
{| class="wikitable" style="text-align:center; font-size:90%;"
 +
|- style="background-color:#222222;"
 +
! rowspan=2 colspan=2 | Type of core
 +
! colspan=3 | Effect (by size)
 +
|- style="background-color:#222222;"
 +
! Medium ([[Porpoise]])
 +
! Large ([[Orca]])
 +
! Capital ([[Rorqual]])
 +
|-
 +
| rowspan=2 style="text-align:left;" | [[File:module icon industrial core i.png|24px|link=]] {{co|coral|<size> Industrial Core I}}
 +
| [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' strength bonus
 +
| 5%
 +
| 10%
 +
| 30%
 +
|-
 +
| Command Burst range bonus
 +
| 45%
 +
| 75%
 +
| 200%
 +
|-
 +
| rowspan=2 style="text-align:left;" | [[File:module icon industrial core ii.png|24px|link=]] {{co|coral|<size> Industrial Core II}}
 +
| [[File:icon mining command burst.png|24px|link=]] '''Mining Foreman Burst''' strength bonus
 +
| 7.5%
 +
| 15%
 +
| 40%
 +
|-
 +
| Command Burst range bonus
 +
| 60%
 +
| 100%
 +
| 250%
 +
|}
  
These skills allow you to maintain command as part of a fleet structure and
+
== Calculating Command Burst bonuses ==
ensure the bonuses from Boosters are available to everyone.
+
For those wondering how these different bonuses are calculated, here's the math behind the way CCP calculates Command Burst bonuses.
 +
=== For strength ===
 +
The various multipliers for '''strength''' are calculated as follows:
  
*Leadership(1)
+
: <math> \displaystyle \text{strength} = \text{base charge bonus} \times \left( 1 + \frac {\text{specialization} } {100} \right) \times \left( 1 + \frac {\text{module} } {100}\right) \times \left( 1 + \frac {\text{ship} } {100} \right) \times \left(1 + \frac {\text{mindlink} } {100} \right) \color{teal} \times \left( 1 + \frac {\text{Industrial Core} } {100} \right) </math>
- Allows command of a squadron. Increases maximum squadron size by 2 members
+
: The {{Co|teal|Industrial Core}} bonus only applies to the Mining Foreman Bursts from a [[Porpoise]], [[Orca]], or [[Rorqual]].
per skill level, up to a maximum of 10 members.
 
Wing Command(8)
 
- Allows command of a Wing. Grants the Wing Commander the ability to operate a
 
new Squadron per skill level, up to a maximum of 5 Squadrons.
 
Fleet Command(12)
 
- Allows command of a Fleet. Grants the Fleet Commander the ability to command
 
a new Wing per skill level, up to a maximum of 5 Wings.
 
  
Warfare Link Specialist - Boosts effectiveness of all warfare link modules by
 
10% per level.
 
  
*These are the same skill. It carries both bonuses and I placed it on both
+
Here are two examples of how the '''strength''' scale with skills, ship bonuses and implants. This assumes you swap to a tech two module once you have the required skills for it (indicated by the tech two icon in the chart).
lists for easier reference.
 
  
 +
The following is a bonus-scale for the {{co|lightgreen|8% resist}} bonus:
 +
{| class="wikitable" style="font-size:90%; text-align:center;"
 +
|- style="background-color:#222222;"
 +
! rowspan="2" | Ship bonus
 +
! rowspan="2" | Base
 +
! colspan="5" | Command Specialist skill
 +
! colspan="5" | Ship skill
 +
! rowspan="2" | [[File:icon implant mindlink.png|24px|link=]]
 +
|- style="background-color:#111111;"
 +
! <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-5px; left:-3px">[[File:Icon_tech2.png|16px|link=]]</div>[[File:certificate-level1.png|24px|link=]]</div>
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
|-
 +
| style="text-align:left;" | [[Attack Command Ships]] ({{co|lightgreen|+4%}} per level)
 +
| 8%
 +
| 11%
 +
| 12%
 +
| 13%
 +
| 14%
 +
| 15%
 +
| 15.60%
 +
| 16.20%
 +
| 16.80%
 +
| 17.40%
 +
| 18.00%
 +
| 22.50%
 +
|-
 +
| style="text-align:left;" | [[Rorqual]] / [[Fleet Command Ships]] ({{co|lightgreen|+3%}} per level)
 +
| 8%
 +
| 11%
 +
| 12%
 +
| 13%
 +
| 14%
 +
| 15%
 +
| 15.45%
 +
| 15.90%
 +
| 16.35%
 +
| 16.80%
 +
| 17.25%
 +
| 21.56%
 +
|-
 +
| style="text-align:left;" | [[Supercarriers]] / [[Strategic Cruiser]] / [[Command Destroyer]]s ({{co|lightgreen|+2%}} per level)
 +
| 8%
 +
| 11%
 +
| 12%
 +
| 13%
 +
| 14%
 +
| 15%
 +
| 15.30%
 +
| 15.60%
 +
| 15.90%
 +
| 16.20%
 +
| 16.50%
 +
| 20.63%
 +
|-
 +
| style="text-align:left;" | [[Orca]] / [[Carriers]] / [[Force Auxiliaries]] ({{co|lightgreen|+1%}} per level)
 +
| 8%
 +
| 11%
 +
| 12%
 +
| 13%
 +
| 14%
 +
| 15%
 +
| 15.15%
 +
| 15.30%
 +
| 15.45%
 +
| 15.60%
 +
| 15.75%
 +
| 19.69%
 +
|-
 +
| style="text-align:left;" | [[Battlecruisers]] / [[Titans]] (no bonus)
 +
| 8%
 +
| 11%
 +
| 12%
 +
| 13%
 +
| 14%
 +
| 15%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| 18.75%
 +
|}
 +
Here's a bonus-scale for the {{co|lightgreen|-15% duration}} bonus:
 +
{| class="wikitable" style="font-size:90%; text-align:center;"
 +
|- style="background-color:#222222;"
 +
! rowspan="2" | Ship bonus
 +
! rowspan="2" | Base
 +
! colspan="5" | Command Specialist skill
 +
! colspan="5" | Ship skill
 +
! rowspan="2" | [[File:icon implant mindlink.png|24px|link=]]
 +
! rowspan="2" | [[File:module icon industrial core i.png|24px|link=]]
 +
! rowspan="2" | [[File:module icon industrial core ii.png|24px|link=]]
 +
|- style="background-color:#111111;"
 +
! <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-5px; left:-3px">[[File:Icon_tech2.png|16px|link=]]</div>[[File:certificate-level1.png|24px|link=]]</div>
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
|-
 +
| style="text-align:left;" | [[Rorqual]] ({{co|lightgreen|+5%}} per level)
 +
| -15%
 +
| -20.63%
 +
| -22.50%
 +
| -24.38%
 +
| -26.25%
 +
| -28.13%
 +
| -29.53%
 +
| -30.94%
 +
| -32.34%
 +
| -33.75%
 +
| -35.16%
 +
| -43.95%
 +
| -57.13%
 +
| -61.52%
 +
|-
 +
| style="text-align:left;" | [[Orca]] ({{co|lightgreen|+3%}} per level)
 +
| -15%
 +
| -20.63%
 +
| -22.50%
 +
| -24.38%
 +
| -26.25%
 +
| -28.13%
 +
| -28.97%
 +
| -29.81%
 +
| -30.66%
 +
| -31.50%
 +
| -32.34%
 +
| -40.43%
 +
| -44.50%
 +
| -46.50%
 +
|-
 +
| style="text-align:left;" | [[Porpoise]] ({{co|lightgreen|+2%}} per level)
 +
| -15%
 +
| -20.63%
 +
| -22.50%
 +
| -24.38%
 +
| -26.25%
 +
| -28.13%
 +
| -28.69%
 +
| -29.25%
 +
| -29.81%
 +
| -30.38%
 +
| -30.94%
 +
| -38.67%
 +
| -40.60%
 +
| -41.60%
 +
|-
 +
| style="text-align:left;" | '''Non-mining ships''' (no bonus)
 +
| -15%
 +
| -20.63%
 +
| -22.50%
 +
| -24.38%
 +
| -26.25%
 +
| -28.13%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -35.16%
 +
| -
 +
| -
 +
|}
  
3. Gang Assist Modules [MODS]
+
=== For duration ===
 +
For '''duration''' the multipliers are calculated as follows:
  
The effects of gang modules do not make or break battles, they do not turn the
+
: <math> \displaystyle \text{duration} = 60\text{s} \times \left( 1 + \frac {\text{command} } {100} \right) \times \left( 1 + \frac {\text{ship} } {100} \right) \times \left(1 + \frac {\text{mindlink} } {100} \right)</math>
tide of wars, and they do not make poor pilots better. They are the icing on
 
the cake, they are an edge in combat, and they make skilled pilots smile :)
 
  
Gang modules are hi slot, active modules that emit a fleet wide bonus to an
 
attribute for as long as it is active. You can only provide this bonus to
 
others provided you have the Booster role, and the fleet chain of command is
 
complete. They fall into 5 categories closely linked to the skills required to
 
operate them. The actual module names all begin with "X Warfare Link -" so
 
I've condensed the names on this list. I also note the base percentage bonus
 
of the module in brackets following the description, the modules bonus is
 
referred to as it's Command Bonus.
 
  
I. Armoured Warfare Links [ARMD]
+
Here's a bonus-scale for the {{co|lightgreen|60 second duration}} of command bursts:
 +
{| class="wikitable" style="font-size:90%; text-align:center;"
 +
|- style="background-color:#222222;"
 +
! rowspan="2" | Ship bonus
 +
! rowspan="2" | Base
 +
! colspan="5" | Command skill
 +
! colspan="5" | Ship skill
 +
! rowspan="2" | [[File:icon implant mindlink.png|24px|link=]]
 +
|- style="background-color:#111111;"
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
|-
 +
| style="text-align:left;" | [[Rorqual]]<small><ref name="rorq">The [[Rorqual]] gets a {{co|lightgreen|+5%}} bonus to mining bursts and {{co|lightgreen|+3%}} bonus to shield bursts.</ref></small> ({{co|lightgreen|+5%}} per level)
 +
| 60s
 +
| colspan=5| ''Req. {{sk|Mining Foreman|V}}''
 +
| 94.5s
 +
| 99.0s
 +
| 103.5s
 +
| 108.0s
 +
| 112.5s
 +
| 140.6s
 +
|-
 +
| style="text-align:left;" | [[Attack Command Ships]] ({{co|lightgreen|+4%}} per level)
 +
| 60s
 +
| 66s
 +
| 72s
 +
| 78s
 +
| 84s
 +
| 90s
 +
| 93.6s
 +
| 97.2s
 +
| 100.8s
 +
| 104.4s
 +
| 108.0s
 +
| 135.0s
 +
|-
 +
| style="text-align:left;" | [[Rorqual]]<small><ref name="rorq"/></small> / [[Orca]]<small><ref name="orca">The [[Orca]] gets a {{co|lightgreen|+3%}} bonus to mining bursts and {{co|lightgreen|+1%}} bonus to shield bursts. For mining bursts, {{sk|Mining Foreman|V|icon=yes}} is required to sit in the ship, so values prior to Command Skill V are unobtainable alongside the 3% bonus.</ref></small> / [[Fleet Command Ships]] ({{co|lightgreen|+3%}} per level)
 +
| 60s
 +
| 66s
 +
| 72s
 +
| 78s
 +
| 84s
 +
| 90s
 +
| 92.7s
 +
| 95.4s
 +
| 98.1s
 +
| 100.8s
 +
| 103.5s
 +
| 129.4s
 +
|-
 +
| style="text-align:left;" | [[Supercarriers]] / [[Strategic Cruiser]] / [[Command Destroyer]]s / [[Porpoise]] ({{co|lightgreen|+2%}} per level)
 +
| 60s
 +
| 66s
 +
| 72s
 +
| 78s
 +
| 84s
 +
| 90s
 +
| 91.8s
 +
| 93.6s
 +
| 95.4s
 +
| 97.2s
 +
| 99.0s
 +
| 123.8s
 +
|-
 +
| style="text-align:left;" | [[Orca]]<small><ref name="orca"/></small> / [[Carriers]] / [[Force Auxiliaries]] ({{co|lightgreen|+1%}} per level)
 +
| 60s
 +
| 66s
 +
| 72s
 +
| 78s
 +
| 84s
 +
| 90s
 +
| 90.9s
 +
| 91.8s
 +
| 92.7s
 +
| 93.6s
 +
| 94.5s
 +
| 118.1s
 +
|-
 +
| style="text-align:left;" | [[Battlecruisers]] / [[Titans]] (no bonus)
 +
| 60s
 +
| 66s
 +
| 72s
 +
| 78s
 +
| 84s
 +
| 90s
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| 112.5s
 +
|}
 +
<small><references/></small>
  
Provide bonuses to support armour based activity. They all require Leadership
+
=== For area of effect range ===
5 and at least Armoured Warfare Specialist 1.
+
The '''area of effect range''' is calculated like this:
Damage Control
 
- Reduces the capacitor need of the gang's personal and targeted armour repair
 
systems. (2%)
 
Passive Defence
 
- Grants a bonus to the gang's armour resistances. (2%)
 
Rapid Repair
 
- Increases the speed of the gang's personal and targeted armour repair
 
systems. (2%)
 
  
II. Information Warfare Links [INFO]
+
: <math> \displaystyle \text{Range} = 15\text{km} \times \left( 1 + \frac {\text{leadership} } {100} \right) \times \left( 1 + \frac {\text{wing command} } {100}\right) \times \left( 1 + \frac {\text{fleet command} } {100} \right) \times \left(1 + \frac {\text{ship} } {100} \right) \color{teal} \times \left( 1 + \frac {\text{Industrial Core} } {100} \right) </math>
 +
: The {{Co|teal|Industrial Core}} bonus only applies to the Porpoise, Orca, and Rorqual.
  
Provide bonuses to support electronic warfare and ship sensors. They all
 
require Leadership 5 and at least Information Warfare Specialist 1.
 
  
Electronic Superiority
+
Here's a bonus-scale for the {{co|lightgreen|15km area of effect range}} of command bursts:
- Boosts the strength of the gang's electronic warfare modules. (2%)
+
{| class="wikitable" style="font-size:90%; text-align:center;"
Recon Operation
+
|- style="background-color:#222222;"
- Boosts the range of the gang's electronic warfare modules. (2%)
+
! rowspan="2" | Ship bonus
Sensor Integrity
+
! rowspan="2" | Base
- Boosts sensor strengths for all of the gang's ships. (3%)
+
! colspan="5" | Leadership skill
 +
! colspan="5" | Wing Command skill
 +
! colspan="5" | Fleet Command skill
 +
|- style="background-color:#111111;"
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level2.png|24px|link=]]
 +
! [[File:certificate-level3.png|24px|link=]]
 +
! [[File:certificate-level4.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
|-
 +
| style="text-align:left;" | [[Capital Ship]]s ({{co|lightgreen|+200%}} range)
 +
| 15km
 +
| 48.2km
 +
| 51.3km
 +
| 54.5km
 +
| 57.6km
 +
| 60.8km
 +
| 64.4km
 +
| 68.0km
 +
| 71.7km
 +
| 75.3km
 +
| 79.0km
 +
| 82.9km
 +
| 97.0km
 +
| 90.8km
 +
| 95.0km
 +
| 98.7km
 +
|-
 +
| style="text-align:left;" | [[Fleet Command Ships]] ({{co|lightgreen|+100%}} range)
 +
| 15km
 +
|colspan=8|''Ship requires {{sk|Wing Command|IV|icon=yes}}''
 +
| 50.2km
 +
| 53.0km
 +
| 55.3km
 +
| 58.0km
 +
| 60.6km
 +
| 63.0km
 +
| 65.8km
 +
|-
 +
| style="text-align:left;" | [[Porpoise]] (no bonus) + [[File:module icon industrial core ii.png|18px|link=]]{{co|coral|Medium Industrial Core II}} ({{co|lightgreen|+60%}} range)
 +
| 15km
 +
| 25.7km
 +
| 27.4km
 +
| 29.0km
 +
| 30.7km
 +
| 32.4km
 +
| 34.3km
 +
| 36.3km
 +
| 38.2km
 +
| 40.2km
 +
| 42.1km
 +
| 44.2km
 +
| 46.3km
 +
| 48.4km
 +
| 50.5km
 +
| 52.7km
 +
|-
 +
| style="text-align:left;" | [[Orca]]<ref name="IncCmdNote">For non-Mining Foreman bursts. The Orca and Rorqual gain an additional 5% per level bonus to Mining Foreman Burst range, which is accounted for in the table below.</ref> / [[Rorqual]]<ref name="IncCmdNote" /> / [[Battlecruiser#Combat Battlecruisers|Battlecruisers]] / [[Attack Command Ships]]<ref>Attack Command Ships require {{sk|Wing Command|IV|icon=yes}}.</ref> / [[Strategic Cruisers]] ({{co|lightgreen|+50%}} range)
 +
| 15km
 +
| 24.1km
 +
| 25.7km
 +
| 27.2km
 +
| 28.8km
 +
| 30.4km
 +
| 32.2km
 +
| 34.0km
 +
| 35.8km
 +
| 37.7km
 +
| 39.0km
 +
| 41.5km
 +
| 43.0km
 +
| 45.4km
 +
| 47.0km
 +
| 49.4km
 +
|-
 +
| style="text-align:left;" | [[Porpoise]] (no bonus) + [[File:module icon industrial core i.png|18px|link=]]{{co|coral|Medium Industrial Core I}} ({{co|lightgreen|+45%}} range)
 +
| 15km
 +
| 23.3km
 +
| 24.8km
 +
| 26.3km
 +
| 27.8km
 +
| 29.4km
 +
| 31.1km
 +
| 32.9km
 +
| 34.6km
 +
| 36.4km
 +
| 38.2km
 +
| 40.1km
 +
| 42.0km
 +
| 43.9km
 +
| 45.8km
 +
| 47.7km
 +
|-
 +
| style="text-align:left;" | [[Destroyer#Command Destroyers|Command Destroyers]] / [[Porpoise]] (no bonus) <ref>Command Destroyers require {{sk|Leadership|V|icon=yes}}.</ref>
 +
| 15km
 +
| 16.1km
 +
| 17.1km
 +
| 18.1km
 +
| 19.2km
 +
| 20.3km
 +
| 21.5km
 +
| 22.7km
 +
| 23.9km
 +
| 25.1km
 +
| 26.0km
 +
| 27.6km
 +
| 29.0km
 +
| 30.3km
 +
| 32.0km
 +
| 32.9km
 +
|}
 +
<small><references /></small>
  
III. Siege Warfare Links [SIEG]
+
The Orca and Rorqual additionally get a 5% per ship skill level range bonus to their [[File:icon mining command burst.png|24px|link=]] {{co|coral|Mining Foreman Bursts}}, in addition to a 50% range bonus to all command bursts. As with most ships with multiple role bonuses affecting the same stat, these bonuses are multiplicative with one another. Ranges with their double ship bonuses, alongside industrial core configurations, are listed below. To keep the table compact, only stats at skill levels I and V are shown.
  
Provide bonuses to shield based activity. They all require Leadership 5 and at
+
{| class="wikitable" style="font-size:90%; text-align:center;"
least Siege Warfare Specialist 1.
+
|- style="background-color:#222222;"
 +
! rowspan="2" | Ship bonus
 +
! rowspan="2" | Base
 +
! colspan="2" | Leadership skill
 +
! colspan="2" | Ship skill
 +
! colspan="2" | Wing Command skill
 +
! colspan="2" | Fleet Command skill
 +
|- style="background-color:#111111;"
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
! [[File:certificate-level1.png|24px|link=]]
 +
! [[File:certificate-level5.png|24px|link=]]
 +
|-
 +
| style="text-align:left;" | [[Rorqual]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core ii.png|18px|link=]]{{co|coral|Capital Industrial Core II}} ({{co|lightgreen|+250%}} range)
 +
| 15km
 +
| 84.3km
 +
| 106.3km
 +
| 111.7km
 +
| 132.9km
 +
| 140.9km
 +
| 172.8km
 +
| 181.4km
 +
| 215.9km
 +
|-
 +
| style="text-align:left;" | [[Rorqual]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core i.png|18px|link=]]{{co|coral|Capital Industrial Core I}} ({{co|lightgreen|+200%}} range)
 +
| 15km
 +
| 72.2km
 +
| 91.1km
 +
| 95.7km
 +
| 113.9km
 +
| 120.7km
 +
| 148.1km
 +
| 155.5km
 +
| 185.1km
 +
|-
 +
| style="text-align:left;" | [[Orca]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core ii.png|18px|link=]]{{co|coral|Large Industrial Core II}} ({{co|lightgreen|+100%}} range)
 +
| 15km
 +
| 48.1km
 +
| 60.7km
 +
| 63.8km
 +
| 75.9km
 +
| 80.5km
 +
| 98.7km
 +
| 103.7km
 +
| 123.4km
 +
|-
 +
| style="text-align:left;" | [[Orca]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range) + [[File:module icon industrial core i.png|18px|link=]]{{co|coral|Large Industrial Core I}} ({{co|lightgreen|+75%}} range)
 +
| 15km
 +
| 42.1km
 +
| 53.2km
 +
| 55.8km
 +
| 66.4km
 +
| 70.4km
 +
| 86.4km
 +
| 90.7km
 +
| 108.0km
 +
|-
 +
| style="text-align:left;" | [[Orca]] / [[Rorqual]] ({{co|lightgreen|+50%}} range & {{co|lightgreen|+5% per level}} range)
 +
| 15km
 +
| 24.1km
 +
| 30.4km
 +
| 31.9km
 +
| 38.0km
 +
| 40.2km
 +
| 49.3km
 +
| 51.8km
 +
| 61.7km
 +
|}
  
Active Shielding
+
=== For reload speed ===
- Increases the speed of the gang's shield boosters and decreases the speed of
+
Since '''reload speed''' is affected by fewer things, the calculation is simple:
shield transporters. (2%)
 
Shield Efficiency
 
- Reduces the capacitor need of the gang's shield boosters and shield
 
transporters. (2%)
 
Shield Harmonizing
 
- Boosts all shield resistances for the gang's ships. (2%)
 
  
IV. Skirmish Warfare Links [SKRM]
+
: <math> \displaystyle \text{Reload speed} = 60\text{s} \times \left( 1 - \frac {\text{command specialist} } {10} \right) </math>
  
Provide bonuses to speed based activity. They all require Leadership 5 and at
 
least Skirmish Warfare Specialist 1.
 
  
Evasive Manoeuvres
+
As such, the reload speed ranges from {{co|lightgreen|60}}, [[File:certificate-level1.png|16px|link=]] {{co|lightgreen|54}}, [[File:certificate-level2.png|16px|link=]] {{co|lightgreen|48}}, [[File:certificate-level3.png|16px|link=]] {{co|lightgreen|42}}, [[File:certificate-level4.png|16px|link=]] {{co|lightgreen|36}} and [[File:certificate-level5.png|16px|link=]] {{co|lightgreen|30 seconds}} based on your {{sk|Command Burst Specialist}} skill.
- Lowers the signature radius of ships in the gang. (2%)
 
Interdiction Manoeuvres
 
- Boosts the range of the gang's propulsion jamming modules. (3%)
 
Rapid Deployment
 
- Increases the speed of the gang's afterburner and microwarpdrive modules.
 
(3%)
 
  
V. Mining Foreman Links [MINE]
+
== External links ==
 +
* [https://www.eveonline.com/news/view/command-bursts Command Bursts and the New World of Fleet Boosting] (devblog)
 +
** [https://www.eveonline.com/news/view/mining-foreman-revolution Mining Foreman Revolution] (devblog leading up to the one above)
 +
* [https://support.eveonline.com/hc/en-us/articles/213817305-Command-Burst Command Burst] (helpdesk article)
  
Provide bonuses to mining activity. They all require Leadership 5 and at least
+
[[Category:Fleets]]
Mining Director 1.
+
[[Category:Fitting]]
 
 
Harvester Capacitor Efficiency
 
- Decreases the capacitor need of mining lasers, gas harvesters and ice
 
harvesters. (2%)
 
Laser Optimization
 
- Decreases mining lasers/ gas harvester and ice harvester duration. (2%)
 
Mining Laser Field Enhancement
 
- Increases the range of the gang's mining lasers, gas harvesters and ice
 
harvesters. (4.5%)
 
 
 
VI. Fitting [FIT]
 
 
 
These modules can only be fit on Battlecruisers, Command Ships, Industrial
 
Command Ships, Capital Industrial Ships, Carriers, Motherships, and Titans. This
 
is enforced by all gang modules requiring 5000 CPU to fit, and those ships I
 
listed all have the role bonus "99% reduction in Warfare Link module CPU need",
 
so a gang module only takes up 50 CPU on one of them. Any of these ships can fit
 
as many as they are able, but there are restrictions on how many they can
 
activate at once.
 
 
 
Strategic Cruisers - 1 active gang module
 
Battlecruisers - 1 active gang module
 
Field Command Ships - 1 active gang module
 
Fleet Command Ships - 3 active gang modules
 
Industrial Command Ship - 3 active gang modules
 
Capital Industrial - 3 active gang modules
 
Carriers - 1 active gang module
 
Motherships - 1 active gang module plus 1 per level of the Carrier skill.
 
Titans - 1 active gang module plus 1 per level of the Titan skill.
 
 
 
Note: Strategic Cruisers can only run a gang link when it is using the Defensive
 
Subsystem - Warfare Processor
 
 
 
Any of these ships may fit a Command Processor (mid slot module) which, when
 
fit, allows the ship to activate one additional gang module. In fact, as long
 
as you have the CPU to do it (believe me it will be the CPU that stops you),
 
you can fit as many Command Processors as you like and activate that many
 
additional gang modules at once. The Command Processor also requires Warfare
 
Link Specialist 5.
 
 
 
VII. Bonuses [BONUS]
 
 
 
The Command Bonuses provided by gang modules only come into play if the person
 
running them has one of the 'Booster' roles in the fleet, the fleets chain of
 
command is complete, and you are in space in system with other pilots of the
 
fleet. That may sound like a very narrow field of use, but when we cover fleet
 
structure later I hope you'll see how easy it really is.
 
 
 
Now on to the numbers! If you've never dealt with them before, at first, that
 
2% Command Bonus looks really crappy, but hang on that's just the base value.
 
The base value is heavily modified by skills, ships, and implants. All gang
 
modules rely on the Specialist skill for which it is named to determine its
 
actual bonus, then that number has several percentage based variables applied
 
to further increase it. I'll use a Siege Warfare Link - Shield Harmonizing
 
(2%) module for this example.
 
 
 
Siege Warfare Specialist states that it gives a "100% bonus to effectiveness
 
of siege warfare link modules per level". The module requires level 1 of this
 
specialist skill to fit it at all, and with that level 1 the module only
 
provides the 2% Command Bonus. At level 2 the skill would give 200% of that
 
base 2% effect, making for and actual 4% Command Bonus. You can easily see
 
what follows: Actual Command Bonus = Base Command Bonus * Level of Specialist
 
skill. So my shield module here it's got a 2% base Command Bonus, and I have
 
Siege Warfare Specialist 5, so I get 2% * 5 = 10% Command Bonus. Ok 10% is a
 
lot better than 2 right? Yes, but we're far from finished.
 
 
 
Carrying on from that 10%, you can then add the Warfare Link Specialist skill.
 
This skill gives an additional 10% per level to the modules effect.
 
Unfortunately this is not added directly, but a percent of the current Command
 
Bonus. If I have Warfare Link Specialist 5 That a 50% increase, or Actual
 
Command Bonus = (Base Command Bonus * Level of Specialist Skill) * Percent of
 
Warfare Link Specialist. e.g. (2% * 5) * 1.5 = 15%, now we're getting
 
somewhere.
 
 
 
Field Command Ships give a 3% bonus per level of Command Ship to increase
 
gang modules appropriate to it's race. The Rorqual gives a 5% bonus per level
 
of Capital Industrial Ships to increase Mining Foreman Links. Strategic Cruisers
 
give a 5% bonus per level of Defensive Subsystem skill to increase gang modules
 
appropriate to it's race, but only when fitting the Warfare Processor Subsystem.
 
 
 
Amarr
 
- Damnation - 3% bonus to effectiveness of Armored Warfare Links per level
 
- Legion - 5% bonus to effectiveness of Armored Warfare Links per subsystem
 
skill level
 
Caldari
 
- Vulture - 3% bonus to effectiveness of Siege Warfare Links per level
 
- Tengu - 5% bonus to effectiveness of Siege Warfare Links per subsystem skill
 
level
 
Gallente
 
- Eos - 3% bonus to effectiveness of Information Warfare Links per level
 
- Proteus - 5% bonus to effectiveness of Information Warfare Links per subsystem
 
skill level
 
Minmatar
 
- Claymore - 3% bonus to effectiveness of Skirmish Warfare Links per level
 
- Loki - 5% bonus to effectiveness of Skirmish Warfare Links per subsystem skill
 
level
 
ORE
 
- Orca - 3% bonus to effectiveness of Mining Foreman Links per level
 
- Rorqual - 5% bonus to effectiveness of Mining Foreman Links per level when
 
in deployed mode
 
 
 
Continuing my example from 15%, my Command Ships level is 4, meaning my
 
Vulture gives its own 12% bonus to just siege modules. That's 12% of the 15%
 
so, 15% * 1.12 = 16.8%. The small extended bonus given by Command Ships is not
 
really their strength, but these are the ships that can run 3 gang modules at
 
once as a role bonus, with no additional help, good stuff.
 
 
 
The final increase we can apply to this bonus is by plugging in a Mindlink.
 
There are 5 possible Mindlinks, one for each category of Gang modules (Armour,
 
Information, Siege, Skirmish, and Mining). A Mindlink will do two really great
 
things, they increase the effect of the related tier 1 skill 50% and they
 
increase their related gang modules Command Bonuses by 50%. The effect on the
 
tier 1 skill means if you have Mining Foreman 5 (+10% yield) the mindlink
 
would add 50% to that effect (+15% yield). Sadly all of the mindlinks are
 
implant slot 10, so you can only plug in a single one per clone.
 
 
 
For the Command Bonus part that's a further 50% to the existing 16.8% Command
 
Bonus we have running: 16.8 * 1.5 = 25.2%. That number represents a 25.2%
 
bonus to all shield resistances possibly across an entire fleet. This
 
resistance bonus is applied as if it were another module fit on each ship so
 
normal stacking nerf applies.
 
 
 
This is a chart of each possible Base Command Bonus and I have applied the
 
most common escalation of bonuses to them to demonstrate what is possible
 
rounded off to one decimal point. This certainly does not represent the many
 
combinations of skills and skill levels that are possible when working out
 
your Command Bonus.
 
 
 
                                        |  2%  | 10% | 15% |22.5%|25.9%|28.1%|
 
                                        |  3%  | 15% |22.5%|33.7%|38.8%|42.2%|
 
                                        | 4.5% |22.5%|33.7%|50.6%|58.2%|63.3%|
 
                                          |    |    |    |    |    |
 
Base Command Bonus of the Module ----------|    |    |    |    |    |
 
'X' Warfare Specialist 5 (500% of Base) ---------|    |    |    |    |
 
Warfare Link Specialist 5 (+50%) ----------------------|    |    |    |
 
With X Warfare Mindlink plugged in (+50%) -------------------|    |    |
 
*With Command Ships 5 racial module type only (+15%) --------------|    |
 
With Capital Industrial Ships 5 instead (Rorqual only, +25%) ------------|
 
With Defensive Subsystem 5 (Strategic Cruisers only, 25%) ---------------|
 
 
 
Note: EVE calculates these bonuses to two decimal places, I rounded them up.
 
*  This line also applies to the Orca with level 5 Industrial Command Ships.
 
 
 
4. Fleet Structure [FLEET]
 
 
 
I love Leadership and Fleet structure, but even I'm not going to lie. Properly
 
organizing a fleet can be a huge pain in the ass. Speaking from experience, I
 
find this most often comes from the fact that whoever the op FC is feels the
 
need to also hold the in game Fleet Commander title as well as Boss. This
 
either makes their life hell, or means some things don't get done because they
 
have bigger fish to fry. Organizing a fleet structure cannot be done on the
 
fly, it must be done in advance of battle or just agreed to be ignored for the
 
moment. Again, as much as I love this area of EVE, DO NOT be that annoying guy
 
bitching "I have skill X I should be a commander", or "I need to be in wing x
 
squad x now!" when your command has better things to do. FC's will usually ask
 
for people when they need certain roles filled, and when you ask for invites
 
you should state your preferences for bonuses.
 
 
 
To largely avoid this issue there are now a few new tools to help manage fleets
 
and invites. If you are the fleet Boss, you can right click the small white
 
arrow in the upper left corner of the fleet interface for a small context menu.
 
The two options I want to point out here are 'Self Invite' and 'Self Move'.
 
 
 
Self Invite - This comes in two flavors Self Invite(Corporation) and Self
 
Invite(Alliance). When you enable either of these, any member of the fleet can
 
post invite links into a chat channel, and any member of their corporation or
 
alliance (as you enabled) can click that link and it gets them into the fleet. A
 
fleet member can right click on their own portrait in any chat channel and from
 
the context menu select 'Channel > Post Fleet Invitation'. This will put a
 
yellow highlighted link in the chat channel 'Fleet Invitation (Corporation)' or
 
'Fleet Invitation(Alliance)'. Any members of that corp or alliance not already
 
in the fleet can click the chat link and get themselves in.
 
 
 
Self Move - When the Boss enables self move, fleet members may move themselves
 
from squad to squad, or make them selves Squad Commander if the squad does not
 
already have one. Once enabled a fleet member only needs to right click
 
themselves in the fleet interface then from the context menu select 'Move' and
 
follow the drop downs through the wings and squads available to move to. If the
 
squad does not yet have a squad commander, the option to become the squad
 
commander will also appear in the 'Move' menu. Fleet members cannot move
 
themselves up to Wing Commanders or Fleet Commander, only the FC and Boss can
 
promote Wing Commanders, only the Boss can promote the FC.
 
 
 
To make these features more effective, create as many wings and squads as you
 
think you'll need in advance. Only the Boss or FC can create new wings and
 
squads and if there are no extras, incoming members will have nowhere to go, or
 
be unable to move themselves around. Also, wings and squads can be renamed, with
 
the name appearing in the fleet interface. Naming wings and squads based on the
 
leadership bonuses available or the roles they are meant to fill gives everyone
 
a clear idea of where they ought to be, and makes the best use of 'Self Move'.
 
To do this, right click the wing or squad in the fleet interface and select
 
'Change Name'.
 
 
 
There are several Roles in a fleet, beyond just being a member of the fleet.
 
Unless you are otherwise promoted (by the Boss or Commanders) you are
 
considered a Squad Member. The squad you are in may be part of a Wing, but you
 
are still represented to the fleet as a member of the squad itself. The
 
hierarchy is as follows:
 
 
 
Squad Member
 
- You are the soldiers, highly trained and motivated, you act on your
 
Commanders orders precisely, and not before
 
Squad Commander(SC)
 
- With Leadership 5 you can Command a Squad of up to 10 pilots (this includes
 
yourself) you may invite people only into your Squad.
 
Wing Commander(WC)
 
- With Wing Command 5 you may Command a Wing of up to 5 Squads (each with
 
their own SC) you may invite or move people in any Squad in your Wing. You can
 
promote or demote SC's in the squads of your Wing.
 
Fleet Commander(FC)
 
- With Fleet Command 5 you may lead a fleet of up to 5 Wings (each with their
 
own WC's and SC's) you may invite or move people in any part of the fleet. You
 
may promote or demote WC's and SC's in any part of the fleet.
 
 
 
Also, any member of the fleet can also be a Scout, Booster, or the Boss. Scout
 
is simply a way to designate which players are scouting for the fleet. Scouts
 
move around up to several systems away from the main fleet to be eyes and ears
 
for the fleet. The Booster is why I started this guide; they provide gang
 
bonuses to the fleet. People with the Booster role are usually encouraged to
 
bring gang modules suited to benefit certain types of ships, and are then made
 
Booster for a Squad or Wing made up of those ship types. The Boss role is
 
exactly what it sounds like, the Boss. Even if the person with the Boss role
 
is not the Fleet Commander, they still have all of the powers needed to manage
 
the fleet, from inviting people into any Squad or Wing, moving people to and
 
from Squads, promoting and demoting Commanders of any rank, The Boss.
 
 
 
I feel it's best if the actual op FC retains the Boss title, as they need that
 
absolute control, but they do NOT have to be the Fleet Commander in game as
 
well. If possible the Fleet Commander position should be given to someone with
 
the Fleet Command skill and who is capable enough to manage invites,
 
Commanders, and members and organize the fleet structure to make best use of
 
the available bonuses. If this is simply not possible, then actual op leaders
 
should only do this organization well out of danger. It is simply not a
 
priority if they are trying to plan the actions and movements of the fleet to
 
also be answering every cry to be moved by Squad Members.
 
 
 
There are 3 types of Booster, Squad Booster, Wing Booster, and Fleet Booster,
 
this is shown as a letter in brackets after the players name (S), (W), or (F).
 
A Squad Booster can only give gang bonuses to other members of their own
 
Squad. A Wing Booster can give bonuses to other pilots in their entire Wing.
 
Of course the Fleet Booster provides gang bonuses across the entire fleet.
 
Whether these bonuses are received by anyone depends on the fleets chain of
 
command being complete. What this refers to is that the people in the Squad,
 
Wing, and Fleet Commander positions have the necessary skills for the fleet
 
they are leading. Anyone can occupy any of these positions, but without the
 
proper skills, no bonuses can be passed down through the fleet. The Boosters
 
can have any place in the fleet structure, being a Booster simply means they
 
are the source of the gang bonuses for part of the fleet, nothing more.
 
Boosters do not even need to have Wing Command or Fleet Command skills, even
 
as a Squad Member they can be set as a Fleet Booster and provide the bonuses
 
fleet wide.
 
___________________________________________________________________________
 
|                              FC (skilled)                                |
 
|______________________________Fleet Bonuses________________________________|
 
|      WC 1 (skilled)              |        WC 2 (unskilled)              |
 
|____Fleet + Wing Bonuses____________|___________No Bonuses_________________|
 
|  SC 1 (skilled) | SC 2 (unskilled) | SC 3 (skilled) |  SC 4 (unskilled)  |
 
|___All Bonuses___|____No Bonuses____|__Squad Bonuses_|_____No Bonuses______|
 
 
 
Having an FC with the Fleet Command skill means that some people can benefit
 
from the bonuses of the Fleet Booster, as long as the other Commanders are
 
also skilled. Wing 1 has a skilled Commander, so Squads below him may receive
 
bonuses of both the Fleet Booster and Wing Booster (yes AND, I'll get to
 
that). Squad 1 having a skilled SC can get bonuses from the Fleet, Wing, and
 
Squad Boosters, awesome. Squad 2 having an unskilled SC (or no SC at all, same
 
effect) gets no bonuses from any Boosters. Due to Wing 2 having an unskilled
 
WC Squads in this Wing cannot get either Fleet or Wing Boosters bonuses, they
 
are cut off by the lack of command skills. Squad 3 is fortunate to have a
 
skilled SC since they can at least get the Squad Boosters bonuses. Squad 4 is
 
screwed.
 
 
 
As previously stated the Boosters can be anywhere in the fleet structure, they
 
do not have to occupy the Commander positions. In order for a Squad to get any
 
bonuses the SC of that squad must have Leadership at a high enough level to
 
support the numbers in the Squad (10 members at level 5). To get Wing bonuses,
 
the WC must have the Wing Command skill level high enough to support the
 
number of Squads they have (5 Squads in a Wing at level 5). For Fleet bonuses
 
to work, the FC must have Fleet Command trained to support the number of Wings
 
they command (5 Wings in a fleet at level 5). The Commanders DO NOT have to
 
have the skills or modules that provide the bonuses, rather they only need to
 
have Leadership, Wing Command, or Fleet Command to ensure the bonuses of the
 
Boosters are passed along. Likewise the Boosters DO NOT need to have Wing
 
Command or Fleet Command to be a Booster for those ranks (they just cannot
 
hold the Commander position). Of course, it is very convenient if you are 'the
 
whole package'.
 
 
 
Now the best part: EVE will blend the best bonuses of all of the Boosters and
 
give them ALL to the Squads. Assuming you have a completely skilled set of
 
commanders, the members of a Squad will get the bonuses of the Fleet, Wing AND
 
Squad Boosters. If two Boosters are running the same module, only the best
 
effect is given to the fleet, the other is ignored.
 
 
 
What this means is while most fleets divvy up into Shield, Armour, and Speed
 
Wings, you can still pump more bonuses into them at the Fleet and Squad
 
levels.
 
 
 
At the end of the day, with a dedicated group of Boosters and Commanders you
 
can provide a wide range of really solid bonuses to a fleet.
 
 
 
 
 
 
 
J. Loo
 

Latest revision as of 20:29, 18 November 2024

Warfare-links.png Command Bursts are modules that increase the effectiveness of one or several aspects of a ship. They can only be fitted to certain ships but are extremely potent as they will give their bonuses to every single member of the fleet (up to 256 people) as long as they are within the area of effect of the burst.

Prior to the Ascension expansion of November 2016, Command Bursts existed as a set of modules called Warfare Links (or just 'Links'), which provided similar effects but with less flexibility.

Command Bursts

The command burst modules come in five different variants, each with three different type of charges giving different effects, as well as a tech one and a tech two version of the command burst modules. Compared to the Command Burst I, the Command Burst II consumes slightly more CPU and Powergrid to fit, and requires training in the burst's Specialization skill, but in exchange fires bursts which are 25% stronger than the bursts of a tech I module.

Upon activation of a Command Burst module you will get a Icon timer weapons.png weapon timer for 60 seconds (equal to the module's 60 second cycle time) and the bonuses will spread amongst any and all fleet members within your area of effect range. Both the duration and area of effect range are highly influenced by your skills and if you're using any of the special command mindlink implants or industrial cores.

Command Bursts are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements. See remote assistance for more details.

All Command Burst modules require the Omega clone state to be used. However, any character can benefit from bursts fired by fleet members.

Command Burst modules Command Burst charges Effect Base Max [1]
Icon armor command burst.png Armor Command Burst Icon armor energizing.png Armor Energizing Charge Armor Resistance Bonus +8% +22.50%
Icon armor reinforcement.png Armor Reinforcement Charge Armor HP Bonus +8% +22.50%
Icon rapid repair.png Rapid Repair Charge Armor Repair Modules: Duration & capacitor-use bonus -8% -22.50%
Icon information command burst.png Information Command Burst Icon electronic hardening.png Electronic Hardening Charge Sensor Strength bonus
Remote Sensor Dampener / Remote Weapon Disruption Resistance Bonus
+18%
+9%
+50.63%
+25.31%
Icon electronic superiority.png Electronic Superiority Charge Electronic Warfare modules: Range and Strength bonus +9% +25.31%
Icon sensor optimization.png Sensor Optimization Charge Scan Resolution bonus
Targeting Range bonus
+9%
+18%
+25.31%
+50.63%
Icon mining command burst.png Mining Foreman Burst Icon mining equipment preservation.png Mining Equipment Preservation Charge Mining crystal volatility bonus -15% -61.52%
Icon mining laser field enhancement.png Mining Laser Field Enhancement Charge Mining/Survey module range bonus +40% +164.06%
Icon mining laser optimization.png Mining Laser Optimization Charge Mining Modules: Duration & Capacitor-use bonus -15% -61.52%
Icon shield command burst.png Shield Command Burst Icon active shielding.png Active Shielding Charge Shield Repair Modules: Duration & Capacitor-use bonus -8% -22.50%
Icon shield extension.png Shield Extension Charge Shield HP Bonus +8% +22.50%
Icon shield harmonizing.png Shield Harmonizing Charge Shield Resistance Bonus +8% +22.50%
Icon skirmish command burst.png Skirmish Command Burst Icon evasive maneuvers.png Evasive Maneuvers Charge Signature Radius bonus
Agility bonus
-6% -16.88%
Icon interdiction maneuvers.png Interdiction Maneuvers Charge Tackle module range bonus +12% +33.75%
Icon rapid deployment.png Rapid Deployment Charge AB/MWD module speed increase bonus +12% +33.75%
  1. ^ This assumes that all relevant skills are maxed, use the tech two variant of the command burst module, a ship with the strongest bonuses and the best command mindlink.

You can find the modules on the market under the Icon gunnery turret.png Ship Equipment and Warfare-links.png Fleet Assistance Modules, whereas the charges are under the Icon market ammo.png Ammunition & Charges and Warfare-links.png Command Burst Charges.

Skills

There are several skills influencing the effect of command bursts, be that their strength, duration, area of effect range or reload speed. These skills are all under the Fleet Support skill family, and thus require the Charisma attribute to be trained quickly.

Icon skillbook2.png Leadership (+7% range per level, +35% max)
Icon skillbook2.png Wing Command (+6% range per level, +30% max)
Icon skillbook2.png Fleet Command (+5% range per level, +25% max)
Icon skillbook2.png Command Burst Specialist (-10% reload speed per level, -50% max)
Icon skillbook2.png Armored Command (+10% duration of armor bursts, +50% max)
Icon skillbook2.png Armored Command Specialist (+10% strength of armor bursts, +50% max)
Icon skillbook2.png Shield Command (+10% duration of shield bursts, +50% max)
Icon skillbook2.png Shield Command Specialist (+10% strength of shield bursts, +50% max)
Icon skillbook2.png Information Command (+10% duration of information bursts, +50% max)
Icon skillbook2.png Information Command Specialist (+10% strength of information bursts, +50% max)
Icon skillbook2.png Skirmish Command (+10% duration of skirmish bursts, +50% max)
Icon skillbook2.png Skirmish Command Specialist (+10% strength of skirmish bursts, +50% max)
Icon skillbook2.png Mining Foreman (+10% duration of mining bursts, +50% max)
Icon skillbook2.png Mining Director (+10% strength of mining bursts, +50% max)

Command Mindlink implants

Various command mindlink implants boost the strength and duration effect of Command Burst modules. These implants all take up Slot 10.

Implant Requirement Effect
Icon implant mindlink.png Armored Command Mindlink Cybernetics V
Armored Command Specialist V
+25% bonus to Icon armor command burst.png Armor Command Burst strength and duration
Icon implant mindlink.png Information Command Mindlink Cybernetics V
Information Command Specialist V
+25% bonus to Icon information command burst.png Information Command Burst strength and duration
Icon implant mindlink.png Mining Foreman Mindlink Cybernetics V
Mining Director V
+25% bonus to Icon mining command burst.png Mining Foreman Burst strength and duration
Icon implant mindlink.png Shield Command Mindlink Cybernetics V
Shield Command Specialist V
+25% bonus to Icon shield command burst.png Shield Command Burst strength and duration
Icon implant mindlink.png Skirmish Command Mindlink Cybernetics V
Skirmish Command Specialist V
+25% bonus to Icon skirmish command burst.png Skirmish Command Burst strength and duration
Icon implant mindlink faction.png Caldari Navy Command Mindlink Cybernetics V
Shield Command Specialist V
Information Command Specialist V
+25% bonus to Icon shield command burst.png Shield Command Burst strength and duration.
+25% bonus to Icon information command burst.png Information Command Burst strength and duration.
Icon implant mindlink faction.png Federation Navy Mindlink Cybernetics V
Armored Command Specialist V
Skirmish Command Specialist V
+25% bonus to Icon armor command burst.png Armor Command Burst strength and duration.
+25% bonus to Icon skirmish command burst.png Skirmish Command Burst strength and duration.
Icon implant mindlink faction.png Imperial Navy Mindlink Cybernetics V
Armored Command Specialist V
Information Command Specialist V
+25% bonus to Icon armor command burst.png Armor Command Burst strength and duration.
+25% bonus to Icon information command burst.png Information Command Burst strength and duration.
Icon implant mindlink faction.png ORE Mining Director Mindlink Cybernetics V
Mining Director V
Shield Command Specialist V
+25% bonus to Icon mining command burst.png Mining Foreman strength and duration.
+25% bonus to Icon shield command burst.png Shield Command Burst strength and duration.
Icon implant mindlink faction.png Republic Fleet Command Mindlink Cybernetics V
Shield Command Specialist V
Skirmish Command Specialist V
+25% bonus to Icon shield command burst.png Shield Command Burst strength and duration.
+25% bonus to Icon skirmish command burst.png Skirmish Command Burst strength and duration.
Icon implant mindlink faction.png Guri Malakim Command Mindlink Cybernetics V
Information Command Specialist V
Skirmish Command Specialist V
+25% bonus to Icon information command burst.png Information Command Burst strength and duration.
+25% bonus to Icon skirmish command burst.png Skirmish Command Burst strength and duration.

Ship & module restrictions

Command burst modules can only be fitted to ships of the following categories: Capital Industrial Ships, Carriers, Combat Battlecruisers, Command Destroyers, Command Ships, Force Auxiliaries, Industrial Command Ships, Strategic Cruisers, Supercarriers and Titans.

Ships Strength & duration bonus Range bonus Command burst modules allowed
Titans
Capital Industrial Command Ships - Rorqual
Industrial Command Ships - Orca
No bonuses
+5% and +3% to two racial types
+3% and +1% to two racial types
+200% range
+50% range
+50% range
Can fit three command burst modules
Attack Command Ships
Fleet Command Ships
Carriers
Supercarriers
Force Auxiliaries
Industrial Command Ships - Porpoise
+4% to two racial types
+3% to two racial types
+1% to two racial types
+2% to two racial types
+1% to two racial types
+2% to one racial type
+50% bonus
+100% range
+200% range
+200% range
+200% range
No bonus
Can fit two command burst modules
Command Destroyers
Combat Battlecruisers
Strategic Cruisers [1]
+2% to two racial types
No bonus
+2% to three racial types
No bonus
+50% bonus
+50% bonus
Can fit one command burst module
  1. ^ Requires the Support Processor subsystem.

Racial types

Several ships get multiple bonuses to Command Burst modules.

Race Primary Secondary Tertiary [1]
Logo faction amarr empire clean.png Amarr ships Icon armor command burst.png Armor Command Burst Icon information command burst.png Information Command Burst Icon skirmish command burst.png Skirmish Command Burst
Logo faction caldari state clean.png Caldari ships Icon shield command burst.png Shield Command Burst Icon information command burst.png Information Command Burst Icon skirmish command burst.png Skirmish Command Burst
Logo faction gallente federation clean.png Gallente ships Icon armor command burst.png Armor Command Burst Icon skirmish command burst.png Skirmish Command Burst Icon information command burst.png Information Command Burst
Logo faction minmatar republic clean.png Minmatar ships Icon shield command burst.png Shield Command Burst Icon skirmish command burst.png Skirmish Command Burst Icon armor command burst.png Armor Command Burst
Logo faction triglavian collective.png Triglavian ships Icon skirmish command burst.png Skirmish Command Burst Icon information command burst.png Information Command Burst
Logo faction outer ring excavations.png O.R.E. ships Icon mining command burst.png Mining Foreman Burst Icon shield command burst.png Shield Command Burst[2]
  1. ^ Ships like Strategic Cruisers get three racial bonuses.
  2. ^ With the exception of the Porpoise, who only gets the mining bonus.

Command Processor rigs

There's a rig called Command Processor I that will allow your ship to fit an additional command burst module. The rig uses Icon calibration.png 150 calibration so ships are limited to +2 more command burst modules due to the high calibration cost (as ships cannot have more than 350 - 400 calibration available). This will allows an Orca to fit up to 5 command burst modules, command ships to get 4 command burst modules, command destroyers to fit 3 command burst modules etc. The balance comes with the fact that you'll be giving up precious rig slots, which often drastically lowers the tank potential of the ship.

For the armor and shield command burst using the Icon armor reinforcement.png Armor Reinforcement Charge or the Icon shield extension.png Shield Extension Charge it usually pays off to have one person run it, as the maximum bonus (+22.5% hit points) will give you a higher boost compared to a Module icon armor rig tech2.png Trimark Armor Pump II or Module icon shield rig tech2.png Core Defense Field Extender II rig (+20% hit points), not to mention the fact it gives this bonus to anyone within range.

Industrial core

The industrial core is a module that the Rorqual, Orca, and Porpoise can fit that gives additional bonuses to the strength of Icon mining command burst.png Mining Foreman Burst modules and to the range of all command burst modules, but only when activated. Activating the core locks the ship down in a similar manner to how a Dreadnought's Siege Module works (immobilizing the ship and blocking remote assistance, but significantly amplifying the ship's defenses and other abilities). The industrial core come in three flavors, Medium Industrial Core, Large Industrial Core, and Capital Industrial Core, and are fit on different ships. The Porpoise can fit the Medium Industrial Core, the Orca can fit the Large Industrial Core, and the Rorqual can fit the Capital Industrial Core.

Type of core Effect (by size)
Medium (Porpoise) Large (Orca) Capital (Rorqual)
Module icon industrial core i.png <size> Industrial Core I Icon mining command burst.png Mining Foreman Burst strength bonus 5% 10% 30%
Command Burst range bonus 45% 75% 200%
Module icon industrial core ii.png <size> Industrial Core II Icon mining command burst.png Mining Foreman Burst strength bonus 7.5% 15% 40%
Command Burst range bonus 60% 100% 250%

Calculating Command Burst bonuses

For those wondering how these different bonuses are calculated, here's the math behind the way CCP calculates Command Burst bonuses.

For strength

The various multipliers for strength are calculated as follows:

[math] \displaystyle \text{strength} = \text{base charge bonus} \times \left( 1 + \frac {\text{specialization} } {100} \right) \times \left( 1 + \frac {\text{module} } {100}\right) \times \left( 1 + \frac {\text{ship} } {100} \right) \times \left(1 + \frac {\text{mindlink} } {100} \right) \color{teal} \times \left( 1 + \frac {\text{Industrial Core} } {100} \right) [/math]
The Industrial Core bonus only applies to the Mining Foreman Bursts from a Porpoise, Orca, or Rorqual.


Here are two examples of how the strength scale with skills, ship bonuses and implants. This assumes you swap to a tech two module once you have the required skills for it (indicated by the tech two icon in the chart).

The following is a bonus-scale for the 8% resist bonus:

Ship bonus Base Command Specialist skill Ship skill Icon implant mindlink.png
Icon tech2.png
Certificate-level1.png
Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png Certificate-level1.png Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png
Attack Command Ships (+4% per level) 8% 11% 12% 13% 14% 15% 15.60% 16.20% 16.80% 17.40% 18.00% 22.50%
Rorqual / Fleet Command Ships (+3% per level) 8% 11% 12% 13% 14% 15% 15.45% 15.90% 16.35% 16.80% 17.25% 21.56%
Supercarriers / Strategic Cruiser / Command Destroyers (+2% per level) 8% 11% 12% 13% 14% 15% 15.30% 15.60% 15.90% 16.20% 16.50% 20.63%
Orca / Carriers / Force Auxiliaries (+1% per level) 8% 11% 12% 13% 14% 15% 15.15% 15.30% 15.45% 15.60% 15.75% 19.69%
Battlecruisers / Titans (no bonus) 8% 11% 12% 13% 14% 15% - - - - - 18.75%

Here's a bonus-scale for the -15% duration bonus:

Ship bonus Base Command Specialist skill Ship skill Icon implant mindlink.png Module icon industrial core i.png Module icon industrial core ii.png
Icon tech2.png
Certificate-level1.png
Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png Certificate-level1.png Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png
Rorqual (+5% per level) -15% -20.63% -22.50% -24.38% -26.25% -28.13% -29.53% -30.94% -32.34% -33.75% -35.16% -43.95% -57.13% -61.52%
Orca (+3% per level) -15% -20.63% -22.50% -24.38% -26.25% -28.13% -28.97% -29.81% -30.66% -31.50% -32.34% -40.43% -44.50% -46.50%
Porpoise (+2% per level) -15% -20.63% -22.50% -24.38% -26.25% -28.13% -28.69% -29.25% -29.81% -30.38% -30.94% -38.67% -40.60% -41.60%
Non-mining ships (no bonus) -15% -20.63% -22.50% -24.38% -26.25% -28.13% - - - - - -35.16% - -

For duration

For duration the multipliers are calculated as follows:

[math] \displaystyle \text{duration} = 60\text{s} \times \left( 1 + \frac {\text{command} } {100} \right) \times \left( 1 + \frac {\text{ship} } {100} \right) \times \left(1 + \frac {\text{mindlink} } {100} \right)[/math]


Here's a bonus-scale for the 60 second duration of command bursts:

Ship bonus Base Command skill Ship skill Icon implant mindlink.png
Certificate-level1.png Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png Certificate-level1.png Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png
Rorqual[1] (+5% per level) 60s Req. Mining Foreman V 94.5s 99.0s 103.5s 108.0s 112.5s 140.6s
Attack Command Ships (+4% per level) 60s 66s 72s 78s 84s 90s 93.6s 97.2s 100.8s 104.4s 108.0s 135.0s
Rorqual[1] / Orca[2] / Fleet Command Ships (+3% per level) 60s 66s 72s 78s 84s 90s 92.7s 95.4s 98.1s 100.8s 103.5s 129.4s
Supercarriers / Strategic Cruiser / Command Destroyers / Porpoise (+2% per level) 60s 66s 72s 78s 84s 90s 91.8s 93.6s 95.4s 97.2s 99.0s 123.8s
Orca[2] / Carriers / Force Auxiliaries (+1% per level) 60s 66s 72s 78s 84s 90s 90.9s 91.8s 92.7s 93.6s 94.5s 118.1s
Battlecruisers / Titans (no bonus) 60s 66s 72s 78s 84s 90s - - - - - 112.5s
  1. ^ a b The Rorqual gets a +5% bonus to mining bursts and +3% bonus to shield bursts.
  2. ^ a b The Orca gets a +3% bonus to mining bursts and +1% bonus to shield bursts. For mining bursts, Icon skillbook2.png Mining Foreman V is required to sit in the ship, so values prior to Command Skill V are unobtainable alongside the 3% bonus.

For area of effect range

The area of effect range is calculated like this:

[math] \displaystyle \text{Range} = 15\text{km} \times \left( 1 + \frac {\text{leadership} } {100} \right) \times \left( 1 + \frac {\text{wing command} } {100}\right) \times \left( 1 + \frac {\text{fleet command} } {100} \right) \times \left(1 + \frac {\text{ship} } {100} \right) \color{teal} \times \left( 1 + \frac {\text{Industrial Core} } {100} \right) [/math]
The Industrial Core bonus only applies to the Porpoise, Orca, and Rorqual.


Here's a bonus-scale for the 15km area of effect range of command bursts:

Ship bonus Base Leadership skill Wing Command skill Fleet Command skill
Certificate-level1.png Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png Certificate-level1.png Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png Certificate-level1.png Certificate-level2.png Certificate-level3.png Certificate-level4.png Certificate-level5.png
Capital Ships (+200% range) 15km 48.2km 51.3km 54.5km 57.6km 60.8km 64.4km 68.0km 71.7km 75.3km 79.0km 82.9km 97.0km 90.8km 95.0km 98.7km
Fleet Command Ships (+100% range) 15km Ship requires Icon skillbook2.png Wing Command IV 50.2km 53.0km 55.3km 58.0km 60.6km 63.0km 65.8km
Porpoise (no bonus) + Module icon industrial core ii.pngMedium Industrial Core II (+60% range) 15km 25.7km 27.4km 29.0km 30.7km 32.4km 34.3km 36.3km 38.2km 40.2km 42.1km 44.2km 46.3km 48.4km 50.5km 52.7km
Orca[1] / Rorqual[1] / Battlecruisers / Attack Command Ships[2] / Strategic Cruisers (+50% range) 15km 24.1km 25.7km 27.2km 28.8km 30.4km 32.2km 34.0km 35.8km 37.7km 39.0km 41.5km 43.0km 45.4km 47.0km 49.4km
Porpoise (no bonus) + Module icon industrial core i.pngMedium Industrial Core I (+45% range) 15km 23.3km 24.8km 26.3km 27.8km 29.4km 31.1km 32.9km 34.6km 36.4km 38.2km 40.1km 42.0km 43.9km 45.8km 47.7km
Command Destroyers / Porpoise (no bonus) [3] 15km 16.1km 17.1km 18.1km 19.2km 20.3km 21.5km 22.7km 23.9km 25.1km 26.0km 27.6km 29.0km 30.3km 32.0km 32.9km
  1. ^ a b For non-Mining Foreman bursts. The Orca and Rorqual gain an additional 5% per level bonus to Mining Foreman Burst range, which is accounted for in the table below.
  2. ^ Attack Command Ships require Icon skillbook2.png Wing Command IV.
  3. ^ Command Destroyers require Icon skillbook2.png Leadership V.

The Orca and Rorqual additionally get a 5% per ship skill level range bonus to their Icon mining command burst.png Mining Foreman Bursts, in addition to a 50% range bonus to all command bursts. As with most ships with multiple role bonuses affecting the same stat, these bonuses are multiplicative with one another. Ranges with their double ship bonuses, alongside industrial core configurations, are listed below. To keep the table compact, only stats at skill levels I and V are shown.

Ship bonus Base Leadership skill Ship skill Wing Command skill Fleet Command skill
Certificate-level1.png Certificate-level5.png Certificate-level1.png Certificate-level5.png Certificate-level1.png Certificate-level5.png Certificate-level1.png Certificate-level5.png
Rorqual (+50% range & +5% per level range) + Module icon industrial core ii.pngCapital Industrial Core II (+250% range) 15km 84.3km 106.3km 111.7km 132.9km 140.9km 172.8km 181.4km 215.9km
Rorqual (+50% range & +5% per level range) + Module icon industrial core i.pngCapital Industrial Core I (+200% range) 15km 72.2km 91.1km 95.7km 113.9km 120.7km 148.1km 155.5km 185.1km
Orca (+50% range & +5% per level range) + Module icon industrial core ii.pngLarge Industrial Core II (+100% range) 15km 48.1km 60.7km 63.8km 75.9km 80.5km 98.7km 103.7km 123.4km
Orca (+50% range & +5% per level range) + Module icon industrial core i.pngLarge Industrial Core I (+75% range) 15km 42.1km 53.2km 55.8km 66.4km 70.4km 86.4km 90.7km 108.0km
Orca / Rorqual (+50% range & +5% per level range) 15km 24.1km 30.4km 31.9km 38.0km 40.2km 49.3km 51.8km 61.7km

For reload speed

Since reload speed is affected by fewer things, the calculation is simple:

[math] \displaystyle \text{Reload speed} = 60\text{s} \times \left( 1 - \frac {\text{command specialist} } {10} \right) [/math]


As such, the reload speed ranges from 60, Certificate-level1.png 54, Certificate-level2.png 48, Certificate-level3.png 42, Certificate-level4.png 36 and Certificate-level5.png 30 seconds based on your Command Burst Specialist skill.

External links