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Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have. | Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have. | ||
Below are lists of skills required for and the effects of gang links, stacking penalties for webs | Below are lists of skills required for and the effects of gang links, stacking penalties for webs and various utility modules and their effects. | ||
== Warfare Links == | |||
Gang links, or so called ''"warfare links"'', are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The links themselves boosts anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam. | |||
The combination of several links can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up. | |||
Even single links can be tremendously useful, like the skirmish link boosting web range making it possible to use webs efficiently, or the information warfare link increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster. | |||
=== Relevant skills === | === Relevant skills === | ||
Below are the skills required to become a perfect booster. The skills under ''Warfare Gang Links'' and ''Warfare Mindlink implants'' are general skills needed, | Below are the skills required to become a perfect booster. The skills under ''Warfare Gang Links'' and ''Warfare Mindlink implants'' are general skills needed. If you're only going to use one implant, it's enough to train just two of the specialization skills. But if you want to go for a truly perfect booster you'll need to train all four. | ||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" | ||
! Warfare Gang Links | ! style="background:#222222;" | Warfare Gang Links | ||
! Strategic cruisers | <!-- ! Strategic cruisers --> | ||
! Command Ships | ! style="background:#222222;" | Command Ships | ||
! Warfare Mindlink implants | ! style="background:#222222;" | Warfare Mindlink implants | ||
|- valign="top" | |- valign="top" | ||
| | | style="padding:8px;" | | ||
Leadership V<br> | |||
Armored Warfare V<br> | |||
Information Warfare V<br> | |||
Siege Warfare V<br> | |||
| | Skirmish Warfare V<br> | ||
<primary> Warfare Specialist V<br> | |||
<secondary> Warfare Specialist V | |||
<!-- Removing strategic cruisers for now, since they are inferior. | |||
| style="padding:8px;" | | |||
Mechanics V<br> | |||
Electronics V<br> | |||
Engineering V<br> | |||
Navigation V<br> | |||
Gunnery V ''(all but Tengu)''<br> | |||
Drones III ''(Legions & Proteus)''<br> | |||
Missile Launcher Operation III ''(Lokis)''<br> | |||
Missile Launcher Operation V ''(Tengu)''<br> | |||
| | Shield Operation III<br> | ||
Spaceship Command III<br> | |||
<racial> Cruiser V<br> | |||
<racial> Defensive Subsystem V | |||
--> | |||
| style="padding:8px;" | | |||
Spaceship Command V<br> | |||
<racial> Frigate III<br> | |||
| | <racial> Destroyer III<br> | ||
<racial> Cruiser V<br> | |||
<racial> Battlecruisers V<br> | |||
Command Ships V | |||
| style="padding:8px;" | | |||
Science III<br> | |||
Cybernetics V<br> | |||
<primary> Warfare Specialist V<br> | |||
<secondary> Warfare Specialist V | |||
|} | |} | ||
=== Command Ships vs Strategic Cruisers === | === Command Ships vs Strategic Cruisers === | ||
{{deprecated}} | {{deprecated}} | ||
{{example|Need to update this with the new link effects of Odyssey.}} | {{example|Need to update this with the new link effects of Odyssey.}} | ||
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that | Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ship is slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers). | ||
The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about warfare links and the details on the [[warfare links]] page. | |||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" | ||
|- align="center" | |- align="center" | ||