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| valign="middle" | While the cycle time of the Command Burst module is 60 seconds, the effect can range from anywhere between 60 seconds to 129 seconds (depending on your leadership skills).
| valign="middle" | While the cycle time of the Command Burst module is 60 seconds, the effect can range from anywhere between 60 seconds to 129 seconds (depending on your leadership skills).
|}
|}
This means that the boosts will last for a while even if you're destroyed. It also means that you'll be able to safely reload inbetween bursts and still have time to fire off a new burst before the old one wears off.
This means that the boosts will last for a while even if you're destroyed. It also means that you'll be able to safely reload inbetween bursts and still have time to fire off a new burst before the old one wears off. If you leave your Command Burst module cycling automatically, this will of course mean that you'll technically burn twice the amount of charges you would burn if you manually controlled the bursts. The charges are relatively cheap, so you don't have to micromanage your boosts unless you feel the need to.


= Calculating Command Burst bonuses =
= Calculating Command Burst bonuses =

Revision as of 15:06, 6 December 2016

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.

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. The only notable difference between the Command Burst I and Command Burst II module is that the tech two module is +25% stronger and the tech two variant requiring the specialization skill.

Command Burst modules Command Burst charges Effect Base Max [1]
Armor Command Burst Armor Energizing Charge Armor Resistance Bonus +8% +21,56%
Armor Reinforcement Charge Armor HP Bonus +8% +21,56%
Rapid Repair Charge Armor Repair Modules: Duration & capacitor-use bonus -8% -21,56%
Information Command Burst Electronic Hardening Charge Sensor Strength bonus
Remote Sensor Dampener / Remote Weapon Disruption Resistance Bonus
+9%
+18%
+24,26%
+48,52%
Electronic Superiority Charge Electronic Warfare modules: Range and Strength bonus +9% +24,26%
Sensor Optimization Charge Scan Resolution bonus
Targeting Range bonus
+9%
+18%
+24,26%
+48,52%
Mining Foreman Burst Mining Equipment Preservation Charge Mining crystal volatility bonus -15% -57,13%
Mining Laser Field Enhancement Charge Mining/Survey module range bonus +30% +114,26%
Mining Laser Optimization Charge Mining Modules: Duration & Capacitor-use bonus -15% -57,13%
Shield Command Burst Active Shielding Charge Shield Repair Modules: Duration & Capacitor-use bonus -8% -21,56%
Shield Extension Charge Shield HP Bonus +8% +21,56%
Shield Harmonizing Charge Shield Resistance Bonus +8% +21,56%
Skirmish Command Burst Evasive Maneuvers Charge Signature Radius bonus
Agility bonus
-6% -16,17%
Interdiction Maneuvers Charge Tackle module range bonus +12% +32,34%
Rapid Deployment Charge AB/MWD module speed increase bonus +12% +32,34%
  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 commmand mindlink.

You can find the modules on the market under the Ship Equipment and Fleet Assistance Modules, whereas the charges are under the Ammunition & Charges and Command Burst Charges.

Ship & module restructions

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 Command burst modules allowed
Titans
Capital Industrial Command Ships [1]
Can fit three command burst modules.
Command Ships
Carriers
Supercarriers
Force Auxiliaries
Industrial Command Ships [2]
Can fit two command burst modules.
Command Destroyers
Combat Battlecruisers
Strategic Cruisers [3]
Can fit one command burst module.
  1. ^ Like the Rorqual.
  2. ^ Like the Orca and the Porpoise.
  3. ^ Requires the Warfare Processor subsystem.
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 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 armour and shield command burst using the Armor Reinforcement Charge or the Shield Extension Charge it usually pays off to have one person run it, as the maximum bonus (+21,56% hit points) will give you a higher boost compared to a Trimark Armor Pump II or 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 can fit that gives additional bonuses to Mining Foreman and Shield Command Bursts, but only when activated. Activating that core locks the ship down in a similar manner to how siege works.

Type of core Effect
Industrial Core I +25% bonus to Mining Foreman Burst strength.
+150% bonus to Mining Foreman and Shield Command Burst area of effect range.
Industrial Core II +30% bonus to Mining Foreman Burst strength.
+200% bonus to Mining Foreman and Shield Command Burst area of effect range.

Skills

There are several skills influencing the effect of command bursts, be that their strength, duration, area of effect range or reload speed.

Group Skill Skill effect per level Max
Strength Duration Range Reload
Leadership +7% +35% range
Wing Command +6% +30% range
Fleet Command +5% +25% range
Command Burst Specialist -10% -50% reload speed
Armored Command +10% +50% duration
Armored Command Specialist +10% +50% strength
Shield Command +10% +50% duration
Shield Command Specialist +10% +50% strength
Information Command +10% +50% duration
Information Command Specialist +10% +50% strength
Skirmish Command +10% +50% duration
Skirmish Command Specialist +10% +50% strength
Mining Foreman +10% +50% duration
Mining Director +10% +50% strength

Command Mindlink implants

Various command mindlink implants boost the strength and durationeffect of Command Burst modules.

Implant Requirement Effect
Armored Command Mindlink Cybernetics V
Armored Command Specialist V
+25% bonus to Armor Command Burst strength and duration
Information Command Mindlink Cybernetics V
Information Command Specialist V
+25% bonus to Information Command Burst strength and duration
Mining Command Mindlink Cybernetics V
Mining Director V
+25% bonus to Mining Foreman Burst strength and duration
Shield Command Mindlink Cybernetics V
Shield Command Specialist V
+25% bonus to Shield Command Burst strength and duration
Skirmish Command Mindlink Cybernetics V
Skirmish Command Specialist V
+25% bonus to Skirmish Command Burst strength and duration
Caldari Navy Command Mindlink Cybernetics V
Shield Command Specialist V
Information Command Specialist V
+25% bonus to Shield Command Burst strength and duration.
+25% bonus to Information Command Burst strength and duration.
Federation Navy Mindlink Cybernetics V
Armored Command Specialist V
Skirmish Command Specialist V
+25% bonus to Armor Command Burst strength and duration.
+25% bonus to Skirmish Command Burst strength and duration.
Imperial Navy Mindlink Cybernetics V
Armored Command Specialist V
Information Command Specialist V
+25% bonus to Armor Command Burst strength and duration.
+25% bonus to Information Command Burst strength and duration.
ORE Mining Director Mindlink Cybernetics V
Mining Director V
Shield Command Specialist V
+25% bonus to Mining Foreman strength and duration.
+25% bonus to Shield Command Burst strength and duration.
Republic Fleet Command Mindlink Cybernetics V
Shield Command Specialist V
Skirmish Command Specialist V
+25% bonus to Shield Command Burst strength and duration.
+25% bonus to Skirmish Command Burst strength and duration.

Using Command Burst modules

While they are relatively simple to use, there are a few quirks that you should be aware of.

Weapon Timer

Upon activation of a Command Burst-module will give you a Weapon Timer.
(for the duration of the cycle-time of the module, which is 60 seconds)

Not only will this stop you from docking in a station or a citadel as well as disallow tethering, it also means that you cannot refit with a mobile depot or if you're near a ship with a ship maintenance bay and refitting services. This is most notable on gates (as you cannot follow while having a weapons timer) or when you need to dock up or tether. But for all practical purposes, this just means that people running Command Burst modules will have to pay attention to their weapon timer just like any other combat ship in EVE.

Duration and cycle time

While the cycle time of the Command Burst module is 60 seconds, the effect can range from anywhere between 60 seconds to 129 seconds (depending on your leadership skills).

This means that the boosts will last for a while even if you're destroyed. It also means that you'll be able to safely reload inbetween bursts and still have time to fire off a new burst before the old one wears off. If you leave your Command Burst module cycling automatically, this will of course mean that you'll technically burn twice the amount of charges you would burn if you manually controlled the bursts. The charges are relatively cheap, so you don't have to micromanage your boosts unless you feel the need to.

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.

Formula for strength

The various multipliers for strength are calculated as follows:

Formula for duration

For duration the multipliers are calculated as follows:

Formula for reload speed

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

Scaling bonuses

Given the number of skills, ships and implants available, here's a table showing the relative bonuses for a few key milestones.

Strength

Here's an example of how the strength of certain modules scale with skills, ship bonuses and implants.

Ships Bonus Base Command Specialist Ship bonuses
Duration
Reload speed

Links