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Command Bursts: Difference between revisions

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Jackie no (talk | contribs)
Jackie no (talk | contribs)
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== 2. Gang Assist Modules [MODS]  ==
== 2. Gang Assist Modules [MODS]  ==


The effects of gang modules do not make or break battles, they do not turn the 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 :)
In the Eve markets, Warfare Links are found under the name "Gang Assist Modules" in the Ship Equipment category. 


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.
Gang modules are high slot, active modules that emit a fleet wide bonus to an attribute for as long as it is active. The pilot operating the warfare link(s) only provide Warfare Link bonuses to other fleet members when:


=== I. Armoured Warfare Links [ARMD]  ===
1. he has the Booster role;<br>
2. the fleet chain of command is complete;<br>
3. the booster and required fleet command structure is in the same system;<br>
4. the pilot providing fleet boosts is not in warp (Warfare Links do not operate while the ship in in warp).<br>


Provide bonuses to support armour based activity. They all require Leadership 5 and at least Armoured Warfare Specialist 1.  
Warfare Links are classified by the five leadership skill categories required to operate them. The actual Warfare Link module names all begin with "X Warfare Link," as shown below. The base percentage bonus of each module in shown brackets following the description; a module's bonus is referred to as its Command Bonus.
 
As of January 2012, Warfare Links became available in both Tech 1 and Tech 2 versions.  Tech 2 Warfare Links provide greater Command Bonuses but require additional power grid and CPU for fitting purposes.
 
=== I. Armored Warfare Links [ARMD]  ===
 
Provide bonuses to support armor based activity. They all require Leadership 5 and at least Armored Warfare Specialist 1.  


*Damage Control -- Reduces the capacitor need of the gang's personal and targeted armour repair systems. (2%)  
*Damage Control -- Reduces the capacitor need of the gang's personal and targeted armour repair systems. (2%)  
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=== III. Siege Warfare Links [SIEG]  ===
=== III. Siege Warfare Links [SIEG]  ===


Provide bonuses to shield based activity. They all require Leadership 5 and at least Siege Warfare Specialist 1.  
Provide bonuses to shield-based activity. They all require Leadership 5 and at least Siege Warfare Specialist 1.  


*Active Shielding - Increases the speed of the gang's shield boosters and decreases the speed of shield transporters. (2%)  
*Active Shielding - Increases the speed of the gang's shield boosters and decreases the speed of shield transporters. (2%)  
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=== IV. Skirmish Warfare Links [SKRM]  ===
=== IV. Skirmish Warfare Links [SKRM]  ===


Provide bonuses to speed based activity. They all require Leadership 5 and at least Skirmish Warfare Specialist 1.  
Provide bonuses to speed-based activity. They all require Leadership 5 and at least Skirmish Warfare Specialist 1.  


*Evasive Manoeuvres - Lowers the signature radius of ships in the gang. (2%)  
*Evasive Manoeuvres - Lowers the signature radius of ships in the gang. (2%)